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1. Announcement:Consolidated Outposts Feedback! - in Outposts [original thread]
Is there any way to rotate the sockets so they're not always facing the same direction..? Minor as it may be, sometimes the direction the socket faces is an inherent advantage toward one side or the other. Wouldn't be as bad if it weren't an 'alwa...
- by Aeon Amadi - at 2014.11.13 11:35:00
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2. Sticky:Orbital Artillery Outpost Feedback - in Outposts [original thread]
Going to try to be constructive about this so please bear with me if I come off as abrasive. With 1.7 we've noticed some changes to the Orbital Artillery outpost. Walls have been removed and added in various places, vans/debris has been removed f...
- by Aeon Amadi - at 2013.12.10 16:00:00
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3. What is the state of the caldari production facility? - in Outposts [original thread]
Yeah, got pushed back for performance reasons. https://forums.dust514.com/default.aspx?g=posts&m=1565131#post1565131
- by Aeon Amadi - at 2013.12.05 05:56:00
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4. What is the state of the caldari production facility? - in Outposts [original thread]
Evolution-7 wrote: Still interested in the state of the caldari production facility, I could have sworn it was to be implemented into 1.7. Dev response appreciated I believe it was slated for it but LogicLoop stated that it was in the optim...
- by Aeon Amadi - at 2013.12.05 02:48:00
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5. Lighting? - in Outposts [original thread]
http://web.ccpgamescdn.com/dust/news.control/65468/1/ARs_Railrifle_screenshot.jpg Got into this map in-game and fiddled with contrast, gamma, brightness, color... everything. Couldn't make it look anywhere near this pretty. Obviously this is pr...
- by Aeon Amadi - at 2013.12.04 02:51:00
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6. Forest Map? - in Outposts [original thread]
Robert JD Niewiadomski wrote: Can you make trees like you do grass and shrubs now and put them in "an invisible box" to prevent us passing through them? Would it be any different (from the Unreal Engine on PS3 technology limitations perspective...
- by Aeon Amadi - at 2013.11.19 09:32:00
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7. Forest Map? - in Outposts [original thread]
CCP LogicLoop wrote: We would love to do them as well, believe me. But as you can see, we have to balance a lot of stuff. So many things have to go into consideration for every aspect of a game. It's a really interesting balancing act. This is ...
- by Aeon Amadi - at 2013.11.19 02:46:00
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8. Forest Map? - in Outposts [original thread]
CCP LogicLoop wrote: Aeon Amadi wrote: CCP LogicLoop wrote: Mark Crusader wrote: CCP LogicLoop wrote: So we could put in trees in to the maps. However, this counts towards our mesh limit on terrain (which last I heard is about 200 m...
- by Aeon Amadi - at 2013.11.19 02:15:00
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9. Forest Map? - in Outposts [original thread]
CCP LogicLoop wrote: Mark Crusader wrote: CCP LogicLoop wrote: So we could put in trees in to the maps. However, this counts towards our mesh limit on terrain (which last I heard is about 200 meshes). Trees will not work in the current "p...
- by Aeon Amadi - at 2013.11.18 11:32:00
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10. Forest Map? - in Outposts [original thread]
CCP LogicLoop wrote: It would require a duplicate of the game mode it is changing, then that game mode would have to be the one that randomly loads. We can not dynamically swap them in a single game mode layer. Yeah, never mind then o_o;
- by Aeon Amadi - at 2013.11.18 02:28:00
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11. Forest Map? - in Outposts [original thread]
CCP LogicLoop wrote: So we could put in trees in to the maps. However, this counts towards our mesh limit on terrain (which last I heard is about 200 meshes). Trees will not work in the current "plant" system you see now. They have to be placed...
- by Aeon Amadi - at 2013.11.18 00:52:00
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12. Question for CCP: LogicLoop - in Outposts [original thread]
Gorra Snell wrote: Zeylon Rho wrote: CCP LogicLoop wrote: crazy space 1 wrote: CCP LogicLoop wrote: Caldari Orbital Artillery (the actual SI Set) seems like a huge waste when not having a single ammar environment cheapens the ...
- by Aeon Amadi - at 2013.11.12 00:18:00
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13. Question for CCP: LogicLoop - in Outposts [original thread]
CCP LogicLoop wrote: crazy space 1 wrote: CCP LogicLoop wrote: Caldari Orbital Artillery (the actual SI Set) seems like a huge waste when not having a single ammar environment cheapens the experince. Keeps the game in that beta unfi...
- by Aeon Amadi - at 2013.11.11 07:22:00
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14. Question for CCP: LogicLoop - in Outposts [original thread]
CCP LogicLoop wrote: Aeon Amadi wrote: - Manage to get Caldari Production Facility done for 1.7? Please say yes =D We are going through some optimization stuff right now with it. So this can not be confirmed at the moment. Aeon Amadi...
- by Aeon Amadi - at 2013.11.11 04:51:00
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15. [Request] Structures subforum for Map Feedback - in Outposts [original thread]
CCP LogicLoop wrote: Their are a lot of current sockets when you pool from all the smalls, mediums, and larges. This would be a very time consuming task. Add to that the future content that would come, the sub-forums would eventually be quite l...
- by Aeon Amadi - at 2013.11.08 05:21:00
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16. Question for CCP: LogicLoop - in Outposts [original thread]
CCP LogicLoop wrote: Joey-Number1 wrote: I love that map, please dont thorw it away, it adds much more diversity into map gameplay in the end. I ve had the best experiences right in this particular outpost. And I ll be honest it looks pretty...
- by Aeon Amadi - at 2013.11.08 02:25:00
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17. Gallente SI set known issues. - in Outposts [original thread]
CCP LogicLoop wrote: Aeon Amadi wrote: CCP LogicLoop wrote: Technically it does plot its own path. It uses the navmesh to know "where its safe to plot a path". The problem is the navmesh doesn't always create the best options for the RD...
- by Aeon Amadi - at 2013.10.22 02:32:00
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18. Gallente SI set known issues. - in Outposts [original thread]
CCP LogicLoop wrote: Technically it does plot its own path. It uses the navmesh to know "where its safe to plot a path". The problem is the navmesh doesn't always create the best options for the RDV because of the stitching. The navmesh looks...
- by Aeon Amadi - at 2013.10.21 03:23:00
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19. Gallente SI set known issues. - in Outposts [original thread]
LogicLoop, anyway you could pass it on to maybe have the RDVs avoid dropships? We had a PC today in which an invisible RDV took out an entire squad and I remembered I've been meaning to run that by you guys.
- by Aeon Amadi - at 2013.10.18 07:04:00
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20. Sticky:Orbital Artillery Outpost Feedback - in Outposts [original thread]
This map is terrible for PC in the Skim Junction map (3 objectives in the outpost) - Most common infrastructure (cargo hub) - First one to get on the roof at J9 has almost total control over Alpha and Bravo (forge gun) - As a consequence of th...
- by Aeon Amadi - at 2013.10.13 05:02:00
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