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Thread Statistics | Show CCP posts - 11 post(s) |
Baal Omniscient
L.O.T.I.S. Public Disorder.
708
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Posted - 2013.11.02 00:23:00 -
[61] - Quote
Great read, glad to see you are working on making maps more varied and intuitive. I just hope you find ways of preventing areas from being dominated by explosives. Certain areas are already owned by whoever has more/better mass drivers/grenades. Of course that leads to a whole other topic of adjusting blast areas and damage, so I'll leave that alone. But thanks for the great read.
(GÇó_GÇó)
( GÇó_GÇó)>GîÉGûá-Gûá
(GîÉGûá_Gûá)
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Mortedeamor
WASTELAND JUNK REMOVAL The Ascendancy
568
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Posted - 2013.11.02 10:52:00 -
[62] - 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! the only thing wrong with manus peak is the sniper advantage other than that the openess and spires stabbing out of the ground make it the purrrfect map for tuning up your lr skills |
AAA Hellcab
Molon Labe. RISE of LEGION
62
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Posted - 2013.11.03 22:38:00 -
[63] - Quote
First of all, loving the new maps. Great work. There is a magnificent socket on some of the new maps hat really needs it's own Domination Mode capture point. It is the multi level socket with stairs that has it's floors underground numbered 01 and 02 in big white numbers and the capture point is on the very bottom. It is epic in skirmish and ambush when the right amount of players place uplinks near it and enough players spawn there, but that is very rare. A Domination point using that socket will be absolutely awesome, as it has attack and defence angles along the staircases and across the floors. Please implement this 'ESPECIALLY' if one side has the initial advantage to set up proper defences.
On a side note, SP and ISK rewards should increase for both Skirmish and Domination. All the best players are just grinding Ambush 24/7 because of the reward gain per time played. It would be good to see them play in the other modes. |
Booker DaFooker
Ancient Exiles
151
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Posted - 2013.11.03 23:27:00 -
[64] - Quote
Loving your work..........but..........where are the treeeeeeeeees!
Bullshit Baffles Brains
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501st Headstrong
Svartur Bjorn
41
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Posted - 2013.11.04 02:33:00 -
[65] - Quote
Robert Conway wrote:I was wondering when we will be seeing other environmental things such as trees, rain, a blizzard, hail, or different kinds of flowers to stomp on and run over? Also water, but I realize the water one has already been addressed. Maybe fallen dead trees for cover, or plums of smoke, or dust. Like if you shoot the sand a cloud of smoke appears. Could make for more dynamic game play and strategy for cover. Plus anything else upcoming that has to do with new content coming to terrain would be much appreciated.
Quite ambitious but I would barely control the urge to miss school is Dust took this step. i already play in a tactical corporation, just providing smoke cover with a Forge Gun blast and then my squad burst through guns a blazing would set my blood afire in a way no modern games do. +1 |
501st Headstrong
Svartur Bjorn
41
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Posted - 2013.11.04 02:42:00 -
[66] - Quote
Disturbingly Bored wrote:CCP Stiffneck wrote:Personally, I'd like to have destructible environment first. Again: I think most people would agree with me, it'd be great to solve a tower-camping-forge-gunner problem by demolishing the entire tower itself. Destruction, yes please.
No. Vaulting over boxes and knee-sliding or back-sliding first. I'd like to at least evade Duvolles rather than worry about Forge Guns especially since most everyone uses something that doesn't explode. Mass Drivers I've given up on those things are damn hard to kill
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501st Headstrong
Svartur Bjorn
41
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Posted - 2013.11.04 02:45:00 -
[67] - Quote
Avinash Decker wrote:I was asking CCP logicloop about map design , all the stuff takes up a lot of memory including terrain , so because that and budget they couldn't do certain things. I asked if it's possible to make a map that is smaller , but have more unique aspects that doesn't appear on the larger maps(like better textures , movable objects , etc. Although he didn't say these specific things are possible these are some examples I just thought of now.) he said they can , but it is not part of the future plan. I asked a question( at a much later date ) , but CCP logicloop hasn't answer yet .
Is it possible to test a small map and see how much you guys can do with it?
If it is please hit me up. I'll gladly test FOR FREE |
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