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Old 2013-01-29, 03:03 PM   [Ignore Me] #16
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Re: UES Interview with Matt Higby


Originally Posted by SturmovikDrakon View Post
I didn't see any noticeable hatch on the Prowler or the Magrider either, how do the drivers get in there anyway? :P
They de-rez and re-rez inside the vehicle, obviously. Like they did when pulling vehicles from a pad in PS1. A short timer bar and a snazzy little de-rez animation would go a long ways towards aiding immersion.

(It would also prevent people from insta-bailing to cheat their enemies of XP, or instaswapping from one gun position to another to insta-murder whatever kind of targets they saw. It would vastly improve gameplay across the board, IMHO -- and wouldn't chew up lots of development man-hours).
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Old 2013-01-29, 03:57 PM   [Ignore Me] #17
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Re: UES Interview with Matt Higby


One key take away from this interview is the insight into how they flesh out complaints or the wishes of the customer feedback on the game. Considering what is said and what is at the root of the issue rather than directly changing the game as specificaly requested.

Last edited by VaderShake; 2013-01-29 at 03:58 PM.
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Old 2013-01-29, 03:57 PM   [Ignore Me] #18
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Re: UES Interview with Matt Higby


Thanks for clarifying Higby!
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Old 2013-01-29, 03:59 PM   [Ignore Me] #19
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Re: UES Interview with Matt Higby


Originally Posted by VaderShake View Post
One key take away from this interview is the insight into how they flehs out complaints or the wishes of the customer feedback on the game. Considering what is said rather than directly changing the game as specificaly requested.
I think so man. What they are looking for are vote-ups to fastpath the game to success. You can see how some things later in the sched were voted up higher and I hope they enact on them as such.
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Old 2013-01-29, 04:06 PM   [Ignore Me] #20
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Re: UES Interview with Matt Higby


You didn't get to weather it sounded like. Was hoping Higby would talk about that.

Last edited by Sirisian; 2013-01-29 at 04:08 PM.
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Old 2013-01-29, 04:22 PM   [Ignore Me] #21
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Re: UES Interview with Matt Higby


Originally Posted by SturmovikDrakon View Post
Thanks for answering!

But it makes me wonder why the art team decided to go in this direction in the first place, not future proofing at least. It's just one of those immersion factors that is sadly missing.

I didn't see any noticeable hatch on the Prowler or the Magrider either, how do the drivers get in there anyway? :P
That was answered ages ago: Because they didnt think it was a big deal.

They just didnt expect us to be mad about it.
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Old 2013-01-29, 04:28 PM   [Ignore Me] #22
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Re: UES Interview with Matt Higby


Originally Posted by Higby View Post
Animations are only a part (and not even the hard part) of doing vehicle entrance/exit animations. We'd have to literally redo the art for all of the vehicle models, attachments and textures to support it, repacking and atlasing the texture sheets,etc. It would take a couple months of dedicated work from a few different people to do. The limitation is not really about animator time, run animations are 100% animator time.
Well get on with it?
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Old 2013-01-29, 04:48 PM   [Ignore Me] #23
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Re: UES Interview with Matt Higby


Good to see that Higby wants to move up resource revamp priority. I guess I understand why it would be difficult to do sooner...but I'm not happy about it taking that long.

Interesting that he said amp stations and tech plant tunnels will be defending empire only. That should be fun.
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Old 2013-01-29, 04:52 PM   [Ignore Me] #24
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Re: UES Interview with Matt Higby


Originally Posted by Higby View Post
Animations are only a part (and not even the hard part) of doing vehicle entrance/exit animations. We'd have to literally redo the art for all of the vehicle models, attachments and textures to support it, repacking and atlasing the texture sheets,etc. It would take a couple months of dedicated work from a few different people to do. The limitation is not really about animator time, run animations are 100% animator time.
Thank you for clarifying that... although I hope the team reconsiders doing them in the future.
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Old 2013-01-29, 05:29 PM   [Ignore Me] #25
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Re: UES Interview with Matt Higby


New buggy in June is months away, who knows what might happen
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Old 2013-01-30, 04:50 AM   [Ignore Me] #26
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Re: UES Interview with Matt Higby


Originally Posted by Higby View Post
Animations are only a part (and not even the hard part) of doing vehicle entrance/exit animations. We'd have to literally redo the art for all of the vehicle models, attachments and textures to support it, repacking and atlasing the texture sheets,etc. It would take a couple months of dedicated work from a few different people to do. The limitation is not really about animator time, run animations are 100% animator time.
Missed this post somehow. If/when you do redo vehicles can you please break them into components. If you have the windows animate for instance allow them to be destroyed and other parts. I was really hoping to see something like this in PS2 to make aiming certain weapons in certain places important. Not just aircraft, like the engines and windows, but a tank with sidegrades on the outside or weakpoints that can be individually targetted. Same for say a sunderer's ams sidegrade. I digress as this was all mentioned years ago.
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Old 2013-01-31, 10:07 AM   [Ignore Me] #27
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Re: UES Interview with Matt Higby


How the hell did he know that I look like that when I run???
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Old 2013-01-31, 10:10 AM   [Ignore Me] #28
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Re: UES Interview with Matt Higby


Originally Posted by DirtyBird View Post
New buggy in June is months away, who knows what might happen
Upside of that is we can call them.. wait for it.. June buggies.

...
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Old 2013-01-31, 10:40 AM   [Ignore Me] #29
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Re: UES Interview with Matt Higby


Originally Posted by SixShooter View Post
How the hell did he know that I look like that when I run???
Busted!
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Old 2013-01-31, 11:40 AM   [Ignore Me] #30
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Re: UES Interview with Matt Higby


Well, there's still a few problems in the current game (meta-game, balance, render distances), that I'd say they'd better fix those first, before they start cooking up new ideas.

The game only just got here. It's and awesome game as it is, but far from polished and free of bugs and other "growing pains".

I'd be happy to see it turned into a finished product, before even more half-done content is being added.
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