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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
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Posted - 2015.07.09 21:15:00 -
[31] - Quote
Would like to see some amount of variation from match to match. Multiple versions of static maps or a hybrid method: E.g, static 3-point modified by one random socket?
PSN: RationalSpark
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.07.09 21:37:00 -
[32] - Quote
Aeon Amadi wrote:60,000+ planets with god knows how many districts....
All made by the same two construction companies!
Nah, we kinda need randomization to some degree of the game is going to get really... really stale. The game should have had a full-on random map generator to increase the sense of immersion because, after all, we're not fighting in the same place over and over and over again. Like, that is a major lore violation as it is.
And being unfamiliar with an area is just part of warfare O.o; There is a tactical advantage toward a defending home-front being familiar with their homeland and their aggressor being unfamiliar with it. Sun Tzu couldn't even stop ranting about it in The Art of War. Performance should take priority. As it is, the maps are pretty much the same anyway. I'd take PC with no lag over slightly different maps.
Over thinking, over analyzing separates the body from the mind.
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Omega Nox
Consolidated Dust
109
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Posted - 2015.07.09 23:40:00 -
[33] - 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.
lobby shooters?
Mordu's walking quafe mascot.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.10 02:56:00 -
[34] - 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.
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 -
[35] - 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 -
[36] - 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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Kain Spero
Negative-Feedback
5
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Posted - 2015.07.10 06:02:00 -
[37] - 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.
This may be a bit off topic but still related. I can't tell you how tired I am of basically the same 3 maps being in PC with most being the Cargo Hub socket.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Reign Omega
T.H.I.R.D R.O.C.K
1
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Posted - 2015.07.10 06:48:00 -
[38] - Quote
Eliminating the random sockets and creating static maps opens up a facet of competitive fps play that is called "lines". Most fps maps are designed around lines of play or levels of play that create and/or reward the smooth continuous flow of battle and allow for constant movment. Games like Cod, Cs, Halo and oth3r lobby based shooters have this philosophy, which is why combat in those games seems more like a football match than a firefight. Games like planetside, battlefield, mag and other large scale warfafe games do not have this feel in their larger game modes, which is why you encounter pockets of stale gameplay and various hotzones of concentrated combat.
Dust currently suffers from the problems raised by the latter, with th3 size but without the benefit of the former. Useless entrenchment, and brick wall stalemates occur on most of the smaller sockets and the large field areas suffer from pointless static behaviors that don't balance the gameplay. I'd like to see Dust fully commit to one of the 2, and bring its uniqueness and style of gameplay to the table.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!! The Incursions are back... and they're golden baby!
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Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.10 10:07:00 -
[39] - Quote
KEROSIINI-TERO wrote: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.
this is true, its the large sockets puttinng the most strain on the system.
that said the medium and small sockets randomising on their own dont really add anything to gameplay.
the way i see it each land map can have x variations where the large and small sockets change but instead of the modular system they are integrated as a single non moddable mesh rather than the multi mesh system in place now, the result would be 5x as many "maps" (one variation for each large socket) giving us performance gains at the cost of the game taking up more hard drive space while still giving us a somewhat random feel.
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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Dimitri Rascolovitch
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
320
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Posted - 2015.07.10 10:30:00 -
[40] - Quote
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
Bring back the Marauders, Enforcers, Logistic, and Scout LAVS and Dropships
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Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.10 10:51:00 -
[41] - Quote
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.
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.10 13:30:00 -
[42] - Quote
Alena Ventrallis wrote:Aeon Amadi wrote:60,000+ planets with god knows how many districts....
All made by the same two construction companies!
Nah, we kinda need randomization to some degree of the game is going to get really... really stale. The game should have had a full-on random map generator to increase the sense of immersion because, after all, we're not fighting in the same place over and over and over again. Like, that is a major lore violation as it is.
And being unfamiliar with an area is just part of warfare O.o; There is a tactical advantage toward a defending home-front being familiar with their homeland and their aggressor being unfamiliar with it. Sun Tzu couldn't even stop ranting about it in The Art of War. Performance should take priority. As it is, the maps are pretty much the same anyway. I'd take PC with no lag over slightly different maps.
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.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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Alaika Arbosa
Minmatar Republic
2
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Posted - 2015.07.10 14:05:00 -
[43] - 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. I'd be for keeping the full maps if only they were used in special contracts matches with sky spawn and no redline. Spread the objectives out to use the whole map and give us a "hide and seek ambush OMS style" game mode.
Otherwise, just cut off everything that is in both redlines and the map instantly saves memory by losing 66-75% of its real estate (or put better, 100% of its useless real estate)
I won't dodge another silver bullet
Just to save a little face
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Knight Soiaire
Fatal Absolution Negative-Feedback
6
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Posted - 2015.07.10 15:30:00 -
[44] - Quote
I once stuck a fork in a socket. |
Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.10 15:54:00 -
[45] - Quote
Knight Soiaire wrote:I once stuck a fork in a socket. that explains so much
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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Knight Soiaire
Fatal Absolution Negative-Feedback
6
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Posted - 2015.07.10 16:12:00 -
[46] - Quote
Ghosts Chance wrote:Knight Soiaire wrote:I once stuck a fork in a socket. that explains so much
No it doesn't. |
KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.11 01:39:00 -
[47] - 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 -
[48] - 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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Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.11 10:51:00 -
[49] - Quote
KEROSIINI-TERO wrote: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. its been confirmed by lord rattata himself. search in the power cores thread for more info.
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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