Would you pay to have GGG focus exclusively on fixing the game issues but no new content?
" This gives me a 99.9% belief that you have never even downloaded the UDK let alone installed it, let alone opened it, let alone used it. Or even researched it.... or have any idea about it really, because this is just blatantly untrue and there is no way you could believe it unless you didn't know what you were talking about. Handling randomly generated terrain CAN be a problem, sure (Not in UE4 though). But the part i quoted is just so off the wall ridiculous that i don't know how to react to it... ESPECIALLY when the game i am currently doing balance for is using UE3 and has very large environments... I mean goddamn, Tribes: Ascend is an Unreal 3 game, so is DmC:DmC. You also apparently seem to think predetermined and static are the same thing. Unless you think the environments in DmC:DmC are "static". You quite literally have absolutely NO idea whatsoever what you are talking about, but you are posting anyway as if it were fact. I expected better from you. Like I'm just mindblown at how ridiculously wrong you are, that's not even a minor mistake or a misunderstanding... it's flat out bashing the engine by completely lying about it with absolutely zero fact checking. It's like me saying path of exile is terrible because it doesn't have any RNG. Seriously. To people who have experience with Unreal Engine, your statements look THAT ridiculous. Last edited by Xendran#1127 on Mar 21, 2014, 1:21:17 PM
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have a big look to the demoscene :) if you want to optimise everything, do it like demosceener...
i guess your coding style seems to be oldschool for today. how do i know dis? because handeling with f.e. textures. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
▒▒▒▒░░░░░ ++HIDEOUT IMPROVEMENT THREAD: ..../view-thread/2179528...++░░░░▒▒▒▒ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ |
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So Unreal 4 has turned out to be amazingly good.
PoE2 on unreal 4? Sounds good to me. |
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" No, no, no, no, NO! Only Unreal 9! PoE2 on unreal 9? Sounds good to me. Mercenaries master craft service Mercenaries My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch Mercenaries veiled crafting all service all crafts mods Mercenaries SC master craft service Mercenaries SC craft mod! Veiled crafting Service Settlers craft PM: TreeOfDead |
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Love these people saying they'll pay for glowing pixels of a helmet or stupid pet or dumb forum title next to their name...
But they adamantly say they won't pay for the company to address the game's horrible desync. That right there is what's wrong with the game, and is direct byproduct of how GGG went about everything back in Alpha/Beta... The wrong "type" of consumers became the "target", and the people that most company's would want "supporting" the game left when they realized what type of "supporters" GGG wanted and catered too... Basically all the people who wanted a fundamentally solid and working game without all the "fluff" bailed... Leaving the people who want "fluff", without a care in the world if that "fluff" is perched on top of a pedestal with a giant crack down the middle. Last edited by StinkFinger#4623 on Mar 22, 2014, 8:12:19 AM
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" They are static. Do you understand the definition of static? It means fixed. Tribes has fixed levels, as does DmC. Have you played DmC? The levels are tiny hallways. Tribes' arenas are tiny as shit. I've used Unreal 3, not 4. Four is far too new for GGG to have used it when they were making PoE. It's not "hard" to do random levels in 3, it's "impossible". It's literally impossible, you'd have to rewrite entire swaths of unreal 3 to let it do random generation. I don't know about four as I haven't downloaded it, but I'm assuming it's largely the same -- because that's what Unreal 3 was used for, static hallway shooters. AA had pretty tiny ass levels. AC had a lot of buffering/loading areas. Tiny. Static. It's not for a highly random online RPG. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Last edited by anubite#0701 on Mar 22, 2014, 9:38:10 AM
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Last edited by Xendran#1127 on Mar 22, 2014, 10:13:34 AM
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" You didn't say not for a random online rpg, you implied that it was only capable of producing tiny static environments which is completely false, and claiming that it's "for" consoles and "hallway shooters", despite being massively optimized on PC with some great games. " " You heard it here first people, Borderlands and Blade and Soul are hallway shooters. Also, UE4 can handle procedurally generated terrain just fine. If you actually know about UE like you claim, you would know that they don't just release a new engine that is the same as the old one. Assuming a new iteration of UE is going to be the same without checking is indicative of the kind of other assumptions you are willing to make about the engines capabilities without actually checking them. Especially when you are talking to somebody who has been actively using UE3 and is currently porting from UE3 to UE4... it sounds like you "using" unreal 3 was you just messing around with it... Last edited by Xendran#1127 on Mar 22, 2014, 11:37:50 AM
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YES i will support them again on this way
Check our recruitment thread if curious
Twitch: PoE_Vincam |
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" No, its is possible it just needs a script to set the generation of the level at the time of loading. Its just not the easiest thing to do to make balanced levels (or to make them thematic) that contain a lot of character and include random generation. There have been numerous successful attempts and demos around the net and in the udk forum.... . Its really hard to get that same level of drama in a random compared to static map. With the right script you could change that engine from a golf game, to a racing game, to a music game, to a side scroller, to top view shooter (zelda style view), to a persistant mmorpg... to whatever else you want. So no, not impossible... developers in unreal just don't want to because random levels don't have that same level of detail that hand crafted static ones do and cannot be used as easily to balance or as pvp maps. Most devs taking the easy route doesn't mean that it is impossible, just that taking that extra time to learn how to set something up and needing that much more time to make the stages look right despite being (psuedo)randomly set up is not something they want to bother with. Last edited by Jiero#2499 on Mar 22, 2014, 10:57:58 PM
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