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341. Ambush spawning. - in Ambush Gamemode [original thread]
Bendtner92 wrote: LogicLoop, as others have mentioned, there's some problems you need to fix with at least the first spawn of the match. Every match someone spawns on top of the entire other team. This applies to both teams. This simply can't ...
- by CCP LogicLoop - at 2013.08.30 08:33:00
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342. Socket Stuff - in Outposts [original thread]
Aeon Amadi wrote: CCP LogicLoop wrote: J-Lewis wrote: So it's a RAM shortage problem then? Yes. Outside of just the geometry you see, it also takes into account lights, fx, collisions, physx, animations, character models, textures, etc...
- by CCP LogicLoop - at 2013.08.30 05:01:00
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343. An opposite approach to the red line problem - in Skirmish Gamemode [original thread]
crazy space 1 wrote: CCP LogicLoop wrote: At this time red lines are not changing. I am not sure where you got the impression that we are changing red lines. CCP LogicLoop wrote: Cross Atu wrote: I've seen countless threads relat...
- by CCP LogicLoop - at 2013.08.30 02:31:00
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344. An opposite approach to the red line problem - in Skirmish Gamemode [original thread]
At this time red lines are not changing. I am not sure where you got the impression that we are changing red lines. As for the nerfing. Those are "design" decisions made by the game design team. It's not a bad idea. But to implement this would ...
- by CCP LogicLoop - at 2013.08.30 01:38:00
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345. Why is the map so big? - in Outposts [original thread]
The space will be put to good use eventually.
- by CCP LogicLoop - at 2013.08.30 00:31:00
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346. Ambush spawning. - in Ambush Gamemode [original thread]
Absolute Idiom II wrote: CCP LogicLoop wrote: Rogatien Merc wrote: CCP LogicLoop wrote: We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem f...
- by CCP LogicLoop - at 2013.08.30 00:26:00
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347. Socket Stuff - in Outposts [original thread]
Zeylon Rho wrote: CCP LogicLoop wrote: J-Lewis wrote: So it's a RAM shortage problem then? Yes. Outside of just the geometry you see, it also takes into account lights, fx, collisions, physx, animations, character models , textures, e...
- by CCP LogicLoop - at 2013.08.30 00:20:00
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348. Outpost hole[IMG] - in Outposts [original thread]
Brush Master wrote: I have these images in my archive of what this looks like from above and the approx location http://imgur.com/a/gUbd8 they are about a month old or so but looks to be the same outpost. I'm sure someone knows the location t...
- by CCP LogicLoop - at 2013.08.30 00:16:00
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349. Caldari Production Facility sneak peek? - in Outposts [original thread]
Aero Yassavi wrote: Since we've had those outlines of the Gallente Research Lab for sometime and it is now hitting in 1.4, my natural interest has been shifting towards the next outpost, the Caldari Production Facility - especially since LogicL...
- by CCP LogicLoop - at 2013.08.30 00:14:00
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350. Ambush spawning. - in Ambush Gamemode [original thread]
Rogatien Merc wrote: CCP LogicLoop wrote: We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of wh...
- by CCP LogicLoop - at 2013.08.29 08:23:00
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351. Ambush spawning. - in Ambush Gamemode [original thread]
Vin Vicious wrote: CCP LogicLoop wrote: Funkmaster Whale wrote: CCP LogicLoop wrote: We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for ...
- by CCP LogicLoop - at 2013.08.29 06:52:00
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352. Ambush spawning. - in Ambush Gamemode [original thread]
OgTheEnigma wrote: The biggest problem I have with the spawning system in Ambush right now is when I have fights away from the main group. I might be having a one on one fight or sneak up on someone away from the main battle, then suddenly anot...
- by CCP LogicLoop - at 2013.08.29 06:45:00
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353. Outpost hole[IMG] - in Outposts [original thread]
Vin Vicious wrote: Spawned on an uplink that was under the map, I looked up to show you the location http://m.imgur.com/2vaWSSk Drop uplinks have been known to fall where they shouldn't at times. They are being looked into in general. Tha...
- by CCP LogicLoop - at 2013.08.29 05:53:00
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354. Ambush spawning. - in Ambush Gamemode [original thread]
Funkmaster Whale wrote: CCP LogicLoop wrote: We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of...
- by CCP LogicLoop - at 2013.08.29 03:04:00
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355. Ambush spawning. - in Ambush Gamemode [original thread]
We did make a minor adjustment to the spawning in 1.3 for ambush. Did anyone notice any difference in this? Or does it still seem to be a problem for the players? If so, please give me examples of what constitutes the bad spawns for you. Are you s...
- by CCP LogicLoop - at 2013.08.29 01:30:00
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356. Water - in Outposts [original thread]
KAGEHOSHI Horned Wolf wrote: CCP LogicLoop wrote: Robert JD Niewiadomski wrote: But we have(had?) "liquid" areas in maps. There is(was?) an underground pool filled with some kind of acid? On skirmish map. I jumped once there. My HP began ...
- by CCP LogicLoop - at 2013.08.29 01:19:00
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357. Socket Stuff - in Outposts [original thread]
J-Lewis wrote: So it's a RAM shortage problem then? Yes. Outside of just the geometry you see, it also takes into account lights, fx, collisions, physx, animations, character models, textures, etc etc. A lot of stuff is actually loaded. And ...
- by CCP LogicLoop - at 2013.08.29 00:19:00
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358. Water - in Outposts [original thread]
Robert JD Niewiadomski wrote: But we have(had?) "liquid" areas in maps. There is(was?) an underground pool filled with some kind of acid? On skirmish map. I jumped once there. My HP began to drop quickly. Is that place with liquid physics or ju...
- by CCP LogicLoop - at 2013.08.29 00:17:00
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359. Socket Stuff - in Outposts [original thread]
Mac Dac wrote: CCP LogicLoop wrote: Aeon Amadi wrote: CCP LogicLoop wrote: Ultimately it is most likely possible given they are far enough apart. The issue is, they have a very LARGE radius on where the high LOD loads up. If those two ...
- by CCP LogicLoop - at 2013.08.28 00:15:00
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360. Development of Urban Skirmish Maps - in Skirmish Gamemode [original thread]
Aeon Amadi wrote: CCP LogicLoop wrote: Silent Defiance wrote: tI would be nice to scale the exterior of all structures at least. More ladders please. Dropships, drop uplinks. We won't use ladders a lot. However, we are trying to get su...
- by CCP LogicLoop - at 2013.08.27 07:42:00
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