Vrain Matari
ZionTCD
740
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Posted - 2013.08.24 13:36:00 -
[1] - Quote
It's an important point Chances Ghost and i'm glad you're keeping an eye on it.
I remember bringing it up myself in 1.1 and the eventual outcome of that was 'working as intended'.
I let it drop off my personal crusade list because i felt aiming, terrain, controls and passive in-match sp trumped rendering in terms of driving new players away from DUST.
But you are 100% right in your analysis, imo.
I've been exploiting rendering with swarms(when convenient or when i know the opponent is good), the goal being to get as many invisible volleys in the air once the vehicle has left cover and is going to need time to turn around to get back into cover. On the other hand, you might be invisible to the tank, but you'll prolly still be visible to snipers.
I'm convinced that the complaints we hear about the forge gun now stem directly from their rendering distance - forge gun sniping has been around a long time but you can see that the annoyance level has gone up a lot since 1.1
And it should be obvious to all concerned that at the upper levels of gameplay, which is the only environment in which effective, rational balancing can be done, exploiting rendering mechanics is the only responsible approach to the situation for teams. Every advantage must be maximized at the upper levels of competition. Is anybody using spotters yet?
If 1.4 is successful on the big issues, i think it's definitely time for rendering to get bumped way up the priority list.
My primary concerns re rendering are twofold.
1) Ofc these techniques will migrate quickly to pub matches. Getting sniped by invisible redline railguns is a great addition to the New Player Experience, right CCP? And as we all learn these techniques from our pioneers the battles become infected by an unintended mechanic that detracts from the gameplay.
2) Graphical improvements and various intertwined optimizations get built on top of the flawed rendering mechanics, and as time goes on making changes to the rendering becomes progressively more daunting. If memory serves the original implication was that this was something they CCP was going to 'try' to see how it worked. It looks to me like performance is being fine-tuned around these rendering assumptions.
But how much room does CCP have to move? The maps are big and many peeps were unhappy with the quality of the graphics before Uprising. There are still tweaks and optimizations left for CCP to benefit from, but will that compensate for expanding render distance to the point where it works as it should? |