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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Heinrich Jagerblitzen
Onslaught Inc RISE of LEGION
1658
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Posted - 2014.05.07 22:12:00 -
[61] - Quote
Thank you SO MUCH for taking the time to compile this, Kovinis! I've just got home and had a 16 hour sleep (The Fanfest trip was physically and emotionally exhausting) but am anxious to start sifting through all that I've missed on the interwebs, as painful as I know its going to be. Most of my time in Iceland was spent yelling at people in person, and I only had an ipad so it was tough to catch up on the online side of the crisis. I'm still just reeling at how badly CCP messed up their attempts to talk about how they were transforming Dust into the game we've always wanted it to be.
I know there's even more information to be compiled and linked (like all of the CCP responses / official statements / clarifications in one place, unless someone else has done this already. If someone has, I'd love to get a link to that too.) This is going to be one of my focuses here over the next few days. Making sure its all documented and that we get the community all the answers they were owed from the very beginning. |
Ralden Caster
KILL-EM-QUICK RISE of LEGION
58
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Posted - 2014.05.07 22:29:00 -
[62] - Quote
CCP Saberwing wrote:Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again.
We are talking about a new plane here. One that has not finished construction, one that has not taken flight.
You see that the engine is rusty and crusted and you say that it would be better to work with that than to actually replace it?
I see where this will head to...
This sorry game doesn't even deserve the community it had built over the years.
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CCP Android
C C P C C P Alliance
171
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Posted - 2014.05.08 05:12:00 -
[63] - Quote
We are running on a heavily modified UE3 engine. Heavily modified means that we have taken almost all parts of it and extended or changed them. Take our lighting for example, we have completely moved to fully dynamic lighting that supports bounce lighting. Take a look at a presentation one of our programmers did a few years ago on our lighting. The presentation is a little old, but the key concepts are still the same.
http://advances.realtimerendering.com/s2012/CCP/Malan-Dust_514_GI_reflections(Siggraph2012).pptx
This technology has been in active development since then and is getting very advanced (IGÇÖll see if I can get CCP Photon to do a devblog on the current state of it and where we intend to take since it)
We are also using a few very impressive middleware technologies. That means that we get code from companies that are experts in a certain technology and integrate it into our game. The NVIDIA PhysX middleware is a good example. It contains things like advanced particles, advanced physics and GǪ yes destruction. So the reason we are not doing destruction right now is not that our engine does not support it, but rather its not our focus right now.
What engine is chosen at the beginning of development should be thought of more as a starting point for a game rather than a box that the game is developed in.
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ANON Cerberus
Tiny Toons
578
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Posted - 2014.05.08 05:28:00 -
[64] - Quote
CCP Android wrote:We are running on a heavily modified UE3 engine. Heavily modified means that we have taken almost all parts of it and extended or changed them. Take our lighting for example, we have completely moved to fully dynamic lighting that supports bounce lighting. Take a look at a presentation one of our programmers did a few years ago on our lighting. The presentation is a little old, but the key concepts are still the same. http://advances.realtimerendering.com/s2012/CCP/Malan-Dust_514_GI_reflections(Siggraph2012).pptxThis technology has been in active development since then and is getting very advanced (IGÇÖll see if I can get CCP Photon to do a devblog on the current state of it and where we intend to take since it) We are also using a few very impressive middleware technologies. That means that we get code from companies that are experts in a certain technology and integrate it into our game. The NVIDIA PhysX middleware is a good example. It contains things like advanced particles, advanced physics and GǪ yes destruction. So the reason we are not doing destruction right now is not that our engine does not support it, but rather its not our focus right now. What engine is chosen at the beginning of development should be thought of more as a starting point for a game rather than a box that the game is developed in.
That sounds awesome.
If you guys can make use of my Nvidia card`s physX capability I will be a very happy chappy. I know AMD is all the rage these days but I have always been an Nvidia buyer so yes let my GPU take some of that load.
As for destruction, I have to be honest I don't think it is all it is cracked up to be. If you do decide on some destruction I would be more interested in how that changes game play and level balance than how much "oo shiney bits flying everywhere" you can create. As an example, I feel what DICE have done with levolution and their destruction efforts are actually grand in visuals but really dont make gameplay all that much better. Much worse in some cases.
Having said all of that, I very much look forwards to hearing more from your team about Legion. I think we all want to know more!
Markdown:
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DUST Fiend
The Wings of Legion
14186
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Posted - 2014.05.08 05:49:00 -
[65] - Quote
CCP Android wrote:We are running on a heavily modified UE3 engine. Heavily modified means that we have taken almost all parts of it and extended or changed them. Take our lighting for example, we have completely moved to fully dynamic lighting that supports bounce lighting. Take a look at a presentation one of our programmers did a few years ago on our lighting. The presentation is a little old, but the key concepts are still the same. http://advances.realtimerendering.com/s2012/CCP/Malan-Dust_514_GI_reflections(Siggraph2012).pptxThis technology has been in active development since then and is getting very advanced (IGÇÖll see if I can get CCP Photon to do a devblog on the current state of it and where we intend to take since it) We are also using a few very impressive middleware technologies. That means that we get code from companies that are experts in a certain technology and integrate it into our game. The NVIDIA PhysX middleware is a good example. It contains things like advanced particles, advanced physics and GǪ yes destruction. So the reason we are not doing destruction right now is not that our engine does not support it, but rather its not our focus right now. What engine is chosen at the beginning of development should be thought of more as a starting point for a game rather than a box that the game is developed in. THIS is exactly the type of information we crave, please keep it coming, awesome post and I eagerly look forward to any and all news on this project.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9533
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Posted - 2014.05.08 06:07:00 -
[66] - Quote
CCP Android wrote:We are running on a heavily modified UE3 engine. Heavily modified means that we have taken almost all parts of it and extended or changed them. Take our lighting for example, we have completely moved to fully dynamic lighting that supports bounce lighting. Take a look at a presentation one of our programmers did a few years ago on our lighting. The presentation is a little old, but the key concepts are still the same. http://advances.realtimerendering.com/s2012/CCP/Malan-Dust_514_GI_reflections(Siggraph2012).pptxThis technology has been in active development since then and is getting very advanced (IGÇÖll see if I can get CCP Photon to do a devblog on the current state of it and where we intend to take since it) We are also using a few very impressive middleware technologies. That means that we get code from companies that are experts in a certain technology and integrate it into our game. The NVIDIA PhysX middleware is a good example. It contains things like advanced particles, advanced physics and GǪ yes destruction. So the reason we are not doing destruction right now is not that our engine does not support it, but rather its not our focus right now. What engine is chosen at the beginning of development should be thought of more as a starting point for a game rather than a box that the game is developed in. Good, good human. I hope you killed CCP iOS in his sleep.
Feline overlord of all humans - CAT MERC
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Arkena Wyrnspire
13075
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Posted - 2014.05.08 06:10:00 -
[67] - Quote
Cat Merc wrote:Good, good human. I hope you killed CCP iOS in his sleep.
My faith in CCP is restored, they believe in Android!
I know the key to Logibro's heart
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
595
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Posted - 2014.05.08 06:18:00 -
[68] - Quote
CCP Saberwing wrote:Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again.
You created these things yes... I think i would rather have something that the builders of the actual engine have created. Kind of like how i would rather have a car with built in back up camera rather than installing one myself. The car makers just do it better.
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DUST Fiend
The Wings of Legion
14189
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Posted - 2014.05.08 06:22:00 -
[69] - Quote
Thurak1 wrote:CCP Saberwing wrote:Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again. You created these things yes... I think i would rather have something that the builders of the actual engine have created. Kind of like how i would rather have a car with built in back up camera rather than installing one myself. The car makers just do it better. I swear to God all these terrible analogies are going to give me Cancer.
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Kovinis Sparagas
Bullet Cluster Lokun Listamenn
345
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Posted - 2014.05.08 06:30:00 -
[70] - Quote
Heinrich Jagerblitzen wrote:Thank you SO MUCH for taking the time to compile this, Kovinis! I've just got home and had a 16 hour sleep (The Fanfest trip was physically and emotionally exhausting) but am anxious to start sifting through all that I've missed on the interwebs, as painful as I know its going to be. Most of my time in Iceland was spent yelling at people in person, and I only had an ipad so it was tough to catch up on the online side of the crisis. I'm still just reeling at how badly CCP messed up their attempts to talk about how they were transforming Dust into the game we've always wanted it to be.
I know there's even more information to be compiled and linked (like all of the CCP responses / official statements / clarifications in one place, unless someone else has done this already. If someone has, I'd love to get a link to that too.) This is going to be one of my focuses here over the next few days. Making sure its all documented and that we get the community all the answers they were owed from the very beginning. Your welcome :) I will update it soon, so it will be more awesome :)
CCP Android wrote:We are running on a heavily modified UE3 engine. Heavily modified means that we have taken almost all parts of it and extended or changed them. Take our lighting for example, we have completely moved to fully dynamic lighting that supports bounce lighting. Take a look at a presentation one of our programmers did a few years ago on our lighting. The presentation is a little old, but the key concepts are still the same. http://advances.realtimerendering.com/s2012/CCP/Malan-Dust_514_GI_reflections(Siggraph2012).pptxThis technology has been in active development since then and is getting very advanced (IGÇÖll see if I can get CCP Photon to do a devblog on the current state of it and where we intend to take since it) We are also using a few very impressive middleware technologies. That means that we get code from companies that are experts in a certain technology and integrate it into our game. The NVIDIA PhysX middleware is a good example. It contains things like advanced particles, advanced physics and GǪ yes destruction. So the reason we are not doing destruction right now is not that our engine does not support it, but rather its not our focus right now. What engine is chosen at the beginning of development should be thought of more as a starting point for a game rather than a box that the game is developed in. Awesome! Now I believe in your engine. So maybe you you could modify it to the point where you don't have to put U3 logo on it? I think from marketing side it is better to not show that you builded this game on old engine, because not all understands that you heavily modified it.
P.S. is it me, or DUST in slides looks better than finished product on PS3?
I support EVE Legion, but the message was very badly delivered...
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
595
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Posted - 2014.05.08 06:55:00 -
[71] - Quote
DUST Fiend wrote:Thurak1 wrote:CCP Saberwing wrote:Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again. You created these things yes... I think i would rather have something that the builders of the actual engine have created. Kind of like how i would rather have a car with built in back up camera rather than installing one myself. The car makers just do it better. I swear to God all these terrible analogies are going to give me Cancer. I have been around a while. I have a million of them. |
THE 2000 SWINE
Commando Perkone Caldari State
34
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Posted - 2014.05.08 07:43:00 -
[72] - Quote
Cat Merc wrote:The dark cloud wrote:What CCP actually wants to say: "we dont want to spend more money into that game, we just want to farm the legion players as we did with the dust players! So we decided to use what we allready have." If only you would understand what the hell you're talking about. You know Valve? You know what their Engine is? Their engine is the Source Engine. That's based on Gold Source. That's based on the Quake 1 engine. And they have been adding features and refining it ever since it came out. It's actually very different from the original source engine. It's nicknamed the Tower of Duct tape. But it works, and I doubt that you will find any resemblance to Quake 1 on the Source Engine, would you?
Legion, is DUST with loot loot loot OMG loot..lol
didrty little hoarders,, omg! loot
CCP will you have to break boxes?
LOL ******* MMO DWEEBS
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Roy Xkillerz
Red Star. EoN.
46
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Posted - 2014.05.08 07:54:00 -
[73] - Quote
CCP Android wrote:We are running on a heavily modified UE3 engine. Heavily modified means that we have taken almost all parts of it and extended or changed them. Take our lighting for example, we have completely moved to fully dynamic lighting that supports bounce lighting. Take a look at a presentation one of our programmers did a few years ago on our lighting. The presentation is a little old, but the key concepts are still the same. http://advances.realtimerendering.com/s2012/CCP/Malan-Dust_514_GI_reflections(Siggraph2012).pptxThis technology has been in active development since then and is getting very advanced (IGÇÖll see if I can get CCP Photon to do a devblog on the current state of it and where we intend to take since it) We are also using a few very impressive middleware technologies. That means that we get code from companies that are experts in a certain technology and integrate it into our game. The NVIDIA PhysX middleware is a good example. It contains things like advanced particles, advanced physics and GǪ yes destruction. So the reason we are not doing destruction right now is not that our engine does not support it, but rather its not our focus right now. What engine is chosen at the beginning of development should be thought of more as a starting point for a game rather than a box that the game is developed in.
I was hoping for total destruction. But now I know its not coming yet. I still like it very much in other games so hope its coming one day. But of course first focus on the core.
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Regis Blackbird
DUST University Ivy League
182
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Posted - 2014.05.08 07:58:00 -
[74] - Quote
CCP Android wrote:We are running on a heavily modified UE3 engine. Heavily modified means that we have taken almost all parts of it and extended or changed them. Take our lighting for example, we have completely moved to fully dynamic lighting that supports bounce lighting. Take a look at a presentation one of our programmers did a few years ago on our lighting. The presentation is a little old, but the key concepts are still the same. http://advances.realtimerendering.com/s2012/CCP/Malan-Dust_514_GI_reflections(Siggraph2012).pptxThis technology has been in active development since then and is getting very advanced (IGÇÖll see if I can get CCP Photon to do a devblog on the current state of it and where we intend to take since it) We are also using a few very impressive middleware technologies. That means that we get code from companies that are experts in a certain technology and integrate it into our game. The NVIDIA PhysX middleware is a good example. It contains things like advanced particles, advanced physics and GǪ yes destruction. So the reason we are not doing destruction right now is not that our engine does not support it, but rather its not our focus right now. What engine is chosen at the beginning of development should be thought of more as a starting point for a game rather than a box that the game is developed in.
Thank you so much for this! I have no doubt you know what you are doing, and most of my rambling comes from total lack of knowledge about graphics engines. Please pump out those dev blogs
New question regarding map design: Do you see any limitations in your engine when it comes to huge environments, which is almost required for the sandbox experience in Legion? Are you still committed in "maps" (however huge they may be), or are you thinking of a more seamless environment (kind of like Skyrim)? In addition, are you also using the "socket" idea further in Legion? Although very good concept, the maps in Dust 514 could be a little familiar after a while. |
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CCP Android
C C P C C P Alliance
186
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Posted - 2014.05.08 08:51:00 -
[75] - Quote
Regis Blackbird wrote: New question regarding map design: Do you see any limitations in your engine when it comes to huge environments, which is almost required for the sandbox experience in Legion? Are you still committed in "maps" (however huge they may be), or are you thinking of a more seamless environment (kind of like Skyrim)? In addition, are you also using the "socket" idea further in Legion? Although very good concept, the maps in Dust 514 could be a little familiar after a while.
I would go as far and say that we are not limited by anything there are off course constraints that we need to work with (time being one of the biggest ones) but its the same constraints that everyone has to deal with, regardless of which engine/tool they use.
As for the environments, the vision hasn't changed. we still have tens off thousands of planets in EVE that you will get to fight on, one way or another We don't have the technology yet to create a unique environment for each one of them (nobody has). but with every iteration we get closer.
Its a balance between art, design and tech. We could randomly generate maps and say that we have unique environments everywhere but they would probably look bad and not be very fun. (It would be fun for me to create them though) The other end of the spectrum is to hyper design every corner for optimal gameplay and polish every bit of rock and blade of grass, but then you'll endup with a game that only has 1 map. So its all about balance.
The socket system that you mentioned is a good example of this. This system, along with a few others we have is designed from the ground up be amazingly flexible and allow for huge amounts of variation in our environment. Its used in Dust 514 in a relatively simple form because that how it gives us the most out of the tech,art and design. It is something that we will continue to build on top of so that ultimately we'll end-up with unique environments on every planet
This type of Android
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Regis Blackbird
DUST University Ivy League
183
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Posted - 2014.05.08 09:09:00 -
[76] - Quote
CCP Android wrote:Regis Blackbird wrote: New question regarding map design: Do you see any limitations in your engine when it comes to huge environments, which is almost required for the sandbox experience in Legion? Are you still committed in "maps" (however huge they may be), or are you thinking of a more seamless environment (kind of like Skyrim)? In addition, are you also using the "socket" idea further in Legion? Although very good concept, the maps in Dust 514 could be a little familiar after a while. I would go as far and say that we are not limited by anything there are off course constraints that we need to work with (time being one of the biggest ones) but its the same constraints that everyone has to deal with, regardless of which engine/tool they use. As for the environments, the vision hasn't changed. we still have tens off thousands of planets in EVE that you will get to fight on, one way or another We don't have the technology yet to create a unique environment for each one of them (nobody has). but with every iteration we get closer. Its a balance between art, design and tech. We could randomly generate maps and say that we have unique environments everywhere but they would probably look bad and not be very fun. (It would be fun for me to create them though) The other end of the spectrum is to hyper design every corner for optimal gameplay and polish every bit of rock and blade of grass, but then you'll endup with a game that only has 1 map. So its all about balance. The socket system that you mentioned is a good example of this. This system, along with a few others we have is designed from the ground up be amazingly flexible and allow for huge amounts of variation in our environment. Its used in Dust 514 in a relatively simple form because that how it gives us the most out of the tech,art and design. It is something that we will continue to build on top of so that ultimately we'll end-up with unique environments on every planet
Many thanks for your reply Really appreciate it! |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9533
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Posted - 2014.05.08 09:13:00 -
[77] - Quote
CCP Android wrote:Regis Blackbird wrote: New question regarding map design: Do you see any limitations in your engine when it comes to huge environments, which is almost required for the sandbox experience in Legion? Are you still committed in "maps" (however huge they may be), or are you thinking of a more seamless environment (kind of like Skyrim)? In addition, are you also using the "socket" idea further in Legion? Although very good concept, the maps in Dust 514 could be a little familiar after a while. I would go as far and say that we are not limited by anything there are off course constraints that we need to work with (time being one of the biggest ones) but its the same constraints that everyone has to deal with, regardless of which engine/tool they use. As for the environments, the vision hasn't changed. we still have tens off thousands of planets in EVE that you will get to fight on, one way or another We don't have the technology yet to create a unique environment for each one of them (nobody has). but with every iteration we get closer. Its a balance between art, design and tech. We could randomly generate maps and say that we have unique environments everywhere but they would probably look bad and not be very fun. (It would be fun for me to create them though) The other end of the spectrum is to hyper design every corner for optimal gameplay and polish every bit of rock and blade of grass, but then you'll endup with a game that only has 1 map. So its all about balance. The socket system that you mentioned is a good example of this. This system, along with a few others we have is designed from the ground up be amazingly flexible and allow for huge amounts of variation in our environment. Its used in Dust 514 in a relatively simple form because that how it gives us the most out of the tech,art and design. It is something that we will continue to build on top of so that ultimately we'll end-up with unique environments on every planet Your engine is inferior because there is a 3 after it, instead of 4. 3 < 4.
Feline overlord of all humans - CAT MERC
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CCP Android
C C P C C P Alliance
189
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Posted - 2014.05.08 09:22:00 -
[78] - Quote
Cat Merc wrote: Your engine is inferior because there is a 3 after it, instead of 4. 3 < 4.
Ahh, just like the Matrix movies proved ( In the sense that newer == better)
This type of Android
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Hansei Kaizen
The Jackson Five
199
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Posted - 2014.05.08 09:30:00 -
[79] - Quote
CCP uploaded some more Videos from Fanfest on their Youtube Channel. If you have the time and watch all of them, you can get a general feel for what CCP envisions for the future. Which is naturally relevant for Dust in the long run too. Some videos that every Dustie should see.
OVERALL CCP DIRECTION (their idea of "EVE united" gives the impression that we may be playing all three games with one subscription. Would be pretty nice, though P2P)
EVE ONLINE DIRECTION (I think especially in the end there is relevant information, with the "new spaces")
MORE SAND IN THE BOX FOR DUST Q&A
I hope they release the "Dust Progression Panel" too. There was some interesting stuff there. Sorry if there is anything already in the Original Post. I think there are mostly press ressources. Didnt check them all though.
The answer to your complaint is PvE. Always.
NPE status: (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Casual solo
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Kovinis Sparagas
Bullet Cluster Lokun Listamenn
347
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Posted - 2014.05.08 09:39:00 -
[80] - Quote
Hansei Kaizen wrote:CCP uploaded some more Videos from Fanfest on their Youtube Channel. If you have the time and watch all of them, you can get a general feel for what CCP envisions for the future. Which is naturally relevant for Dust in the long run too. Some videos that every Dustie should see. OVERALL CCP DIRECTION (their idea of "EVE united" gives the impression that we may be playing all three games with one subscription. Would be pretty nice, though P2P) EVE ONLINE DIRECTION (I think especially in the end there is relevant information, with the "new spaces") MORE SAND IN THE BOX FOR DUST Q&AI hope they release the "Dust Progression Panel" too. There was some interesting stuff there. Sorry if there is anything already in the Original Post. I think there are mostly press ressources. Didnt check them all though. Thanks, I just updated it, and grouped them for better view
I support EVE Legion, but the message was very badly delivered...
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Ducttape Tinker
Krusual Covert Operators Minmatar Republic
171
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Posted - 2014.05.08 10:06:00 -
[81] - Quote
And you forgot this one, i nickaned that article on CCP love for their playerbase
Markdown
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3965
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Posted - 2014.05.08 10:14:00 -
[82] - Quote
Kane Fyea wrote:Himiko Kuronaga wrote:Looks quite a lot like U3 to me.
The vehicle physics particularly look packaged.
What was shocking was how much they ended up changing, which I've only ever been able to blame on poor terrain work, inconsistent frame rate and optimization pretty much corrupting what already worked. How can you not tell that the 2009 engine was not UE3. It might not have been Carbon (Even though I am 99% sure it is carbon) but it was most definitely not the unreal engine.
Because vehicle physics look spot-on, and because a dev said it was UE3.
Would you care to give an analysis as to why you believe it was not? |
Kovinis Sparagas
Bullet Cluster Lokun Listamenn
348
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Posted - 2014.05.08 10:27:00 -
[83] - Quote
Just added, but I'm out of space to add something new...
I support EVE Legion, but the message was very badly delivered...
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Adelia Lafayette
Science For Death Final Resolution.
779
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Posted - 2014.05.08 10:35:00 -
[84] - Quote
there is now a dedicated legion forum. It wouldn't hurt to copy this thread into there.
Assault dropship gets blown up....
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ "Kitten this I'm out"...
..."I'm back"
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Ducttape Tinker
Krusual Covert Operators Minmatar Republic
171
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Posted - 2014.05.08 10:37:00 -
[85] - Quote
Adelia Lafayette wrote:there is now a dedicated legion forum. It wouldn't hurt to copy this thread into there.
Hell no, i will not doing anything for that part of forums.
Markdown
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Kovinis Sparagas
Bullet Cluster Lokun Listamenn
348
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Posted - 2014.05.08 10:44:00 -
[86] - Quote
Adelia Lafayette wrote:there is now a dedicated legion forum. It wouldn't hurt to copy this thread into there. CCP should I repost this thread in Legion forums, or you can just move this one? BTW i'm little out of space in original post
I support EVE Legion, but the message was very badly delivered...
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GerAseR
United Pwnage Service RISE of LEGION
24
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Posted - 2014.05.08 11:09:00 -
[87] - Quote
CCP Android wrote:I would go as far and say that we are not limited by anything there are off course constraints that we need to work with (time being one of the biggest ones) but its the same constraints that everyone has to deal with, regardless of which engine/tool they use. As for the environments, the vision hasn't changed. we still have tens off thousands of planets in EVE that you will get to fight on, one way or another We don't have the technology yet to create a unique environment for each one of them (nobody has). but with every iteration we get closer. Its a balance between art, design and tech. We could randomly generate maps and say that we have unique environments everywhere but they would probably look bad and not be very fun. (It would be fun for me to create them though) The other end of the spectrum is to hyper design every corner for optimal gameplay and polish every bit of rock and blade of grass, but then you'll endup with a game that only has 1 map. So its all about balance. The socket system that you mentioned is a good example of this. This system, along with a few others we have is designed from the ground up be amazingly flexible and allow for huge amounts of variation in our environment. Its used in Dust 514 in a relatively simple form because that how it gives us the most out of the tech,art and design. It is something that we will continue to build on top of so that ultimately we'll end-up with unique environments on every planet
Never heard such things before... In the end it never happend...
^^@upsGerAseR
<-> ups-clan.com^^
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Glyd Path
Nec Tributis
11
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Posted - 2014.05.08 11:40:00 -
[88] - Quote
CCP Saberwing wrote: I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again.
The only reason not to move would be licensing, aka saving some cash. Although the $20/month/seat seems cheap enough to those on the outside. Unless another $1600/month might break the studio, or not. Probably less considering that HR, admin and PR don't need licenses.
Some of us do follow the trades and these statements about sticking to UE3 is very difficult to believe as you might well be the only studio in the world to make that decision. In particular when the game that currently uses it has not been very well received.
Nobody at CCP cares because we ain't Legionnaires.
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Hansei Kaizen
The Jackson Five
199
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Posted - 2014.05.08 11:44:00 -
[89] - Quote
Adelia Lafayette wrote:there is now a dedicated legion forum. It wouldn't hurt to copy this thread into there.
Link please?
Nevermind, found it. I thought it was outside of the dust forums ...
The answer to your complaint is PvE. Always.
NPE status: (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Casual solo
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S Park Finner
DUST University Ivy League
363
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Posted - 2014.05.08 17:06:00 -
[90] - Quote
CCP Android wrote:Regis Blackbird wrote: New question regarding map design: Do you see any limitations in your engine when it comes to huge environments, which is almost required for the sandbox experience in Legion? Are you still committed in "maps" (however huge they may be), or are you thinking of a more seamless environment (kind of like Skyrim)? In addition, are you also using the "socket" idea further in Legion? Although very good concept, the maps in Dust 514 could be a little familiar after a while. I would go as far and say that we are not limited by anything there are off course constraints that we need to work with (time being one of the biggest ones) but its the same constraints that everyone has to deal with, regardless of which engine/tool they use. As for the environments, the vision hasn't changed. we still have tens off thousands of planets in EVE that you will get to fight on, one way or another We don't have the technology yet to create a unique environment for each one of them (nobody has). but with every iteration we get closer. Its a balance between art, design and tech. We could randomly generate maps and say that we have unique environments everywhere but they would probably look bad and not be very fun. (It would be fun for me to create them though) The other end of the spectrum is to hyper design every corner for optimal gameplay and polish every bit of rock and blade of grass, but then you'll endup with a game that only has 1 map. So its all about balance. The socket system that you mentioned is a good example of this. This system, along with a few others we have is designed from the ground up be amazingly flexible and allow for huge amounts of variation in our environment. Its used in Dust 514 in a relatively simple form because that how it gives us the most out of the tech,art and design. It is something that we will continue to build on top of so that ultimately we'll end-up with unique environments on every planet
In the distant past, some players thought EVE players would build the maps...
The vision was that Planetary Interaction (PI) players in EVE would have the option of laying out the shape of the on-planet facilities they put down. That was never supported by CCP that I know of but the work done since on sockets and pre-built socket components combined with the new platform might allow the idea to be revisited.
The way it would work would be that a PI player would lay down his facilities and have the option of doing detailed facility design using the components the Legion team put together or just allowing the the Legion defaults to define the maps.
Pluses:
- Players would relieve some of the burden of populating all the worlds
- No two planets (and at least potentially no two maps) would be the same
- The EVE players and Legion players have a point of interaction
- - Legion players fight over components EVE player care about - - EVE players can have a hand in protecting components they really want to preserve - - The nature of PI components moving as the planet is mined changes the tactical pattern on the planet over time
- There is potential for Legion players to hold and mine territory on their own
Minuses:
- There has to be a mechanism in EVE that allows for facility layout
- All the components / terrain / mechanics has to be created / coordinated with the EVE side
- Integration with the rest of the game (Planetary Conquest especially) has to be taken into account
It is but to keep the nerves at strain, to dry one's eyes and laugh at a fall, and baffled, get up and begin again.
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