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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  |
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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 ;_; |
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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
GòöGòºGòºGòºGòºGòºGòºGòùGöÉGòôBPO / BPC Collector Gòû
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
GòöGòºGòºGòºGòºGòºGòºGòùGöÉGòôBPO / BPC Collector Gòû
Gòó SoonGäó GòáGò¬Gò¬GòºGòñGòñGò¬GòñGòºGòºGòñGòªGò¬GòñGò¬GòªGòºGò¼GòínoneGòPGûá
GòÜGòñGòñGòñGòñGòñGòñGò¥Dust 514 GòPGò¢§GòÆGòú00GòáGòòGòÜGòí00GòPGò¢
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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?
GòöGòºGòºGòºGòºGòºGòºGòùGöÉGòôBPO / BPC Collector Gòû
Gòó SoonGäó GòáGò¬Gò¬GòºGòñGòñGò¬GòñGòºGòºGòñGòªGò¬GòñGò¬GòªGòºGò¼GòínoneGòPGûá
GòÜGòñGòñGòñGòñGòñGòñGò¥Dust 514 GòPGò¢§GòÆGòú00GòáGòòGòÜGòí00GòPGò¢
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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. |
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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. |
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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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SILVERBACK 02
SVER True Blood Public Disorder.
245
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Posted - 2013.11.01 05:33:00 -
[31] - Quote
CCP Stiffneck wrote:SILVERBACK 02 wrote:IN B4 ANYONE ELSE! water!!!!! OCEAN!! HIT THE BEACH ;) We MIGHT have WATER in the future but we currently don't have mechanics to support this feature. So relax~~
you absolute tease ;)
"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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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
792
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Posted - 2013.11.01 05:36:00 -
[32] - Quote
The socket system is great. Keep adding maps and sockets and we might have enough diversity to have each district be unique. I don't know if the map guys are the same as the skybox guys but I'd like to see way more skyboxes.
The Ellecon's come from a long line of Gallente. Tarn chose Peace. Tallen chose war.
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Avinash Decker
Seykal Expeditionary Group Minmatar Republic
83
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Posted - 2013.11.01 05:40:00 -
[33] - Quote
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? |
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CCP LogicLoop
C C P C C P Alliance
1173
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Posted - 2013.11.01 05:42:00 -
[34] - Quote
Tallen Ellecon wrote:The socket system is great. Keep adding maps and sockets and we might have enough diversity to have each district be unique. I don't know if the map guys are the same as the skybox guys but I'd like to see way more skyboxes.
Skyboxes we refer to as "moods". They are actually a separate level that is streamed in. They are working on more. Don't worry. We know we have a lot of various planet types and day / night cycles and scenarios to cover. |
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CCP Stiffneck
C C P C C P Alliance
61
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Posted - 2013.11.01 05:48:00 -
[35] - Quote
Tallen Ellecon wrote:The socket system is great. Keep adding maps and sockets and we might have enough diversity to have each district be unique. I don't know if the map guys are the same as the skybox guys but I'd like to see way more skyboxes.
I think you are talking about "mood guys". Actually in most time there is only one guy working on all moods. Don't worry, there will be more moods come out. |
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CCP Stiffneck
C C P C C P Alliance
61
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Posted - 2013.11.01 05:48:00 -
[36] - Quote
CCP LogicLoop wrote:Tallen Ellecon wrote:The socket system is great. Keep adding maps and sockets and we might have enough diversity to have each district be unique. I don't know if the map guys are the same as the skybox guys but I'd like to see way more skyboxes. Skyboxes we refer to as "moods". They are actually a separate level that is streamed in. They are working on more. Don't worry. We know we have a lot of various planet types and day / night cycles and scenarios to cover.
Oops |
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CCP LogicLoop
C C P C C P Alliance
1173
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Posted - 2013.11.01 05:57:00 -
[37] - Quote
CCP Stiffneck wrote:CCP LogicLoop wrote:Tallen Ellecon wrote:The socket system is great. Keep adding maps and sockets and we might have enough diversity to have each district be unique. I don't know if the map guys are the same as the skybox guys but I'd like to see way more skyboxes. Skyboxes we refer to as "moods". They are actually a separate level that is streamed in. They are working on more. Don't worry. We know we have a lot of various planet types and day / night cycles and scenarios to cover. Oops

I'll take my leave and let you take care of this thread Mr Stiffneck. hehe |
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CCP Stiffneck
C C P C C P Alliance
62
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Posted - 2013.11.01 06:09:00 -
[38] - 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?
Smaller terrain will have some help on budget, but not too much. The density of objects is more important. You can tell the difference from Manus Peak and Border Gulch. We had some improvement and we'll keep doing this. Moving stuff is very cool. But if you can throw bullets on them, synchronize between server and client could be a problem. Maybe some programmers can answer you. Personally, I'd like to have destructible environment first. |
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SponkSponkSponk
The Southern Legion The Umbra Combine
458
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Posted - 2013.11.01 06:17:00 -
[39] - Quote
CCP Stiffneck wrote:CCP LogicLoop wrote:Skyboxes we refer to as "moods". They are actually a separate level that is streamed in. They are working on more. Don't worry. We know we have a lot of various planet types and day / night cycles and scenarios to cover. Oops
day/night cycles confirmed
estimated time to delivery: right after all racial suits and vehicles.
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Heinz Doofenshertz
BetaMax.
572
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Posted - 2013.11.01 06:27:00 -
[40] - Quote
CCP LogicLoop wrote:CCP Stiffneck wrote:CCP LogicLoop wrote:Tallen Ellecon wrote:The socket system is great. Keep adding maps and sockets and we might have enough diversity to have each district be unique. I don't know if the map guys are the same as the skybox guys but I'd like to see way more skyboxes. Skyboxes we refer to as "moods". They are actually a separate level that is streamed in. They are working on more. Don't worry. We know we have a lot of various planet types and day / night cycles and scenarios to cover. Oops  I'll take my leave and let you take care of this thread Mr Stiffneck. hehe
Why have you not logged into IRC in 4 days sir.
Dust514 Stats, Have you updated today?
I do maths, and sit in a corner.
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CCP LogicLoop
C C P C C P Alliance
1175
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Posted - 2013.11.01 07:03:00 -
[41] - Quote
Heinz Doofenshertz wrote:CCP LogicLoop wrote:CCP Stiffneck wrote:CCP LogicLoop wrote:Tallen Ellecon wrote:The socket system is great. Keep adding maps and sockets and we might have enough diversity to have each district be unique. I don't know if the map guys are the same as the skybox guys but I'd like to see way more skyboxes. Skyboxes we refer to as "moods". They are actually a separate level that is streamed in. They are working on more. Don't worry. We know we have a lot of various planet types and day / night cycles and scenarios to cover. Oops  I'll take my leave and let you take care of this thread Mr Stiffneck. hehe Why have you not logged into IRC in 4 days sir.
Busy |
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Robert Conway
Concordiat Mercenaries
29
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Posted - 2013.11.01 07:25:00 -
[42] - Quote
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. |
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Vin Vicious
Capital Acquisitions LLC Public Disorder.
570
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Posted - 2013.11.01 07:35:00 -
[43] - Quote
Hey stiffy you may want to review a couple maps after this comment
"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."
Also, well were on the subjects of maps what's the eta of allowing us to shoot in and out of null cannons |

steadyhand amarr
MoIden Heath PoIice Department EoN.
1659
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Posted - 2013.11.01 08:32:00 -
[44] - Quote
I like how everyone just missed destructible terrain comment?! Are that actual plans for that??
"my faith is my shield, the empress's light my guide and my fury my sword"
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shaman oga
Nexus Balusa Horizon
866
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Posted - 2013.11.01 08:40:00 -
[45] - Quote
I guess i will not fight anymore if i can go to the beach 
"Just another piece of duct tape"
Equality Event
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Kailee Admiral
HUN Corp Infantry
0
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Posted - 2013.11.01 09:32:00 -
[46] - Quote
i was in a closed beta test period, when the big map, constantly impossible to conquer. Starting from one corner to another. had several components. every unit had to perform some task. notably be something to blow up, etc.. if it was lifted, the portion of the map.
I think this was a perfect solution for large maps, compared it disappeared. If you would you back in the game, it would be a whole lot more enjoyable and would kil using the large map |
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POWERTRAP EDDIEKANEJR
Sanmatar Kelkoons Minmatar Republic
0
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Posted - 2013.11.01 09:36:00 -
[47] - Quote
We all already know what goes into map designs it's the same in every fps. What I don't understand is why after almost 2years of dust these maps are all you have We just now got the new maps not long ago. After 2yrs maps should just be pumped outta CCP you guys should have that many map designs by now. I think this blog is to distract us from 1.6 and what may be lacking in 1.7 should we expect the worse? Oh yeah you discontinued the best map so y bother |
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Ferocitan
Planetary Response Organization Test Friends Please Ignore
90
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Posted - 2013.11.01 10:45:00 -
[48] - Quote
Water! First thing that cought my eye. Can we drown? Or do our suits have some breathing capabilities? |
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KGB Sleep
Ikomari-Onu Enforcement Caldari State
355
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Posted - 2013.11.01 11:05:00 -
[49] - Quote
vaulting over rails and waist high barriers needs to happen.
i would also be in favor of a crawl mechanic that puts my weapon away so i can scale a steep hill if needed. button prompt of course.
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keira hime
immoral planet kaisers
3
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Posted - 2013.11.01 11:14:00 -
[50] - Quote
I love the maps, however I am wondering if these are going to be the standard for large battlefields will there be more maps later that actually make vehicle use mandatory(IE 100km maps), give us pilots and drivers a more integral use in battle instead of a joy ride system that gets shot out of the sky with little to no warning. or will the maps eventually be connected so while on planet you can fight much larger battles instead of the current small isolated skirmishes.
Basically I'm asking when can we expect to start seeing epic sized battles like in eve.
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Disturbingly Bored
The Strontium Asylum
948
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Posted - 2013.11.01 12:02:00 -
[51] - Quote
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.
¶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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Dimitri Rascolovitch
The Immortal Knights
62
 |
Posted - 2013.11.01 13:30:00 -
[52] - 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.
one could make GREAT use of the frost bite engine, 2 or 3 would do admirably
Heavys will trudge on until eventually they are a playable class again, heavy weapon and all.
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
TheDarthMa94
The New Age Outlaws WINMATAR.
3
 |
Posted - 2013.11.01 13:30:00 -
[53] - Quote
Please make a jungle map with lots of tall grass and trees! |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3589
 |
Posted - 2013.11.01 13:56:00 -
[54] - Quote
CCP Stiffneck wrote:SILVERBACK 02 wrote:IN B4 ANYONE ELSE! water!!!!! OCEAN!! HIT THE BEACH ;) We MIGHT have WATER in the future but we currently don't have mechanics to support this feature. So relax~~
Precursor note: I know all of this is in the far future and just spit-balling here.
I would much prefer that we retain the lore of New Eden in that oceanic bases are underwater on the surface of the ocean floor - which would definitely save you guys a lot of work since you don't have to account for actual water traversal for infantry and the like. Submarine vehicles would be cool and a hell of a lot of fun as well - unique in their own environment. When I Alpha Tested 'Nations at War' for Battlefield 2, one of the things they did was pretty much copy/pasted the air vehicle mechanics to the submarine they designed. Worked well enough - infantry and vehicles couldn't go beneath the surface of the water but the submarines could.
.... then again they could also fly....
ANYWAY..! Beaches would be kinda cool but you could just keep the insta-death mechanics that you normally see in FPS games or have them adhere to the surface of the water. No real reason to introduce a lot of dev-time on a swimming mechanic, imo.... We are wearing an armored suit, after all.
ANON Diplomat // 3rd Place Winner of the Eight Thousand Suns Fiction Contest
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Rasatsu
Much Crying Old Experts
877
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Posted - 2013.11.01 13:58:00 -
[55] - Quote
So how much work would it take to start special matches where the whole 5x5 km is open, with or without sockets filled?
I want to LAV race~ |
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Fox Gaden
Immortal Guides
1478
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Posted - 2013.11.01 15:20:00 -
[56] - 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!  Manis Peak definitely does not fit your current map design standards, but it does provide a nice contrast. I vote that you leave it as is. You can take Alpha by having 2 or 3 people hacking at the same time, or you can have your sniper counter snipe the other guy. The more recent maps donGÇÖt favour snipers at all, so it would be good to leave a few maps in the rotation that do favour snipers. Once you know where the snipers usually are in Manis Peak you can keep rocks or buildings between you and them most of the time.
____________________________________________________________________________ Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013.
Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013.
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Sana Rayya
WASTELAND JUNK REMOVAL The Ascendancy
345
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Posted - 2013.11.01 15:46:00 -
[57] - Quote
My biggest gripe about current maps is "sticky" terrain - areas of the map where it feels as if you are wading through a pool of tar. Check the big hump of a hill outside of the CRU on the "mushroom" city map to see what I mean. Also, the crow's nest/mezzanine area on Ashland. These are clear terrain bugs that need to be smoothed out as getting caught in them can spell certain death for you in some situations. |
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Olomo Daygon
ZionTCD Public Disorder.
17
 |
Posted - 2013.11.01 15:55:00 -
[58] - 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! 
Why CCP? I like this map! I have been on winning sides from both sides of the map... Pleas don't kill this... |
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Roy Ventus
Foxhound Corporation General Tso's Alliance
543
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Posted - 2013.11.01 16:31:00 -
[59] - Quote
I believe when null-sec comes around, maps wouldn't have to be so balanced >.>. Ideal locations and specific terrain should make district maps something to really consider when buying/capturing them. |
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Marlon S Pike
Molon Labe. RISE of LEGION
0
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Posted - 2013.11.01 16:53:00 -
[60] - Quote
If you do destructable batlefields would it be possible to have game modes/bonus based around the level of destruction caused - maybe tie in with PC so you get some benefit for capturing map intact or for sabotaging it ? |
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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 |
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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. |
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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 |
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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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