Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
6
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Posted - 2016.01.31 04:20:00 -
[1] - Quote
Shamarskii Simon wrote:Alright... My squad wasted an entire Dom trying to figure out how far the map really is. It was the gal lag facility.
We took several DS and tried to slingshot ourselves to the mountains way into the redline.
We died several times before reaching the ground... So i took an ADS and AB straight into the redline.
The mountains WAY in the distance -- Are actually mountains. The ADS bounced off the mountain, and my corpmate who was in the dropship walked around before the redline timer killed him.
Now... That was just one mountain... But have you seen the area around the gal lag facility? It's all mountains way into the redline! Far beyond the reach of an ADS sprinting straight into it.
Any solutions forum friends?
(we're continuing this experiment... We'll try to see if the sockets in the distance are actually there)
Edit:
So we found out that there is am actual end to a map. But it's VERY far away from where the battle is..
I've also realized that they load the entire "area" at once, and just place sockets and the redline where the battle is (we flew into two other maps, the flat parts are socket location)
But what makes it bad is the fact we cannot see these areas until we are at the ceiling of the battle, and actually approaching the area.
(diablo is right. Mmhm)
Hate to break it to you but the terrain itself consumes close to nothing, especially at distance as its using placeholder LOD. The actual sockets themselves, players, and inventory count are what screw the game up. You're chasing the wrong rabbit.
Buildings outside the bounds of the map (at great distance) are typically hollow, super low-resource low-LOD stand-ins as well.
This is a positive and endearing message brought to you by Himi.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
6
|
Posted - 2016.02.01 00:43:00 -
[2] - Quote
Shamarskii Simon wrote:Himiko Kuronaga wrote:Shamarskii Simon wrote:Alright... My squad wasted an entire Dom trying to figure out how far the map really is. It was the gal lag facility.
We took several DS and tried to slingshot ourselves to the mountains way into the redline.
We died several times before reaching the ground... So i took an ADS and AB straight into the redline.
The mountains WAY in the distance -- Are actually mountains. The ADS bounced off the mountain, and my corpmate who was in the dropship walked around before the redline timer killed him.
Now... That was just one mountain... But have you seen the area around the gal lag facility? It's all mountains way into the redline! Far beyond the reach of an ADS sprinting straight into it.
Any solutions forum friends?
(we're continuing this experiment... We'll try to see if the sockets in the distance are actually there)
Edit:
So we found out that there is am actual end to a map. But it's VERY far away from where the battle is..
I've also realized that they load the entire "area" at once, and just place sockets and the redline where the battle is (we flew into two other maps, the flat parts are socket location)
But what makes it bad is the fact we cannot see these areas until we are at the ceiling of the battle, and actually approaching the area.
(diablo is right. Mmhm) Hate to break it to you but the terrain itself consumes close to nothing, especially at distance as its using placeholder LOD. The actual sockets themselves, players, and inventory count are what screw the game up. You're chasing the wrong rabbit. Buildings outside the bounds of the map (at great distance) are typically hollow, super low-resource low-LOD stand-ins as well. Mmhm, you're right, too. But... Seeing the way everyone says "no memory, no memory" and nothing been done about the 1000+ unnecessary models the game has yet... A lot of little somethings is better than nothing If it's the appearance they looking for... Don't make it solid(?)
We're talking a drop in the bucket here. Changing something requires devtime and resources. There needs to be a trade for that time that is considered relevant. Better trades can be made, but current policy is to add features rather than remove them. Make enough noise, maybe that changes.
This is a positive and endearing message brought to you by Himi.
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