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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3934
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Posted - 2014.05.07 11:47:00 -
[1] - Quote
I may be entirely wrong on this, but is Unreal 3 even capable of doing things like destroying structures and turning a battlefield into a giant crater when someone drops a nuke on it?
Cause the orbitals we have now are sorta useful and... cute, and all that. But really, it's just like avoiding rain. You get under a rooftop and all the firepower in the universe is stopped by 2 inch thick sheet metal. I would have assumed the original vision included leveling entire structures with orbitals. Since you guys basically ARE starting over... isn't now the right time to think about that? |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3937
|
Posted - 2014.05.07 12:42:00 -
[2] - Quote
Cat Merc wrote:Himiko Kuronaga wrote:I may be entirely wrong on this, but is Unreal 3 even capable of doing things like destroying structures and turning a battlefield into a giant crater when someone drops a nuke on it?
Cause the orbitals we have now are sorta useful and... cute, and all that. But really, it's just like avoiding rain. You get under a rooftop and all the firepower in the universe is stopped by 2 inch thick sheet metal. I would have assumed the original vision included leveling entire structures with orbitals. I can't help but feel like the HMG should be ripping through guard rails and hammering away at concrete pillars as well. Since you guys basically ARE starting over... isn't now the right time to think about that? I'm pretty sure not even Unreal 4 can do that without some hefty dev work. DICE have made an engine that is very optimized for that task. If CCP really wants it, they can modifiy the UE3 to allow for this.
I would certainly hope so... but considering it hasn't ever been done and with all of the current problems it's been having... doesn't leave me too hopeful. Making such extreme changes to the engine, and with such a small staff... doesn't seem likely... |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3937
|
Posted - 2014.05.07 12:49:00 -
[3] - Quote
But we already have rocks. |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3937
|
Posted - 2014.05.07 12:53:00 -
[4] - Quote
Cat Merc wrote:Himiko Kuronaga wrote:Cat Merc wrote:Himiko Kuronaga wrote:I may be entirely wrong on this, but is Unreal 3 even capable of doing things like destroying structures and turning a battlefield into a giant crater when someone drops a nuke on it?
Cause the orbitals we have now are sorta useful and... cute, and all that. But really, it's just like avoiding rain. You get under a rooftop and all the firepower in the universe is stopped by 2 inch thick sheet metal. I would have assumed the original vision included leveling entire structures with orbitals. I can't help but feel like the HMG should be ripping through guard rails and hammering away at concrete pillars as well. Since you guys basically ARE starting over... isn't now the right time to think about that? I'm pretty sure not even Unreal 4 can do that without some hefty dev work. DICE have made an engine that is very optimized for that task. If CCP really wants it, they can modifiy the UE3 to allow for this. I would certainly hope so... but considering it hasn't ever been done and with all of the current problems it's been having... doesn't leave me too hopeful. Making such extreme changes to the engine, and with such a small staff... doesn't seem likely... If you look at my Source engine example above? Source since 2004 has physics that even games YEARS later struggled to match. And that's based on the Gold Source Engine, that was known for it's amazing breakthroughts in technology (to the point where people at E3 thought it's all fake) And Quake 1 didn't have any of that. And yet it's all built upon each other.
Titanfall doesn't have building destruction either :(
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3937
|
Posted - 2014.05.07 13:10:00 -
[5] - Quote
Cat Merc wrote:
Because it didn't need/want to have them?
Titanfall is very finely balanced between infantry and titans. One of the biggest advantages of infantry is their ability to "play" with the buildings to get into a lot of different positions to attack the titan.
If a titan can just ROFLSTOMP the building, what does that leave for the infantry?
Darting between rubble? |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3937
|
Posted - 2014.05.07 13:40:00 -
[6] - Quote
Cat Merc wrote:Himiko Kuronaga wrote:Cat Merc wrote:
Because it didn't need/want to have them?
Titanfall is very finely balanced between infantry and titans. One of the biggest advantages of infantry is their ability to "play" with the buildings to get into a lot of different positions to attack the titan.
If a titan can just ROFLSTOMP the building, what does that leave for the infantry?
Darting between rubble? Trust me, it would be extremely hard to balance, on top of the base maps being hard to balance. They just saved themselves the trouble.
I believe that's called a slippery slope. Not a bad thing for a competitive game to have, although certain burn cards would need to be removed. |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3938
|
Posted - 2014.05.07 14:13:00 -
[7] - Quote
I fail to see how changing engines forces them to throw out all models, textures and sounds.
Mainly it would force them to re-do things like movement and physics. Which... uhhhh.... yea, they kinda need to do that anyway. |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3938
|
Posted - 2014.05.07 14:25:00 -
[8] - Quote
ANON Cerberus wrote:Hey feckers, its not all about graphics. The graphics for Legion look good enough to me, I am way more interested in how the game plays, balance issues and most importantly how the sandbox aspect is going to work :)
Hey Focker, It will be held to the same limitations as Dust currently is, except a higher player count.
The purpose of switching engines isn't just for a graphical upgrade. It can more easily allow you to do things from a gameplay standpoint that would otherwise be very difficult or time consuming to program. |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3939
|
Posted - 2014.05.07 15:26:00 -
[9] - Quote
low genius wrote:Himiko Kuronaga wrote:I fail to see how changing engines forces them to throw out all models, textures and sounds.
Mainly it would force them to re-do things like movement and physics. Which... uhhhh.... yea, they kinda need to do that anyway. they're not changing engines. it's still the unreal 3
Umm... yea, I know. We've established that. |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3939
|
Posted - 2014.05.07 15:27:00 -
[10] - Quote
Cat Merc wrote:Himiko Kuronaga wrote:I fail to see how changing engines forces them to throw out all models, textures and sounds.
Mainly it would force them to re-do things like movement and physics. Which... uhhhh.... yea, they kinda need to do that anyway. It's not the first time. CCP started developing DUST on the CARBON engine, and they had to throw away 3 years of work when they moved to UE3.
Depending on who you ask within the company it was never on Carbon. |
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3944
|
Posted - 2014.05.07 16:00:00 -
[11] - Quote
Cat Merc wrote:Himiko Kuronaga wrote:Cat Merc wrote:Himiko Kuronaga wrote:I fail to see how changing engines forces them to throw out all models, textures and sounds.
Mainly it would force them to re-do things like movement and physics. Which... uhhhh.... yea, they kinda need to do that anyway. It's not the first time. CCP started developing DUST on the CARBON engine, and they had to throw away 3 years of work when they moved to UE3. Depending on who you ask within the company it was never on Carbon. There's gameplay from that era. Even saying carbon on stage.
And there was a dev correcting that quote, saying it was false and has been on U3 since the 2009 stage demo.
So it comes down to what you believe more? The original quote from Hilmar, who is entirely detached from the work actually being done to the games, or the ones who actually work on it?
I have no answers for you with certainty though. As I said, it depend who you ask in the company. |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3945
|
Posted - 2014.05.07 16:13:00 -
[12] - Quote
Looks quite a lot like U3 to me.
The vehicle physics particularly look packaged.
What was shocking was how much they ended up changing, which I've only ever been able to blame on poor terrain work, inconsistent frame rate and optimization pretty much corrupting what already worked. |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3965
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Posted - 2014.05.08 10:14:00 -
[13] - Quote
Kane Fyea wrote:Himiko Kuronaga wrote:Looks quite a lot like U3 to me.
The vehicle physics particularly look packaged.
What was shocking was how much they ended up changing, which I've only ever been able to blame on poor terrain work, inconsistent frame rate and optimization pretty much corrupting what already worked. How can you not tell that the 2009 engine was not UE3. It might not have been Carbon (Even though I am 99% sure it is carbon) but it was most definitely not the unreal engine.
Because vehicle physics look spot-on, and because a dev said it was UE3.
Would you care to give an analysis as to why you believe it was not? |
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