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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
RydogV
Shadow Company HQ
278
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Posted - 2013.09.01 14:57:00 -
[61] - Quote
Variety is the spice of the life...and the only type of triage that will revitalize the game at this point. The new installations look great and should make for some decent gameplay. Keep them coming...only faster.
I don't mean to seem ungrateful, but there needs to be a sense of urgency when it comes to new map creation until we have a solid stable of about 20 distinct maps to play on. That means the dev team should be churning out a new map every month for the next year. Otherwise, we are going to be facing even more attrition through boredom. Team Knee 101 has to expedite things and that means if they need more help, CCP should be hiring more people to keep the ball rolling.
Maps and modes, maps and modes, maps and modes...it can not be stressed enough.
You have shown progress in infantry mechanics and we should soon see revamped vehicle mechanics. Great!
Other resources should be working on the other variety aspects of new dropsuits/weapons/equipment. Get on it!!
Everything else should be focused on new maps and new game modes to compliment them. It has to happen. It has too. Forget improved integration with EVE right now. You already put the cart before the horse once and look where it got us. Grandiose ideas that look great on paper but function poorly when the basics, the fundamentals are not locked down first. Solid mechanics and significant variety are those fundamentals.
These are the things that will have players logging on and sticking around. Once you have that, then you can worry about the full New Eden experience. Maps and modes, maps and modes, maps and modes.
What are you standing around for? Get to work! |
Sinboto Simmons
SVER True Blood Public Disorder.
1071
|
Posted - 2013.09.01 15:02:00 -
[62] - Quote
I'm convinced this map was made with scouts in mind, seriously that beautiful map is scout heaven we will dominate here there's just so much going for us with this layout and with the scanning changes coming we will be ghost on the battlefield.
RISE MY SCOUT BROTHERS AND GIVE THESE MEDIUM SUITS HELL |
Reav Hannari
Red Rock Outriders
1083
|
Posted - 2013.09.01 15:11:00 -
[63] - Quote
RydogV wrote:Variety is the spice of the life...and the only type of triage that will revitalize the game at this point. The new installations look great and should make for some decent gameplay. Keep them coming...only faster.
I don't mean to seem ungrateful, but there needs to be a sense of urgency when it comes to new map creation until we have a solid stable of about 20 distinct maps to play on. That means the dev team should be churning out a new map every month for the next year. Otherwise, we are going to be facing even more attrition through boredom. Team Knee 101 has to expedite things and that means if they need more help, CCP should be hiring more people to keep the ball rolling.
Maps and modes, maps and modes, maps and modes...it can not be stressed enough.
You have shown progress in infantry mechanics and we should soon see revamped vehicle mechanics. Great!
Other resources should be working on the other variety aspects of new dropsuits/weapons/equipment. Get on it!!
Everything else should be focused on new maps and new game modes to compliment them. It has to happen. It has too. Forget improved integration with EVE right now. You already put the cart before the horse once and look where it got us. Grandiose ideas that look great on paper but function poorly when the basics, the fundamentals are not locked down first. Solid mechanics and significant variety are those fundamentals.
These are the things that will have players logging on and sticking around. Once you have that, then you can worry about the full New Eden experience. Maps and modes, maps and modes, maps and modes.
What are you standing around for? Get to work!
I agree with everything you say here but let me put a little perspective from my experience in software.
Getting started is the hardest part. Workflow, a tool kit and team dynamics have to be built. They seem to have settled on a game design direction for providing terrain, battlegrounds and the stuff that gets plugged into it. The Caldari Production Facility and Minmatar Cargo Hub are both in active production right now so the pipeline is being fed and we should see the results rather soon. As their collection of model parts and racially oriented textures expands they'll be able to produce socket modules even quicker since they'll have a bigger box of Legos to play with.
I can't wait to see what they have built for us a year from now when everything is working like a well-oiled machine and they have an even stronger foundation to build on. Great blog that provides insight into what we can expect in the future. |
Shotty GoBang
Intara Direct Action Caldari State
757
|
Posted - 2013.09.01 15:40:00 -
[64] - Quote
The artwork and level design in this game are absolutely amazing. Huge props to Logic Loop and the design team! |
Thor Odinson42
Molon Labe. RISE of LEGION
1093
|
Posted - 2013.09.01 16:02:00 -
[65] - Quote
Great work!
I can't wait to play.
New maps for PC will be great |
Nick nugg3t
Condotta Rouvenor Gallente Federation
37
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Posted - 2013.09.01 16:07:00 -
[66] - Quote
Sinboto Simmons wrote:I'm convinced this map was made with scouts in mind, seriously that beautiful map is scout heaven we will dominate here there's just so much going for us with this layout and with the scanning changes coming we will be ghost on the battlefield.
RISE MY SCOUT BROTHERS AND GIVE THESE MEDIUM SUITS HELL
Hold on while I go get my freedom mass driver
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S Park Finner
Guardian Solutions DARKSTAR ARMY
225
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Posted - 2013.09.01 21:40:00 -
[67] - Quote
I know other folks have said it but it's worth repeating...
This is an outstanding dev blog.
- It shows how all the parts of the team contribute to the results
- It gives visibility into many of the considerations for each part of the design
- It shows how much work putting the level together is without burdening the description
- The graphics support the discussion and aren't empty
- It shows how the elements of the design play a part in the overall story for EVE and DUST 514
- It tells how the structures in the level mean something and gives names to them so we can share in that
- It's well written and clear
This blog and the design it describes set a high bar. That it exists at all is testimony to how hard the team is working to do a good job.
If the game play on the level is even half as good as the level looks now it is a great addition to the game. Everyone involved should be proud of their work and the community should continue the support this thread has shown so far.
We can see these folks are professional in their approach and care about what they produce. If game play shows some problems with the level I hope the community remains positive and helps the devs make the level better. |
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CCP LogicLoop
C C P C C P Alliance
512
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Posted - 2013.09.02 00:17:00 -
[68] - Quote
itsmellslikefish wrote:Team knee 101 haha, does this have anything to do with arrows, I wonder.
Yes. We started as two teams. Team Arrow to the Knee and Team 101. We were merged into one team a few months ago and became Team Knee 101.
Krom Ganesh wrote: Overall looks like an awesome map. The only concern I have is that the center square-ish area appears to be inaccessible from the ground which means it will be yet another place where people will use dropships to create a spawn hub. More whack-a-mole. The towers may also be exploitable, but it's hard to tell from the angles of them in the given images. (The multi-story plaza area on the left looks fun though)
Edit: If the plaza area is at the same height or higher, it might be fine though.
It is accessible from ground level. Well balanced. There is no line of site to objectives from the towers.
Soraya Xel wrote: CCP LogicLoop remains the gold standard for dev blogs written by the DUST team.
I appreciate the compliment. However, half of this was written by our environment lead who is on Team Knee 101 as well. Once our two works were finished, we handed them off to LogiBro who I helped to arrange the order of our process. |
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
59
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Posted - 2013.09.02 06:36:00 -
[69] - Quote
love the interiors
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Seymor Krelborn
DUST University Ivy League
693
|
Posted - 2013.09.03 01:46:00 -
[70] - Quote
looks awesome! |
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Robert JD Niewiadomski
NULLIMPEX INC
462
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Posted - 2013.09.03 13:21:00 -
[71] - Quote
Any ETA on posting new Outpost map in Outpost Feedback subforum? Any chance to have cross-section/interior area map for all outposts beside birds-eye view map? |
Fire9er Greko
Mango and Friends
1
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Posted - 2013.09.03 13:32:00 -
[72] - Quote
CCP throw yourselves a party you on a job well done but sqd bugs may be a future complaint. Had to log out and back in to cancel a bugged squad.
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Matticus Monk
Ordus Trismegistus
408
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Posted - 2013.09.03 17:33:00 -
[73] - Quote
CCP, excellent dev blog write up and visuals! I have played this new map in two games this morning and I have to say that I enjoy it A LOT! It is very detailed, there are a lot of interesting pathways, hiding spots and areas which are elevated and accessible without resorting to using a drop ship.
This map presents a variety of options to the player in terms of tactical play style and fun!
Nice! |
Void Moose
SlaughterMoose
0
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Posted - 2013.09.03 23:40:00 -
[74] - Quote
This looks great should be a fun map to fight on |
jamstar saa187
Imperial Populicide Legion Alpha Wolf Pack
49
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Posted - 2013.09.04 14:46:00 -
[75] - Quote
i only got in one match last night b4 the unexpected downtime. fortunately it was on this new level, and IMHO it is BEAUTIFUL.
its large enough and spread out enough to give a number of possibilities. thumbs up to this one. |
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