Pages: 1 2 [3] 4 5 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 16 post(s) |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S.
147
|
Posted - 2013.09.10 07:41:00 -
[61] - Quote
I must say, in the research facility I LOVE the art work giving direction in the facility!
It would be nice to see more of this; artwork, signs, propaganda posters, graffiti, KEEP OFF MY LAWN signs, and fan art. Keep it appropriate and tasteful on maps, but its nice to have maps that aren't just a facsimile of 5(ish) textures applied to every surface. Lived in > Sterilized Even a ruin with furniture and detritus would be nice.
When the citizens of New Eden hear / see an enemy invasion coming do they comely pack their bags clean their house make sure they got everything before leaving the war zone? (I always imagine them sitting just outside of the redzone eating popcorn and betting on whos lab/office gets trashed the most) Or is it supposed to be a fast 'shock and awe' ship full of clones arrives with just enough time for the population to grab some precious items and clear out before the clones start killing everything that isnt friendly. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1689
|
Posted - 2013.09.11 16:37:00 -
[62] - Quote
This is from an infantry perspective.
1. For the new Research Facility. Overall, did you feel it was too complex or not very complex in layout and navigation? This should be the average level of complexity for large sockets. I particularly enjoy the tunnels and the underground supply depot. Restricted rooftop access restricts snipers and MD spam for greater combat variety.
2. For the supporting smaller sockets (mediums and smalls) in the SI Set. Did you feel these were too complex or not very complex? Support sockets do not necessarily need to be complex however there should be a lot of variety for support sockets. I would like to some see very simple support sockets such as half walls, craters, burned out hulls, etc.
3. For the new game mode area Border Gulch, did you feel its layout and navigation was too complex or not complex enough? This map could be more complex. The bridge is lots of fun. The supporting sockets are simple but cater well to mid-long range combat. A few tunnels would be cool in this map. This map could use a bottomless pit under that bridge.
4. For the new game mode area Fracture Road, did you feel its layout and navigation was too complex or not complex enough? This map is just right. Socket complexity, sniper perches, and sprawl are very well balanced. The map needs a few broken half walls along the roads and in the hills.
5. For the new game mode area Impact Ridge, did you feel its layout and navigation was too complex or not complex enough? This map is just right. Socket complexity, sniper perches, and sprawl are very well balanced. I like that this map really encourages personal transportation.
6. Do you have any other comments or concerns not covered in this short list you would like to say? I like complex maps. I like variety. I like the feeling of being lost in a new location. Maps and tactics get stale when everyone know the map inside and out. I would love some sort of labyrinth socket.
Overall great job! I'm personally impressed with the overall quality of the new maps and am particularly excited for what your team will produce in the future. |
Protected Void
STRONG-ARMED BANDITS
87
|
Posted - 2013.09.11 23:45:00 -
[63] - Quote
I thoroughly enjoy playing on the new sockets. I've yet to build a full mental picture of the new large socket, but I love it nevertheless. Great work!
Also, I kind of like that some of the maps are large and that all parts aren't necessarily within reach for infantry in a matter of tens of seconds. This provides an opportunity for scouts and other sneakers to move around and set up distractions. Makes for a far more varied and dynamic battlefield. |
Sirpidey Adtur
Aloren Foundations
49
|
Posted - 2013.09.12 00:06:00 -
[64] - Quote
1.) While I got lost the first few times I went through it, the research outpost is well designed, and fun. Further, it's layout tends to make Gallente weapons shine. This is quite appropriate for gallente architecture. 2.) Great job, just the right amount of cover/complexity. Despite what some of us say about how the game is incomplete and a lot of things aren't implemented, your team, along with the sound team does an amazing job keeping the game fun. 3.) This bridge is a deathtrap for tanks. There are lots of areas that you can get stuck on... that don't LOOK like obvious stuck zones. Especially in E10 through F12. 4.) Another fun map, this one will become a well loved classic. 5.) I have not had the opportunity to play this map. I look forward to it. 6.) No, Everything I've said is covered pretty much. Thank you for listening. |
Admonishment
The Enclave Syndicate Dark Taboo
11
|
Posted - 2013.09.12 00:47:00 -
[65] - Quote
Loving the new multiple layered maps it brings more diversity for the game. Definitely look forward to seeing more of these map types with even more floors to attack from different angles. Whoever came up with those ideas did a really nice job. Took some time getting adjusted to the new maps but as I played them more I enjoyed them much more after getting used to them. |
dw ad
Phantom Universe Task Force Orion Empire
3
|
Posted - 2013.09.12 14:31:00 -
[66] - 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.
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.
|
|
CCP LogicLoop
C C P C C P Alliance
883
|
Posted - 2013.09.13 01:09:00 -
[67] - 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. |
|
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S.
149
|
Posted - 2013.09.13 02:06:00 -
[68] - Quote
CCP LogicLoop wrote: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 noticed it with the release of 1.4. Specifically when the active scanner hits more than 4-6 players (depending on map) it seems like the engine starts balking at the extra data processing load. Ive had my frame rate drop to around 10-20 when a group of 10 players was scanned. I dont know if it works the other way, where if my enemy scanns me if my team gets a decrease to FR, but Ill ask my corp to keep an eye out.
Hope that info helps! |
Powerh8er
Norwegian Dust514 Corporation Top Men.
67
|
Posted - 2013.09.13 02:15:00 -
[69] - Quote
6. I love bunkers. |
Gilbatron
Circle of Huskarl Minmatar Republic
122
|
Posted - 2013.09.13 02:40:00 -
[70] - Quote
please identify the maps ingame <3 |
|
D legendary hero
THE WARRIORS OF LEGEND
996
|
Posted - 2013.09.13 04:34:00 -
[71] - Quote
the new maps are all great. and should replace all the old ones EXCEPT the one with the green galent research facility in the middle. |
The Robot Devil
Molon Labe. RISE of LEGION
982
|
Posted - 2013.09.13 05:44:00 -
[72] - Quote
I don't think that the levels are too complex at all. Sometimes those bunkers are hard to pop but the that is my problem. I have had a lot of fun on them. There are plenty of different types of environments to fight in and I have really been enjoying some of the narrow passages. If the points are defended by good squad it takes teamwork to move them out. Been having some good close quarters battles where heavies were doing well. |
Chief-Shotty
Planetary Response Organization Test Friends Please Ignore
20
|
Posted - 2013.09.13 08:53:00 -
[73] - Quote
I wish i could be more specific on details on what things i like and don't by each map. However the new map designs are superb. I think any new maps should take on this new design philosophy. Plenty of angles of approach, choke-points, and the angles of fire you can achieve with a little exploration really makes fighting intense but in depth if you plan ahead.
3 things that i would like to see
1. Some more bunker style warfare! (Its awesome)
2. Would like more urban feel to environments perhaps fighting inside a large metropolitan area with buildings that would provide close quarters inside buildings but bring a 3D feel to if you are outside in the streets. More vertical style combat is perhaps what i would like to see.
3.One thing i didn't like is on "Fracture Road" when you play on domination the objective(A) is at the bottom level however there is no cover whatsoever if anybody comes down the 3 roads that lead to it or catwalks that overlook above it. I would like uplinks to not be in a location where that if an enemy catches or see you, there is no cover nearby or escape routes that could break the line of sight. I almost feel like it is a deathtrap attempting to hack it even if you are not under duress. Just a pet peeve. I'm sure some people like it because it requires a team to provide cover but even if you just happen to be down there, if an enemy is near you you cannot run. I have been trapped by tanks and LAVs like crazy. |
KingBlade82
The Phoenix Federation
188
|
Posted - 2013.09.13 08:59:00 -
[74] - Quote
1. For the new Research Facility. Overall, did you feel it was too complex or not very complex in layout and navigation?
A: I felt it was complex at first but easy to understand after and I love city areas 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?
A: a little complex but id say the right amount of complex
3. For the new game mode area Border Gulch, did you feel its layout and navigation was too complex or not complex enough?
A: REALLY REALLY BIG in my opinion too big for only so many vehicles and current amount of players but fun map to play on none the less
4. For the new game mode area Fracture Road, did you feel its layout and navigation was too complex or not complex enough?
A: again a large map too big for only so many vehicles and current amount of players but I do enjoy it
5. For the new game mode area Impact Ridge, did you feel its layout and navigation was too complex or not complex enough?
A: this one was the right size and complexity I enjoy it
6. Do you have any other comments or concerns not covered in this short list you would like to say?
A: don't make such large maps for only 16 vs 16 people unless we have more numbers in battle it becomes very agitating |
DAMIOS82
Unkn0wn Killers
44
|
Posted - 2013.09.13 10:20:00 -
[75] - Quote
1. the first few times around its allways a bit confusing, but after a while you know the maps and there choke points. So for me personally, the more complex the better. The fun part about these large maps is that, after a while you see battle's beeing fought on different places of the map. For where the main focus of conquest will lie. So again for me the more complex, the better.
For the reasearch station the only thing i would like to see is by opposite of B on the top. You have the two stair cases and they don't lead to anything other then a small platform. So perhaps it could lead to a room that's connected between the two stair cases and perhaps over looks B. Would make a nice fighting area.
2. The smaller sockets are good. the best one beeing the bridge on its own. Now that one is alott of fun. Perhaps a few more walk ways underneath the bridge, with good defendable positions. And perhaps a small bunker and/or tower on either side of the bridge, so that if you do get pushed to one side of the bridge atleast you can still try and defend that position. The way it is now, is that ones your pushed away from the end of the bridge you end up in a large open area where its just duck hunting for all those running around.
3. see the above
4. As fracture road is now is good. I don't now how complex you can make maps, but i would like to see some kind of underground tunnel connecting A and B locations, so that you can go over the top, but also underneath.
5. see 1, just the bit by the staircase.
6. These maps are alott better then the older ones. i'm not saying the old ones are bad and you do need variety. But finally we have the feeling of fighting in so called buildings/city's. So the more complex the better. And hope to see alott more of them. Just don't forget you also need the ability to defend your positions. So don't be to scarce with boxes, vehicles, rooms, bunkers, towers, ditches, etc. |
Dimitri Rascolovitch
The Immortal Knights
40
|
Posted - 2013.09.13 13:27:00 -
[76] - Quote
Domination on border gultch is unbalanced, all the southern spawn side eam has to do to win is hold the CRU on tile C 12 and with as small as the maps redlines are, it is nigh impossible to uproot them once they have taken hold of it, |
Funkmaster Whale
Daedali Inc.
582
|
Posted - 2013.09.13 13:45:00 -
[77] - Quote
The framerate issue is most evident when you have Logis crowding the supply depot in the Gallente Research Facility and subsequently proceed to drop an uplink/Nanohive in every corridor and hallway in that map. Trying to walk through the hallways with so much equipment on the map turns the game into Microsoft PowerPoint with guns.
I think the map is probably meeting technical budgets but when you throw in players, particle effects, tons and tons of equipment, vehicles, and network latency the game slows to a crawl. This has been a problem in outposts since the games inception but it seems more and more evident as the outposts get bigger and more complex. I know it's not your territory, LogicLoop, but if you could ask the DEVs about equipment spam's relation to performance loss that would be really appreciated, because I seriously think it's one of the biggest factors.
I only say this because the facility isn't all that laggy in the beginning, but once you start seeing all that equipment start popping up it destroys performance. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
17
|
Posted - 2013.09.13 14:43:00 -
[78] - Quote
As an architect (when not playing video games at home), the layout, sightlines, and vehicle-vs-pedestrian paths always define my impression of any place or map. Hence my crit of these 5 maps are related to these same factors.
1- The Research Facility is an excellent example of a place built with CIVILIANS in mind, and therefore has increased complexity and difficulty when trying to acheive a MILITARY capture of null points. It is the most complex of any of the maps, but is NOT too complex
2- The Small Support Sockets have a more military feel, and are NOT too complex. Their separation from the main socket causes squads to often overlook them, allowing individuals to sneak in and win a match by capturing as many of the small sockets as possible. Further separating them by depressing them several meters into the earth is a great addition to the challenge.
3-- Border Gultch is NOT too complex. It is an example of a good MILITARY-minded map, because the famous bridge is a "choke-point" or avenue of approach that can't be easily snatched by HAVs. Some of the finest team matches occur at this bridge, and it should remain a tight bridge that requires infantry to take.
4-- Fracture Road is NOT too complex. Again, a terrain that is simple for a military to assess and navigate.
5-- Impact Ridge is uncomfortably tight to maintain control of, even after your force has captured the null points. It is NOT too complex.
My only suggestion is to follow through with the success of the "Research Facility", and utilize that "civilian" style layout (of wide paved roads with many inticing doorways and hard to defend areas) in a few of the maps to come (while the majority of maps should NOT be civilian in my opinion). Presuming that EVE capsuleers will have a choice of "sockets" with which to plant their districts, it would be exciting to give them the intricate choice of a "Military-and-easy-to-hold" facility design versus a "Civilian-and-easy-to-take" design.
|
Jathniel
G I A N T EoN.
913
|
Posted - 2013.09.13 18:30:00 -
[79] - 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. |
3XHERMES
KILL-EM-QUICK RISE of LEGION
1
|
Posted - 2013.09.15 06:29:00 -
[80] - Quote
My name is Hermes. |
|
Scheneighnay McBob
Bojo's School of the Trades
3200
|
Posted - 2013.09.15 17:40:00 -
[81] - Quote
1. Too complex- too easy to get lost. A simple map on the wall would help.
2. Perfect
3. Again, perfect
4. Not complex enough
5. Perfect
6. What's with the staircases to nowhere? |
Wombat in combat
TeamPlayers EoN.
81
|
Posted - 2013.09.16 20:41:00 -
[82] - Quote
1. Just right in complexity. 2. About right. 3. About right. 4. About right. 5. I haven't even seen this map yet. 6. a) Border Gulch: traversing the hill in F10 and G10 is treacherous, needs fixing. b) Fracture Road: G7 needs ladders to get on top the building. Needs more ladders to get on top of pipes. Ladders leading to the top of silos would also be nice. |
|
CCP LogicLoop
C C P C C P Alliance
922
|
Posted - 2013.09.17 00:23:00 -
[83] - 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. |
|
Vin Vicious
Capital Acquisitions LLC Public Disorder.
460
|
Posted - 2013.09.17 02:10:00 -
[84] - Quote
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 |
|
CCP LogicLoop
C C P C C P Alliance
923
|
Posted - 2013.09.17 02:38:00 -
[85] - 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. |
|
Bojo The Mighty
Zanzibar Concept
1835
|
Posted - 2013.09.17 05:22:00 -
[86] - Quote
Research Outpost
Logic Loop I applaud adding a multi-level map. I love the ability to get above, below, etc. However, when you are underground, I have found myself running in circles. Sometimes, when the enemy has blocked an exit from above, I get lost because I avoid said exit but then confuse another for it (This is around Alpha)
Yes I have noticed the signs on the wall at intersections but I would say taking it a step further and putting it everywhere in the subterranean.
It's a pretty complex map but I won't say that it is a bad thing. But man have I gotten lost when indoors. Otherwise I'd say good designs. I really like the new slanted symmetry design of levels. |
Bojo The Mighty
Zanzibar Concept
1835
|
Posted - 2013.09.17 05:40:00 -
[87] - Quote
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!
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1701
|
Posted - 2013.09.17 16:53:00 -
[88] - 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 |
|
CCP LogicLoop
C C P C C P Alliance
941
|
Posted - 2013.09.18 00:08:00 -
[89] - 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
|
|
The-Errorist
Mannar Focused Warfare Gallente Federation
211
|
Posted - 2013.09.18 02:26:00 -
[90] - Quote
I want lakes as medium sockets. They could also have like plants or interesting rocks or crystals, and or filled with acid instead of water. |
|
|
|
|
Pages: 1 2 [3] 4 5 :: one page |
First page | Previous page | Next page | Last page |