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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.10 02:56:00 -
[1] - Quote
CCP Rattati wrote:This is true, it was a beautiful fevre dream that doesn't deliver enough value for the technical cost. . Speaking as an fps player I prefer to learn my maps, and have those maps designed so there is not a single "win" strategy than have to adapt to randomization.
NoooOOOoooo...
Sockets making the maps variable, that is one of the VERY FEW things that keep the replay value of Dust alive!!!
I have been the advocate for serious cuts in graphics and gameplay content in favor of framerate. But variable maps is a rare bird, I rate it on the side of things to be kept.
Sure, as a fps player, you and I both would like to learn the maps like the back of our hands. Just as if you and I would both like to fire headshots at every opponent.... When it comes to challenge, what we like and what we need are often different things.
Only if sockets being modular is truly a monster of a resource hog, like 33% of memory, then it can/must be sacrificed. If resources are taken by too complex sockets - then the cure is to recreate simpler sockets! Those are different things.
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KERO-TRADER is my official Eve character for Dust trading.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.10 02:58:00 -
[2] - Quote
Moochie Cricket wrote:I wonder if it would be possible to have a map with only small and medium sockets?
This is a good suggestion.
The large ones have too complex geometry/textures
KERO-TRADER is my official Eve character for Dust trading.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.10 03:01:00 -
[3] - Quote
Ghosts Chance wrote:Ripley Riley wrote:CCP Rattati wrote:This is true, it was a beautiful fevre dream that doesn't deliver enough value for the technical cost. . Speaking as an fps player I prefer to learn my maps, and have those maps designed so there is not a single "win" strategy than have to adapt to randomization. Would it be possible to have a mixture of both philosophies? Have specific set pieces of the map be static but 1 - 3 randomized sockets each map? possable but there isnt enough there to justify the performance loss (just think ashlands with no sockets vs line harvest with 3 medium sockets... line harvest suffers for it
Are you sure you are barking up the right tree?
Neither Ashlands nor Line Harvest have megainfrastructures known as large sockets. I firmly believe THEY are too complicated and the cause. This can be verified by visiting the socket and playing a game without visiting them.
KERO-TRADER is my official Eve character for Dust trading.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.11 01:39:00 -
[4] - Quote
Ghosts Chance wrote:Dimitri Rascolovitch wrote:On a side note, it doesn't help that ALL of our battlefields are actually just ONE big map, I think if there were individual maps that were slightly smaller, that it would vastly improve performance
To me it seems like the game wants to fill all the sockets including the ones in the redline i forgot about that actually, alot of performance can be saved by simply deleting 75% of the map that we dont actually play on and replacing it with a low res image rather than the full textures.
that is acceptable. and should be the step taken before giving up on modularity.
KERO-TRADER is my official Eve character for Dust trading.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.11 01:42:00 -
[5] - Quote
Aeon Amadi wrote:
Apart from the Gallente Research Facility, most of your lag is coming from the limited PS3 memory trying to keep up with everyone's fittings. This has been confirmed by CCP repeatedly and there are a lot of efforts (Power Cores, Tiericide, SKINs) to alleviate that.
Really? I'd like to see the source for that for further details. BTW, haven't heard about it before and also find that to be an unlikely cause.
KERO-TRADER is my official Eve character for Dust trading.
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