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Soldner VonKuechle
SAM-MIK General Tso's Alliance
2
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Posted - 2016.02.07 19:01:00 -
[1] - Quote
Am I seriously the only one thinking they'll have a playable demo at fanfest, with an invite-beta in early summer?
Congressional staffers are more intelligent than the people I find on these forums.
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TooMany Names AlreadyTaken
Going for the gold
2
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Posted - 2016.02.07 19:51:00 -
[2] - Quote
Yes.
#HYPE for EVE: Phoenix
May God have mercy for my enemies because I won't. - George S. Patton Jr.
2000 likes yay :D
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Asad Thahab-Jabal
Incorruptibles
494
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Posted - 2016.02.07 20:00:00 -
[3] - Quote
I'm under the impression we will have an alpha this year. That's all I am expecting, given the size of the team.
#PortDust514
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Pokey Dravon
OSG Planetary Operations
7
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Posted - 2016.02.07 20:00:00 -
[4] - Quote
I think that may be a bit overly ambitious. I don't expect them to have something ready for public consumption come fanfest. Videos? Trailers? Absolutely, but I doubt there will be much actual game to play AT fanfest, much less a beta following soon after.
Asad Thahab-Jabal wrote:I'm under the impression we will have an alpha this year. That's all I am expecting, given the size of the team.
I didn't realize they had commented on the size of the team?
EVE: Phoenix - 'Rise Again' Trailer
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SHERIFF joe arapio
0ther.Haven
396
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Posted - 2016.02.07 20:02:00 -
[5] - Quote
Pokey Dravon wrote:I think that may be a bit overly ambitious. I don't expect them to have something ready for public consumption come fanfest. Videos? Trailers? Absolutely, but I doubt there will be much actual game to play AT fanfest, much less a beta following soon after. Asad Thahab-Jabal wrote:I'm under the impression we will have an alpha this year. That's all I am expecting, given the size of the team. I didn't realize they had commented on the size of the team?
I heard it's large. Like they measured it in office and was like 9 inches.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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Pokey Dravon
OSG Planetary Operations
7
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Posted - 2016.02.07 20:05:00 -
[6] - Quote
SHERIFF joe arapio wrote:Pokey Dravon wrote:I think that may be a bit overly ambitious. I don't expect them to have something ready for public consumption come fanfest. Videos? Trailers? Absolutely, but I doubt there will be much actual game to play AT fanfest, much less a beta following soon after. Asad Thahab-Jabal wrote:I'm under the impression we will have an alpha this year. That's all I am expecting, given the size of the team. I didn't realize they had commented on the size of the team? I heard it's large. Like they measured it in office and was like 9 inches.
Wow, you can't ignore that kind of girth!
EVE: Phoenix - 'Rise Again' Trailer
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SHERIFF joe arapio
0ther.Haven
396
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Posted - 2016.02.07 20:07:00 -
[7] - Quote
Pokey Dravon wrote:SHERIFF joe arapio wrote:Pokey Dravon wrote:I think that may be a bit overly ambitious. I don't expect them to have something ready for public consumption come fanfest. Videos? Trailers? Absolutely, but I doubt there will be much actual game to play AT fanfest, much less a beta following soon after. Asad Thahab-Jabal wrote:I'm under the impression we will have an alpha this year. That's all I am expecting, given the size of the team. I didn't realize they had commented on the size of the team? I heard it's large. Like they measured it in office and was like 9 inches. Wow, you can't ignore that kind of girth!
Ikr. And that was only on the Japanese chick.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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Vell0cet
OSG Planetary Operations
3
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Posted - 2016.02.07 20:16:00 -
[8] - Quote
It really depends on what they mean by starting from scratch. If they're actually starting from 0--opening a blank text editor and starting from a blank screen, then we're looking at years before there is anything playable (pre-alpha), and probably a couple more after that to have something that's got most of the worst bugs worked out.
Best PvE idea ever!
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Pokey Dravon
OSG Planetary Operations
7
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Posted - 2016.02.07 20:22:00 -
[9] - Quote
Vell0cet wrote:It really depends on what they mean by starting from scratch. If they're actually starting from 0--opening a blank text editor and starting from a blank screen, then we're looking at years before there is anything playable (pre-alpha), and probably a couple more after that to have something that's got most of the worst bugs worked out.
Well, they're starting with the Unreal 4 Engine which has a pretty solid baseline setup for a number of games, FPS included. So a lot of the very very basic **** is already done, it's just a matter of modifying it and optimizing the engine so it can run properly and look the way they want it to.
From scratch as in, building an entire engine from the ground up? God no.
From scratch as in not using existing DUST code but utilizing what Unreal 4 has to offer? Yes. (Thank god)
EVE: Phoenix - 'Rise Again' Trailer
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10
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Posted - 2016.02.07 20:52:00 -
[10] - Quote
I'm kinda on that train of thought that a playable version of Dust 2.0 will be available soon after Fan Fest, invite only at first for Dust players.
I'm not expecting it, don't get me wrong, but I can't imagine why CCP would otherwise put a large gap between playable versions of EVE: FPS
Praetoriani Classiarii Templares = PIE Inc, Amarr dedicated Corp
Channel for AFW Squads & Orbitals: PIE Ground Control
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
2
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Posted - 2016.02.07 20:53:00 -
[11] - Quote
Pokey Dravon wrote:I think that may be a bit overly ambitious. I don't expect them to have something ready for public consumption come fanfest. Videos? Trailers? Absolutely, but I doubt there will be much actual game to play AT fanfest, much less a beta following soon after. Asad Thahab-Jabal wrote:I'm under the impression we will have an alpha this year. That's all I am expecting, given the size of the team. I didn't realize they had commented on the size of the team?
This is my reasoning behind it:
Valkyrie is in postproduction-polish stage. Gunjack has been out and about since what, October? That took some bodies from Shanghai. Fanfest isn't until April, and CCP stopped interacting with dust since early November. It took a handful of devs to hyper customize UE3+ for the legion-prototype, with a rough "playable" scenario along with screen mockups and background garbage 6 months.
We're looking at a "confirmed" 3 months, while having a pretty good guesstimation that they took whatever was left on dust over to (Phoenix) along with whoever else was there idle after Gunjack and more than likely any spare Valkyrie devs that are not needed in the final stages prior to release.
Along with the 30+ million that was in CCP's rnd budget for 2015, i highly doubt Gunjack was more than peanuts, abd if Valkyrie cost that much to develop, well CCP will be going broke on that failed gamble.
And i think it was Darth Cabonite that alluded to a swelled shanghai office due to Gunjack itself over in the future of dust thread, where he laid out the main departments of Shanghai.
Itd also follow dusts original launch scheme, demos at fanfest, playable beta at E3.
There's too many similarities and familiar courses of action going on for me not to be polishing my tinfoil.
Sorry guys.
Congressional staffers are more intelligent than the people I find on these forums.
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Vell0cet
OSG Planetary Operations
3
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Posted - 2016.02.07 21:09:00 -
[12] - Quote
Pokey Dravon wrote:Vell0cet wrote:It really depends on what they mean by starting from scratch. If they're actually starting from 0--opening a blank text editor and starting from a blank screen, then we're looking at years before there is anything playable (pre-alpha), and probably a couple more after that to have something that's got most of the worst bugs worked out. Well, they're starting with the Unreal 4 Engine which has a pretty solid baseline setup for a number of games, FPS included. So a lot of the very very basic **** is already done, it's just a matter of modifying it and optimizing the engine so it can run properly and look the way they want it to. From scratch as in, building an entire engine from the ground up? God no. From scratch as in not using existing DUST code but utilizing what Unreal 4 has to offer? Yes. (Thank god) If they're not using any of the existing DUST code, I'm pretty sure that would guarantee this new game never gets shipped. I agree they should reuse as much from other developers as possible (like the Unreal stuff) and not modify/overcomplicate things that work, but if they're planning on a similar skill point system (just as a random example) then they'd be crazy not to port over the pieces that work from the existing DUST code. A lot of the messiness in our code represents bugs that got fixed, each one could be days of someone at CCP's life to identify the edge case, document it, reproduce it, find where in the source the problem is occurring and then writing a fix for it.
Flat out deleting that stuff is throwing all of that work away. It's the biggest mistake a software company can make. The correct approach is to study the existing code, understand where the edge cases come from, bring over/port the parts that work, and refactor the ones that don't.
Best PvE idea ever!
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10
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Posted - 2016.02.07 21:19:00 -
[13] - Quote
Vell0cet wrote:It really depends on what they mean by starting from scratch. If they're actually starting from 0--opening a blank text editor and starting from a blank screen, then we're looking at years before there is anything playable (pre-alpha), and probably a couple more after that to have something that's got most of the worst bugs worked out. What they mean is they're not taking anything directly from Dust. Indirectly though? Oh yeah. Besides already having an engine built, which surely they'll tweak, they also have tons of character assets, weapon assets, vehicle assets, building assets, general design concepts from Dust, and more.
They're just letting us no they're not trying to literally port Dust and update it, which I'm sure nobody wanted.
Praetoriani Classiarii Templares = PIE Inc, Amarr dedicated Corp
Channel for AFW Squads & Orbitals: PIE Ground Control
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jNs Vit4l
Th3.Immortals Shadow of Dust
136
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Posted - 2016.02.07 21:21:00 -
[14] - Quote
Am I missing something? Did they mention that the name of Dust 2.0 on pc will be called EVE: Phoenix ?
Mess with the best... Die like the rest...
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One Eyed King
Nos Nothi
14
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Posted - 2016.02.07 21:39:00 -
[15] - Quote
jNs Vit4l wrote:Am I missing something? Did they mention that the name of Dust 2.0 on pc will be called EVE: Phoenix ? If everyone keeps calling it Phoenix, we are hoping they will call it Phoenix.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Cat Merc
Negative-Feedback. Negative-Feedback
19
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Posted - 2016.02.07 21:41:00 -
[16] - Quote
Vell0cet wrote:Pokey Dravon wrote:Vell0cet wrote:It really depends on what they mean by starting from scratch. If they're actually starting from 0--opening a blank text editor and starting from a blank screen, then we're looking at years before there is anything playable (pre-alpha), and probably a couple more after that to have something that's got most of the worst bugs worked out. Well, they're starting with the Unreal 4 Engine which has a pretty solid baseline setup for a number of games, FPS included. So a lot of the very very basic **** is already done, it's just a matter of modifying it and optimizing the engine so it can run properly and look the way they want it to. From scratch as in, building an entire engine from the ground up? God no. From scratch as in not using existing DUST code but utilizing what Unreal 4 has to offer? Yes. (Thank god) If they're not using any of the existing DUST code, I'm pretty sure that would guarantee this new game never gets shipped. I agree they should reuse as much from other developers as possible (like the Unreal stuff) and not modify/overcomplicate things that work, but if they're planning on a similar skill point system (just as a random example) then they'd be crazy not to port over the pieces that work from the existing DUST code. A lot of the messiness in our code represents bugs that got fixed, each one could be days of someone at CCP's life to identify the edge case, document it, reproduce it, find where in the source the problem is occurring and then writing a fix for it. Flat out deleting that stuff is throwing all of that work away. It's the biggest mistake a software company can make. The correct approach is to study the existing code, understand where the edge cases come from, bring over/port the parts that work, and refactor the ones that don't. DUST has a severe case of software rot. I'm sure there are things they can salvage, but it's best if they don't touch most of it with a ten foot pole.
Darth-Carbonite GIO
> "When Rattati is involved, my penis is the only thing that matters."
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Operative 1174 Uuali
True Companion Planetary Requisitions
1
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Posted - 2016.02.07 22:30:00 -
[17] - Quote
Soldner VonKuechle wrote:Am I seriously the only one thinking they'll have a playable demo at fanfest, with an invite-beta in early summer?
I'd like to think so, but I've been burnt before thinking CCP could be on point with a great opportunity to impress. Incarna, WoD and DUST are three strikes so far.
Go figure, the game I can't at all be a part of, Valkyrie, gets the star treatment with CCP, as yet, actually not dropping the ball.
CCP logic GÇô We fix what doesn't need breaking.
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Vell0cet
OSG Planetary Operations
3
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Posted - 2016.02.07 22:35:00 -
[18] - Quote
Cat Merc wrote:Vell0cet wrote:Pokey Dravon wrote:Vell0cet wrote:It really depends on what they mean by starting from scratch. If they're actually starting from 0--opening a blank text editor and starting from a blank screen, then we're looking at years before there is anything playable (pre-alpha), and probably a couple more after that to have something that's got most of the worst bugs worked out. Well, they're starting with the Unreal 4 Engine which has a pretty solid baseline setup for a number of games, FPS included. So a lot of the very very basic **** is already done, it's just a matter of modifying it and optimizing the engine so it can run properly and look the way they want it to. From scratch as in, building an entire engine from the ground up? God no. From scratch as in not using existing DUST code but utilizing what Unreal 4 has to offer? Yes. (Thank god) If they're not using any of the existing DUST code, I'm pretty sure that would guarantee this new game never gets shipped. I agree they should reuse as much from other developers as possible (like the Unreal stuff) and not modify/overcomplicate things that work, but if they're planning on a similar skill point system (just as a random example) then they'd be crazy not to port over the pieces that work from the existing DUST code. A lot of the messiness in our code represents bugs that got fixed, each one could be days of someone at CCP's life to identify the edge case, document it, reproduce it, find where in the source the problem is occurring and then writing a fix for it. Flat out deleting that stuff is throwing all of that work away. It's the biggest mistake a software company can make. The correct approach is to study the existing code, understand where the edge cases come from, bring over/port the parts that work, and refactor the ones that don't. DUST has a severe case of software rot.I'm sure there are things they can salvage, but it's best if they don't touch most of it with a ten foot pole. With respect, I think you're completely wrong. How can they possibly learn from their mistakes that way? If you bring in a new team of people, what's to stop them from repeating all of the same mistakes if they don't learn from the past? Why should we expect the development process to be any faster this time around than last time? I agree there's probably tons of rot in DUST's code, but it's critical to understand what went wrong and why to have any hope of doing better the second time around.
Best PvE idea ever!
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
2
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Posted - 2016.02.07 22:43:00 -
[19] - Quote
Vell0cet wrote:Cat Merc wrote:Vell0cet wrote:Pokey Dravon wrote:Vell0cet wrote:It really depends on what they mean by starting from scratch. If they're actually starting from 0--opening a blank text editor and starting from a blank screen, then we're looking at years before there is anything playable (pre-alpha), and probably a couple more after that to have something that's got most of the worst bugs worked out. Well, they're starting with the Unreal 4 Engine which has a pretty solid baseline setup for a number of games, FPS included. So a lot of the very very basic **** is already done, it's just a matter of modifying it and optimizing the engine so it can run properly and look the way they want it to. From scratch as in, building an entire engine from the ground up? God no. From scratch as in not using existing DUST code but utilizing what Unreal 4 has to offer? Yes. (Thank god) If they're not using any of the existing DUST code, I'm pretty sure that would guarantee this new game never gets shipped. I agree they should reuse as much from other developers as possible (like the Unreal stuff) and not modify/overcomplicate things that work, but if they're planning on a similar skill point system (just as a random example) then they'd be crazy not to port over the pieces that work from the existing DUST code. A lot of the messiness in our code represents bugs that got fixed, each one could be days of someone at CCP's life to identify the edge case, document it, reproduce it, find where in the source the problem is occurring and then writing a fix for it. Flat out deleting that stuff is throwing all of that work away. It's the biggest mistake a software company can make. The correct approach is to study the existing code, understand where the edge cases come from, bring over/port the parts that work, and refactor the ones that don't. DUST has a severe case of software rot.I'm sure there are things they can salvage, but it's best if they don't touch most of it with a ten foot pole. With respect, I think you're completely wrong. How can they possibly learn from their mistakes that way? If you bring in a new team of people, what's to stop them from repeating all of the same mistakes if they don't learn from the past? Why should we expect the development process to be any faster this time around than last time? I agree there's probably tons of rot in DUST's code, but it's critical to understand what went wrong and why to have any hope of doing better the second time around.
CAT FIGHT!
Congressional staffers are more intelligent than the people I find on these forums.
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LOOKMOM NOHANDS
581
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Posted - 2016.02.07 23:54:00 -
[20] - Quote
Soldner VonKuechle wrote:Am I seriously the only one thinking they'll have a playable demo at fanfest, with an invite-beta in early summer?
My money is on it just being another classic CCP trailer.
We all know Eve players will be the first in line for any type of early access. |
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Pokey Dravon
OSG Planetary Operations
7
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Posted - 2016.02.08 02:04:00 -
[21] - Quote
LOOKMOM NOHANDS wrote:Soldner VonKuechle wrote:Am I seriously the only one thinking they'll have a playable demo at fanfest, with an invite-beta in early summer? My money is on it just being another classic CCP trailer. We all know Eve players will be the first in line for any type of early access.
I wouldnt be so sure of that. Rattati is a DUST Bro, not an EVE Bro.
EVE: Phoenix - 'Rise Again' Trailer
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Aikuchi Tomaru
Subdreddit
2
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Posted - 2016.02.08 02:40:00 -
[22] - Quote
Aero Yassavi wrote:I'm kinda on that train of thought that a playable version of Dust 2.0 will be available soon after Fan Fest, invite only at first for Dust players.
I'm not expecting it, don't get me wrong, but I can't imagine why CCP would otherwise put a large gap between playable versions of EVE: FPS
I hope like you too, but I can imagine the reason for a large gap. With announcing the new project and the discontinuation of Dust, they stopped all revenue Dust could bring in anyways. Shutting it down saves them money.
Sign up for Caldari FW and defeat the evil Gallente Overlords!
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Cat Merc
Negative-Feedback. Negative-Feedback
19
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Posted - 2016.02.08 10:03:00 -
[23] - Quote
Vell0cet wrote: With respect, I think you're completely wrong. How can they possibly learn from their mistakes that way? If you bring in a new team of people, what's to stop them from repeating all of the same mistakes if they don't learn from the past? Why should we expect the development process to be any faster this time around than last time? I agree there's probably tons of rot in DUST's code, but it's critical to understand what went wrong and why to have any hope of doing better the second time around.
That's because this time around, there's proper leadership. https://i.imgur.com/DfIktU0.gifv The current DUST code is a minefield of idiocy.
They're switching engine, they're changing the game's concepts, I think that's reason enough to start fresh. The article you linked talked about software that does the same thing. Word is still word, even if it was rewritten. Games however aren't document editors, they're wildly different from each other, and often warrant complete rewrites once things get out of hand.
Fallout 4 is a perfect example of what happens when you try to stick with legacy code for too long.
Darth-Carbonite GIO
> "When Rattati is involved, my penis is the only thing that matters."
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Alena Asakura
Caldari Logistics Reserve
408
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Posted - 2016.02.08 10:43:00 -
[24] - Quote
Pokey Dravon wrote:LOOKMOM NOHANDS wrote:Soldner VonKuechle wrote:Am I seriously the only one thinking they'll have a playable demo at fanfest, with an invite-beta in early summer? My money is on it just being another classic CCP trailer. We all know Eve players will be the first in line for any type of early access. I wouldnt be so sure of that. Rattati is a DUST Bro, not an EVE Bro. Unfortunately, CCP doesn't think that way. Like when they launched Dust, CCP may look to their biggest customer group for early adopters. It would be nice if Dusters got a look in early on, but don't hold your breath. |
Monkey MAC
Rough Riders..
3
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Posted - 2016.02.08 13:16:00 -
[25] - Quote
Vell0cet wrote:Cat Merc wrote:Vell0cet wrote:Pokey Dravon wrote:Vell0cet wrote:It really depends on what they mean by starting from scratch. If they're actually starting from 0--opening a blank text editor and starting from a blank screen, then we're looking at years before there is anything playable (pre-alpha), and probably a couple more after that to have something that's got most of the worst bugs worked out. Well, they're starting with the Unreal 4 Engine which has a pretty solid baseline setup for a number of games, FPS included. So a lot of the very very basic **** is already done, it's just a matter of modifying it and optimizing the engine so it can run properly and look the way they want it to. From scratch as in, building an entire engine from the ground up? God no. From scratch as in not using existing DUST code but utilizing what Unreal 4 has to offer? Yes. (Thank god) If they're not using any of the existing DUST code, I'm pretty sure that would guarantee this new game never gets shipped. I agree they should reuse as much from other developers as possible (like the Unreal stuff) and not modify/overcomplicate things that work, but if they're planning on a similar skill point system (just as a random example) then they'd be crazy not to port over the pieces that work from the existing DUST code. A lot of the messiness in our code represents bugs that got fixed, each one could be days of someone at CCP's life to identify the edge case, document it, reproduce it, find where in the source the problem is occurring and then writing a fix for it. Flat out deleting that stuff is throwing all of that work away. It's the biggest mistake a software company can make. The correct approach is to study the existing code, understand where the edge cases come from, bring over/port the parts that work, and refactor the ones that don't. DUST has a severe case of software rot.I'm sure there are things they can salvage, but it's best if they don't touch most of it with a ten foot pole. With respect, I think you're completely wrong. How can they possibly learn from their mistakes that way? If you bring in a new team of people, what's to stop them from repeating all of the same mistakes if they don't learn from the past? Why should we expect the development process to be any faster this time around than last time? I agree there's probably tons of rot in DUST's code, but it's critical to understand what went wrong and why to have any hope of doing better the second time around.
True that doesn't mean you have to use code in order to learn from it. DUST suffered from of developer problems because of the way some of the debs were locked out of the system. Which we don't want again.
However there will be salvageable things like Art assets that could be reused with little to no effort, but for things like damage calculation, overheat mechanics, fitting fragmentation it's better to start from scratch with the old code in mind, then to use the old code, to much temptation to hack it in.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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