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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 LogicLoop
C C P C C P Alliance
738
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Posted - 2013.09.05 04:44:00 -
[2] - 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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CCP LogicLoop
C C P C C P Alliance
740
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Posted - 2013.09.05 05:03:00 -
[3] - 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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CCP LogicLoop
C C P C C P Alliance
740
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Posted - 2013.09.05 05:11:00 -
[4] - 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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CCP LogicLoop
C C P C C P Alliance
779
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Posted - 2013.09.06 00:12:00 -
[5] - Quote
Thanks to every one who has responded accordingly so far. We really appreciate it. What I am gathering thus far is that every one likes the new outposts and game play areas, and the complexity is mostly not an issue. Not to dismiss those who have a few minor concerns, and those concerns are noted.
We will continue to watch the responses that come in if they do. I hope that we can continue to keep this to the point of the topic, and a big thank you to all again who have responded up to this point. |
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CCP LogicLoop
C C P C C P Alliance
780
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Posted - 2013.09.06 05:26:00 -
[6] - Quote
IgniteableAura wrote:Just thought I would update my thoughts on the new research outpost. I feel it could use more routes to get out of objective bravo. Currently there are 4 or 5 ways to get into bravo and only one exit.
The power core objective? If that is the one you mean, there are actually 3 ways out. Though two of them lead to the underground tunnels. |
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CCP LogicLoop
C C P C C P Alliance
883
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Posted - 2013.09.13 01:09:00 -
[7] - Quote
dw ad wrote: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. None of your maps is too complex or not complex enough. I like them in a "3D CAD Viewer" without FPS action. But I the framerates in Research Facility are awfull. With or without the wind. With or without enemies And framerate becomes worst with skilled scanners in your squad. Choosing weapons depending on framerates is really awful.
Yes, I have brought this up recently. My question I had asked was (and maybe you can answer this for me yourself) if you noticed this frame rate hit after the last patch or was it from start of release on 1.4?
We are trying to figure this one out, because it does meet our technical budgets. |
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CCP LogicLoop
C C P C C P Alliance
922
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Posted - 2013.09.17 00:23:00 -
[8] - Quote
Scheneighnay McBob wrote:1. Too complex- too easy to get lost. A simple map on the wall would help.
You mean like this?
Also, read the signs on walls. They do coordinate with buildings / exits. Not too hard to figure your way out in there after a few runs.
Scheneighnay McBob wrote: 6. What's with the staircases to nowhere?
Was supposed to be some doors up there. It slipped past the artists. They were working a lot to get that outpost out the door. |
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CCP LogicLoop
C C P C C P Alliance
923
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Posted - 2013.09.17 02:38:00 -
[9] - Quote
Vin Vicious wrote:CCP LogicLoop wrote:Scheneighnay McBob wrote:1. Too complex- too easy to get lost. A simple map on the wall would help. You mean like this? Also, read the signs on walls. They do coordinate with buildings / exits. Not too hard to figure your way out in there after a few runs. Scheneighnay McBob wrote: 6. What's with the staircases to nowhere?
Was supposed to be some doors up there. It slipped past the artists. They were working a lot to get that outpost out the door. Did those doors lead anywhere :o
To Bed Bath and Beyond.
Seriously though. No. They were just going to be there for the exact reason people have pointed the lack of them out. Stairs that lead to nothing. Purely a visual. |
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CCP LogicLoop
C C P C C P Alliance
941
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Posted - 2013.09.18 00:08:00 -
[10] - Quote
Bojo The Mighty wrote:Fracture Road
Alpha: Attacking Alpha is semi-suicidal. It's sunken in (grenade trap), it's open like the dickens (spells doom), and there is no road from the North west so it is fairly protected from vehicles thus giving advantage to the Blue Team according to the map
Bravo: I would say that it isn't complex enough. Bravo is on the ground floor yet there's all this nice roof access to make use of. It would be nice if Bravo was above ground. Just saying.
Charlie: Fell through cracks in the stairs to my death. Can that be solved? I mean I get it, I was trying to shortcut the stairs, I deserved it, but damn it that CRU was getting hacked, no time for stairs!
Hey Bojo. I appreciate the bugs. If you could move this over to the specific forums for fractured road feedback that would be great. This post is for knowing players opinions on the over all complexity of the new maps.
Thanks, -CCP LogicLoop
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CCP LogicLoop
C C P C C P Alliance
1070
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Posted - 2013.10.08 01:17:00 -
[11] - Quote
Shion Typhon wrote:1) The new Research Outpost is much better than the usual maps. It just feels like an old school Unreal map. I can't really specify why, I need to play on it more but I think it is partly due to the interconnectedness of the levels, Unlike the other maps where roofs and ground levels are disconnected and roofs just become cheesy sniper/uplink nests, this is actually full of connections, much better.
I suspect some of my old Quake death-match roots seeped into the design. |
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CCP LogicLoop
C C P C C P Alliance
1071
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Posted - 2013.10.08 02:32:00 -
[12] - Quote
knight of 6 wrote:CCP LogicLoop wrote:Shion Typhon wrote:1) The new Research Outpost is much better than the usual maps. It just feels like an old school Unreal map. I can't really specify why, I need to play on it more but I think it is partly due to the interconnectedness of the levels, Unlike the other maps where roofs and ground levels are disconnected and roofs just become cheesy sniper/uplink nests, this is actually full of connections, much better.
I suspect some of my old Quake death-match roots seeped into the design. then you need to let more of your quake deathmatch roots into all the designs. my favorite outpost by far. I love the verticality.
Keep your eyes peeled for the Caldari Production Facility and the Minmatar Cargo Hub. |
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CCP LogicLoop
C C P C C P Alliance
1114
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Posted - 2013.10.15 03:05:00 -
[13] - Quote
Baal Omniscient wrote:1. For the new Research Facility. Overall, did you feel it was too complex or not very complex in layout and navigation? It was pleasantly complex, however more complexity would not be a bad thing. 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 overly complex, just a little difficult to navigate at first due to the places where you can drop to your death by going over the wrong railing. 3. For the new game mode area Border Gulch, did you feel its layout and navigation was too complex or not complex enough? Not quite complex enough, the open area under the bridge needs some usefulness. 4. For the new game mode area Fracture Road, did you feel its layout and navigation was too complex or not complex enough? Complex enough for a map of it's size. 5. For the new game mode area Impact Ridge, did you feel its layout and navigation was too complex or not complex enough? Complex enough for a map of it's size. 6. Do you have any other comments or concerns not covered in this short list you would like to say?Though the sockets and facilities are wonderfully complex, the terrain between them could use a bit of a complexity buff to make the travel from place to place more interesting.
Sorry if I went off topic a little in that last one, that's a bit of a vague question lol
That's what it's for. More to mention anything you would like to about the newer maps.
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