Cross Atu
Conspiratus Immortalis
1680
|
Posted - 2013.09.07 05:42:00 -
[1] - 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. While the new sockets have a higher level of complexity than the old sockets, and there is some adjustment to the fact that they are new I do not find them to be overly complex. In fact the increased complexity is refreshing.
On a scale of 1-10 with 10 being the most complex I'd put the new sockets at around a 6 and would happily play on Surface Infrastructure as complex as an 8. In my experience, and that of my corp and squad mates, the increased complexity of the new Infrastructure actual adds play value to the game and more would be welcome.
2. They are less complex than the larger sockets and thus be a bit more complex on average without issue. On balance the same assessment of them applies as above.
3. Border Gulch is pretty solid but on balance a slight increase in the complexity of navigation would be enjoyable. Something which bends the symmetry of the map a bit with regards to paths. Initial impressions lean towards saying such elements could be added around F & G on the 8 & 11-12 bands.
4. Fracture Road does a good job at driving diverse force deployment and movement. The use of elevation both within physical terrain and buildings - some raised areas, some subterranean - creates a more satisfying play experience which is much more dynamic based on the actual players as opposed to predicable based on the map set, al la Manus Peak. Fracture Road, displays a level of complexity which would be a good baseline around which to work.
5. Impact Ridge, this may well be my favorite rendition of the new sockets due to the expansive feel of the map. The central compound offers great options for tactical game play and the distance between hackable assets provides tactical value to both the vehicle and the sniper roles.
That being said the complexity could be increased a notch or two with positive effects. Slightly more asymmetry to the pathing could increase player engagement while navigating the map.
6. I have heard Merc from essentially every role expressing approval of the new Surface Infrastructure or talking about specific areas which they've found where their tactical assets can shine. This is exactly what a new play area should do, provide support for every role but do so in a diverse way which emphasizes the value and effect of coordinated game play over "lone wolfing" or "blobbing".
Within the new sockets various areas clearly bring home the advantages and drawbacks of mobility, range, et al. Please continue or even expand on this level of complexity, it will improve both enjoyment and replay value of the maps.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1701
|
Posted - 2013.09.17 16:53:00 -
[2] - Quote
CCP LogicLoop wrote: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.
I'll test more if some details can be provided on this front, I have so far noticed no performance hit within these maps so if I'm given reproduction steps perhaps I can provide a bit more data to zero in on it.
Cheers, Cross |