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Thread Statistics | Show CCP posts - 11 post(s) |
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CCP Frame
C C P C C P Alliance
1643
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Posted - 2013.11.01 01:20:00 -
[1] - Quote
In today's dev blog CCP Stiffneck together with CCP Tigris and CCP LogicLoop is talking about all things terrain, terrain elements and creation of a battlefield in DUST 514.
Read the full dev blog right here, and feel free to give us your feedback right here, in this thread!
CCP Frame
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Viktor Hadah Jr
Negative-Impact Cult of War
816
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Posted - 2013.11.01 01:34:00 -
[2] - Quote
Do have to say i love the socket system, keeps things rotating out and feeling fresh.
For the Empire!
Member of ASS: Amarr Secret Service.
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SILVERBACK 02
CALDARI SPECIAL FORCES -the specials
238
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Posted - 2013.11.01 01:40:00 -
[3] - Quote
IN B4 ANYONE ELSE! water!!!!! OCEAN!! HIT THE BEACH ;)
"once more into the fray,
into the last good battle il ever know,
live and die on this day,
live and die in this day"
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SponkSponkSponk
The Southern Legion The Umbra Combine
458
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Posted - 2013.11.01 01:42:00 -
[4] - Quote
I don't recognise some of those maps.
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3582
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Posted - 2013.11.01 01:46:00 -
[5] - Quote
Excellent blog. Loved the more 'hand-drawn' feel to the map pathing to show the common viewer how the process works.
One thing I would like to say though is that there are still instances where snipers can make continual headshots or have significant advantages in certain areas. Manus Peak, the team starting on the south side can field a sniper and have a direct line-of-sight on Alpha from the start of the map directly from their redline and can keep the northern team off of the objective for as long as he has ammunition.
Another instance that I've seen is that in some cases a clever sniper will deploy a vehicle of some description in a small dip in the map in their redline, giving him total and complete cover from all sides (one from the LAV, two from the terrain) that he would be fired from - the rest being too far into the redline to make a difference. The only way to remove this threat (being as he has direct line of sight with anyone who would try to kill him) will often always be an orbital strike. This is both a combination of game design mechanics and terrain tying into one another.
None more notorious is the Orbital Artillery Outpost's 'Forge Tower', which being linked to the Cargo Hub infrastructure in PC will almost always be the play the is run in every match. The first team to get a dropship to the tower has Alpha permanently covered, and a large portion of the rest of the outpost as well - often times the opposing team is unable to rid them off of the tower due to the forge gun taking out dropships (the only way to get up there) unless with an orbital strike, being the only 100% efficient means.
With that out of the way, I would like to say that you guys are doing a great job so far and the Gallente Research Facility is especially fun as it allows for more intense, close quarters combat and I always have fun when I play it. Looking forward to what you guys put out and definitely hoping to see more of that.
..... but I'm still convinced that the outposts should reflect the racial playstyle!
ANON Diplomat // 3rd Place Winner of the Eight Thousand Suns Fiction Contest
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Tectonic Fusion
The Unholy Legion Of DarkStar DARKSTAR ARMY
441
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Posted - 2013.11.01 01:51:00 -
[6] - Quote
I'd like to play here. Looks like some good sniping places |
Beck Weathers
Ghosts of Dawn
188
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Posted - 2013.11.01 01:53:00 -
[7] - Quote
"By contrast, players are completely defenseless while hacking objectives. Because there is such a high chance of being killed while hacking, those positions must be well protected. There should not be a direct line of sight from any point on the map which could allow for a sniper to make continual headshots."
Is a bit of bull on the small 3 opbjective map where Objective A is in a little rocky out croping, i get sniped from the enemy red line in the first 30sec of the match almost every time. probialy need to go back to the drawing board with that one. |
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CCP LogicLoop
C C P C C P Alliance
1164
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Posted - 2013.11.01 01:55:00 -
[8] - Quote
Aeon Amadi wrote:Excellent blog. Loved the more 'hand-drawn' feel to the map pathing to show the common viewer how the process works. One thing I would like to say though is that there are still instances where snipers can make continual headshots or have significant advantages in certain areas. Manus Peak, the team starting on the south side can field a sniper and have a direct line-of-sight on Alpha from the start of the map directly from their redline and can keep the northern team off of the objective for as long as he has ammunition. Another instance that I've seen is that in some cases a clever sniper will deploy a vehicle of some description in a small dip in the map in their redline, giving him total and complete cover from all sides (one from the LAV, two from the terrain) that he would be fired from - the rest being too far into the redline to make a difference. The only way to remove this threat (being as he has direct line of sight with anyone who would try to kill him) will often always be an orbital strike. This is both a combination of game design mechanics and terrain tying into one another. None more notorious is the Orbital Artillery Outpost's 'Forge Tower', which being linked to the Cargo Hub infrastructure in PC will almost always be the play the is run in every match. The first team to get a dropship to the tower has Alpha permanently covered, and a large portion of the rest of the outpost as well - often times the opposing team is unable to rid them off of the tower due to the forge gun taking out dropships (the only way to get up there) unless with an orbital strike, being the only 100% efficient means. With that out of the way, I would like to say that you guys are doing a great job so far and the Gallente Research Facility is especially fun as it allows for more intense, close quarters combat and I always have fun when I play it. Looking forward to what you guys put out and definitely hoping to see more of that. ..... but I'm still convinced that the outposts should reflect the racial playstyle!
You are talking about areas that are far behind our current standards. We will eventually address them. Manus Peak is a great example of how we do NOT want to make battlefield areas any more. Orbital Artillery is being re-designed entirely (as we speak, I am on it). Production Facility will soon be coming your way. OWN IT!
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The Attorney General
MoIden Heath PoIice Department EoN.
1403
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Posted - 2013.11.01 01:58:00 -
[9] - Quote
If you want maps where one side doesn't have an advantage, remove Manus peak from Domination. That map is ridiculously one sided, no matter what sockets are used.
Mr. Hybrid Vayu.
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Marston VC
SVER True Blood Public Disorder.
1153
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Posted - 2013.11.01 01:59:00 -
[10] - Quote
Quote:players are completely defenseless while hacking objectives. Because there is such a high chance of being killed while hacking, those positions must be well protected. There should not be a direct line of sight from any point on the map which could allow for a sniper to make continual headshots.
That just simply isn't the case on a couple of different maps. Seriously CCP you guys should really consider putting the objective consoles inside of small bunkers that only have one or two ways into them. Just like the little corner bunkers you find on some of the medium/small outposts. Make it so that the area immediately around the console is sheltered so that way snipers/forge gunners cant just camp on rooftops and keep an entire squad of people off an objective. And by little I mean little. Even if it means taking the existing art for 90% of the consoles and putting a circular wall around it with one door leading in. That's all it would need, and it would make hacking/defending such an objective much cooler.
Marston VC, STB director
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3583
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Posted - 2013.11.01 02:07:00 -
[11] - Quote
CCP LogicLoop wrote:Aeon Amadi wrote:Excellent blog. Loved the more 'hand-drawn' feel to the map pathing to show the common viewer how the process works. One thing I would like to say though is that there are still instances where snipers can make continual headshots or have significant advantages in certain areas. Manus Peak, the team starting on the south side can field a sniper and have a direct line-of-sight on Alpha from the start of the map directly from their redline and can keep the northern team off of the objective for as long as he has ammunition. Another instance that I've seen is that in some cases a clever sniper will deploy a vehicle of some description in a small dip in the map in their redline, giving him total and complete cover from all sides (one from the LAV, two from the terrain) that he would be fired from - the rest being too far into the redline to make a difference. The only way to remove this threat (being as he has direct line of sight with anyone who would try to kill him) will often always be an orbital strike. This is both a combination of game design mechanics and terrain tying into one another. None more notorious is the Orbital Artillery Outpost's 'Forge Tower', which being linked to the Cargo Hub infrastructure in PC will almost always be the play the is run in every match. The first team to get a dropship to the tower has Alpha permanently covered, and a large portion of the rest of the outpost as well - often times the opposing team is unable to rid them off of the tower due to the forge gun taking out dropships (the only way to get up there) unless with an orbital strike, being the only 100% efficient means. With that out of the way, I would like to say that you guys are doing a great job so far and the Gallente Research Facility is especially fun as it allows for more intense, close quarters combat and I always have fun when I play it. Looking forward to what you guys put out and definitely hoping to see more of that. ..... but I'm still convinced that the outposts should reflect the racial playstyle! You are talking about areas that are far behind our current standards. We will eventually address them. Manus Peak is a great example of how we do NOT want to make battlefield areas any more. Orbital Artillery is being re-designed entirely (as we speak, I am on it). Production Facility will soon be coming your way. OWN IT!
I'll drink the blood from their hearts!
No but in all seriousness I think you just ignited a fire in the hearts of the seasoned PC fighters with that information not sure if want to see Orbital Artillery or Minmatar Cargo Hub for CH infrastructure now...
ANON Diplomat // 3rd Place Winner of the Eight Thousand Suns Fiction Contest
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SILVERBACK 02
CALDARI SPECIAL FORCES -the specials
239
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Posted - 2013.11.01 02:12:00 -
[12] - Quote
i think its awsome how the maps are really coming together now and every bit of new content inncoperates a new gaming experience with it :) iv noticed that on several of the maps you can see OTHER maps outside of the "red zone"
is this a glimpse into the future vision of DUST 32v32 MAPS with 9 objectives over an espansive map of 3 objective clusters!!
i.e............ ................................. A "super" NULL CANNON ............................................... B C
player spawn* ............................................................................................. player spawn *
................. D "super" NULL CANNON ................................... G "super" NULL CANNON .............. E F ...................................................................... .... H I
have you guys considered this... is this on the road map? (way down the line)
i really see the potential but the performance issues of the ps3 may be a drama..
ps. sorry my example is really bad :/
"once more into the fray,
into the last good battle il ever know,
live and die on this day,
live and die in this day"
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Vyzion Eyri
The Southern Legion The Umbra Combine
1675
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Posted - 2013.11.01 02:28:00 -
[13] - Quote
I really love the lighting for that second picture, the concept art thing. Or maybe it's just because it's green. But yeah, keep up the good work! Especially like how you show the dotted 'potential paths'; makes me feel as if there's capacity for some serious flanking.
Also,
Dev Blog wrote:A large terrain map in DUST 514 contains several battlefields, and each has its own use. They can be an energy supply base, an ore mining field, a facility for resource storage, or just a part of the natural terrain of a planet's surface. We try to make every battlefield authentic through logical and reasonable design. They are the "real things" in the EVE universe.
I love this paragraph.
> "I will show you fear in a handful of dust."
T.S. Eliot, The Wasteland
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crazy space 1
Vherokior Combat Logistics Minmatar Republic
1955
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Posted - 2013.11.01 02:29:00 -
[14] - Quote
I want that map
so bad
I've never even gotten to fight in those supply depots you teased then released but only use in a single domination map. And now here, you tease me with a map that contains 2 of them ;_; |
xxwhitedevilxx M
Maphia Clan Unit Unicorn
837
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Posted - 2013.11.01 02:32:00 -
[15] - Quote
Is that really...w-water, sir?
- An unstoppable force of Rainbows.
- First love-quitter in the history of video games.
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3862
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Posted - 2013.11.01 02:34:00 -
[16] - Quote
WHERE ARE SOME OF THESE MAPS?!
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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CCP Stiffneck
C C P C C P Alliance
56
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Posted - 2013.11.01 02:46:00 -
[17] - Quote
SILVERBACK 02 wrote:IN B4 ANYONE ELSE! water!!!!! OCEAN!! HIT THE BEACH ;)
We MIGHT have WATER in the future as we don't have mechanics to support this feature currently. So relax~~ |
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Croned
B o u n d l e s s.
489
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Posted - 2013.11.01 02:54:00 -
[18] - Quote
I forsee new sockets and terrain (water) in 1.7. Merry Christmas!
I'll give you 5 million ISK if you find the word gullible hidden in my post.
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Disturbingly Bored
The Strontium Asylum
945
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Posted - 2013.11.01 03:18:00 -
[19] - Quote
CCP LogicLoop wrote: Orbital Artillery is being re-designed entirely (as we speak, I am on it)
omigodomigodomigod, AWESOME.
Map team, you guys deserve kudos. The Gallente Research facility is A-list quality, and I'm really excited to see what you have coming next.
Now if you could please prod the team that handles racial dropsuits and tell them they have some catching-up to do...
¶Gêƒ__ Gò«
Gû¿GûêGûêGûêGòáGëíGëíGëíGû¬ « GÇó GÇó GÇó GÇó GÇó GÇó GÇó GåÆFAT GATGåÉ pÇûGûôGûôGûôGûôGûôGûôGûôGûôGûôGûæpÇùForum Warrior LV 0 (900/1000XP)
¯Gò¦pÇôpÇù
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CCP Stiffneck
C C P C C P Alliance
57
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Posted - 2013.11.01 03:21:00 -
[20] - Quote
SILVERBACK 02 wrote:i think its awsome how the maps are really coming together now and every bit of new content inncoperates a new gaming experience with it :) iv noticed that on several of the maps you can see OTHER maps outside of the "red zone"
is this a glimpse into the future vision of DUST 32v32 MAPS with 9 objectives over an espansive map of 3 objective clusters!!
i.e............ ................................. A "super" NULL CANNON ............................................... B C
player spawn* ............................................................................................. player spawn *
................. D "super" NULL CANNON ................................... G "super" NULL CANNON .............. E F ...................................................................... .... H I
have you guys considered this... is this on the road map? (way down the line)
i really see the potential but the performance issues of the ps3 may be a drama..
ps. sorry my example is really bad :/
No problem~ I got you. There is the plan from our creative director. The maps we designed need to fulfill the game mode "conquest" , which means you have the chance to have all battlegrounds available at the same time and travel between them. I don't know when it will come to true and how many players it will support. But it should be there in the near future.
About the general view map you saw in the blog. You guys only play 3 sections of this map. They are Spine Crescent , Ashland and Iron Delta. This terrain was designed at the end of 2012. For some reasons, there were 2 battlegrounds we didn't have time to finish them. But who knows, maybe you will find them on live some day:)
Thanks for supporting |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3535
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Posted - 2013.11.01 03:36:00 -
[21] - Quote
^Conquest on the Craters map would be awesome if say you start out on Border Gulch, head over to Fractured Road, then everyone takes a mad dash down the crater side into Impact Ridge.
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
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Aqua-Regia
494
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Posted - 2013.11.01 03:54:00 -
[22] - Quote
great
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Gòó SoonGäó GòáGò¬Gò¬GòºGòñGòñGò¬GòñGòºGòºGòñGòªGò¬GòñGò¬GòªGòºGò¼GòínoneGòPGûá
GòÜGòñGòñGòñGòñGòñGòñGò¥Dust 514 GòPGò¢§GòÆGòú00GòáGòòGòÜGòí00GòPGò¢
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CCP Stiffneck
C C P C C P Alliance
58
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Posted - 2013.11.01 03:55:00 -
[23] - Quote
Aero Yassavi wrote:^Conquest on the Craters map would be awesome if say you start out on Border Gulch, head over to Fractured Road, then everyone takes a mad dash down the crater side into Impact Ridge.
Yes, you have
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Aqua-Regia
494
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Posted - 2013.11.01 03:56:00 -
[24] - Quote
Beck Weathers wrote:"By contrast, players are completely defenseless while hacking objectives. Because there is such a high chance of being killed while hacking, those positions must be well protected. There should not be a direct line of sight from any point on the map which could allow for a sniper to make continual headshots."
Is a bit of bull on the small 3 opbjective map where Objective A is in a little rocky out croping, i get sniped from the enemy red line in the first 30sec of the match almost every time. probialy need to go back to the drawing board with that one. This CCP. +1
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Aqua-Regia
494
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Posted - 2013.11.01 03:59:00 -
[25] - Quote
Showing off the DEV power I see.
So that how the map look above.
Does look great for a conquest map, maybe oneday.
Edit: So when we gettin the two map on section 01 side?
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SponkSponkSponk
The Southern Legion The Umbra Combine
458
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Posted - 2013.11.01 04:12:00 -
[26] - Quote
CCP Stiffneck wrote:We MIGHT have WATER in the future but we currently don't have mechanics to support this feature. So relax~~
I don't care about swimming - even puddles would be fine.
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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SponkSponkSponk
The Southern Legion The Umbra Combine
458
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Posted - 2013.11.01 04:13:00 -
[27] - Quote
CCP Stiffneck wrote:Aero Yassavi wrote:^Conquest on the Craters map would be awesome if say you start out on Border Gulch, head over to Fractured Road, then everyone takes a mad dash down the crater side into Impact Ridge. Yes, you have
pwnt
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Niuvo
NECROM0NGERS
693
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Posted - 2013.11.01 05:11:00 -
[28] - Quote
As an artist, I really appreciate the work you guys do. Keep it up. This game is going in the right direction. |
Niuvo
NECROM0NGERS
693
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Posted - 2013.11.01 05:14:00 -
[29] - Quote
Aqua-Regia wrote:Beck Weathers wrote:"By contrast, players are completely defenseless while hacking objectives. Because there is such a high chance of being killed while hacking, those positions must be well protected. There should not be a direct line of sight from any point on the map which could allow for a sniper to make continual headshots."
Is a bit of bull on the small 3 opbjective map where Objective A is in a little rocky out croping, i get sniped from the enemy red line in the first 30sec of the match almost every time. probialy need to go back to the drawing board with that one. This CCP. +1 We are creative, the designers probably didn't see this coming. Monkey sees a sniper getting headshots from over yonder, monkey copies. I don't do this because it is obvious and quite unfair. |
The Robot Devil
Molon Labe. RISE of LEGION
1113
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Posted - 2013.11.01 05:15:00 -
[30] - Quote
Looks like you've been hard at work. I am very happy to see that out pool of assets are growing and people can start to see the larger picture and vision CCP has. Those of us who have stuck with the game and patiently waited on content to be released really enjoy these types of posts and dev blogs.
Theory and matrices are fun to read about and graphs are fun to look at and bicker over. I think that posts like these and the Dev blogs sometimes seem to boost moral more than the actual release of features. My point is that you are doing yourself a big service by just making posts that give us things to talk about and study.
Dr. Gonzo: I hate to say this, but this place is getting to me. I think I'm getting the Fear.
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