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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
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CCP Rattati
C C P C C P Alliance
11969
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Posted - 2014.11.24 09:20:00 -
[1] - Quote
Dear Players
I am not sure everyone knows about the map feedback section, so just bringing some attention to it.
https://forums.dust514.com/default.aspx?g=forum&c=235
Specifically, Supply Depots out of reach, red line exploits and Objective/Installation placement.
If you have feedback and haven't put it there, please put it here. If you have put it into the correct section, we will read it.
Thanks!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cavani1EE7
Murphys-Law General Tso's Alliance
559
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Posted - 2014.11.24 09:27:00 -
[2] - Quote
For the sake of what's holy, fix the framerate of the bridge map (it does it with whatever city socket) and of Gallente lag facility map.
Take a bow
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I-Shayz-I
I----------I
5168
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Posted - 2014.11.24 13:22:00 -
[3] - Quote
This is legit you guys.
If I'm not mistaken, several of my ideas made it into the game as of 1.9 (Fracture road ladders to get up on the ledge and the extra supply depot on line harvest). These were both posted in the map feedback section months ago and I'm glad to see the devs looking at this section again.
I will have to go make some more detailed feedback here soon.
7162 wp with a Repair Tool!
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Fox Gaden
Immortal Guides
5067
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Posted - 2014.11.24 13:32:00 -
[4] - Quote
I-Shayz-I wrote:This is legit you guys.
If I'm not mistaken, several of my ideas made it into the game as of 1.9 (Fracture road ladders to get up on the ledge and the extra supply depot on line harvest). These were both posted in the map feedback section months ago and I'm glad to see the devs looking at this section again.
I will have to go make some more detailed feedback here soon. +1 for suggesting the ladders in Fracture Road. Those made a big difference.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Mejt0
Fat'Kids are Hard to Kidnap
525
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Posted - 2014.11.24 15:04:00 -
[5] - Quote
Cavani1EE7 wrote:For the sake of what's holy, fix the framerate of the bridge map (it does it with whatever city socket) and of Gallente lag facility map.
Map with underground supply depot is a gallente one. That's why it lags. Cuz it's gallente. Also because of eq spam etc etc.
Caldari Loyalist
Markiplier fan.
Got 6815 WP only on wrecking tanks with Ion Cannon.
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hfderrtgvcd
1245
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Posted - 2014.11.24 20:13:00 -
[6] - Quote
Border gulch Domination has a tower with at E9 with direct los on the objective. Please move the tower or put some boxes that block the terminal. There are also two water towers at D9 and D10 that are impossible to access without a dropship. Please put a set of ladders on each of these or make their roofs completely unaccesable.
The pipes on ashland need to be moved away from the objective or have more ladders going up to them.
Iron delta skirmish/domination both have multiple high spots with direct los on the objectives.
Spine crescent skirmish currently favors heavy spam heavily because bravo and charlie are so close together. Please consider moving bravo underneath the rings to F4
You can't fight in here! This is the war room.
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Jadd Hatchen
KILL-EM-QUICK
683
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Posted - 2014.11.24 20:42:00 -
[7] - Quote
CCP Rattati wrote:Dear Players I am not sure everyone knows about the map feedback section, so just bringing some attention to it. https://forums.dust514.com/default.aspx?g=forum&c=235Specifically, Supply Depots out of reach, red line exploits and Objective/Installation placement. If you have feedback and haven't put it there, please put it here. If you have put it into the correct section, we will read it. Thanks!
Yes there is an issue with ALL of you maps!!!!
None of them have any of the GRIDS that you use on the pictures you even reference in your own damned threads!!!!
Like this one: http://i.imgur.com/bSgLZJZ.jpg
See the number across the top and the letters down the side? WHY CANT YOU PUT THAT INTO THE GAME!?!
It would easily become the most acclaimed addition to the maps in this game EVAR!!!!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15000
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Posted - 2014.11.24 20:55:00 -
[8] - Quote
One the new Caldari Production Medium Facility there is no ease of access to the Supply Depot for HAV...... we can get close but that requires either rolling across a narrow bridge with now railings or down the side of those raised struts.
Once nearby we also have to drive up the narrow steps and onto a platform clearly not designed for HAV use if we wish to be resupplied. Some can also only be accessed by cramming your vehicle into areas which are clearly not designed for it or glitching your vehicle against something.
For example the Gallente Research Hub Medium Socket with the underground objective. In many cases an HAV must wedge itself between building and press up against at a certain angle the railings to be resupplied and on the Reactor Medium Sockets HAV cannot even be resupplied.
I think it was Thal who was with me who said. "You can't get up there True." to which I replied "No devs are going to tell me where I can and can't go.
Personally I am simply confused with the positioning of Supply Depots. I understand that they are kind of like infantry strong points but they need to be in positions where vehicles have equal access as they are just as if not in some cases more crucial to us as well.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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Cass Caul
1726
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Posted - 2014.11.24 23:59:00 -
[9] - Quote
CCP Rattati wrote:Dear Players I am not sure everyone knows about the map feedback section, so just bringing some attention to it. https://forums.dust514.com/default.aspx?g=forum&c=235Specifically, Supply Depots out of reach, red line exploits and Objective/Installation placement. If you have feedback and haven't put it there, please put it here. If you have put it into the correct section, we will read it. Thanks!
cool, time to necro all those map threads |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2236
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Posted - 2014.11.25 01:55:00 -
[10] - Quote
Can you recheck that all supply depots have the expanded resupply range? I have found only 1 that does.
Proof that Rattati/CCP do listen to the playerbase.
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sabre prime
Crux Special Tasks Group Gallente Federation
831
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Posted - 2014.11.25 02:19:00 -
[11] - Quote
Old version of Fracture road: In the old version of this map teams used to fight for control of the ledge, usually using drop ships to get up there, drop uplinks and control the point.
New version of Fracture road: - We can now jump on to the pipes (dropping uplinks) and run to the ledge over seeing the objective. - There are ladders for each team to climb to the ledge from ground level.
The first of these changes is good. The second, I think needs modifying.
There should only be one set of ladders from ground level to the ledge. Position these ladders opposite the objective on the other side of the tower's base. This way teams can fight for the ground access to the ledge as well.
Alternatively offer a third unique access route to the ledge that allows teams to shift the balance of control over the point. Something to make it less of a war of attrition, and reward tactically out thinking the other team for control of the point.
The slow blade penetrates the shield.
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Kallas Hallytyr
Skullbreakers
1006
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Posted - 2014.11.25 05:18:00 -
[12] - Quote
Add ladders like you're giving out candy on Halloween.
No, seriously. Access to elevated is important as anything and being able to climb up on to most positions brings in a verticality to the game that is mostly restricted to dropships only. Some buildings can do without rooftop ladder access, usually those that are over watched by other roofs or are low enough to provide only limited cover from other map elements.
The only other feedback is to say that there are dozens of locations where uplinks get glitched into the floor and can only be removed by a flux grenade: often these are on the sides of tall towers (like the Fracture Road spire) and they are incredibly annoying because they are simply an exploit - a bad mechanic filling in and making skilful play less effective.
Alt of Halla Murr. Sentinel.
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XxGhazbaranxX
B.A.L.A.M.O.R.Y. G.L.O.R.Y.
1900
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Posted - 2014.11.25 11:19:00 -
[13] - Quote
Jadd Hatchen wrote:CCP Rattati wrote:Dear Players I am not sure everyone knows about the map feedback section, so just bringing some attention to it. https://forums.dust514.com/default.aspx?g=forum&c=235Specifically, Supply Depots out of reach, red line exploits and Objective/Installation placement. If you have feedback and haven't put it there, please put it here. If you have put it into the correct section, we will read it. Thanks! Yes there is an issue with ALL of you maps!!!! None of them have any of the GRIDS that you use on the pictures you even reference in your own damned threads!!!! Like this one: http://i.imgur.com/bSgLZJZ.jpgSee the number across the top and the letters down the side? WHY CANT YOU PUT THAT INTO THE GAME!?! It would easily become the most acclaimed addition to the maps in this game EVAR!!!!
I actually agree with this idea. Adding the grid to the overview map would make coordination much easier and it would give it a more militaristic feel. Also add the grud on the tacnet tou know is says north on the other 3 corners ad the grid number that you would be headed towards. The would give a great tactical playstyle.
Ex. Someone says "I need help in grid e7" since you see the grid on your tactnet, you would know in what direction you arr going and get there more efficiently
Plasma Cannon Advocate
[SUPPORT BREACH SHTGUN CHANGES][2]
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Haerr
2009
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Posted - 2014.11.25 12:46:00 -
[14] - Quote
There is a major problem with all current battlegrounds.
They are all to small to support Fighter Jets, please fix.
There is a major problem with most game modes.
They are all to focused on infantry. They need to focus on both infantry and vehicles.
fighter jets
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Sequal Rise
Les Desanusseurs
343
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Posted - 2014.11.27 11:52:00 -
[15] - Quote
Some big rocks in the new Hangar map are bugged and you can shoot through them ( really funny to see with a plasma canon) and smart deploy makes you spawn inside of them sometimes..
It could be nice that people couldn't stay in high grounds unreachable by foot too. The would slip on the roof until they fall down if they try to do so. Or a 20sec warning would begin like the redline one. Please do this, it'd fix many issues about Dust.
Take out all forms of scans and you'll see how great Dust can be.
Scrubs will cry, good players will love it.
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Imp Smash
Molon Labe. General Tso's Alliance
437
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Posted - 2014.11.28 00:36:00 -
[16] - Quote
Checked out the map forums. Lots of good stuff that is map specfic. I would like to add something that would fit across multiple game modes and maps so I'll post it here as opposed to there since it would be difficult and unneeded text for a comment as general as the one I am about to make.
Ambush: A few more building sockets and a few more rock outcroppings. For CQC or shorter range doctrine suit/gun combos to use cover as they move. Not many more...just a few.
Skirmish and Dom: please take stock of how many points are loaded with cover and how many points are completely out in the open. As it is -- the vast majority of cap points are either loaded with cover or completely inside. This disadvantages long range fits a bit and is the prime reason CQC fits and Heavy suits are being spammed in these game modes. Make it 50/50 please. 50% CQC points and 50% almost completely open or completely open points outside of buildings to allow range suits to have the advantage. This way in half of Dom maps and in all Skirmish maps Long range and Short range suits have something to do.
This post has been about map design practice as a whole.
Regards. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1313
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Posted - 2014.11.28 00:46:00 -
[17] - Quote
sabre prime wrote:Old version of Fracture road: In the old version of this map teams used to fight for control of the ledge, usually using drop ships to get up there, drop uplinks and control the point.
New version of Fracture road: - We can now jump on to the pipes (dropping uplinks) and run to the ledge over seeing the objective. - There are ladders for each team to climb to the ledge from ground level.
The first of these changes is good. The second, I think needs modifying.
There should only be one set of ladders from ground level to the ledge. Position these ladders opposite the objective on the other side of the tower's base. This way teams can fight for the ground access to the ledge as well.
Alternatively offer a third unique access route to the ledge that allows teams to shift the balance of control over the point. Something to make it less of a war of attrition, and reward tactically out thinking the other team for control of the point.
I've just got this map in a dom and the western MCC is repositioned as noted in Sabre's post but the redline stayed the same i believe...bad guys on the pipes behind the MCC can farm the MCC and western ground spawn with near impunity. The eastern MCC is still protected by the redline.
The map changes were a solid move but this tactical disadvantage is pretty serious and needs to be addressed.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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GLOBAL fils'de RAGE
Consolidated Dust
57
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Posted - 2014.11.28 02:38:00 -
[18] - Quote
a "very" large salt flats map.
large to the point of making derp ships necessary, and no I'm not a derp pilot nor skilled.
tanks would have large areas to patrol along with the lavs. I own an lav bpo and have no tank skills invested.
use terrain editing to create geologic "small" features that could be used in defilade. features should not provide overwatch, and must be a challenge for cloaked scouts to navigate due to distance and travel time.
use terrain editing tools to create manmade burms, ditches, mounds etc. features you would have due to shallow strip mining. these man made features should be infantry strong points, vehicles should be able drive through the area --KILL BOX-- but not haphazardly drive over features without risk of getting stuck.
use the various vehicle items ( non player ) items trucks, crains etc as window dressing around hacking panels, but NO large sockets or structures nor inbound sniper perches- snipers can defend objectives on the ground shooting out, they can earn their rep and isk. ( No more redline, or roof top)
terrain uses little cpu so a "very" large map is low lag, and other than creative brain storming should be quick, inexpensive to create, and then re-edit often going forward. ( lots of white, I'm not sure if sodium chloride is white under eve lore)
name it SALT514.
optional: increase player count |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
367
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Posted - 2014.11.28 18:45:00 -
[19] - Quote
CCP Rattati wrote:Dear Players I am not sure everyone knows about the map feedback section, so just bringing some attention to it. https://forums.dust514.com/default.aspx?g=forum&c=235Specifically, Supply Depots out of reach, red line exploits and Objective/Installation placement. If you have feedback and haven't put it there, please put it here. If you have put it into the correct section, we will read it. Thanks! I have got stuck on a ledge with my heavy at the new caldri large slot building,You have to jump up the 6 inch ledge,it would be nice to naturally step up and not stop all of a sudden. |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
367
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Posted - 2014.11.28 18:49:00 -
[20] - Quote
How about some terrain slots that randomly are in the building slots of the maps to even more change the maps, Also a Space elevator would be nice and maybe some crashed or parked ships to fight in or around.
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THE-PIMP-NAMED-SLICKBACK
Direct Action Resources
241
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Posted - 2014.12.01 22:55:00 -
[21] - Quote
Can the snow terrain brightness be toned down so its not as blinding, and so you can actually see cloaks running across it.
The One And Only
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IZI doro
Terminal Courtesy Proficiency V.
19
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Posted - 2014.12.02 03:46:00 -
[22] - Quote
[Feedback] New Fracture Road
In Domination game-mode, there is are "holes" where mercenaries can get stuck when walking down the stairs around the objective terminal. I've experienced it mostly on the "westside" stairs and sporadically on the "eastside" stairs.
Ironically enough, putting handrails on these stairs can mitigate this issue.
Ignorance is only a problem when left untreated. Stop the spread of ignorance with a daily dose of knowledge!
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