|
Author |
Thread Statistics | Show CCP posts - 6 post(s) |
|
CCP LogicLoop
C C P C C P Alliance
1509
|
Posted - 2016.06.06 05:22:00 -
[1] - Quote
Don't worry. I've been keeping my eye on this thread. =)
You can catch more flies with honey than with vinegar.
|
|
|
CCP LogicLoop
C C P C C P Alliance
1520
|
Posted - 2016.06.07 02:08:00 -
[2] - Quote
Bright Cloud wrote:CCP LogicLoop wrote:Don't worry. I've been keeping my eye on this thread. =) And you probs gonna completely ignore the feedback regardless what people say.
You can catch more flies with honey than with vinegar.
|
|
|
CCP LogicLoop
C C P C C P Alliance
1520
|
Posted - 2016.06.07 02:11:00 -
[3] - Quote
Maken Tosch wrote:The one thing I see everyone here forgetting is to ask one of the simplest, yet biggest, question of all when it comes to Nova maps and PC gameplay.
What do you look for in the core design of every single map and in every gameplay of the game itself?
When it comes to maps, the core design to me is being able to see whether you are the attacker or the defender. In Dust 514 there was no clear indication if you are the attacker. Both sides had an MCC and both had an end goal. Sure, the match roster would tell me, but I never felt like I was defending or attacking an outpost.
I agree. It should be very clear who is attacking and defending.
You can catch more flies with honey than with vinegar.
|
|
|
CCP LogicLoop
C C P C C P Alliance
1523
|
Posted - 2016.06.07 03:15:00 -
[4] - Quote
Avallo Kantor wrote:I like to imagine that once NOVA Mercs become a big deal, larger ships will start being installed with clone bays (inactive clones) that can be onlined when boarders arrive.
I imagine such a clone bays being in various strategic locations on the ship, heavily guarded, with a more central location on the ship. I imagine a setup that gives the imagination view to rows and rows of clones in vats, and maybe a "Iron-Man" style armoring station where a clone could be spat out, armored up, and spat into the area. All very clean and fortified.
This would be in contrast to the boarders where the pods have just breached in, a look of havoc and rush that makes the boarding area look frantic, and out of order.
As to voice overs, I think the attackers should have special VO for the attackers, from a commander giving updates, orders, etc. Maybe have the map change slightly in regards to the attackers gaining objectives vs defenders reclaiming objectives.
Lights going from "standard" to "emergency" lighting (if dynamic lighting is possible), Engine sounds going off or on, or even other minor effects changing. (For example out of a window you could see guns firing, or not firing based on who controls the hardpoint)
Edit:
How dynamic do you think maps will be? Will they be able to having "moving parts" as it were?
If you have any plans for moving parts what do you think of doing in a broad sense? [Lighting effects, Sound effects, all the way up to parts of the map actually moving]
Too early to tell how dynamic. But dynamic is certainly being discussed. I like the lighting suggestion too. Should help with that sense of urgency. Unreal 4 supports dynamic lighting of course, it just all depends on what it will cost in terms of performance. Being on PC does give us a lot more room than before.
You can catch more flies with honey than with vinegar.
|
|
|
CCP LogicLoop
C C P C C P Alliance
1525
|
Posted - 2016.06.07 04:48:00 -
[5] - Quote
Maken Tosch wrote: What do you think about Skirmish 1.0? Is there any possibility of making that work in a ship setting where doors open or close depending on the outcome of the battle?
I liked Skirmish 1.0 but I feel it could have been much more. However, we were clearly limited by the hardware and the direction changing during the development of DUST 514 to meet those limitations.
We are currently discussing many interesting mechanics for an entertaining experience. Please realize again that it is very early in development and things can change on the fly during this stage of the process. We are getting ready to experiment with many things, and ideas are a plenty.
I asked a lot of questions before I returned to CCP and wanted to ensure I would be excited and happy with the direction of this project and CCP's other projects. I have a lot of faith in CCP_Rattati and his vision, and with the quality and experience of the development team currently involved and also with CCP as a company.
You can catch more flies with honey than with vinegar.
|
|
|
CCP LogicLoop
C C P C C P Alliance
1531
|
Posted - 2016.06.07 07:34:00 -
[6] - Quote
Juno Tristan wrote:@LogicLoop are you designing the social spaces as well? For a F2P game Nova needs somewhere to show of your gear and I want to see the other side of the mercs quarters!
I am currently focused on the actual game-play map design and construction (block-outs), entity placement, etc. What ever that role will call for in the long run. The role will likely have additions and subtractions as time goes on.
Anything is possible given enough time.
|
|
|
|
|