Jathniel
G I A N T EoN.
913
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Posted - 2013.09.13 18:30:00 -
[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. Actually I don't find any of the maps too complex. In fact, they are decent, but I wish they were MORE complex. It would be nice if we were able to have foot and ladder access to more of the general superstructures. Essentially, people are using dropships to deploy uplinks on top of the superstructures, but you only have people running around at ground level, and you have ALL this structure in between that isn't being used.
Basically, put some more interior. Let the buildings have multiple floors. Let them have multiple basement floors as well. You also have a lot of open land with nothing on it. This should be dotted with turrets, supply depots, roads, and CRUs. Maybe you can be nice and put a couple sniper towers in there.
For example, Border Gulch. A sniper tower anywhere from H3 - K6, would enable snipers to send fire to the objective A bridge. EMPTY SPACE everywhere from H2 - M8... with the objectives elsewhere, there's no reason why a sniper tower or two, and some elevated structures can't be placed to allow snipers to harrass flankers attempting to move on objectives D and E, and provide limited support fire on objective A. (Limitied because there is SO much cover on that bridge.) Give elevated structures detailed and complex interiors. Give them like 5 floors with window view for snipers... ground access is acceptable. Stop leaving snipers out.
Look at Impact Ridge! E2 - H4. Structures and elevated structures can be placed here. Or bunker structures. There's so much empty space, and not even snipers can take advantage of it or cover it, because you've been so determined to block them out! B5 - C8 can be used.
Look at Fracture Road. It's a very arduous task to cover ground in it, if you're the attacker. The attacker side has to travel substantially more distance to capture objectives D and A at the start. This map is good on its use of space, but the structures lack expansive interiors. Whenever you enter a structure, you expect it to find an elevator to go down, or up, even further, but it's not there. We're seeing large and awesome structures that are basically..... completely solid and not hollow (with interiors).
The research facility has no actual research labs in them. lol
Again, yes. You guys have done a beautiful job. I think I speak for everyone when I say that these new maps are much more fun than the old ones. (Or maybe we just really needed new maps that badly.)
Complexity level on a scale from 1-10 for the maps.... I would put it at a 5. For all of them. (And a 2 for the old maps.)
But please, drop the anti-sniper philosophy. These new maps have so much potential for overwatch sniper positions, that would allow a sniper to do his job, and I identified them. All that empty space is where snipers really shined. Getting good overwatch positioning on chokepoints was vital.
You are limiting how dynamic your battlefields can be when you design them to exclude a portion of your players. |