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KalOfTheRathi
Nec Tributis
787
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Posted - 2013.10.05 11:36:00 -
[1] - Quote
CharCharOdell wrote:Wtf do you mean, CCP, when you want videos of rendering problems with swarms?! Get in a tank for one game and you'll see it happen in the first 5 min I know! They keep saying they don't see the problem and I keep saying because you cannot see the swarms! Language barriers no doubt. We are talking and they are not listening. |
KalOfTheRathi
Nec Tributis
787
|
Posted - 2013.10.05 11:44:00 -
[2] - Quote
I replied in the General forum posting but this is the one that got noticed. On the off chance they are ignoring the feedback from the other I am duplicating it here. I apologize up front and if you have read my other then just ignore this duplicate. --- First the good. I like the idea for Swarms. It is unclear how much effort that would take from a Software Dev point of view and Lock On Detection had been mentioned in the past. Whether it is on the plate, back burner or in the trash is unknown, of course.
The other is I don't think that it will work for Forge Guns. They have no lock. Just detecting all Forge Gun Charge Up or those FG that are Currently Charged is unrealistic. Most are not actually aiming at you. I use FG and Drop Ships are only interesting targets once the Tanks have been destroyed, Installations are down and the DS is within or headed to my very limited range. If they are actively targeting or defending a position they escalate as targets quickly. Past that you are invisible at outer quarter of the map. Getting into the map screen will get you kill more often than not so finding your invisible DS is double difficult to someone on the ground.
I would prefer simple weapon trails. Just a line showing missile trails (or their aggregate trail) and the same for FG. We used to have that in game. Now we are proposing adding more code to offset what the Draw Distance Cut-Off has caused. I doubt if it will be well received by CCP/Shanghai. Their coding skills have been stressed to the maximum as it is. Past that in my opinion, obviously.
I would rather drop the graphic detail and un-break the basic game mechanics. Drop Ships that disappear, tankers that cannot see targets and many other complaints would be eliminated. Although, true be told, we would lose the pretty, pretty grass that is so immersion breaking as it grows while you walk by.
Copied from: https://forums.dust514.com/default.aspx?g=posts&t=111974&find=unread
As to the comment on the lore for Swarms I would have to agree. The Swarms do a image capture and try to find that image, thus allowing the turning corners trick. That would prevent lock on detection because it is just a camera.
However, they have just recently (1.4) ignored the lore on the TacNet and removed all the data that we used to see. So ignoring lore is a common methodology with CCP/Shanghai.
Just a simple line showing the trail on the mini-map would make a big difference and, hopefully, be much less work. |
KalOfTheRathi
Nec Tributis
819
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Posted - 2013.10.15 03:16:00 -
[3] - Quote
Judge Rhadamanthus wrote: -- snip -- Forge Gun range is 300m. 299m kills and 301 misses. That was a result of a Ninja Nerf from Hammer Wielding Wang. I had gotten kills at 900m+ previously as well as been killed while sniping by a forge gun. At nearly 1km.
Also, you negate the actual effect of squads. Any squad on top of a structure is just as disruptive to infantry, air and tanks. Those on the high ground need to be taken out, regardless of what you are running. A tank on top of those same structures are less effective because they cannot see as far as a forge gunner or a swam operator.
We used to have weapon trails is my point. Before Uprising frowed up on the graphics and nuked draw distance to 1/3 of its original distance weapon trails appeared on the mini-map and you could see them as they hit the target (be that you or the supply depot you are trying to protect). Well, look over there because the mini-map had a direction arrow showing exactly where the weapon was fired from. That is now gone because ... nothing gets drawn that cannot be seen and there isn't enough time for their client/server architecture to adapt to get all the clients and the server to agree on what to draw. Solution, don't draw much. Except grass. Man, them Devs loves them some grass.
Now, everything is invisible and it is because the art is more important than the game.
These problems are specific to Uprising. You are trying to add complexity to solve the problem. I would prefer to solve the problem by CCP/Shanghai not breaking the most basic function of a FPS. Seeing your target, thus allowing to see who is shooting as well. |
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