Closed Beta Update V40323 (11th November 2014)


(xdc) #101

i hope the same doesnt go for DB, unless that 5% is alot… ofc the whole % shouldn’t involve the game engine / rendering / tools / etc. also considering unreal 3 engine was already done before you guys started making the game. This is why games made by idsoftware (doom 3, rage, doom 4, etc) take years to complete because they are also making a game engine. All of the hard work was already completed for DB, the rest is maps & gameplay.


(Shiv) #102

I… what…
Surely the use of a decent number of programmers on any larger ue project alone should attest to the fact that using ue3 is in no way “the hard work done” That’s ridiculous, and a massive disservice to Splash and every other company using game engines (unity/ue4/cryengine) created by a third party. Never mind the designers, sound, art, animators, producers ect. The engine is a shell, you still have to make everything to fill that shell. Modify the shell to fit new features it cant do out the box, and then paint it up to look nice and presentable.


(Nail) #103

[QUOTE=Shiv;515808]I… what…
Surely the use of a decent number of programmers on any larger ue project alone should attest to the fact that using ue3 is in no way “the hard work done” That’s ridiculous, and a massive disservice to Splash and every other company using game engines (unity/ue4/cryengine) created by a third party. Never mind the designers, sound, art, animators, producers ect. The engine is a shell, you still have to make everything to fill that shell. Modify the shell to fit new features it cant do out the box, and then paint it up to look nice and presentable.[/QUOTE]

what he says ^^^^


(xdc) #104

[QUOTE=Shiv;515808]I… what…
Surely the use of a decent number of programmers on any larger ue project alone should attest to the fact that using ue3 is in no way “the hard work done” That’s ridiculous, and a massive disservice to Splash and every other company using game engines (unity/ue4/cryengine) created by a third party. Never mind the designers, sound, art, animators, producers ect. The engine is a shell, you still have to make everything to fill that shell. Modify the shell to fit new features it cant do out the box, and then paint it up to look nice and presentable.[/QUOTE]

compare that to starting from scratch. id builds up from the previous engine to make the next, splash damage doesnt have to do this(neither in ETQW and WOLF:ET), they are not making a new engine (id completely rewrote codebase from id tech 3 to id tech 4, c to c++) just modifying what they have(unreal editor is a tool they dont have to make). The difficult part of game development is over, they have an engine and tools to work with. The rest comes down to artists, which is what SD is. Game engine/tools is atleast 60% of a game, but in this case it shouldn’t count for SD, so i imagine the 5% is a small difference, which is what my point was


(chippy) #105

Now you’re just being silly.


(fzl) #106

Here are the most things that nerves me…

Aura Heal Station is too OP

Proxy is too OP

Weapon Balance is now offline

Again no Friendly Fire

3 Months after the (player join bug) nothing is fixed

Some of the Loadout Cards are Invalid

More Game Crashes as ever before…

So we are the beta testers or not? … So we talked about the same things for months…and nothing goes “forward”…

too much flame…?

Greetz fuzzel aka Pilgr!m


(Shiv) #107


(spookify) #108

Shiz was literally running around as Proxy knifing the entire team… On Train he grabbed the OBJ and knifed 4 people and transmitted the first of the two… It was beyond ridiculous… He was right in front of me and it was as if my bullets did nothing… Plus I could look all around me and make sure I am clear and then poof he was there… Then everyone went shotgun and started to knife it was obscured…

Even my engy turret was useless… The proxy just ran or long jumped right up to it knifed it and then knifed me all while I was shooting at her… Is something messed up with long jump hit boxes??

I posted about Flethers Sticky bomb delay in the bug section and it also effect damage… I can blow one up right next to a person and get the animation but the damage is delayed…


(PixelTwitch) #109

[QUOTE=spookify;515966]Shiz was literally running around as Proxy knifing the entire team… On Train he grabbed the OBJ and knifed 4 people and transmitted the first of the two… It was beyond ridiculous… He was right in front of me and it was as if my bullets did nothing… Plus I could look all around me and make sure I am clear and then poof he was there… Then everyone went shotgun and started to knife it was obscured…

Even my engy turret was useless… The proxy just ran or long jumped right up to it knifed it and then knifed me all while I was shooting at her… Is something messed up with long jump hit boxes??

I posted about Flethers Sticky bomb delay in the bug section and it also effect damage… I can blow one up right next to a person and get the animation but the damage is delayed…[/QUOTE]

I actually record frequent logs of my feeling with the game and issues.
This is the one I recorded right after the match you are talking about.

//youtu.be/Emi71ZjzKqY

(these are supposed to be just for me so ignore production values and my opinions are snap judgements not thought out…)


(INF3RN0) #110

Extreme close range collisions are just really bad, always have been. I’ve had countless encounters where a player will seemingly pass through my body. Collisions are likely the culprit, otherwise I’ve rarely died to a head on knifer.


(spookify) #111

I think there’s a little more to it then that… The player was actually hard to hit as if the hit boxes are changing…


(xdc) #112

//youtu.be/vtcWrcscXos

SD is a mod developer compared to the developers who actually create game engines/tools that drive the games they make


(INF3RN0) #113

Did you record it? I had no issue hitting proxies in the pug today, so maybe an isolated issue.


(PixelTwitch) #114

[QUOTE=xdc;515981]
//youtu.be/vtcWrcscXos

SD is still a mod developer compared to the developers who actually create game engines/tools that drive the games they make[/QUOTE]

So the teams behind Dragon Age 3, Mass Effect and Fallout 3 are just filthy modders… I feel lied to!
ps, Dirty Bomb is not on Unreal Engine 4.


(xdc) #115

[QUOTE=PixelTwitch;515983]So the teams behind Dragon Age 3, Mass Effect and Fallout 3 are just filthy modders… I feel lied to!
ps, Dirty Bomb is not on Unreal Engine 4.[/QUOTE]

I didn’t say it was on the ue4 engine, if you read my previous posts you will see i say SD and unreal 3 engine in the same sentence(why so quick to trollol?). the point is the tools and engine were already made. And yes on the scale of what it requires to create a game engine, especially from scratch, they are just modders in comparison.


ill stop posting now


(PixelTwitch) #116

[QUOTE=xdc;515984]I didn’t say it was on the ue4 engine, if you read my previous posts you will see i say SD and unreal 3 engine in the same sentence(why so quick to trollol?). the point is the tools and engine were already made. And yes on the scale of what it requires to create a game engine, especially from scratch, they are just modders in comparison.

Sorry I don’t read every post in a thread.
You actually link a UT4 programming video that has nothing to do with the current engine so I guessed you was confused.

ANYWAY…
If we was talking about 1 man teams I would agree with you dude.
However, we are talking about very different disciplines. Most of the teams you seem to be pointing towards as “Real Developers” have dedicated teams that work on the tools and engine. Even in them companies you are talking about, the game developers and designers may as well just be “modders” as they only use the tools they are provided and their only real advantage is they have the ability to ASK for features to be added.

There is nothing wrong with people being “modders” but when you start using that word as a negative then it becomes insulting.


(xdc) #117

[QUOTE=PixelTwitch;515985]If we was talking about 1 man teams I would agree with you dude.
However, we are talking about very different disciplines. Most of the teams you seem to be pointing towards as “Real Developers” have dedicated teams that work on the tools and engine. Even in them companies you are talking about, the game developers and designers may as well just be “modders” as they only use the tools they are provided and their only real advantage is they have the ability to ASK for features to be added.

There is nothing wrong with people being “modders” but when you start using that word as a negative then it becomes insulting.[/QUOTE]

There isn’t. I’m just stating that SD never made an engine, they buy and mod them, so therefore it is less of a development process and takes less time. Which brings me back to my first post, the game development process doesn’t include making a game engine.


(Anti) #118

Yea, like that time we took id tech and ‘modded’ it to work on 360 and PS3, very easy! :tongue:

Teams basing their game off of a particular revision of an engine can and will modify it to very different extents, sometimes to the point that it essentially becomes its own engine. I’m sure the engine used for Call of Duty is unrecognizable now from the id tech version it was originally based on, and there will have been a lot of work involved to achieve that.


(Shiv) #119

[QUOTE=PixelTwitch;515974]I actually record frequent logs of my feeling with the game and issues.
This is the one I recorded right after the match you are talking about.

//youtu.be/Emi71ZjzKqY

(these are supposed to be just for me so ignore production values and my opinions are snap judgements not thought out…)[/QUOTE]

I had the Melee damage upgrade and the cricket bat. I had to have to upgrade as otherwise the damage is pretty poor. (3 hits at least instead of 2) and doing it with anyone other than the ultralights is pointless. (although I did it with fragger a couple of times and the damage he can take compared to proxy is pretty hilarious)
The objective 4 kill I got stupid lucky, they were almost all back hits.
Towards the beginning of when I started hammering melee, The game where me and rmp were having a competition to get most kills with melee, I think I ended up second on the team just under freze, who is a beast. Which is crazy.
Towards the end of the night, people started seeming to get used to it and my kill count crashed out. (vs shotgun = dead) So it seems there is a way to combat it. Surprise is everything so maps where you can get round the back are the best for it by far. (Train, dome)
I never used the heavy hit unless i was against a static guy and was hitting his back, or i was following after someone who had no idea i was there.
Light click spam all the way.
A couple of other advantages - Always moving fast, so mines and other more static abilities mean nothing. Also, because I am always close to an enemy, sometimes in their lines, its much easier to see when the enemy numbers are down and take advantage to plant the objective.
The attack also doesn’t seem to register unless the enemy is directly under my cursor point when the swing reaches the middle.

One thing I took away from it, melee vs turrets is proxy’s greatest chance of beating one at the moment, without dumping quite a lot of time to deal with it by ducking in and out of an entrance, and with her acceleration, if you run through the entrance then try and backup to deal with the turret you are literally dead 9/10 times. Keep running and jump around so it cant track as well then beat over the head with the bat and you have lost a lot less health and can keep rolling forward at speed. <<<<<< this to me is the silliest bit of what i learnt as melee proxy.

On my end of it, I died alloottttt, but I had among the best time I have had on the game.
I am really hoping to see a triple jump, silent foot, melee loadout with cricket bat for proxy, because that would be magical.
None of this is excuses, it is just an explanation of my experience on the flipside.
Not going to lie, I am really suprised to see this rage on the forum. Didnt realise it was causing so much frustration, i was in fits of giggles on teamspeak trying to get funky.


(MrFunkyFunk) #120

It was indeed really fun yesterday :smiley:

The average DB joe with the spatial awareness and attention of a dead veggie should definitely lose against a ninja like Shiv.
Imagine if Shiv put that dedication on playing seriously his Proxy (he would be a Toomic 2.0).

But I have to admit that it could be quite frustrating to be against them sometimes when the maps allow the light mercs to be even more a pain in the ass than an average scout on TF2. An abundance of cramped design map parts really gives an advantage to the lights faster shotguns mercs.