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Lady MDK
Kameira Lodge Amarr Empire
469
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Posted - 2016.01.31 19:40:00 -
[31] - Quote
Devadander wrote:Lady MDK wrote:v snake wrote:Its one big giant map cut off into districts giving the concept of locations in a planet as u would see it from the eve side, this was put since the birth of dust to try to incorporate realistic gameplay as where in a fw you could "see" another fight happening to give the feel of all fighting for smth and if an eve pilot dropped for the sectioned sectors way in the horizon it would be seen as fireworks, affectimg moral if its ur own fw OB or an enemy's or one of the allies, but this wastes space, and is pathetic cause it has been sitting there for a long time!! Not removed to save resources, nor updated to where you can actually have people play a battle in different outposts to a gigantic map.... Which is why DUST needs to be more massive and put onto a system that can handle it with a crap ton of video and physical memory that can be upgraded as required.... Like a PC.... Waits for people to bite. I'll bite. Seeing how Sony escaped the cell processor, and ps4 is essentially pc architecture, aaaand how a decent pc upgrade from current to next can average 4-600$. (Don't lie, you buy the best and ride it till you have to upgrade 75% of it to come back up for game specs..)((CCP been ridin tech ll since 04-06?)) As a console guy who will obviously buy a ps5-?, it makes just as much sense to port to ps4. Which would assumably port to 5 rather easily. Ad infinitum
I actually don't care which one they goto if its a port. My pc is 10 years old and runs several eve clients well.
i have thought of a ps4 also but i only really play dust and i dnt think any of the games my kids play are available on it.... waiting to see :)
I really want to see Dust as a free to play side of EVE but that's not going to happen I think. you know, land my shuttle on a planet/station hit exit ship choose my suit, fitting and vehicle then go explore/shoot someone/gather stuff to build better guns/suits/vehicles.
I realise I will get this from Elite or Star Citizen before I get it from CCP though
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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postapo wastelander
Corrosive Synergy
2
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Posted - 2016.01.31 19:54:00 -
[32] - 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)
Fix is easy.
Scrap field behind redline. Implement suit cores.
And try to code thingies properly. Honeslty all implementations done by CCP looks to me like serial conected wiring. Everything on one wire.
And that is reasson why they have issue with Ps3.
Why other developers do not have same issue with that. Many games before had even bigger (interactive) field with great graphics and it worked.
"Im the original Boii boyko"
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Lady MDK
Kameira Lodge Amarr Empire
472
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Posted - 2016.01.31 20:17:00 -
[33] - Quote
postapo wastelander 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) Fix is easy. Scrap field behind redline. Implement suit cores. And try to code thingies properly. Honeslty all implementations done by CCP looks to me like serial conected wiring. Everything on one wire. And that is reasson why they have issue with Ps3. Why other developers do not have same issue with that. Many games before had even bigger (interactive) field with great graphics and it worked.
Rather than scrapping the field beyond the red line. How about reducing the field to just what is visible. So the district you are in the ones directly next to it (at lower detail).
Dust, as far as I know loads every battlefield into memory at the same time then just moves you around the map depending on the chosen site for the battle.
As I think someone else has said even a fully open world game would do this then stream in/loan the next tile based on your apparent travel direction. Dust needs some landscape management.
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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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
6
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Posted - 2016.02.01 00:43:00 -
[34] - 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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