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Thread Statistics | Show CCP posts - 16 post(s) |
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CCP LogicLoop
C C P C C P Alliance
738
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Posted - 2013.09.05 03:58:00 -
[1] - Quote
Hello community.
With the release of the new Surface Infrastructure (Sockets) set, and the new terrain with game modes. We want to get some very specific feedback. All the positive feedback is greatly appreciated. And we are all excited to hear you love what we have done.
However, we have one topic we have not seen a lot of comments on yet and that is the topic of complexity. We want to know how you feel about the complexity of these maps. It would help us greatly to answer the following questions.
1. For the new Research Facility. Overall, did you feel it was too complex or not very complex in layout and navigation? 2. For the supporting smaller sockets (mediums and smalls) in the SI Set. Did you feel these were too complex or not very complex? 3. For the new game mode area Border Gulch, did you feel its layout and navigation was too complex or not complex enough? 4. For the new game mode area Fracture Road, did you feel its layout and navigation was too complex or not complex enough? 5. For the new game mode area Impact Ridge, did you feel its layout and navigation was too complex or not complex enough? 6. Do you have any other comments or concerns not covered in this short list you would like to say?
We primarily want to find a general consensus on if the players are getting easily confused by the maps or not when it comes to navigation so we can take it into consideration as we continue to develop more game play areas for you.
Thanks you for taking the time to answer these questions. |
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CCP Frame
C C P C C P Alliance
1447
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Posted - 2013.09.05 03:59:00 -
[2] - Quote
Glue applied!
After answering these, you can visit our Map Feedback forum section for all the map goodness! |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1531
|
Posted - 2013.09.05 04:18:00 -
[3] - Quote
1. At first I got lost a bit, but I also got lost when I first explored the Orbital Artillery and Biomass too so it's all normal. After playing a few matches I would say it is at the perfect level of complexity, enough so that there are many ways to traverse but not confusing how to get from place to place. 2. Complexity in smaller sockets are not confusing at all, except that one medium socket - the landing pad I believe. It can be a little tricky trying to get onto a certain raised platform because there are very few ways up and they are all hidden. 3. Actually believe Border Gulch could of used a little more complexity, like a catwalk underneath the bridge to get by avoiding the craziness on top. 4. Impact Ridge is a fun map but no where near any sort of complexity. 5. Fractured Road again is also very simple, I mean how hard is it to follow a road that cuts through the entire map? However you do have those very high pipes that cannot be gotten unto unless you have a dropship. They do have a slanted part that extends to the ground, but you cannot use it to get on top on foot. 6. Hmm, I would say a lot of times what could be causing confusing with any complexity with new outposts in general is the stair cases are all too similar. I understand why that is and is usually fine with other assets, but since these are enclosed interior staircases you have no outside references so it can feel like you are running in circles, if you know what I mean.
Don't be afraid to add complexity, these new maps and sockets has made Dust infinitely more fun. The only time I get disappointed is when I get an old map or socket. |
Starfire Revo
G I A N T EoN.
103
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Posted - 2013.09.05 04:20:00 -
[4] - Quote
1. Love the complexity, makes things really interesting. Defence is challenging but manageable through the use of scanners. 2. SI Set? 3. Only played the ambush version of this map. Aside from any bugs that might crop up, it's the easily the best map in the game right now. 4. I couldn't find the hack terminal at C when I played, also jumped over a ledge inside the building there without any warning that it was dangerous. Map is generally huge and feels more suited for 24v24. 5. Only played ambush variant, not much to say. Centre point seems really easy to defend. 6. Some maps (Fracture Road) need a smaller play area for game modes at this size. Many Ambush maps feel too large in general. New maps seem vastly superior to older maps, so it's really annoying to get old maps when you're playing. Would be nice if older maps could get some love. |
501st Headstrong
Super Nerds
0
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Posted - 2013.09.05 04:22:00 -
[5] - Quote
Well, it would greatly help me if you identified the maps that we play on. I'm not angered, I just cannot identify the maps that you are referring to. However, in terms of the Underground A map connected by the long corridor, that map is my overall favorite. It is a wonderful place to drive all the action and go full Proto for the most kills, as well as numerous ambush points. For the map that has a large facility above A point in a type of spire fashion, that is also impressive based on how the avenue's all lead to A. All maps in Dust are very exsquitely done in terms of texture. As far as complexity, if I understand you right, then Dust is still great. Adding too many knooks and crannies will detract away from the game as players try to explore them, and until the feature to train on abandoned maps/ planets is added, 15-20 minutes while being shot at will make any more access tunnels or high rises harder to discover. Hope this helped. |
Heinz Doofenshertz
BetaMax.
483
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Posted - 2013.09.05 04:41:00 -
[6] - Quote
1. For the new Research Facility. Overall, did you feel it was too complex or not very complex in layout and navigation? Almost perfect, the signs, the stairs, the insanity. MORE WE NEED MORE 2. For the supporting smaller sockets (mediums and smalls) in the SI Set. Did you feel these were too complex or not very complex? They were great 3. For the new game mode area Border Gulch, did you feel its layout and navigation was too complex or not complex enough? Have not played on, sorry 4. For the new game mode area Fracture Road, did you feel its layout and navigation was too complex or not complex enough? it was insane, the ups, the downs, the really downs. love it. 5. For the new game mode area Impact Ridge, did you feel its layout and navigation was too complex or not complex enough? Have not played on sorry 6. Do you have any other comments or concerns not covered in this short list you would like to say? MORE PLEASE
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CCP LogicLoop
C C P C C P Alliance
738
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Posted - 2013.09.05 04:44:00 -
[7] - Quote
501st Headstrong wrote:Well, it would greatly help me if you identified the maps that we play on. I'm not angered, I just cannot identify the maps that you are referring to. However, in terms of the Underground A map connected by the long corridor, that map is my overall favorite. It is a wonderful place to drive all the action and go full Proto for the most kills, as well as numerous ambush points. For the map that has a large facility above A point in a type of spire fashion, that is also impressive based on how the avenue's all lead to A. All maps in Dust are very exsquitely done in terms of texture. As far as complexity, if I understand you right, then Dust is still great. Adding too many knooks and crannies will detract away from the game as players try to explore them, and until the feature to train on abandoned maps/ planets is added, 15-20 minutes while being shot at will make any more access tunnels or high rises harder to discover. Hope this helped.
The links to the images of the gameplay areas did not help? |
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Heinz Doofenshertz
BetaMax.
483
|
Posted - 2013.09.05 04:48:00 -
[8] - Quote
if IRC has taught anyone anything, it's never clikc the links |
Vrain Matari
ZionTCD
795
|
Posted - 2013.09.05 04:55:00 -
[9] - Quote
501st Headstrong wrote:Well, it would greatly help me if you identified the maps that we play on. I'm not angered, I just cannot identify the maps that you are referring to. However, in terms of the Underground A map connected by the long corridor, that map is my overall favorite. It is a wonderful place to drive all the action and go full Proto for the most kills, as well as numerous ambush points. For the map that has a large facility above A point in a type of spire fashion, that is also impressive based on how the avenue's all lead to A. All maps in Dust are very exsquitely done in terms of texture. As far as complexity, if I understand you right, then Dust is still great. Adding too many knooks and crannies will detract away from the game as players try to explore them, and until the feature to train on abandoned maps/ planets is added, 15-20 minutes while being shot at will make any more access tunnels or high rises harder to discover. Hope this helped. I'd like to reinforce the request that map names be displayed - in the respawn screen would be the ideal place. You will gett a lot of feedback mileage out of that one simple tweak, CCP.
I feel like I've played the majority of the new maps and facilities at this point, and I'm satisfied with the level of complexity of them all. Navigation required a bit of work but was not frustrating, and the gameplay was hella fun. Had some great cat-and-mouse 1 vs. 1 encounters, some great 1 vs. many encounters and some great squad vs. squad encounters.
There seems to be just enough space, just enough cover, and just enough access routes to keep things very interesting.
Players learn maps so quickly that a bit of complexity is welcome. |
501st Headstrong
Super Nerds
0
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Posted - 2013.09.05 05:00:00 -
[10] - Quote
Vrain Matari wrote:501st Headstrong wrote:Well, it would greatly help me if you identified the maps that we play on. I'm not angered, I just cannot identify the maps that you are referring to. However, in terms of the Underground A map connected by the long corridor, that map is my overall favorite. It is a wonderful place to drive all the action and go full Proto for the most kills, as well as numerous ambush points. For the map that has a large facility above A point in a type of spire fashion, that is also impressive based on how the avenue's all lead to A. All maps in Dust are very exsquitely done in terms of texture. As far as complexity, if I understand you right, then Dust is still great. Adding too many knooks and crannies will detract away from the game as players try to explore them, and until the feature to train on abandoned maps/ planets is added, 15-20 minutes while being shot at will make any more access tunnels or high rises harder to discover. Hope this helped. I'd like to reinforce the request that map names be displayed - in the respawn screen would be the ideal place. You will gett a lot of feedback mileage out of that one simple tweak, CCP. I feel like I've played the majority of the new maps and facilities at this point, and I'm satisfied with the level of complexity of them all. Navigation required a bit of work but was not frustrating, and the gameplay was hella fun. Had some great cat-and-mouse 1 vs. 1 encounters, some great 1 vs. many encounters and some great squad vs. squad encounters. There seems to be just enough space, just enough cover, and just enough access routes to keep things very interesting. Players learn maps so quickly that a bit of complexity is welcome.
I second that notion. Perhaps in the next update, the name of the map could be displayed over the WarBarge's Map? It would be nice to finally be able to use that piece of equipment.
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CCP LogicLoop
C C P C C P Alliance
740
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Posted - 2013.09.05 05:03:00 -
[11] - Quote
I would appreciate if we keep the requests out of this thread. We are trying to collect specific information. If you would like to make a request, feel free to start a new thread for it.
Thank you. |
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501st Headstrong
Super Nerds
0
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Posted - 2013.09.05 05:05:00 -
[12] - Quote
CCP LogicLoop wrote:I would appreciate if we keep the requests out of this thread. We are trying to collect specific information. If you would like to make a request, feel free to start a new thread for it. Thank you.
My apologies. |
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CCP LogicLoop
C C P C C P Alliance
740
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Posted - 2013.09.05 05:11:00 -
[13] - Quote
501st Headstrong wrote:CCP LogicLoop wrote:I would appreciate if we keep the requests out of this thread. We are trying to collect specific information. If you would like to make a request, feel free to start a new thread for it. Thank you. My apologies.
Not to worry. Just do not want this topic to lose focus. |
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1612
|
Posted - 2013.09.05 05:41:00 -
[14] - Quote
CCP LogicLoop wrote:Hello community. With the release of the new Surface Infrastructure (Sockets) set, and the new terrain with game modes. We want to get some very specific feedback. All the positive feedback is greatly appreciated. And we are all excited to hear you love what we have done. However, we have one topic we have not seen a lot of comments on yet and that is the topic of complexity. We want to know how you feel about the complexity of these maps. It would help us greatly to answer the following questions. 1. For the new Research Facility. Overall, did you feel it was too complex or not very complex in layout and navigation? 2. For the supporting smaller sockets (mediums and smalls) in the SI Set. Did you feel these were too complex or not very complex? 3. For the new game mode area Border Gulch, did you feel its layout and navigation was too complex or not complex enough? 4. For the new game mode area Fracture Road, did you feel its layout and navigation was too complex or not complex enough? 5. For the new game mode area Impact Ridge, did you feel its layout and navigation was too complex or not complex enough? 6. Do you have any other comments or concerns not covered in this short list you would like to say?We primarily want to find a general consensus on if the players are getting easily confused by the maps or not when it comes to navigation so we can take it into consideration as we continue to develop more game play areas for you. Thanks you for taking the time to answer these questions.
1- It is not about complexity for this socket you have given is absolutely fantastic is design. The multi tiered levels allow for a fantastic array of manoeuvres, and combat scenarios which actively makes the combat deeper, more interesting, and in many cases more of a thinking mans game. These sockets you have given us are not complex at all and are reminiscent of the original 2009 trailer that drew in much of your original fanbase. if anything I am sorely disappointed to have to play on the old sockets, when these new glorious sockets are available.
2- Again no none of the smaller complexes are too complex if anthing they are improving the quality of the game in terms immersion and dynamic gameplay. I do not want to be forced into contact with my enemies. I prefer the new sockets because they allow for me to select how I will approach my enemies. Same level, lower level, flank, breach through, etc.
3-BORDER GULCH IS AMAZING! I like Border Gulch how it is. Especially the Domination formations
4- Fractured Road it nice. I very much so like how it can incorporate Armoured Warfare and Infantry onto one map. Very Good effort.
5-I love Impact Ridge especially the Ambush variant of it, with the Caldera it is perfect infantry and tank oriented map.
6- Personally all I can say is that all of the current skirmish and domination map varients could all accommodate a large number of player per team, while the size might be an issue I low populated games, the complexity and size would be a huge boon to greater numbers of players per side. In all the complexity of the maps was what I feel dust was lacking, each map was perfectly fine for a shooter, but not necessarily and enjoyable of engrossing map that had replayability. However I can say the new sockets give existing maps and new maps a much greater replayability factor.
Newer content balances vehicles and Tank combat very well. Also I greatly appreciate the greater sense of defensibility of the new sockets and interior spaces. It feels like I am attacking a massive sprawling complex of importance. Keep to this level of map design and I cannot fault you of the teams developing them at all. Please put the same effort into Amarrian sockets. Great jobs guys, Map design IMO is the best aspect of the update. |
Soraya Xel
New Eden's Most Wanted Top Men.
517
|
Posted - 2013.09.05 06:14:00 -
[15] - Quote
1. For the new Research Facility. Overall, did you feel it was too complex or not very complex in layout and navigation?
It was perfect. A worthy map on it's own, rather than a mere plug-in that depends on the overall game to carry it. It wasn't too complex at all, and the navigational signs are excellent.
2. For the supporting smaller sockets (mediums and smalls) in the SI Set. Did you feel these were too complex or not very complex?
I maybe would like to be able to reach higher levels on the Energy Core, but in general, they seemed just right. What we'd expect from small/mediums.
3. For the new game mode area Border Gulch, did you feel its layout and navigation was too complex or not complex enough?
I can't comment yet, as I haven't been able to play on it yet.
4. For the new game mode area Fracture Road, did you feel its layout and navigation was too complex or not complex enough?
I thought it was just about right as well. It's a more elongated map than a lot of the others we're used to, I think, and I appreciated the unique qualities of it.
5. For the new game mode area Impact Ridge, did you feel its layout and navigation was too complex or not complex enough?
I can't comment yet, as I haven't been able to play on it yet.
6. Do you have any other comments or concerns not covered in this short list you would like to say?
Please do more. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1533
|
Posted - 2013.09.05 07:09:00 -
[16] - Quote
6. (addition to previous) In regards to anyone saying the maps and sockets are too large or the compexity giving them too much space I would have to disagree. You do not need to have every part of a map or a socket occupied by players every single moment. It is great to have large empty areas for us to sneak and flank as well as allow the combat to naturally progress through the sections. One thing I very much hate about simple outposts like the Communications outpost and every single previous small and medium socket (excluding Consolidation Matrix) is that everywhere you went you were forced into combat, no real tactics with assaults. |
Fizzer94
L.O.T.I.S.
77
|
Posted - 2013.09.05 08:56:00 -
[17] - Quote
I do have a opinion on one of the small sockets actually. It is the Reactor Core I think, the one that has a railing going mostly around it and has a small building in a concrete depression in the middle. I feel there are not enough exits from this socket and it can be kind of a deathtrap, which can be bad because oftentimes there are CRUs and spawn points inside them. I don't know how this could be changed but you could just remove the CRUs and put them on the exterior of the socket. |
crazy space 1
Unkn0wn Killers
1676
|
Posted - 2013.09.05 09:55:00 -
[18] - Quote
CCP LogicLoop wrote:Hello community. With the release of the new Surface Infrastructure (Sockets) set, and the new terrain with game modes. We want to get some very specific feedback. All the positive feedback is greatly appreciated. And we are all excited to hear you love what we have done. However, we have one topic we have not seen a lot of comments on yet and that is the topic of complexity. We want to know how you feel about the complexity of these maps. It would help us greatly to answer the following questions. 1. For the new Research Facility. Overall, did you feel it was too complex or not very complex in layout and navigation? 2. For the supporting smaller sockets (mediums and smalls) in the SI Set. Did you feel these were too complex or not very complex? 3. For the new game mode area Border Gulch, did you feel its layout and navigation was too complex or not complex enough? 4. For the new game mode area Fracture Road, did you feel its layout and navigation was too complex or not complex enough? 5. For the new game mode area Impact Ridge, did you feel its layout and navigation was too complex or not complex enough? 6. Do you have any other comments or concerns not covered in this short list you would like to say?We primarily want to find a general consensus on if the players are getting easily confused by the maps or not when it comes to navigation so we can take it into consideration as we continue to develop more game play areas for you. Thanks you for taking the time to answer these questions.
my big issue is too many spawn points. Makes those cool inside areas under used. There is no reason to hide spawn padsbecause there are more spawn points than players on my team. Please reconsider. and it's not a request I mean with so many spawn points you neevr EXPLORE the map which makes these larger maps confusing... Look at other maps, there are not 12 spawn points you have to run around to get places, use LAVS to get from point to point or to defend/attack. None of these happens but the map design itself is fun.
the map is awesome , if you want to be lazy *but effective* think about using the same model and putting a new skin on it for each race... becuase you've got tons of spaces you could put objective points, I really like the design of the front gates. The way you can shoot out the windows at tanks is awesome. I really like the size but we need more things to take control of. How will defense relays work in to the map I mean the maps should be more complex since you have so much planned for them.
Also I like how big all the small and medium stuff, It makes me feel like it will be useful space once PvE makes it's way in
this isn't very good feedback but I just got home and I'm sleepy I will write a read feedback thing later. |
Torneido Achura
The Suicide Kingz
27
|
Posted - 2013.09.05 10:59:00 -
[19] - Quote
So far it has been a blast to play on those maps, the interiors are doing wonders to injecting new gameplay and are funtimes every time, but feels empty at times (we need more players on every match)
Also I do think we could use more to the point signals: some sort of "exit/stairs(up/down)/reactor(Alpha, Delta, etc) and such", certain outposts/maps/watev are like mazes but I like it
btw: I've encountered a few dead ends, some sort of hint on those is required |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
558
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Posted - 2013.09.05 11:08:00 -
[20] - Quote
The new maps are awesome, but they are a little bit too large for 16 vs 16, i like the new buildings and all i can say is that we need a better mini map to help us to find the way out/in of certain buildings, rough shapes of the structures would be perfect. Another point is that the new maps are too big for ambush, please give us a tiny part of the map, as playable. I also like the roof that damage people, no more roof campers. |
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Ghural
The Southern Legion The Umbra Combine
123
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Posted - 2013.09.05 11:31:00 -
[21] - Quote
Personally, except for some frame rate issues with the new large installation I get when flying round it I a dropship, I think all the new maps are brilliant.
Pease continue to use the same design magic in the future. |
dinkum tachyglossus
Red and Silver Hand Amarr Empire
0
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Posted - 2013.09.05 12:09:00 -
[22] - Quote
I love the new maps and sockets.
1. For the new Research Facility. Overall, did you feel it was too complex or not very complex in layout and navigation?
The Facility could be a little more complex in layout . The third floor in the complex ends in a small platform with no reason adding a room or roof access would be good.
2. For the supporting smaller sockets (mediums and smalls) in the SI Set. Did you feel these were too complex or not very complex?
Not very complex. more cover to shot through as a sniper would be good. An ability to get on top of the structure without a dropship would be good.
3. For the new game mode area Border Gulch, did you feel its layout and navigation was too complex or not complex enough?
Border Gulch could be a little more complex as it seems that the sight lines are too long when using a dropship to fly in.
4. For the new game mode area Fracture Road, did you feel its layout and navigation was too complex or not complex enough?
This is complex enough.
5. For the new game mode area Impact Ridge, did you feel its layout and navigation was too complex or not complex enough? This should be far more complex in layout and navigation. There should be more of everything in this area as the two start zones are close. This would be a nice area for a more urban warfare complex. More roads and streets with frequent intersections. With buildings breaking any sight lines
6. Do you have any other comments or concerns not covered in this short list you would like to say?
Could the red line be expanded for dropships. It does not allow you to fly easily into the creator on the northern side of Border Gulch . Also could the research facility have rooms with doors that can be opened and shut. Adding machinery that moves and elevators to the top of some of the complex would be good. Also crawl spaces in the complex would be good.
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Icedslayer
SVER True Blood Public Disorder.
116
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Posted - 2013.09.05 12:10:00 -
[23] - Quote
1.I Absolutely love the Research Facility and i found that while the first time going in was complex for getting around, after learning the layout it actually pretty simple. But there's a few issues i've found with the new outpost. First off on the letter E5 the Enemy spawns literally 3m away and most the time looking at the letter, this makes any solo or even team hacks on that letter a real pain. Second the letter that's in the underground around J7, it seems there's alot of ways into that letter but only 2 ways to get out of the letter that ive been able to find and those points are the K4 Stairs and the road access at I8-9. I think if there was third way out maybe around the D7 or B7 it would make things more interesting and allow heavies to move up towards the top point (E5) but using the uderground as cover. Other than that i think Scale and Complexity as well as the multi level fighting really adds that deepth to the game.
2. Ive yet to fight in all of them but the ones i have fought in are well layed out and still provide that multi level fighting as well as providing protection from tanks, but it also provides great protection for tankers if they use it right.
3. I've only played this map 5-6 times and i love the scale of it. The areas i fight in the most are B, A, D. The Letter A just reminds me of a Bridge you would see in PlanetSide 2, it massive and great fun especially once you get around the letter. B has to be my favorite Letter on this map, its right at the center of the action and theres a resupply right next to the letter, if you stealth take that letter and you have there whole team spawning around you, combine that with the resupply on the roof and you have some alamo action . Over All i felt like this map was more of a vehicle map and actually required a LAV to get around, which is a good thing, but it also has areas we're vehicles wont work or be as effective and i think that's a good combination. On a side note, i think this map would be insane fun with 32v32 or 64v64
4. I haven't had this come up in the rotation yet so i can't comment on it, but it looks really fun
5. Since i posted about the compound in 1 all i can comment on are the outer points and to be honest i spent most my time while playing this map on the compound around B and A so i can't really comment to much on the outside points
6. What i would love to see in the future would be more gameplay options, Generators for example if you took out the generator in a compound the the lights would go out and and anything that it powered such as anti-vehicle shields would go down, allowing vehicles into the compound. This would be more for Skirmish 3.0 where you have a attacking and a defending side. This could also work in PVE and have a spec ops drone be able to get through to destroy the generator |
King Bolly
Hostile Acquisition Inc The Superpowers
3
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Posted - 2013.09.05 13:59:00 -
[24] - Quote
i love the new maps. |
S Park Finner
Guardian Solutions DARKSTAR ARMY
250
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Posted - 2013.09.05 14:23:00 -
[25] - Quote
I'm a little torn about the research lab interiors. On the one hand the clean design is excellent. On the other hand I relate to the comment above about being lost in them.
It seemed to me that some interior objects -- a machine, a desk, a console -- that gives different locations different signatures would be a help. More interior signage could help as well. "Lab 02 Stairwell 1, Level 3" I really like the "Exit" signs and arrows you've provided so far.
Right now it looks like the scientists packed everything up and got out of Dodge before the fight started.
All that being said I haven't checks out all the structures in detail. |
Draco Cerberus
Hellstorm Inc League of Infamy
272
|
Posted - 2013.09.05 14:53:00 -
[26] - Quote
I have certainly enjoyed having different areas to explore. These maps are a great addition to the game. Please continue to add more complexity to new maps and continue to create more of them. I like being a mouse in a maze going after the cat |
IgniteableAura
Pro Hic Immortalis
131
|
Posted - 2013.09.05 16:24:00 -
[27] - Quote
1. I think the new research facility has the right amount of complexity. I really enjoy maps that allow you to flank or take different routes to the various objectives. Its wonderful when you find a "secret" route that is not often traveled. It give you a sense of exploration. Whats also nifty is that you guys added directional signs so people who are lost can find their way, also allows us the ability to use callouts for specific sections of the map. Also there are some staircases on D6 and F4 that have the top staircase leading to a dead end. I think you should instead have a catwalk that joins the two staircases. I was excited to get to the top, only to be like.....oh thats it? A dead end.
2. I didn't feel the small sockets were as complex or not enough for my taste. You also need to make sure the railings are not so difficult to vault over. OR if this is intended, leave some space where there are no railings so heavys can get down more conveniently.
3. I havent had the opportunity to play this map yet.
4. I think this map was a little too spread out. I feel we need an avenue to get from the different objectives faster without having to call in a LAV. I am hoping the new speedster vehicles will alleviate this problem. Also there is a problem with a turret on the west side of Alpha objective where it is underground. The ambush for this map was a little slow, difficult to find people. Either needs more people or the space needs to be smaller. I overall like the idea of this map. I think it could use some underground tunnels that allow infantry to stay safe from snipers/vehicles. Would up the "complexity" of the map.
5. Impact Ridge is my favorite of the new maps so far. It has plenty of options for all types of roles. Vehicles can defend outside objectives but fear the interior. Interior research outpost is awesome as stated earlier. The only thing I worry about is the uplink spam that could happen on the top of buildings with dropships. There is no means to get on top of the buildings besides via dropship. Could be intended, but I do worry about the spamming of uplinks on such a key facility. ITs quite easy to defend both B and A if you get uplinks on the top of the buildings. Again the railings issue happens on the Charlie objective and its quite difficult to navigate. Strategic placement of railings should allow people access in different ways. But no a SOLE means of access.
6. Overall I am impressed by the new map layouts and sockets sets. I really like the verticality and the different options and means of access. I really enjoy that I can bypass a route by using a scout to jump into an air vent. ITs just freaking brilliant. These sorts of options need to become frequent, but not always obvious.
Thanks again for all your hard work |
Stefan Stahl
Seituoda Taskforce Command Caldari State
241
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Posted - 2013.09.05 17:11:00 -
[28] - Quote
1. Research Facility There are many nooks and crannies in this outpost but it's not too complex to navigate. With the current number of players I consider it much too large, but I don't consider it too complex considering it's size. Most of it's just empty, that's all. Even after just like 30 minutes of playtime in this outpost I managed to connect the dots and navigate the layout proficiently. I'd just like to have more players here.
2. Supporting smaller sockets (mediums and smalls) in the SI Set Not at all complex. These could handle more buildings, routes, verticality, etc.
3. Border Gulch Not at all complex.
4. Fracture Road Adequately complex. It took me a while to connect everything into one mental map because there are many ways to get from one point to another. If it was less complex I'd be afraid of getting bored later on.
5. Impact Ridge Not at all complex.
6. Do you have any other comments or concerns not covered in this short list you would like to say? If maps have a complex layout they may be intimidating at first, but in the long run this complexity turns into depth as the player becomes aware of the tactical advantages and disadvantages of the different approaches the map has to offer. This is under the condition that the maps are adequately sized for the playercount.
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JP Acuna
RoyalSquad514
5
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Posted - 2013.09.05 17:20:00 -
[29] - Quote
I'm not used to them yet to recall specific differences, but in general they're all very complex and offer a lot of possibilities indoors and outdoors.
-They're some kind of labyrinthine, which allows attackers to infiltrate more than in older maps. The new difficulty to find uplinks is very helpful at this. -Fire can come from any floor, it's not so linear or predictable as before. -Outdoors encounters are a lot better, with more cover and bumpy terrain to hide or flank enemies without being too exposed to snipers.
The most valuable aspect of 1.4 update by far, good job!
PS: I do miss the ditch under the bridge in the small city (older maps) where now there's a pipe. |
Maken Tosch
DUST University Ivy League
4007
|
Posted - 2013.09.05 18:00:00 -
[30] - Quote
Overall, I found it challenging but in a stimulating sense as that is a good thing. I also like the fact that you posted signs throughout the major facilities so that squad leaders can have a general idea on where everyone is. Instead of saying "northwest entrance" I can just say "gate 01". |
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