They have a pill for that.Boblob801 wrote:I ejaculated instantly.
MXS Twitter
-
- Posts: 8406
- Joined: Thu Nov 19, 2009 5:52 am
- Team: Havoc Racing
- Contact:
Re: MXS Twitter
jlv wrote:If it weren't for Havoc I'd have been arguing with the 12 year olds by myself.
Re: MXS Twitter
What is this pill called and where is it sold? I know someone who may use these....
-
- Posts: 1350
- Joined: Mon Mar 15, 2010 2:51 am
- Team: Factory Suzuki
Re: MXS Twitter
SSRI's will do it.James_122 wrote:What is this pill called and where is it sold? I know someone who may use these....
-
- Posts: 8406
- Joined: Thu Nov 19, 2009 5:52 am
- Team: Havoc Racing
- Contact:
Re: MXS Twitter
It's called "Think about Roseanne Barr Naked".James_122 wrote:What is this pill called and where is it sold?
jlv wrote:If it weren't for Havoc I'd have been arguing with the 12 year olds by myself.
Re: MXS Twitter
She is the reason I have this problem.TeamHavocRacing wrote:It's called "Think about Roseanne Barr Naked".James_122 wrote:What is this pill called and where is it sold?
Re: MXS Twitter
Yeah, if anything you only made the problem worse. 

Re: MXS Twitter
WISCOOOOOOOaeffertz wrote:Eric is the man! He's the one that does all our motor work. So lucky he lives nearby.Boblob801 wrote:Eric Gorr, replied to my email, I ejaculated instantly. Much help, such excitement. I can now do dirt scooter building, finally.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Re: MXS Twitter
checkerz wrote:My info could be a bit old because as you know I've been out of it for awhile, so it could have actually gone back down some. For instance, the team that made all the content in MX vs ATV Unleashed was around 30 people at tops, about 20 for the whole project. The team that made Untamed was 55 for whole project and up to 80 during peak parts of the project. Development cycle went from 12-18 months to 24 months. (VMX_Skymx99 might have a bit more accurate numbers, but those are pretty close). Halfway through reflex dropped down to about 40 but was still over a 20 month process.m121c wrote: Not trying to be a smart ass, I'm generally interested in what makes the cost so expensive and the drastic increase? I know the cost for artists, programmers, engineers, marketing, etc. more than likely has climbed, but what else?
To me it looks like the base engines get better and better, they get simpler to use yet more advanced in technology, and you get more and more automated workflows by the year. There is actually software that is being used for top movies/games that is being used by everyday artists (I have it, it's pretty cool) that automates the entire texturing process and it only get's more intelligent and more in-depth year by year. I actually just started playing with it, I can draw Normal Maps in real time, in photoshop, and it's not just a filter but it's actually a calculated bake. It's pretty crazy stuff really.
If you look at the newest and top Indie games of 2015 and upcoming 2016, there are some pretty bad ass games coming out that are made by one person (or very small team). You honestly can barely tell that it's not made by a multi-million dollar franchise. Like I said I'm just generally interested, especially since you have been in and around the industry for quiet some time now.
Those are all salaries, and not cheap ones because there are more developers, so more options for developers means the good ones can bid themselves out basically. If you don't have a competitive pay, you won't get experienced devs. Online play is now mandatory - PS2 days it was an option. Not only does that take staff to program, but time to develop and test which costs also. Although there are platforms out there, they also cost to buy and still take resources to integrate into each engine. Keep in mind the number of content went drastically down even with those staff numbers and development time.
The size and detail of content has had to increase to be competitive. Is some of the extra budget waste? I'm sure. Marketing budgets definitely have jumped, but again, when your competitors are doing it you have to.
Again, I'm not making excuses for it - I think it is out of hand as well. The fact that the consumer accepts it if crammed down their throat allows it to happen, if there is money to be made people will take advantage of it.
IDK, it would be interested to see the actual numbers for a AAA title. I mean lets say you have 50 people work on it for 2 years with an average salary of 50k, that comes out to $5M. Obviously you have to have a building for them and software licenses, etc...Lets just double it $10M. Black Ops 3 for example sold $1B in the first 15 days. IDK, seems like someone is putting a lot of $$$ in their pockets to me.
I think the resurgence in PC is great for the industry though, it makes smaller indie games possible and all the great engines out with relatively low fees to devs makes everything a lot easier.
Re: MXS Twitter
I want to learn how to weld just to do crazy stuff like this.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Re: MXS Twitter
10M for a COD title? Thats low balling really hard. Yeah, its a cash cow game no doubt but to say thats it seems super duper low.SMR 510RR wrote: IDK, it would be interested to see the actual numbers for a AAA title. I mean lets say you have 50 people work on it for 2 years with an average salary of 50k, that comes out to $5M. Obviously you have to have a building for them and software licenses, etc...Lets just double it $10M. Black Ops 3 for example sold $1B in the first 15 days. IDK, seems like someone is putting a lot of $$$ in their pockets to me.
I think the resurgence in PC is great for the industry though, it makes smaller indie games possible and all the great engines out with relatively low fees to devs makes everything a lot easier.
Re: MXS Twitter
You're way, way, way low. MVA Untamed was a 20M budget and it was a low budget AAA title. Your 50k average is also really low. I'd also guess the COD titles are teams more around the 120 range. Don't forget the payments that have to go to Microsoft/Sony for their approval process and QA process that is required.Pumaxcs wrote:10M for a COD title? Thats low balling really hard. Yeah, its a cash cow game no doubt but to say thats it seems super duper low.SMR 510RR wrote: IDK, it would be interested to see the actual numbers for a AAA title. I mean lets say you have 50 people work on it for 2 years with an average salary of 50k, that comes out to $5M. Obviously you have to have a building for them and software licenses, etc...Lets just double it $10M. Black Ops 3 for example sold $1B in the first 15 days. IDK, seems like someone is putting a lot of $$$ in their pockets to me.
I think the resurgence in PC is great for the industry though, it makes smaller indie games possible and all the great engines out with relatively low fees to devs makes everything a lot easier.
And titles like COD are crushing it.
But there are only 5 to 10 of those a year, what about the other games on the market? It's a big risk.
Re: MXS Twitter
I thought you were a mechanical engineeryzmxer608 wrote:I want to learn how to weld just to do crazy stuff like this.
[youtube]Uoi95SBE2wM

If you can get your hands on a half decent welder and live by the rule, go as hot as you can without blowing holes and make it sound like bacon, also don't go up or upside down. It's an easy enough job. (Yes I know vertical ups is like a standard in some industries you must meet but fuck me it's hard to learn.)
Hi
Re: MXS Twitter
There should be a 500 pro MX class again. Those things are gnarly!
https://instagram.com/p/8gbxS7pr8x/
Also, extremely excited for TWMX Premix video. Lots of big names ripping it up on the two smokers.
https://instagram.com/p/8gbxS7pr8x/
Also, extremely excited for TWMX Premix video. Lots of big names ripping it up on the two smokers.

-
- Posts: 272
- Joined: Thu Feb 26, 2015 12:53 am
- Location: Idaho
Re: MXS Twitter
There should be! A well designed 500 two stroke is by far the easiest motor to ride. The CR 500s just are not a well designed motor for motocross, but they rule the desert. I would really like to see Husky build 430's again, they are such easy motors, and they just ooze smooth torque off the bottom, even without a powervalve. Or an '83 or'84 500 XC, a sixspeed that is geared low enough for most tight single track, but can still go 100 MPH+ stock gearing. My favorites are definitely the Maico open class motors though, every one knows about the '81-'83s, but the '85 and '86 MStar 500s are loads better, even more torque off the bottom with a seemingly endless pull in the midrange. You never need to shift, third gear on tight single track is the usual gear, you just can't stall those beasts.aeffertz wrote:There should be a 500 pro MX class again. Those things are gnarly!
https://instagram.com/p/8gbxS7pr8x/
Also, extremely excited for TWMX Premix video. Lots of big names ripping it up on the two smokers.
jlv wrote:I shit you not!jduuuub wrote: bullshit.
-
- Posts: 4657
- Joined: Fri Mar 30, 2012 4:05 am
- Team: Who Knows...
- Location: Test Tracks and In N Out
Re: MXS Twitter
you have to also think that a cod marketing budget is probably 2x the cost of the whole development cycle.
barrington314 wrote:awood is right
Leclair wrote:My name is barking
2014 rF GNC 22nd Overall - 2014 rF 450 SX 12th - 2014 rF 450 MX 11th OverallLeclair wrote:i fuck you
2013 rF GNC 17th Overall - 2013 rF 450 SX 17th - 2013 rF 450 MX 8th - 2013 EMF French Cup Open World 6th