UES Interview with Matt Higby - PlanetSide Universe
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UES Interview with Matt Higby

Hamma had a chance to interview Matt Higby out at the PlanetSide 2 Ultimate Empire Showdown in Los Angeles. We didn't have quite as much time as we had hoped but we covered a variety of topics. Click here or check out the video below.

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32 comments
2013-01-29 01:02 PM
Latest Comments
2013-01-29 03:57 PM
Hamma
Re: UES Interview with Matt Higby

Thanks for clarifying Higby!
2013-01-29 03:59 PM
Rockit
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.
2013-01-29 04:06 PM
Sirisian
Re: UES Interview with Matt Higby

You didn't get to weather it sounded like. Was hoping Higby would talk about that.
2013-01-29 04:22 PM
basti
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.
2013-01-29 04:28 PM
Pella
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?
2013-01-29 04:48 PM
ChrisLand
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.
2013-01-29 04:52 PM
Zulthus
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.
2013-01-29 05:29 PM
DirtyBird
Re: UES Interview with Matt Higby

New buggy in June is months away, who knows what might happen
2013-01-30 04:50 AM
Sirisian
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.
2013-01-31 10:07 AM
SixShooter
Re: UES Interview with Matt Higby

How the hell did he know that I look like that when I run???
2013-01-31 10:10 AM
ShadetheDruid
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.

...
2013-01-31 10:40 AM
Hamma
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!
2013-01-31 11:40 AM
Scan
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.
2013-01-31 04:19 PM
Mox
Re: UES Interview with Matt Higby

Originally Posted by SturmovikDrakon View Post
the former slows down gameplay. the latter would help with target identification.

I disagree with that though. Could have gone the Halo way, where you can already control the vehicle while you're getting in
What a bullshit.
2013-01-31 04:32 PM
ChipMHazard
Re: UES Interview with Matt Higby

Originally Posted by Pella View Post
Well get on with it?


To be fair, they do have quite a few other things that take priority over it, for the time being.
Reply


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