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1. [REQUEST] End of match MCC destruction - in Feedback/Requests [original thread]
Aeon Amadi wrote: CCP LogicLoop wrote: Retarn Dominus wrote: as a side note: Being able to enter an enemies MCC via a dropship for a alt game mode would be cool. Adding a few rooms into the MCC would be sweet along with a vital point s...
- by CCP LogicLoop - at 2013.11.14 02:06:00
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2. [REQUEST] End of match MCC destruction - in Feedback/Requests [original thread]
Retarn Dominus wrote: as a side note: Being able to enter an enemies MCC via a dropship for a alt game mode would be cool. Adding a few rooms into the MCC would be sweet along with a vital point such as the enigine/shields room. Having to ha...
- by CCP LogicLoop - at 2013.11.14 00:14:00
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3. [REQUEST] End of match MCC destruction - in Feedback/Requests [original thread]
Ecshon Autorez wrote: CCP LogicLoop wrote: So back from the meeting. Game Design and other Level Designers like the idea. We will take it into consideration and think more on it for future game modes, though we don't think we will change it ...
- by CCP LogicLoop - at 2013.11.13 07:21:00
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4. [REQUEST] End of match MCC destruction - in Feedback/Requests [original thread]
Flying Manatee huh? hehe. So back from the meeting. Game Design and other Level Designers like the idea. We will take it into consideration and think more on it for future game modes, though we don't think we will change it for current skirmish. ...
- by CCP LogicLoop - at 2013.11.13 02:18:00
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5. [REQUEST] End of match MCC destruction - in Feedback/Requests [original thread]
Eris Ernaga wrote: SILENTSAM 69 wrote: Currently at the end of a match we go to a victory screen and watch the losing MCC explode. I think people would find the end of a match much more fun and memorable if the MCC blew up with us still pla...
- by CCP LogicLoop - at 2013.11.13 01:21:00
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6. [REQUEST] End of match MCC destruction - in Feedback/Requests [original thread]
Meeko Fent wrote: Ecshon Autorez wrote: CCP LogicLoop wrote: Hmmm. Let me bring this up with Game Design and the rest of Level Design. This also needs to be brought up with our video guys (they did have to make the fly by's for the one yo...
- by CCP LogicLoop - at 2013.11.13 01:20:00
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7. [REQUEST] End of match MCC destruction - in Feedback/Requests [original thread]
Hmmm. Let me bring this up with Game Design and the rest of Level Design. This also needs to be brought up with our video guys (they did have to make the fly by's for the one you see now). I like the idea as well, so it is at least worth bringin...
- by CCP LogicLoop - at 2013.11.13 00:22:00
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8. Announcement:Level Design and Environment Art want your feedback about complexity of the maps. - in Feedback/Requests [original thread]
Baal Omniscient wrote: 1. For the new Research Facility. Overall, did you feel it was too complex or not very complex in layout and navigation? It was pleasantly complex, however more complexity would not be a bad thing. 2. For the sup...
- by CCP LogicLoop - at 2013.10.15 03:05:00
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9. [Request ]Ring-shaped outpost - in Feedback/Requests [original thread]
Zat Earthshatter wrote: CCP LogicLoop wrote: Huh. An almost anti king of the hill. The one problem with circular flow is... circles. We tend to notice internally that once you hack a point and move to the next and start hacking it, the point...
- by CCP LogicLoop - at 2013.10.08 06:34:00
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10. Announcement:Level Design and Environment Art want your feedback about complexity of the maps. - in Feedback/Requests [original thread]
knight of 6 wrote: CCP LogicLoop wrote: Shion Typhon wrote: 1) The new Research Outpost is much better than the usual maps. It just feels like an old school Unreal map. I can't really specify why, I need to play on it more but I think i...
- by CCP LogicLoop - at 2013.10.08 02:32:00
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11. Announcement:Level Design and Environment Art want your feedback about complexity of the maps. - in Feedback/Requests [original thread]
Shion Typhon wrote: 1) The new Research Outpost is much better than the usual maps. It just feels like an old school Unreal map. I can't really specify why, I need to play on it more but I think it is partly due to the interconnectedness of t...
- by CCP LogicLoop - at 2013.10.08 01:17:00
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12. [Request ]Ring-shaped outpost - in Feedback/Requests [original thread]
KAGEHOSHI Horned Wolf wrote: http://i737.photobucket.com/albums/xx12/KAGEHOSHI-/outpostidea_zps03084cd0.png Team 1 can easily get A, team can easily take C. Both teams can then head toward the center to fight over B. Also, the circular nature ...
- by CCP LogicLoop - at 2013.10.08 00:52:00
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13. Terrian generation - in Feedback/Requests [original thread]
Robert JD Niewiadomski wrote: CCP LogicLoop wrote: (...)They use a combination of World Machine and MudBox Would you write a dev blog on making planets & terrain and how does it ties with battlefields/districts in the future? I would li...
- by CCP LogicLoop - at 2013.09.27 00:26:00
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14. Terrian generation - in Feedback/Requests [original thread]
Robert JD Niewiadomski wrote: @OP, is it good enough, to pass for natural look? http://www.world-machine.com/about.php?page=features http://www.world-machine.com/about.php?page=media Have not found CCP on users list of this tool... http:/...
- by CCP LogicLoop - at 2013.09.25 08:42:00
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15. Terrian generation - in Feedback/Requests [original thread]
Mossellia Delt wrote: Prompted by logicloop to make a post about this Terrain currently in the game does not look natural, theres no sign of over time enviromental factors appearing to lead into the deseign of the terrain. Lacking are the di...
- by CCP LogicLoop - at 2013.09.25 05:08:00
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16. [Request] Overhead map images for new maps - in Feedback/Requests [original thread]
Judge Rhadamanthus wrote: Wow. thanks. How did I miss them? ...wonder off to check. Happens to the best of us.
- by CCP LogicLoop - at 2013.09.23 23:58:00
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17. [Request] Overhead map images for new maps - in Feedback/Requests [original thread]
Judge Rhadamanthus wrote: In the maps section there are overheads for the old maps. These are very useful indeed for making videos and pointing out ranges, tactics etc. Might i politely request similar maps images of high rez for the new maps. ...
- by CCP LogicLoop - at 2013.09.23 00:21:00
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18. [Feedback] Supply Depots - in Feedback/Requests [original thread]
This was done in preparation for future things.
- by CCP LogicLoop - at 2013.09.22 06:51:00
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19. Announcement:Level Design and Environment Art want your feedback about complexity of the maps. - in Feedback/Requests [original thread]
Bojo The Mighty wrote: Fracture Road Alpha: Attacking Alpha is semi-suicidal. It's sunken in (grenade trap), it's open like the dickens (spells doom), and there is no road from the North west so it is fairly protected from vehicles thus giving...
- by CCP LogicLoop - at 2013.09.18 00:08:00
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20. Announcement:Level Design and Environment Art want your feedback about complexity of the maps. - in Feedback/Requests [original thread]
Vin Vicious wrote: CCP LogicLoop wrote: Scheneighnay McBob wrote: 1. Too complex- too easy to get lost. A simple map on the wall would help. You mean like this ? Also, read the signs on walls. They do coordinate with buildings / exit...
- by CCP LogicLoop - at 2013.09.17 02:38:00
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