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1. Forest Map? - in Outposts [original thread]
Aeon Amadi wrote: 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 li...
- by CCP LogicLoop - at 2013.11.20 00:17:00
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2. Forest Map? - in Outposts [original thread]
Aeon Amadi wrote: 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 ba...
- by CCP LogicLoop - at 2013.11.19 03:02:00
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3. Forest Map? - in Outposts [original thread]
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 why we have to set techn...
- by CCP LogicLoop - at 2013.11.19 02:24:00
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4. Forest Map? - in Outposts [original thread]
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 meshes). Trees will not w...
- by CCP LogicLoop - at 2013.11.19 00:18:00
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5. Forest Map? - in Outposts [original thread]
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 "plant" system you see now...
- by CCP LogicLoop - at 2013.11.18 07:13:00
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6. Forest Map? - in Outposts [original thread]
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.
- by CCP LogicLoop - at 2013.11.18 01:36:00
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7. Forest Map? - in Outposts [original thread]
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 as a static mesh. I did...
- by CCP LogicLoop - at 2013.11.18 00:32:00
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8. Question for CCP: LogicLoop - in Outposts [original thread]
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 unfinished feel. Please rec...
- by CCP LogicLoop - at 2013.11.11 06:53:00
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9. Question for CCP: LogicLoop - in Outposts [original thread]
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 wrote: - Estimated po...
- by CCP LogicLoop - at 2013.11.11 03:03:00
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10. (bug) map terrain image not mapping to collision map <-poor description of issue - in Outposts [original thread]
Happy Violentime wrote: So.. the other day, I was in an ambush map (don't know which one) on top of a building (don't know which one) - yes i know, not very useful sorry. I tried moving accross the roof of this building, and became stuck - the...
- by CCP LogicLoop - at 2013.11.11 02:22:00
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11. [Outpost Idea] Minmatar Mining Facility - in Outposts [original thread]
Reav Hannari wrote: I'd love to see stuff like this. Someone mentioned that there will be racial versions of each of the current DUST outpost types. Can we get a confirmation from LogicLoop on this? Maybe after that they could start on the plan...
- by CCP LogicLoop - at 2013.11.11 02:20:00
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12. [Request] Structures subforum for Map Feedback - in Outposts [original thread]
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 large and complicated to ...
- by CCP LogicLoop - at 2013.11.08 01:49:00
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13. Question for CCP: LogicLoop - in Outposts [original thread]
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 awesome. Typically ...
- by CCP LogicLoop - at 2013.11.08 01:46:00
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14. Gallente SI set known issues. - in Outposts [original thread]
Soraya Xel wrote: Yeah, I was surprised the turret on that small socket wasn't fixed last patch, but I figured it was cuz y'all were busy getting us a Caldari socket set ready. Well the turret fix better be in on next content release (1.7). ...
- by CCP LogicLoop - at 2013.10.24 04:19:00
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15. Gallente SI set known issues. - in Outposts [original thread]
Evicer wrote: CCP LogicLoop wrote: Soraya Xel wrote: CCP LogicLoop wrote: Research Facility (Large Socket) -Top of both sets of stairs under the main research building is just a dead end. (Funny thing this. Artists forgot to put ...
- by CCP LogicLoop - at 2013.10.23 02:36:00
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16. Gallente SI set known issues. - in Outposts [original thread]
crazy space 1 wrote: Another question for feedback. Right now we call them in but don't really know where they will land to be honest. We have zero control over it. Would it be possible to throw a flare and have the RDV drop off at that exact l...
- by CCP LogicLoop - at 2013.10.23 00:25:00
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17. [Request] Structures subforum for Map Feedback - in Outposts [original thread]
can't play dust wrote: There are feedback sections for every game mode and every terrain map for that game mode. There are Outposts feedback sections too. Wouldn't it be helpful to add new virtual space for feedback on various man made looking ...
- by CCP LogicLoop - at 2013.10.22 01:16:00
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18. Maps not rotating sockets or pulling from full list - in Outposts [original thread]
True Adamance wrote: CCP LogicLoop wrote: Aero Yassavi wrote: Hm, you are getting reports of sockets from the Research Lab set on Manus Peak? Weird. No. We looked at the small sockets and saw they were all rotating different sockets i...
- by CCP LogicLoop - at 2013.10.22 01:13:00
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19. Gallente SI set known issues. - in Outposts [original thread]
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 RDV because of the stitchi...
- by CCP LogicLoop - at 2013.10.22 00:36:00
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20. Gallente SI set known issues. - in Outposts [original thread]
steadyhand amarr wrote: CCP LogicLoop wrote: steadyhand amarr wrote: CCP LogicLoop wrote: steadyhand amarr wrote: A nav mesh. On maps that size it must be one hell of a spider's web u got their, explains why we can't drop inside soc...
- by CCP LogicLoop - at 2013.10.21 01:29:00
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