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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Lurchasaurus
SVER True Blood Public Disorder.
1146
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Posted - 2013.08.29 09:02:00 -
[1] - Quote
CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards.
Hopefully this will stop the bitching and moaning. Not only have these people not read the other threads where it has already been confirmed you are doing this, they insult CCP the entire time.
there are 24 hours in a day people. i would rather my tank not be a useless expense rather than having a lock. |
Lurchasaurus
SVER True Blood Public Disorder.
1152
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Posted - 2013.08.29 09:49:00 -
[2] - Quote
CCP Wolfman wrote:Void Echo wrote:CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards. OMG OMG OMG FINALLY, although you couldv started earlier... Glad you're happy :-) What you should keep in mind is that with features like this it's usually going up against others and we have to make a call on what's more important. For example should we have added locks to the vehicles instead of fixing problems we found with hit detection or aiming? Should we add locks now or fix these 20 irritating little bugs/glitches? These are the kind of calls we have to make with all features like this no matter how much we really want to add them sometimes we have to wait. Anyway, I'll let you guys know when we do start on it. Essentially the idea is to allow a toggle for me/squad/team.
that is actually a very simple, effective feature. It would also be easy to streamline into the control scheme of a DS3. Nice! |
Lurchasaurus
SVER True Blood Public Disorder.
1152
|
Posted - 2013.08.29 09:51:00 -
[3] - Quote
Nguruthos IX wrote:THE TRAINSPOTTER wrote:CCP Wolfman wrote:Void Echo wrote:CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards. OMG OMG OMG FINALLY, although you couldv started earlier... Glad you're happy :-) What you should keep in mind is that with features like this it's usually going up against others and we have to make a call on what's more important. For example should we have added locks to the vehicles instead of fixing problems we found with hit detection or aiming? Should we add locks now or fix these 20 irritating little bugs/glitches? These are the kind of calls we have to make with all features like this no matter how much we really want to add them sometimes we have to wait. Anyway, I'll let you guys know when we do start on it. Essentially the idea is to allow a toggle for me/squad/team. "Visuals * Improved animation LOD switching for better visual display * Added new vehicle shield and vehicle armor effects * Optimizations made to vehicle models and dropship thruster effects to decrease performance cost * Made Visual improvements to SSAO, rays and dynamic tone mapping * Added HUD translucency option * Environment Mood color values reset to match the corresponding level moods * Fixed particle lights so weapons and objects around the player will be illuminated when firing a weapon * Fixed shield impact effects for small handheld weapons so itGÇÖs visually easier to recognize if you are inflicting shield or armor damage" wasted time , thats what that is Since they're adding back vehicle shield/armor effects (which does Nothing to help us vehicles lol) I'd expect'll be adding back the forge gun glow? Right? /sarcasm
Wolfman, sarcasm aside, this is a very valid point. It is quite crippling to not be able to see forges charging up.
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Lurchasaurus
SVER True Blood Public Disorder.
1155
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Posted - 2013.08.29 10:01:00 -
[4] - Quote
CCP Wolfman wrote:Yup, most of it is. The animation LOD switching and thruster effects optimizations were us (the latter task was a collaboration with other teams). The LOD tasks fixed a boatload of horrible animation glitches and bugs including some that effected targeting. The thruster work improves frame rate. I don't think of either of those were a waste of time :-)
Neither does anyone who cares about the health of this game. Wolfman, how do you come on these forums and leave without hating us? |
Lurchasaurus
SVER True Blood Public Disorder.
1155
|
Posted - 2013.08.29 10:03:00 -
[5] - Quote
CCP Wolfman wrote:Quote: Wolfman, sarcasm aside, this is a very valid point. It is quite crippling to not be able to see forges charging up.
The problem you're experiencing may be related to a draw distance bug on HAV's that we have fixed in 1.4. Either way, I'll check.
Interesting. There is no forge gun charge animation at any distance, period btw... |
Lurchasaurus
SVER True Blood Public Disorder.
1155
|
Posted - 2013.08.29 10:11:00 -
[6] - Quote
CCP Wolfman wrote:Lurchasaurus wrote:CCP Wolfman wrote:Yup, most of it is. The animation LOD switching and thruster effects optimizations were us (the latter task was a collaboration with other teams). The LOD tasks fixed a boatload of horrible animation glitches and bugs including some that effected targeting. The thruster work improves frame rate. I don't think of either of those were a waste of time :-)
Neither does anyone who cares about the health of this game. Wolfman, how do you come on these forums and leave without hating us? Plenty of people give me lamb. Totally worth it.
You sir, are a gentleman and a scholar. |
Lurchasaurus
SVER True Blood Public Disorder.
1155
|
Posted - 2013.08.29 10:15:00 -
[7] - Quote
btw Wolfman, since I have seemingly kidnapped you and taken your ears all to myself in this thread i just wanted to throw an idea by ya just for ***** and gigs....
wouldn't a directional webifier in the form of a small turret be absolutely badass?!?!?!
i love that you guys come and joke around on the forums. it makes me feel confortable talkin to you guys like this , which is freaking epic. |
Lurchasaurus
SVER True Blood Public Disorder.
1155
|
Posted - 2013.08.29 10:16:00 -
[8] - Quote
CCP Logibro wrote:Nguruthos IX wrote:Rejoice.
Now if only we could hear that some day RDV's won't spawn into / ram dropships with no warning that'd be great.
intelligent collision avoidance seems a prudent feature for an RDV on either side. I'm pretty sure there were some changes to RDV drop off behaviour with 1.4, but I don't know if this was one of them. Lay out some honeyed lamb and maybe CCP Wolfman can tell you.
sweet. nothing like a RDV comin in to tell ya, "Ya......nevermind." LOL |
Lurchasaurus
SVER True Blood Public Disorder.
1155
|
Posted - 2013.08.29 10:21:00 -
[9] - Quote
Ted Nugget wrote:Lurchasaurus wrote:btw Wolfman, since I have seemingly kidnapped you and taken your ears all to myself in this thread i just wanted to throw an idea by ya just for ***** and gigs....
wouldn't a directional webifier in the form of a small turret be absolutely badass?!?!?!
i love that you guys come and joke around on the forums. it makes me feel confortable talkin to you guys like this , which is freaking epic. why do you want a webifier your already faster than me... bastard
so when those freaking swarmers are bobbing in and out of cover like a gopher i can just go, "Um......no." *turns turret* |
Lurchasaurus
SVER True Blood Public Disorder.
1159
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Posted - 2013.08.29 10:43:00 -
[10] - Quote
dang, guess its back to work for wolfman. preciate the forum activity wolf n logibro |
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