Avallo Kantor
444
|
Posted - 2015.02.11 14:40:00 -
[1] - Quote
CCP Rattati wrote:it was a little bit of an experiment and we were ready to pull it if necessary.
On the topic though. The outpost with the Medium socket and the 5 square buildings forming a V, vehicle repair facility or depot, has amazing performance., very smooth and responsive.
The direction we want to take is to offer more simple maps, one, two or three medium sockets, skip the large ones, and have a smaller play area. This is one of the steps to increase performance.
Try it out and let us know.
So far I find all the new maps to be amazing.
One thing that always initially attracted me to DUST was the promise of what sockets could be made to do: An explosion of "maps" based on a much smaller subset of terrains, moods, and sockets combinations. Potentially allowing DUST to have more maps than any other FPS ever made.
A question on the topic of performance however; does having a smaller playable area impact performance, or is it just the socket inclusion?
For example, what if you had a map that was using that entire "railroad" length with a train on one side, and then just the depot on the other, with a large, mostly empty area (so you'd have less sockets in the map than the normal train terminal) with objectives on the train / depot?
The idea I am trying to get to here is a map type with objectives so far apart that infantry have to deploy dropships / LAVs to gain the maneuverability between points.
|
Avallo Kantor
445
|
Posted - 2015.02.11 21:48:00 -
[2] - Quote
DUST Fiend wrote:CCP Rattati wrote:it was a little bit of an experiment and we were ready to pull it if necessary.
On the topic though. The outpost with the Medium socket and the 5 square buildings forming a V, vehicle repair facility or depot, has amazing performance., very smooth and responsive.
The direction we want to take is to offer more simple maps, one, two or three medium sockets, skip the large ones, and have a smaller play area. This is one of the steps to increase performance.
Try it out and let us know. Have you considered how smaller maps in the pool will effect dropship play? Especially if you still intend to give them more of a drop or support oriented role in the next balance pass? I mean im all for small maps in the pool, so long as large maps are equally represented. God damn does this game need PS4 lol
I agree. With the massive terrain maps we have in DUST (most of which goes unused) it seems that making more of that available would not overly impact performance, the only thing that would is how many sockets / players are in them.
By the small socket = smoother logic, couldn't you have a map size larger than what we have now, with a few clusters of small sockets to create a map that requires (or strongly supports) LAV / Dropships for player mobility?
(Spit balled estimate): Perhaps having a 3 objective map with each objective roughly 1 km away from each other?
|