I'm Now Extremely Sad. :(
#1
Posted 21 January 2013 - 07:46 AM
Sincerely,
LazDude
#2
Posted 21 January 2013 - 07:47 AM
#3
Posted 21 January 2013 - 07:48 AM
#4
Posted 21 January 2013 - 07:48 AM
#5
Posted 21 January 2013 - 07:49 AM
#6
Posted 21 January 2013 - 07:49 AM
I feel for your loss!
#7
Posted 21 January 2013 - 07:49 AM
Edit: too late
Edited by Thirdstar, 21 January 2013 - 07:50 AM.
#8
Posted 21 January 2013 - 07:51 AM
#9
Posted 21 January 2013 - 07:51 AM
Exoth3rmic, on 21 January 2013 - 07:48 AM, said:
False. Over the last week I've played several MW:LL matches that lasted well over 3 hours on full servers of 26 total players. I've had more fun playing in those epic matches than boring-fest Call of Duty Solaris Warrior Online 15 minute matches on hilariously small, unrealistic maps.
Edited by General Taskeen, 21 January 2013 - 07:55 AM.
#10
Posted 21 January 2013 - 07:52 AM
LazDude2012, on 21 January 2013 - 07:48 AM, said:
it's precisely because the up to 100 people who play LL kept coming on the forums here and saying how great LL was, that and having links to it in their sig that LL even got picked up on PGI's radar in the first place
also, the creators of LL, who didn't have industry jobs at the time, now have jobs at Crytek, which is exactly why people start doing mods in the first place, to get something on the resume to get in to a job in the industry... LL served it's purpose for those that were at the core of creating it
in b4 lock
edit: not in b4 lock, arf!
Edited by Apoc1138, 21 January 2013 - 07:53 AM.
#11
Posted 21 January 2013 - 03:36 PM
Exoth3rmic, on 21 January 2013 - 07:48 AM, said:
MWLL has a dedicated following that is hardly dead.
Apoc1138, on 21 January 2013 - 07:52 AM, said:
it's precisely because the up to 100 people who play LL kept coming on the forums here and saying how great LL was, that and having links to it in their sig that LL even got picked up on PGI's radar in the first place
Living Legends predates MechWarrior Online by two years. Do you honestly think Piranha chose CryEngine 3 for no particular reason instead of developing on UE3 or another engine? It's because MWLL ran on CryEngine 2.
Kunae, on 21 January 2013 - 07:47 AM, said:
I'm just going to go ahead and say that the PGI truth is not the entire truth. He is omitting certain key words which puts everything into context. Words like "strong-arming" and "coercion"
Edited by saber15, 21 January 2013 - 03:38 PM.
#12
Posted 21 January 2013 - 03:45 PM
saber15, on 21 January 2013 - 03:36 PM, said:
Words which have nothing to do with what happened. If you're sufficiently hell bent on a conspiracy that you won't listen to PGI, then how yet another of MW:LL's own devs?
http://mwomercs.com/...50#entry1754550
Edited by Catamount, 21 January 2013 - 03:45 PM.
#13
Posted 21 January 2013 - 04:28 PM
Catamount, on 21 January 2013 - 03:45 PM, said:
Words which have nothing to do with what happened. If you're sufficiently hell bent on a conspiracy that you won't listen to PGI, then how yet another of MW:LL's own devs?
http://mwomercs.com/...50#entry1754550
PGI never pulled the plugtm. Wandering Samurai Studios has spontaneously disbanded, losing the IP in proccess, hours after 0.7.0 release by people who owned the company. Of course, honest and pure wish of the some people to reach mutual agreement in the interest of not wanting to split the community and double up (our) efforts had absolutely positively no influence or whatsoever on ending officially ending the development. In fact, It was low player numbers and realization that the MWLL team should merge communities under roof of a better marketed game that made the MWLL team drop hundreds of workhours invested in some assets and features.
I myself heard rumors how devolopers of another product are non responsive and ignore community... I find that false as the Mechwarrior community got a quick reaction and reply from the head of a company that notified you all, how they are not involved before WSS hit the ground dead, is the testament to their swiftness, agility and dedication to their community and product.
Edited by saber15, 21 January 2013 - 04:30 PM.
#14
Posted 22 January 2013 - 06:47 PM
#16
Posted 22 January 2013 - 08:43 PM
SQUAWK!
#17
Posted 22 January 2013 - 08:48 PM
#18
Posted 22 January 2013 - 08:48 PM
You can't support a game on a player base of a hundred freaking players.
#20
Posted 22 January 2013 - 09:45 PM
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