DickTrickle
Definitely NOT Furor Planedefiler
I would like to note I was the first to publicly identify qwert.
He may still be retarded but he is way less abrasive thus far.
He may still be retarded but he is way less abrasive thus far.
yeah, it's a shame he couldn't have behaved like this a few weeks ago when I went out of my way to try to save him from himself. at this point he's just a lonely retard actively skirting a ban who has no one left to vouch for him.I would like to note I was the first to publicly identify qwert.
He may still be retarded but he is way less abrasive thus far.
yeah, it's a shame he couldn't have behaved like this a few weeks ago when I went out of my way to try to save him from himself. at this point he's just a lonely retard actively skirting a ban who has no one left to vouch for him.
What I am saying is that the engine wasn't as terrible as people make out because 3 years later it ran great. How do you explain that?
I knew when I approved his registration. If he went low key it wouldn't have been an issue.
You need to submit a report though for @Amod to discuss and vote on though.
He is also completely clueless, not just because his post recommends an engine that wasn't available at the time.
LOL... First off.. EQ was built off the modified Tanarus engine, not Unreal. Tanarus was a tank game that Verant developed back in the late 1990s. BigWorld was not only available to the VG team, it was offered to us, and considered by the team as a possible choice. Unreal 2 was chosen as the base because our lead coder was good friends with Tim Sweeney, and they felt we could get better support from the Unreal team. SGO never had 300 people working on anything. The most we ever had at the company was around 130-ish. I worked at SGO for over 2 years before VG was bought out by SOE.
I dunno between you and the new guy, I think the only way to solve this is an EQ and VG trivia duel.
But the holes were fixed, that is the point. It took SOE a few years to fix them to the point that it was a solid game, but they had 2 people working on it part time. SGO had 300 people working on it full time.
Wrong again? What was I wrong about previously? And I don't believe that 50 people thing, I played Vanguard a lot and it was mostly abandoned by the devs. They had Silius doing dumb stuff to it like adding OP quest lines, rifts, etc.Wrong again. For the better part of a year after the sale, SOE had a team of about 50 people working on VG. It was a bigger team than EQ had at that time by more than double. It wasn't until a couple years later than the VG team shrunk to about 5 or 6, right before they shut it down.
130 is still a lot, and that was full time unlike what SOE had on Vanguard after release. Do you really think the engine couldn't have been made to work well before release if they had the budget for another several months of development? Because that's what people are saying.LOL... First off.. EQ was built off the modified Tanarus engine, not Unreal. Tanarus was a tank game that Verant developed back in the late 1990s. BigWorld was not only available to the VG team, it was offered to us, and considered by the team as a possible choice. Unreal 2 was chosen as the base because our lead coder was good friends with Tim Sweeney, and they felt we could get better support from the Unreal team. SGO never had 300 people working on anything. The most we ever had at the company was around 130-ish. I worked at SGO for over 2 years before VG was bought out by SOE.
Why was Unreal a stupid suggestion? Vanguard was Unreal2. And this has nothing to do with game design. Again, all you can do is throw insults because you have nothing else to offer.I would go with you being a low functioning retard who's stupid enough to thing that EQ was developed on the Unreal engine. It's plain to see that you are so far over your head when talking about the actual nuts and bolts of game design that it is totally safe to laugh at any input you try to spew out in your desperate attention seeking posts.
Did you even play the game? I am not biased at all, the game hitched a lot and didn't run very well for me. And then I upgraded my PC to hardware that was a generation ahead of what was available when Vanguard released. A combination of that and the optimisation they had done to it, it ran perfectly. No hitching, no 'lag', zoning never took more than a few seconds, and it looked amazing. I am not the only one who says this. And if you get on the VG EMU you will see the same thing.i explain it by telling you that the engine was really that bad and the reason you can't see that is because you are a biased cunt.
Wrong again? What was I wrong about previously? And I don't believe that 50 people thing, I played Vanguard a lot and it was mostly abandoned by the devs. They had Silius doing dumb stuff to it like adding OP quest lines, rifts, etc.