Okay, it's time for a new one:
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Okay, it's time for a new one:
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@will2k you should put up a video walkthrough for us plebs that haven't played or own the game. Btw, how did you find the entire experience of moving from source?
@blackdog There's an average of 700 people playing it daily according to steam stats.
Quote from [HP]On 1/20/2018 at 12:57 AM, [HP] said: Yeah, crunch sucks, and I'm done doing it. I embrace and welcome team wide focus on a certain milestone, some call it focused sprints where team morale is high and we all don't mind putting another hour or two, but this crunch culture we see so much of needs to be talked about.
What's a new guy to do? Aside from peer pressure, there's also the possibility of losing your position when the contract ends. I can understand staying over time during the final month or weeks before release, but the fact that there's no compensation for that (from what the article says)... you can only stretch "passion" so much. I guess it depends on the individual and how far up the pyramid you want to go. A lot of people, myself included, work on our portfolios out of passion for the medium, though I expect that once we get a foothold someplace we'll start treating it more professionally.
Going back to the points about developing certain skills, what would you recommend exactly for new level designers? I got the impression that we should focus more on multiplayer design and just squeeze as much as possible out of a map - ex: have it support multiple game modes.
Interesting read and pretty good points quoted there. I think that article could complement this one:
Killing Floor:
A7P8H-DW02L-ACYJG
Killing Floor 2:
C3DY9-X5Y5Y-QV7D4
Red Orchestra 2 Heroes of Stalingrad + Rising Storm:
B8CW9-ALHQZ-6HGQC
Saints Row 2:
MTPC2-4FKX6-8LEJ6
Poker Night at the Inventory:
IPP45-DLZ4K-2JE9M
Top notch documentary! Real shame that there hasn't been anything like it since. Well, if you exclude the Metro series - same vibe, but considerably smaller scale.
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Quote from RaduOn 8/4/2017 at 1:43 PM, Radu said: The following months will probably be just as challenging, but I'm thrilled to see the end result!
You have no idea, man.
I had hoped to release it by now, but there's been a lot of issues to resolve. I'll spare everyone the details and just post some screenshots from a recent test.
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Quote from FrieChamp7 hours ago, FrieChamp said: Sad to hear, Sprony
All the best to you for the future!
I see @FMPONE deleted a bunch of posts. Dunno if they were his or sb else's? Shawn?
They were just his. He posted about it in Discord, but then deleted those messages as well... He said it's a big distraction and wasn't going to further comment on this.
Ah, that time of the year when the pokemon theme is playing in the background and everyone sets their goal to be the very best. Should add it to the OP.
Curious to see how people will react to the game in light of the DMCA with Pewdiepie earlier this autumn. Personally, I'm looking forward to it seeing as it has an actual animated character by your side this time around. It should be quite the step up for them.
Quote from Beck4 hours ago, Beck said: All they needed to do was make crates cosmetics only and everyone would have loved it. I'm sure EA have the creative license to make new helmets for the storm troopers, new heads or bodies for the droids and all the different camo patterns you can think of. They're big enough to push for that creative freedom from Disney.
Imagine you could customise your storm trooper armour with different boots, breastplates, capes, visors, insignia and everything in between. People would be buying crates like hot cakes.
It was a bad idea putting stat-changing items in a loot box.
Maybe they did hit a creative wall with Disney in that regard. You know how slow it is to get stuff back and fourth with big organizations and especially have them approved. Then again, you're right about EA being big enough to push for that option.
I might be wrong here, but I think they're trying to go for something similar to Paladins. The game allows players to enhance or modify a character's abilities through a card system. These cards can be purchased by using a special currency that is only obtainable from duplicates and completing quests/challenges. So, you can't really straight up buy these cards, but you can purchase loot boxes which drop cards and transform duplicates into the required currency. Mind you, the game has 4 currency types: crystals, essence(used for cards), gold and vip points. I haven't worked out why there are so many of them, but I'm sure there's a catch. Though, an important thing to mention is that the game is F2P and progression seems quite fast. You even get basic loot boxes as reward after a few matches. There are currently 34 characters and you can unlock all of them in roughly 150 hours, as well as a great portion of the cards.
Don't worry guys, The Empire will strike back!
But, honestly, despite the bad publicity, I think this will play in EA's favor. Every media outlet and gaming youtuber has promoted Battlefront 2. And most of them have said that it's a good game buried underneath microtransactions. Now that microtransactions are temporarily turned off what do you have? Of course, once sales estimates are back on track..
More on that topic discussed by YongYea. It's all about money and particularly which titles can potentially deliver the most money. It sucks for the involved developers because most of them genuinely care about the games.