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Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.09 13:38:00 -
[1] - Quote
Sockets, the name for the moddable map design system that CCP uses to randomly generate maps NEEDS TO GO
if you simplify maps into one solid 3d mesh rather than this moddable system you will save a ton of memory wich is what is currently limiting the game.
they have already proven they can copy and paste pieces of sockets onto the ground mesh all thats needed is to do that with everything in the map and the game will run alot smother.
notice how old school ashlands and line harvest are the least laggy of all maps? its because they only have 0-3 sockets on the entire map and the sockets they do have acess too are low poly.
remove all sockets and use 1 static mesh instead of this failed socket system and you will gain a ton of performance in return.
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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CCP Rattati
C C P C C P Alliance
25
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Posted - 2015.07.09 14:26:00 -
[2] - Quote
This is true, it was a beautiful fevre dream 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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aidualc
LATINOS KILLERS CORP RUST415
406
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Posted - 2015.07.09 14:34:00 -
[3] - 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.
Goodbye (Lag)Lente Facility... hello ! same Gallente Facility
-- Ecce Initio -- Tomate Pote --
**Respectu, Honorem, Value, Unionem****
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Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.09 14:41:00 -
[4] - 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.
\o/ yay
i helpded
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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Arkena Wyrnspire
Negative-Feedback. Negative-Feedback
24
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Posted - 2015.07.09 14:45:00 -
[5] - Quote
The socket design system has also led to awkward map design in some notable cases.
Arkena Wyrnspire aka "British Khorne" - Cross Atu
Gallente Guide
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NextDark Knight
Hellstorm LLC
837
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Posted - 2015.07.09 14:54:00 -
[6] - Quote
I like the random maps.. Maybe you could synchronize maps daily?
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Ripley Riley
Incorruptibles
11
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Posted - 2015.07.09 14:55:00 -
[7] - 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. 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?
@Ripley_Riley CPM2 candidate. Ripley.Riley on Skype!
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Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.09 15:06:00 -
[8] - Quote
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
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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Pseudogenesis
Nos Nothi
3
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Posted - 2015.07.09 15:45:00 -
[9] - Quote
Oh no :( I love the randomization of maps. Are you sure this is the problem?
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
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Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.09 15:49:00 -
[10] - Quote
Pseudogenesis wrote:Oh no :( I love the randomization of maps. Are you sure this is the problem?
its not THE problem so much as it is contributing to the problem
the problem is that the ps3 runs low on RAM playing dust and thats whats causing the massive "lag" problems outside of general connection issues.
part 1 is lowering the number of assets stored in memory as far as dropsuits are concerned (power cores)
and this could very well be part 2 or reducing the games load on the ps3 giving us a higher quality game as a whole.
the random maps weere a nice dream, but as with alot of aspects of dust that dream died a long time ago (theres currently no level design dev so no new maps outside of copy/paste anyways). its time to clean up what we have now that were more aware of the limitations that are being faced :P
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.09 16:05:00 -
[11] - 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. I think the Socket system works well with Manus peak, probably due to it being a small map. The different sockets at B and C really change the look and feel of the match, while performance does not seem to be a problem due to there being no large sockets, and the map being otherwise fairly simple.
But switching out the small and medium sockets on any of the maps that contain a large socket does not really do a whole lot to change the feel of the map. Just create a static mesh version of the map for each of the 5 large sockets, using the most appropriate small and medium sockets.
Maybe the Gallente Research Facility could be paired with some of the lower mesh count Small and Medium sockets to lower the overall mesh count of the map as well.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Mobius Wyvern
Fatal Absolution Negative-Feedback
6
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Posted - 2015.07.09 16:11:00 -
[12] - Quote
Arkena Wyrnspire wrote:The socket design system has also led to awkward map design in some notable cases. Agreed.
I think it would have worked out if we had more power to work with, but not on the PS3.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Alaika Arbosa
Minmatar Republic
2
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Posted - 2015.07.09 16:29:00 -
[13] - Quote
Randomized maps would be one thing if the map design was actually remembered and assigned to the District that it was purported to be.
Randomly generate Ardar 3-1, store it and never waste resources regenerating this map since it is static and unchanging unless the NPC faction holding it decides to do some landscaping or construction project (in which case, CCP just changes the things it is decided need changed)
Randomly generate them all, store them as single static meshes to save on resources.
This might even allow us to include installation deployment by players. Add minor sockets to the static meshes, these minor sockets would be where different installations could be slotted. This is of course assuming that the minor sockets would be small enough that even 6-12 of them would still be less real estate than a single normal small socket .
(Is the amount of real estate each socket represents the problem or is it just the fact that there are X number of variables due to the existence alone of the socket)
Ever since the beginning, I was under the impression that it would be as detailed in the beginning of my post. Map gets randomly generated and stored, whenever that District is occupied, it uses the same map unless CCP decides to change something, owning players decide to change something (for massive CP/ISK of course) or if we ever get real physics and destructible environments (where owning players would still need to expend CP/ISK on repairs).
Why maps get "randomly generated" before every match IDK, TBH, I find that surprising if it is actually true since I very rarely see any variation in a map from match to match.
I won't dodge another silver bullet
Just to save a little face
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Ghosts Chance
Intara Direct Action Caldari State
3
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Posted - 2015.07.09 16:44:00 -
[14] - Quote
Alaika Arbosa wrote:Randomized maps would be one thing if the map design was actually remembered and assigned to the District that it was purported to be.
Randomly generate Ardar 3-1, store it and never waste resources regenerating this map since it is static and unchanging unless the NPC faction holding it decides to do some landscaping or construction project (in which case, CCP just changes the things it is decided need changed)
Randomly generate them all, store them as single static meshes to save on resources.
This might even allow us to include installation deployment by players. Add minor sockets to the static meshes, these minor sockets would be where different installations could be slotted. This is of course assuming that the minor sockets would be small enough that even 6-12 of them would still be less real estate than a single normal small socket .
(Is the amount of real estate each socket represents the problem or is it just the fact that there are X number of variables due to the existence alone of the socket)
Ever since the beginning, I was under the impression that it would be as detailed in the beginning of my post. Map gets randomly generated and stored, whenever that District is occupied, it uses the same map unless CCP decides to change something, owning players decide to change something (for massive CP/ISK of course) or if we ever get real physics and destructible environments (where owning players would still need to expend CP/ISK on repairs).
Why maps get "randomly generated" before every match IDK, TBH, I find that surprising if it is actually true since I very rarely see any variation in a map from match to match.
PC maps arnt random but still use the socket system, its just predetermined sockets. the problem isnt the randomness the problem is that having so many interconnecting meshes wastes alot more resources than a single mesh would on its own.
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
I am Chances Ghost
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Regis Blackbird
DUST University Ivy League
1
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Posted - 2015.07.09 16:46:00 -
[15] - Quote
I was a avid defender of the socket system, which I thought was a brilliant idea. However, it only works properly if:
1: We have more sockets and maps available, making the randomisation actually work. Right now we have too few, which causes everything to feel "samey" anyway.
2: We have battles spanning a large area of the map, like Skirmish 1.0, to really notice the difference. Right now the objectives are always in the same place (baring from Aqusition), making the randomisation (mostly) pointless. In a Domination you rush the objective, and only fight in a very small spot. The whole map is different, but not where you actually fighting
Now, taken our current situation, I would gladly trade away with the socket system and have fixed maps if it helps with performance. |
Grimmiers
868
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Posted - 2015.07.09 16:53:00 -
[16] - Quote
The original intent for the random maps was to cover the many districts in eve, but since we're still trapped in molden heath It would make sense to do what the op suggested.
The actual randomness can't be appreciated since things crate placement and such are always in the same spot anyway. In fact the smaller decorative objects should be what's randomized.
It's also a shame that there's no fully interior maps made which would work with ambush having no vehicles. |
Lady MDK
Kameira Lodge Amarr Empire
393
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Posted - 2015.07.09 17:02:00 -
[17] - Quote
Ghosts Chance wrote:Sockets, the name for the moddable map design system that CCP uses to randomly generate maps NEEDS TO GO
if you simplify maps into one solid 3d mesh rather than this moddable system you will save a ton of memory wich is what is currently limiting the game.
they have already proven they can copy and paste pieces of sockets onto the ground mesh all thats needed is to do that with everything in the map and the game will run alot smother.
notice how old school ashlands and line harvest are the least laggy of all maps? its because they only have 0-3 sockets on the entire map and the sockets they do have acess too are low poly.
remove all sockets and use 1 static mesh instead of this failed socket system and you will gain a ton of performance in return.
If the ps3 cant handle it..... aww hell you know what im going to say dont you?
Well? Pc or PS4 (or both)...
[mcp] End of line [/mcp]
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
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Posted - 2015.07.09 17:12:00 -
[18] - 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.
I'm pretty sure you have just stated what a lot of us have been thinking for a long time. I will say though that it had not occurred to me that sockets were also hogging resources in this way.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.07.09 17:25:00 -
[19] - Quote
In an ideal world I'd much rather have randomised maps. But improving performance is such an important issue I could accept sacrifices.
If it gets ported to PC I hope they expand on the randomisation. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.09 17:32:00 -
[20] - Quote
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.
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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Operative 1174 Uuali
True Companion Planetary Requisitions
893
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Posted - 2015.07.09 17:47:00 -
[21] - Quote
Ghosts Chance 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. \o/ yay i helpded
Yay!
http://img02.deviantart.net/e920/i/2013/067/c/2/derpy_can_fix_things_wp_by_martybpix-d5xdyku.png
MY CPM2 PLATFORM
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Dreis ShadowWeaver
Onikanabo Brigade Caldari State
5
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Posted - 2015.07.09 17:50:00 -
[22] - 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. So, is it actually possible to get rid of the randomisation of sockets?
Creator of the 'Nova Knifers United' channel
My Minja Blog
Recruitment messages received: 12
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.09 17:52:00 -
[23] - Quote
Exciting!!!
Shoot scout with yes. - Ripley Riley (for CPM2)
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Mahal Daj
Mahal Tactical Enterprises
167
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Posted - 2015.07.09 18:04:00 -
[24] - 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.
If that's the case, would it be possible to bring back ALL the maps in this new 'static' configuration?
At this point in the game, it seems as though the randomness is more related to snipers than to CQC infantry...
Would it be possible to randomly terraform around fixed installations? This could add variety when moving between the sockets, which mostly 'feel the same' once you're 'inside them'
-daj
See my Post on Crashes: https://forums.dust514.com/default.aspx?g=posts&m=2413361#post2413361
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RedBleach LeSanglant
PIanet Express Smart Deploy
847
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Posted - 2015.07.09 19:26:00 -
[25] - Quote
IF this would bring back some of the older maps - the ones with 5 or more points and huge landscapes where one could safely call vehicles (do you remember the 'bases' that used to exist with landing platforms?) and some of the other classics I would love this!
OK, I would love the increase in memory regardless... but I miss the old maps....
The Logi Code. Creator, Believer, Follower
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Indianna Pwns
TERRA R1SING New Eden's Heros
199
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Posted - 2015.07.09 19:42:00 -
[26] - Quote
What the maps are random? I never even noticed.
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NIETZCHES OVERMAN
Mannar Focused Warfare Gallente Federation
131
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Posted - 2015.07.09 19:49:00 -
[27] - 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 95% of these scrubs have no clue because they never learned the names, as a counterpoint and question I would look at Fracture Road, lots of sockets, yet no lag......
Alt of INFINITE DIVERSITY IDIC
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Vesta Opalus
Ostrakon Agency Gallente Federation
865
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Posted - 2015.07.09 20:16:00 -
[28] - 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.
The reality of dust is that you learn the sockets instead of the maps. Certain sockets have strategies that pretty much give the socket and everything around it to you if you can execute (mostly involving cheap camp on a roof tactics, oh boy!). Certain maps have other sockets overlooking sockets that spoil these tactics for them, but by and large each socket has some strategy associated with it, and especially in domination, the map is largely irrelevant compared to the socket around the letter. |
LOL KILLZ
LulKlz
240
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Posted - 2015.07.09 20:26:00 -
[29] - Quote
will this fix the problem of falling through the world into the ever expanding sky when you spawn in some places? That would be lovely
CEO of LulKlz/ chat channel LulKlz, code 0000 <--- numbers
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Moochie Cricket
Ikomari-Onu Enforcement Caldari State
1
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Posted - 2015.07.09 20:29:00 -
[30] - Quote
I wonder if it would be possible to have a map with only small and medium sockets?
Caldari Tribute Montage
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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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