Zeylon Rho
Subdreddit Test Alliance Please Ignore
2373
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Posted - 2013.09.18 22:19:00 -
[1] - Quote
Hmm, didn't the ships, suits, etc. have concept art and some modeling done back at fanfest? If so, then the path to completion is something more like finishing up the modeling and the design element that is "stats/balance". The weapons were apparently usable back in fanfest (referring to the missing rifles here), as the dev talked about how nice they looked and how they felt to play with. That was... May?
So, I would think the amount of man-hours for the missing rifles/pistols specifically (if they already had models and were being play-tested) would be relatively small; it's more a matter of balance, and the theoretical role/range profile/etc. was already talked about in a blog since then. Fanfest was over 4 months ago now.
So, on that logic, the weapons should've have already been released if they were already at the point of being tested and having models back then. It makes you wonder on that point if they just withhold things for balancing purposes, since if they don't really get balanced till after being released to us, it might be quicker to have us in on that element.
The vehicles/suits that are missing weren't modeled/playable at the time of fanfest. So, that's basically 2 missing dropships, 2 missing havs, 2 missing lavs, 2 missing light suits, and 3 missing heavy suits (ignore things like missing MCCs, RDVs, etc. for the moment since those are more cosmetic and impact player experience to a lesser degree.). So, of 11 missing models as of four months ago, how are finished now? Presumably the people making maps aren't the same ones making these models. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2377
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Posted - 2013.09.18 23:21:00 -
[2] - Quote
Monkey MAC wrote:Zeylon Rho wrote:Hmm, didn't the ships, suits, etc. have concept art and some modeling done back at fanfest? If so, then the path to completion is something more like finishing up the modeling and the design element that is "stats/balance". The weapons were apparently usable back in fanfest (referring to the missing rifles here), as the dev talked about how nice they looked and how they felt to play with. That was... May?
So, I would think the amount of man-hours for the missing rifles/pistols specifically (if they already had models and were being play-tested) would be relatively small; it's more a matter of balance, and the theoretical role/range profile/etc. was already talked about in a blog since then. Fanfest was over 4 months ago now.
So, on that logic, the weapons should've have already been released if they were already at the point of being tested and having models back then. It makes you wonder on that point if they just withhold things for balancing purposes, since if they don't really get balanced till after being released to us, it might be quicker to have us in on that element.
The vehicles/suits that are missing weren't modeled/playable at the time of fanfest. So, that's basically 2 missing dropships, 2 missing havs, 2 missing lavs, 2 missing light suits, and 3 missing heavy suits (ignore things like missing MCCs, RDVs, etc. for the moment since those are more cosmetic and impact player experience to a lesser degree.). So, of 11 missing models as of four months ago, how are finished now? Presumably the people making maps aren't the same ones making these models. Ones that are play tested are shells, they miss alot of coding, le reload animation, hip, to scope, scope to hip, how the bullets look, lighging effects from the gun, lighting on the gun, finalised stats, being added to infantry system being worked into current objects, all take a lot of time!!
I don't think it takes 4 months though.
Mass Effect 3 had a multiplayer mode with its own little dev team, right? It was just a side-mode to a larger game, and they had a separate much smaller team to work on that. Mass Effect 3 also uses the Unreal Engine, so modeling/rendering, etc. is similar. Both are also online shooters.
Mass Effect 3 launched in March of that year.
Resurgence expansion launched in April (1 month later): 2 new maps, 6 more playable characters, 3 new weapons, 4 new consumable items
the Rebellion expansion launched that May for it (2 months later): 2 new maps, 3 new weapons, 6 new playable characters, new equipment slot, new game objective/mode
Earth was released in July (4 months later): 3 new maps, 3 new weapons, 6 more playable characters, 5 weapon mods, 11 gear upgrades, new objective/mode, new difficultly level
Retaliation was released in October (7 months later): 6 variant maps add environmental conditions changing the nature of battle, 16 new characters, 3 weapons, a new enemy faction, 3 new ammo types, 5 new types of gear
Reckoning was released in February (11 months later): 6 more characters, 7 weapons, 5 weapon mods, 2 gear upgrades
These expansions included newly modeled/animated/rendered/voiced/etc. weapons, characters (player models), and maps. Within 1 month of release 3 weapons modeled, animated, etc. and integrated with all prior existing models, and the new 6 characters. In two months, 3 more weapons, 6 more characters, 2 more maps, and in 4 months, another 3 weapons, 6 characters, etc.
All of this happened at the same time as weapons being balanced (balance was tweaked weekly), bug fixes, gameplay mode expansion, and adding new maps.
So, in 4 months, that's 7 maps, 9 weapons, and 18 characters (about 9 actually different models, though you can adjust appearance on them) aside from the other stuff they did. The weapons were also moddable (you can add things like barrel extensions and scopes that visually change the weapon).
In 4 months in Dust, (since Fanfest had the weapons playable) we've seen ZERO new suits, ZERO new weapons, and some new maps.
It takes time to model and animate things, but as another dev team shows using the same engine - it doesn't take that long.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
2378
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Posted - 2013.09.19 00:10:00 -
[3] - Quote
Monkey MAC wrote: Yes true, but also consider larger dev team Many characters came from pre-exsisting models Most weapons used were infact already developed majority of maps were 1 player arenas
so really your looking at 3maps, 4 weapons, 2 characters and then people slated it because pistols were too powerful despite the fact it was co op!
It wasn't the full Mass Effect 3 dev team, it was a separate smaller dev team doing just the Multi-player. Though it's a bit difficult to separate how much of the asset creation was on the MP team's side (at least some of it was, from the forum discussion post-release), it seemed like they were handing off MP creations to the main team for their later content.
The majority of the weapons released weren't in the single-player game - they became optional downloads for single-player later. It was the last two expansions that added old single-player weapons to MP. If you count all of the ones that were, the weapon model count of the base multiplayer is much higher than Dust's as well. Kishock, Harrier, Krysae, Reegar, etc. weren't in the single player.
Though, the models apparently exist for Dust Weapons too, as of 4 months ago - and looked "great". As I recall, wasn't the Combat Rifle model going to be a sort of "extended" SMG model anyway. Many of the animations, etc. should be applicable either way there.
Shepard was the only "playable" model in any previous game (and ME3), and so they took models which may have never been animated outside of cutscenes and made them character-usable and combat-ready. That's the case with Volus, etc. Most of the humans utilized Shepard-ish animations with models that probably existed for his armor sets (with some exceptions). Anyway you hack it, it's a lot of unique-appearing models. The animation in Dust is relatively simpler, as the models/movement are differentiated less than if you compare, say, Volus-Krogan-Turian-Salarian-Quarian. Many of the models existed (not all of them), but they hadn't been usable.
People didn't complain nearly as much in ME3 about the changes as people do in Dust. I think that's because balance changes were a weekly thing for the longest time, and weapons/damage were constantly being tweaked. Balance doesn't receive nearly that much attention in Dust. Though I don't think people complaining/not complaining really changes the facts of the content release.
Point being I guess, they released 9 weapons (with customizable models) and 9 new character models (also customizable) to the game that weren't there as of release (regardless of when they were preparing them) while balancing, adding new gameplay, and other items.
Dust released none of either in the same time frame.
I'm saying that's a big gap working with the same engine, and Dust weapons don't have customizable models, etc. either. If they "planned" it and that's how they pulled it off in 4 months, that just means Dust should've been planned better. |