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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
dustwaffle
Ill Omens
490
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Posted - 2013.09.13 07:23:00 -
[1] - Quote
The new research outpost is fantastic. Lots of multi level fighting, sufficient cover, indoors vs outdoors combat, infantry buckling down and holding defensible positions, vehicles entering areas and dominating yet are exposed to AV from all sides etc.
The older outposts seem a bit stale in comparison now, and not just because we've been playing them for a long time. I guess CCP Shanghai doesn't have the resources to refresh all the older outposts, but could we at least have this eventually? |
Stefan Stahl
Seituoda Taskforce Command Caldari State
270
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Posted - 2013.09.15 17:08:00 -
[2] - Quote
Right now I think the old maps and sockets are so terrible they could just as well be removed. The outposts aren't that bad, but the rest is pretty horrible.
The better is the enemy of the good, I guess. The old content definitely needs to be adapted to get up to par. |
ToRgUe77
THE WARRIORS OF LEGEND
3
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Posted - 2013.09.15 20:13:00 -
[3] - Quote
The line harvest map with C and D under two buildings could use an overhaul. Its the only map that hasnt seen any recent work . |
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CCP LogicLoop
C C P C C P Alliance
898
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Posted - 2013.09.16 00:17:00 -
[4] - Quote
It is intended update outposts and game mode areas. No ETA. A good chance the first one on the outpost side to get updated is the Orbital Artillery. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2935
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Posted - 2013.09.16 01:06:00 -
[5] - Quote
CCP LogicLoop wrote:It is intended update outposts and game mode areas. No ETA. A good chance the first one on the outpost side to get updated is the Orbital Artillery.
Needs it badly. The others are okay but this one usually comes down to "whoever gets Alpha and Charlie wins" just because Charlies is Orbital proof and Alpha is a giant maze. |
dustwaffle
Commando Perkone Caldari State
514
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Posted - 2013.09.16 02:11:00 -
[6] - Quote
Great! Thanks for the update LogicLoop!
TBH, they're not 'bad' as such, but certainly not up to the level of the new one. Keep the good work coming! |
Beren Hurin
Onslaught Inc RISE of LEGION
1596
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Posted - 2013.09.16 02:26:00 -
[7] - Quote
I'd like to see manus peak tuned a bit. My suggestion is to put a small socket on the hills to the north and west of C. One of them could contain supply depots or CRUs making C able to be bombarded, and making it so that if the defenders get redlines (which seems more likely than attackers) they can counter attack more easily. Then putting something obstructive cutting off the LOS between C and B. |
Doyle Reese
OSG Planetary Operations Covert Intervention
422
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Posted - 2013.09.16 03:00:00 -
[8] - Quote
CCP LogicLoop wrote:It is intended update outposts and game mode areas. No ETA. A good chance the first one on the outpost side to get updated is the Orbital Artillery.
will this mean that the Orbital Artillery will get it's own set of corresponding Medium Sockets?
Also, will the Orbital Artillery finally be functional? (usable Skyfire Battery? !!) |
Ghural
The Southern Legion The Umbra Combine
130
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Posted - 2013.09.16 07:32:00 -
[9] - Quote
The old Gallente one looks like cartoonish crap next to the new Gallente style. |
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CCP LogicLoop
C C P C C P Alliance
912
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Posted - 2013.09.16 08:57:00 -
[10] - Quote
Doyle Reese wrote:will this mean that the Orbital Artillery will get it's own set of corresponding Medium Sockets?
We selected existing medium and smalls to go with the current OA. But yes, the new OA will have specifically designed mediums and smalls for it.
Doyle Reese wrote:Also, will the Orbital Artillery finally be functional? (usable Skyfire Battery? !!)
I don't know. But we would eventually like to make them functional.
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Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
733
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Posted - 2013.09.16 09:14:00 -
[11] - Quote
CCP LogicLoop wrote:I don't know. But we would eventually like to make them functional.
May I propose that it may be a good idea to make it functional whith the FW-Overhaul which will allow Eve Players to earn orbitals? Would be fitting, because it would allow Dust-Players to do something against orbitals, even if they haven't brought their own Spacebuddies. I can only imagine how helpless Dusties would feel if their enemies have orbitals and they can't influence it at all.
I guess firing orbitals from the planet into space can't be that much different from firing them from spaceships onto planets. |
Krasymptimo
Kirkinen Risk Control Caldari State
83
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Posted - 2013.09.16 10:40:00 -
[12] - Quote
Aikuchi Tomaru wrote:CCP LogicLoop wrote:I don't know. But we would eventually like to make them functional.
I guess firing orbitals from the planet into space can't be that much different from firing them from spaceships onto planets.
Although it would be hilarious if because we fired the OA, we put the planet into a rapidly decaying orbit around the sun. |
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CCP LogicLoop
C C P C C P Alliance
922
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Posted - 2013.09.17 00:41:00 -
[13] - Quote
Aikuchi Tomaru wrote:CCP LogicLoop wrote:I don't know. But we would eventually like to make them functional.
May I propose that it may be a good idea to make it functional whith the FW-Overhaul which will allow Eve Players to earn orbitals? Would be fitting, because it would allow Dust-Players to do something against orbitals, even if they haven't brought their own Spacebuddies. I can only imagine how helpless Dusties would feel if their enemies have orbitals and they can't influence it at all. I guess firing orbitals from the planet into space can't be that much different from firing them from spaceships onto planets.
Recently had a talk with a few of the Eve devs on a conference chat. The OA firing was brought up. Same answer, but they are aware it currently can not fire, but that we want to make it fire in the future. |
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dustwaffle
Commando Perkone Caldari State
535
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Posted - 2013.09.17 03:15:00 -
[14] - Quote
CCP LogicLoop wrote:Aikuchi Tomaru wrote:CCP LogicLoop wrote:I don't know. But we would eventually like to make them functional.
May I propose that it may be a good idea to make it functional whith the FW-Overhaul which will allow Eve Players to earn orbitals? Would be fitting, because it would allow Dust-Players to do something against orbitals, even if they haven't brought their own Spacebuddies. I can only imagine how helpless Dusties would feel if their enemies have orbitals and they can't influence it at all. I guess firing orbitals from the planet into space can't be that much different from firing them from spaceships onto planets. Recently had a talk with a few of the Eve devs on a conference chat. The OA firing was brought up. Same answer, but they are aware it currently can not fire, but that we want to make it fire in the future. Sweet! Would love some ground support for my EVE pilot :D |
Joey-Number1
Maniacal Miners INC No Safe Haven
56
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Posted - 2013.09.17 15:20:00 -
[15] - Quote
Whats everyone talking about, the old outposts looks amazing as well. Especially now with updated textures I love them as much as the new Gallente research outpost. Tho I wouldnt be against it if they would be updated to look even more cool. |
Joey-Number1
Maniacal Miners INC No Safe Haven
56
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Posted - 2013.09.17 17:47:00 -
[16] - Quote
Ghural wrote:The old Gallente one looks like cartoonish crap next to the new Gallente style.
Cartoonish? No not at all. The communications Gallente outpost is a masterpiece. I still love it and its very unique. And I like both the new research facility is of a bit different flavor and is just monumental, but the old one is very good. |
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CCP LogicLoop
C C P C C P Alliance
941
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Posted - 2013.09.18 00:12:00 -
[17] - Quote
Joey-Number1 wrote:Ghural wrote:The old Gallente one looks like cartoonish crap next to the new Gallente style. Cartoonish? No not at all. The Gallente Communications outpost is a masterpiece. I still love it and its very unique. And I like both the new research facility is of a bit different flavor and is just monumental, but the old one is very good. Edit: not sure if anyone noticed, but all the older outposts are pretty much updated, the textures and everything is as good as the new outpost :P. And the mood is awesome everywhere. The tops and roofs of the buildings especially seems to be updated too. Tho i now read most of the comments and its really not about the looks, cause all looks fantastic, only few comments catched me so I responded
The primary issue is not about the art style. It is about the methods used for the texturing of the models and other various technical aspects of the development. They need to be updated / altered to adhere to the new standard. This is primarily for performance.
However, with that being said. As each one comes up on our task list, we evaluate if the map also needs to be updated to the standards of our new outposts game play. |
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dustwaffle
Commando Perkone Caldari State
554
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Posted - 2013.09.18 01:36:00 -
[18] - Quote
Joey-Number1 wrote:Ghural wrote:The old Gallente one looks like cartoonish crap next to the new Gallente style. Cartoonish? No not at all. The Gallente Communications outpost is a masterpiece. I still love it and its very unique. And I like both the new research facility is of a bit different flavor and is just monumental, but the old one is very good. Edit: not sure if anyone noticed, but all the older outposts are pretty much updated, the textures and everything is as good as the new outpost :P. And the mood is awesome everywhere. The tops and roofs of the buildings especially seems to be updated too. Tho i now read most of the comments and its really not about the looks, cause all looks fantastic, only few comments catched me so I responded Like you said, it's not so much the textures. More about the whole design of the maps. Open areas, kill corridors, multi level fighting, semi-indoor fighting, defensible positions and multiple attack point of entries etc. |
Garth Mandra
The Southern Legion The Umbra Combine
113
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Posted - 2013.09.18 01:36:00 -
[19] - Quote
Ways to spend Dev time:
1. Update old maps. 2. Create new maps.
Assuming it has to be one or the other I'd advocate for the second option. |
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CCP LogicLoop
C C P C C P Alliance
948
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Posted - 2013.09.18 02:27:00 -
[20] - Quote
Garth Mandra wrote:Ways to spend Dev time:
1. Update old maps. 2. Create new maps.
Assuming it has to be one or the other I'd advocate for the second option.
Currently it's both. Two new ones are in art production, and I am currently starting paper ideas for a updated Orbital Artillery SI Set. |
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dustwaffle
Commando Perkone Caldari State
555
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Posted - 2013.09.18 03:03:00 -
[21] - Quote
Thanks and looking forwards to the new updates LogicLoop!
Can you disclose if the Amarr onr Minmatar assets will be next?
Also, how feasible is it to have 'joint assets' on a given map. i.e. Amarr buildings + Minmatar buildings or half of each in an outpost. Could probably be seen on some Amarr/Min border systems. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2081
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Posted - 2013.09.18 05:18:00 -
[22] - Quote
CCP LogicLoop wrote:Garth Mandra wrote:Ways to spend Dev time:
1. Update old maps. 2. Create new maps.
Assuming it has to be one or the other I'd advocate for the second option. Currently it's both. Two new ones are in art production, and I am currently starting paper ideas for a updated Orbital Artillery SI Set. So we're going to get an updated Caldari OA before we get any Amarr outpost? |
dustwaffle
Commando Perkone Caldari State
555
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Posted - 2013.09.18 05:22:00 -
[23] - Quote
Aero Yassavi wrote:CCP LogicLoop wrote:Garth Mandra wrote:Ways to spend Dev time:
1. Update old maps. 2. Create new maps.
Assuming it has to be one or the other I'd advocate for the second option. Currently it's both. Two new ones are in art production, and I am currently starting paper ideas for a updated Orbital Artillery SI Set. So we're going to get an updated Caldari OA before we get any Amarr outpost? Reading comprehension says: In production is at a more advanced stage than 'starting paper ideas'
You're welcome |
Iron Wolf Saber
Den of Swords
8595
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Posted - 2013.09.18 07:21:00 -
[24] - Quote
CCP LogicLoop wrote:Garth Mandra wrote:Ways to spend Dev time:
1. Update old maps. 2. Create new maps.
Assuming it has to be one or the other I'd advocate for the second option. Currently it's both. Two new ones are in art production, and I am currently starting paper ideas for a updated Orbital Artillery SI Set.
Awesome to hear; there does seem to be quite a bit amount of wasted space (occupied) on that SI I would like to see utilized. |
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CCP LogicLoop
C C P C C P Alliance
955
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Posted - 2013.09.18 07:26:00 -
[25] - Quote
Iron Wolf Saber wrote:CCP LogicLoop wrote:Garth Mandra wrote:Ways to spend Dev time:
1. Update old maps. 2. Create new maps.
Assuming it has to be one or the other I'd advocate for the second option. Currently it's both. Two new ones are in art production, and I am currently starting paper ideas for a updated Orbital Artillery SI Set. Awesome to hear; there does seem to be quite a bit amount of wasted space (occupied) on that SI I would like to see utilized.
It's likely to go a much different direction. More so than Research, Production, and Cargo. I guess variety is the slice of life. |
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Joey-Number1
Maniacal Miners INC No Safe Haven
57
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Posted - 2013.09.18 14:19:00 -
[26] - Quote
dustwaffle wrote:Joey-Number1 wrote:Ghural wrote:The old Gallente one looks like cartoonish crap next to the new Gallente style. Cartoonish? No not at all. The Gallente Communications outpost is a masterpiece. I still love it and its very unique. And I like both the new research facility is of a bit different flavor and is just monumental, but the old one is very good. Edit: not sure if anyone noticed, but all the older outposts are pretty much updated, the textures and everything is as good as the new outpost :P. And the mood is awesome everywhere. The tops and roofs of the buildings especially seems to be updated too. Tho i now read most of the comments and its really not about the looks, cause all looks fantastic, only few comments catched me so I responded Like you said, it's not so much the textures. More about the whole design of the maps. Open areas, kill corridors, multi level fighting, semi-indoor fighting, defensible positions and multiple attack point of entries etc.
Aye realized this thread is more about the variety of possibilities of movement and these things after I ve read other posts than the ones that said the old outposts have bad textures, they really dont now :).
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Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
450
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Posted - 2013.09.18 14:19:00 -
[27] - Quote
Is there any way to get a stronger racial identity? Honestly, outside the new map (and that's only because I *know* its Gallente), the other maps look very vanilla, "general sci-fi," without "feeling" like one race over the next. Maybe it's because I'm used to Eve's very strong racial identity, but when I see a Caldari ship (all silver, asymmetrical, function-over-form, etc.) I instantly know it. Same for Gallente (green "organic" ships), Amarr (Golden beauty bricks) and Minmatar (a smattering of duct tape and rust).
I'd like stronger visual cues in Dust. It all feels much of the same. I hope it's not a matter of all the maps that need a power plant will use that Gallente "swirling ball of fire" for power, because it'll just look too homogenized, as it does now. Gallente Communication Center map? I'm pretty sure that's the one with the supply depot outside that room, and the checkpoint over those footbridges, but damned if I couldn't differentiate it with the other maps' features. It just doesn't feel substantially different than the others.
More green, silver, gold or rust for the racial maps, please! I mean, you're trying to create unique racial environments. SELL ME that these are dramatically different people with different ideals, design aesthetics, color palates, etc. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
18
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Posted - 2013.09.18 14:22:00 -
[28] - Quote
As console players (not persons in the business profession of game developers ourselves), we're a funny people.
We will always give advice about "what's best", but our 'advice' is usually SO far from the reality of running a business, budgetting a business/tech staff of personnel, and keeping scheduled tasks/promises in order for clients/ fellow teams to carry out THEIR part of the whole,... that real developers must have to take lots of valium, or be in the INDUSTRIAL-STRENGTH Yoga and Inner-Harmony classes to read all these posts every day.
If we keep in mind that currently we are still just in a "laboratory-studying" phase of Dust (and ultimately much of what we're playing in now may not exist at all in future improved rendering processes)... ...I wouldn't request updating the older maps, outside of the physical server-related need our guest Dev just mentioned.
If we keep in mind that Dust's ongoing juxtapositioning of "old building" maps and "nerfed" gear right alongside "new style" building maps and "new racial" weapons actually MIRRORS real warfare (where crack Delta Force are still pestered by folks toting 2nd gen AK-47s Chinese knockoffs... and have to capture the modern state-of-art airport by first sneaking through the crusty 1974-built shopping center)... ...I kind of LIKE the odd mixture of rusted less-defendable landscapes one minute, shiny security-minded, militarily-thought out districts the next minute, and new corp SMG designs scrambling to overpower last-year's competitor SMG.
Remember, so much of New Eden is about planet-snatching, ISK-snatching, power-snatching. I think ultimately, EVE Capsuleers will be choosing the "socket" designs for the districts they want to establish. The same way we mercs have a choice to make between the New-but-priceless gear versus Cheaper-but-pg-hungry gear... it would be cool if the facility-building Capsuleers had to decide between "More-defensible-but-less-ore production" modern socket designs versus "More productivity-but-militarily less defensible" antique sockets to build with.
There's such a vast horizon ahead of us, so let's not get TOO bogged down about the current older maps. Their time will pass. |
The Amusing Ciderman
The Unholy Legion Of DarkStar DARKSTAR ARMY
10
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Posted - 2013.09.20 11:48:00 -
[29] - Quote
Vespasian Andendare wrote:Is there any way to get a stronger racial identity? Honestly, outside the new map (and that's only because I *know* its Gallente), the other maps look very vanilla, "general sci-fi," without "feeling" like one race over the next....
I'd like stronger visual cues in Dust. It all feels much of the same...
It just doesn't feel substantially different than the others...
More green, silver, gold or rust for the racial maps, please! I mean, you're trying to create unique racial environments. SELL ME that these are dramatically different people with different ideals, design aesthetics, color palates, etc.
This!
And Vespasian I do not just stalk and follow you around the forums honestly. So far I have only read two of your posts and find myself just very strongly agreeing with them.
I went in and tried 1.4 after your encouragement. And I like most of the improvements, especially the loss of shared sight. Makes it a very more sneaky game.
However I only played a couple of matches because the maps just feel too similar. I imagine a lot of this is because of my exposure to the same maps over the Beta, but the more I look at them the more I think they just need more identity in every map.
Are the current maps supposed to be specific racial maps? |
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CCP LogicLoop
C C P C C P Alliance
970
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Posted - 2013.09.22 00:29:00 -
[30] - Quote
The Amusing Ciderman wrote:Vespasian Andendare wrote:Is there any way to get a stronger racial identity? Honestly, outside the new map (and that's only because I *know* its Gallente), the other maps look very vanilla, "general sci-fi," without "feeling" like one race over the next....
I'd like stronger visual cues in Dust. It all feels much of the same...
It just doesn't feel substantially different than the others...
More green, silver, gold or rust for the racial maps, please! I mean, you're trying to create unique racial environments. SELL ME that these are dramatically different people with different ideals, design aesthetics, color palates, etc. This! And Vespasian I do not just stalk and follow you around the forums honestly. So far I have only read two of your posts and find myself just very strongly agreeing with them. I went in and tried 1.4 after your encouragement. And I like most of the improvements, especially the loss of shared sight. Makes it a very more sneaky game. However I only played a couple of matches because the maps just feel too similar. I imagine a lot of this is because of my exposure to the same maps over the Beta, but the more I look at them the more I think they just need more identity in every map. Are the current maps supposed to be specific racial maps?
Remember that when it comes to terrain, and the static meshes that go on them... they should be as generic as possible in terms of what kind of structures go on them. We want the sockets to be more of the racial identifier since these are a big role in the PC battles.
It's entirely possible the holder stuff, more specifically the Caldari... looks extremely generic to some people.
The gameplay and layouts on the new terrains however are a lot different than older ones. Especially the two smaller areas. I would say the one inside the crater its self tailors more to our old giant vastness of space.
I have some interesting ideas for the new OA. Something I want to talk to the artists about are doing a few ravines in it. Possible some man made caves. HIGHLY doubtful this will happen only because of possible time constraints and technical budgets. But I am pushing for more terrain use in this socket with a good mix of buildings around objectives and installations. It might actually end up feeling more like a few more mediums and smalls.
Anyhow, this is still in PAPER designs. I am still just doodling on paper some layout ideas. |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2147
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Posted - 2013.09.22 09:24:00 -
[31] - Quote
So the socket would include a mixture of terrain and buildings? That would be very sweet. Especially if there was a ravine incorporated in it. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2147
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Posted - 2013.09.22 09:26:00 -
[32] - Quote
dustwaffle wrote:Aero Yassavi wrote:CCP LogicLoop wrote:Garth Mandra wrote:Ways to spend Dev time:
1. Update old maps. 2. Create new maps.
Assuming it has to be one or the other I'd advocate for the second option. Currently it's both. Two new ones are in art production, and I am currently starting paper ideas for a updated Orbital Artillery SI Set. So we're going to get an updated Caldari OA before we get any Amarr outpost? Reading comprehension says: In production is at a more advanced stage than 'starting paper ideas' You're welcome Reading comprehension combined with application says: Two new ones in production are Caldari Production Facility and Minmatar Cargo Hub. I said Amarr outpost.
You're welcome |
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CCP LogicLoop
C C P C C P Alliance
985
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Posted - 2013.09.23 00:19:00 -
[33] - Quote
Aero Yassavi wrote:So the socket would include a mixture of terrain and buildings? That would be very sweet. Especially if there was a ravine incorporated in it.
Exactly. This is what we definitely try next. More seperation between the structures with terrain. Clump them more like a real life facility. See what comes of it. Feel free to toss in ideas. Just remember that I can't promise anything, and asking for something "new" in feature is probably not going to happen. So think about what currently exists. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
2403
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Posted - 2013.09.23 02:30:00 -
[34] - Quote
CCP LogicLoop wrote:Aero Yassavi wrote:So the socket would include a mixture of terrain and buildings? That would be very sweet. Especially if there was a ravine incorporated in it. Exactly. This is what we definitely try next. More seperation between the structures with terrain. Clump them more like a real life facility. See what comes of it. Feel free to toss in ideas. Just remember that I can't promise anything, and asking for something "new" in feature is probably not going to happen. So think about what currently exists.
You've said before the basic restriction/way that sockets work is by keeping a certain minimum distance between the large structures - that's how the memory allocation or what-not works.
On maps this seems to be necessarily a matter of horizontal space. Would it be possible to have flying/aerial platforms at a sufficient vertical distance such that they wouldn't interfere with the memory issues with land-bound platforms/sockets?
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2165
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Posted - 2013.09.23 03:21:00 -
[35] - Quote
^I believe that was in reference to the sockets themselves, not the structures within the sockets. So unless you want to stack sockets on top of eachother . . . |
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CCP LogicLoop
C C P C C P Alliance
988
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Posted - 2013.09.23 03:30:00 -
[36] - Quote
Zeylon Rho wrote:CCP LogicLoop wrote:Aero Yassavi wrote:So the socket would include a mixture of terrain and buildings? That would be very sweet. Especially if there was a ravine incorporated in it. Exactly. This is what we definitely try next. More seperation between the structures with terrain. Clump them more like a real life facility. See what comes of it. Feel free to toss in ideas. Just remember that I can't promise anything, and asking for something "new" in feature is probably not going to happen. So think about what currently exists. You've said before the basic restriction/way that sockets work is by keeping a certain minimum distance between the large structures - that's how the memory allocation or what-not works. On maps this seems to be necessarily a matter of horizontal space. Would it be possible to have flying/aerial platforms at a sufficient vertical distance such that they wouldn't interfere with the memory issues with land-bound platforms/sockets?
Not really. Because the radius I speak of loads the entire sockets full details. For a large socket three levels of detail exist. It would not matter how high or low objects are in the socket. Once that threshold is passed the objects are loaded. |
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The Amusing Ciderman
The Unholy Legion Of DarkStar DARKSTAR ARMY
10
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Posted - 2013.09.23 07:59:00 -
[37] - Quote
CCP LogicLoop wrote:
Remember that when it comes to terrain, and the static meshes that go on them... they should be as generic as possible in terms of what kind of structures go on them. We want the sockets to be more of the racial identifier since these are a big role in the PC battles.
Yes I was not referring to the terrain. I mean what you gonna do? As it is the differences in snow, sand and grass are enough to make a deceptive difference.
Could you please clarify; 'the holder stuff' Forgive me because I don't read up enough on these forums to know if this has been covered before? The damn work and kids thing gets in the way! : ) I read that as you saying the current buildings are just using temporary/placeholder skins?
'I have some interesting ideas for the new OA. Something I want to talk to the artists about are doing a few ravines in it. Possible some man made caves. HIGHLY doubtful this will happen only because of possible time constraints and technical budgets. But I am pushing for more terrain use in this socket with a good mix of buildings around objectives and installations. It might actually end up feeling more like a few more mediums and smalls.'
This sounds very interesting. And of course a long way off. Very appealing ideas though.
It is the buildings/sockets I am talking about. I am not learned enough to be able to distinguish the various sockets at the moment. Mostly because when in game I am focussed on playing the game. I would love to be able to walk the maps without needing to worry about the game and getting gacked. Any chance? lol
Bearing in mind that I haven't played all the newer maps.
I would like to see more use of lots of smaller/medium sockets massed together. To see how that would look/play. Like a small town or something?
Either way, thank you for the feedback. Nice to see it happening |
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