Pages: 1 [2] 3 4 5 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 15 post(s) |

Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1541
 |
Posted - 2016.09.13 09:19:00 -
[31] - Quote
One thing I've noticed is that games tend not to have vertical maps. I'm not sure if its an issue with how radar is traditionally displayed being horizontal, but you don't tend to see maps with something like a large vertical core where awareness isn't just left and right.
Something like a gigantic tree with various branches holding buildings and lots of jump pads or vacuum chutes would be interesting.
Dropping down from above for a literal ambush, or striking from under the floor just doesn't seem to be favored, as most maps like having you run face to face into one another, so you can know where someone is long before they actually collide.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
|
|

CCP LogicLoop
C C P C C P Alliance
1827

 |
Posted - 2016.09.13 09:23:00 -
[32] - Quote
Dovallis Martan JenusKoll wrote:One thing I've noticed is that games tend not to have vertical maps. I'm not sure if its an issue with how radar is traditionally displayed being horizontal, but you don't tend to see maps with something like a large vertical core where awareness isn't just left and right.
Something like a gigantic tree with various branches holding buildings and lots of jump pads or vacuum chutes would be interesting.
Dropping down from above for a literal ambush, or striking from under the floor just doesn't seem to be favored, as most maps like having you run face to face into one another, so you can know where someone is long before they actually collide.
Vertical is always something I take into consideration. This was pretty well demonstrated I think on the Research Facility and Production Facility maps on DUST.
Anything is possible given enough time.
CCP LogicLoop
|
|

CRONUSS REAPERR
Bakers Dozen 13
7
 |
Posted - 2016.09.13 10:35:00 -
[33] - Quote
CCP LogicLoop wrote:I am always up to hearing constructive feedback, input, and ideas. Destructive environment and buildings
Project Legion(No Lag) make it happen.
|

james selim brownstein
NECROM0NGERS
595
 |
Posted - 2016.09.13 10:36:00 -
[34] - Quote
LL,
Map Scale:
Reply with (1) if the maps will be Skirmish (Large) sized, Reply with (2) if the maps will be Domination (Medium) sized, Reply with (3) if the maps will be Ambush (Small / Mediumish) sized
(Don't remember if there was a massive difference in size between Dom & Ambush)
Reply with nothing and continue to make me 
n++Gòª¦¦¦¦-ç¦+¦+¦+¦+ WAITING FOR PROJECT NOVAGòñGöÇGöÇGöÇ
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ë
|

james selim brownstein
NECROM0NGERS
595
 |
Posted - 2016.09.13 10:37:00 -
[35] - Quote
CRONUSS REAPERR wrote:CCP LogicLoop wrote:I am always up to hearing constructive feedback, input, and ideas. Destructive environment and buildings Um... do you want us to only have one map? 
n++Gòª¦¦¦¦-ç¦+¦+¦+¦+ WAITING FOR PROJECT NOVAGòñGöÇGöÇGöÇ
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ë
|

Fox Gaden
Immortal Guides
7844
 |
Posted - 2016.09.13 12:42:00 -
[36] - Quote
CCP LogicLoop wrote:james selim brownstein wrote:CCP LogicLoop wrote:Grimmiers wrote:CCP LogicLoop wrote:
I am still lurking. Just haven't really had much to say. That and I have been very busy making stuff. ;)
New game will have stuff confirmed.  Tell us something LL  I am currently knee deep in FPS map making and planning. Oh good! I was worried that "Stuff" might turn out to be a duck a l'orange.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|

TooMany Names AlreadyTaken
Going for the gold
2579
 |
Posted - 2016.09.13 13:07:00 -
[37] - Quote
james selim brownstein wrote:CRONUSS REAPERR wrote:CCP LogicLoop wrote:I am always up to hearing constructive feedback, input, and ideas. Destructive environment and buildings Um... do you want us to only have one map?  How did you get "only one map" from "destructible environment and buildings"?
Life can suck, but...
If there's catgirls... GÄ¥GùÑGû¦GÇ+GÇ+GùÇGùñGÄá it's good.
GÄ¥GùÑGû¦GÇ+GÇ+GùÇGùñGÄá Still waiting for Nekopara vol.3 GÄ¥GùÑGû¦GÇ+GÇ+GùÇGùñGÄá
|

Echo 1991
WarRavens Imperium Eden
1267
 |
Posted - 2016.09.13 13:49:00 -
[38] - Quote
CCP LogicLoop wrote:Echo 1991 wrote:No dev posts in nearly 3 weeks too, I am getting worried D: I am still lurking. Just haven't really had much to say. That and I have been very busy making stuff. ;) Good to hear. 
Change the Ion Pistol Fitting Skill Pls.
#PortDust514
'Echo is a dirty hooker' - UnclS2
|

Echo 1991
WarRavens Imperium Eden
1267
 |
Posted - 2016.09.13 13:51:00 -
[39] - Quote
CCP LogicLoop wrote:Dovallis Martan JenusKoll wrote:One thing I've noticed is that games tend not to have vertical maps. I'm not sure if its an issue with how radar is traditionally displayed being horizontal, but you don't tend to see maps with something like a large vertical core where awareness isn't just left and right.
Something like a gigantic tree with various branches holding buildings and lots of jump pads or vacuum chutes would be interesting.
Dropping down from above for a literal ambush, or striking from under the floor just doesn't seem to be favored, as most maps like having you run face to face into one another, so you can know where someone is long before they actually collide. Vertical is always something I take into consideration. This was pretty well demonstrated I think on the Research Facility and Production Facility maps on DUST. Please make sure that you put the research facility in nova if at all possible. I loved the hell out of that map.
Change the Ion Pistol Fitting Skill Pls.
#PortDust514
'Echo is a dirty hooker' - UnclS2
|

Nomed Deeps
The Exemplars
545
 |
Posted - 2016.09.13 13:52:00 -
[40] - Quote
CCP LogicLoop wrote:Echo 1991 wrote:No dev posts in nearly 3 weeks too, I am getting worried D: I am still lurking. Just haven't really had much to say. That and I have been very busy making stuff. ;) I know it is a likely no but I have to ask (as no one else is): Could you provide a screenshot of something you've been working on recently? 
I cannot be bought, but I can be leased.
|
|

shaman oga
Nexus Balusa Horizon
5375
 |
Posted - 2016.09.13 14:54:00 -
[41] - Quote
CCP LogicLoop wrote:Dovallis Martan JenusKoll wrote:One thing I've noticed is that games tend not to have vertical maps. I'm not sure if its an issue with how radar is traditionally displayed being horizontal, but you don't tend to see maps with something like a large vertical core where awareness isn't just left and right.
Something like a gigantic tree with various branches holding buildings and lots of jump pads or vacuum chutes would be interesting.
Dropping down from above for a literal ambush, or striking from under the floor just doesn't seem to be favored, as most maps like having you run face to face into one another, so you can know where someone is long before they actually collide. Vertical is always something I take into consideration. This was pretty well demonstrated I think on the Research Facility and Production Facility maps on DUST. Bring to us the almighty elevators... or ladders...moar ladders!   
Regressed to blueberry level =ƒÿ»
#PortDaPort on Consoles
PSN: ogamega
|

Aeon Amadi
13968
 |
Posted - 2016.09.13 15:22:00 -
[42] - Quote
It'd be pretty cool to close/open doors to cut off/open routes to different areas. Not too much though - it shouldn't be easy to bottleneck the other side and force them to go through a choke-point. But a healthy amount of different routes to take would be awesome.
Skype: Nomistrav
"Bastard at Heart"
|

Scheneighnay McBob
Penumbra or something
7991
 |
Posted - 2016.09.13 16:00:00 -
[43] - Quote
CCP LogicLoop wrote:Dovallis Martan JenusKoll wrote:One thing I've noticed is that games tend not to have vertical maps. I'm not sure if its an issue with how radar is traditionally displayed being horizontal, but you don't tend to see maps with something like a large vertical core where awareness isn't just left and right.
Something like a gigantic tree with various branches holding buildings and lots of jump pads or vacuum chutes would be interesting.
Dropping down from above for a literal ambush, or striking from under the floor just doesn't seem to be favored, as most maps like having you run face to face into one another, so you can know where someone is long before they actually collide. Vertical is always something I take into consideration. This was pretty well demonstrated I think on the Research Facility and Production Facility maps on DUST. And the orbital artillery in beta before it was mutilated.
That being said, there definitely needs to be a better way of climbing up things than massive ladders.
Current state of the forums
|

Derpty Derp
Dead Man's Game
1542
 |
Posted - 2016.09.13 16:48:00 -
[44] - Quote
Crawlspaces!
So one person can knock on a locked door and start hacking it to get everyone attention, while someone else pings a grenade from the air vent above them! The counter to airvents should probably be airlocks... Just hack a console to vent the scrubs into space.
Have fun with cargo bays... The one room on a ship that can have literally anything in it. Including statues of CCP staff members. Gotta put yourself in the game somewhere!
Also cranes in large rooms, that people can hack from terminals at either side of the room... Easy way to disperse a crowd, grab them.
So yeah... Lots of terminals to hack... Or booby trap! |

Joel II X
Bacon with a bottle of Quafe
10496
 |
Posted - 2016.09.13 17:35:00 -
[45] - Quote
Echo 1991 wrote:CCP LogicLoop wrote:Dovallis Martan JenusKoll wrote:One thing I've noticed is that games tend not to have vertical maps. I'm not sure if its an issue with how radar is traditionally displayed being horizontal, but you don't tend to see maps with something like a large vertical core where awareness isn't just left and right.
Something like a gigantic tree with various branches holding buildings and lots of jump pads or vacuum chutes would be interesting.
Dropping down from above for a literal ambush, or striking from under the floor just doesn't seem to be favored, as most maps like having you run face to face into one another, so you can know where someone is long before they actually collide. Vertical is always something I take into consideration. This was pretty well demonstrated I think on the Research Facility and Production Facility maps on DUST. Please make sure that you put the research facility in nova if at all possible. I loved the hell out of that map. You mean the Gallente one? As long as they fix the leaks lol
Scouts United
Gk.0s & Quafes all day.
|

Avallo Kantor
1170
 |
Posted - 2016.09.13 18:35:00 -
[46] - Quote
1) Is it possible to have variable gravity within a map?
As an example, one area where the ship's internal gravity is failings causing things to be low / zero G?
A more complex example: A ship that has gravity along a non-flat plane. Such as having gravity move along a central pillar on the map, so that if you moved around the pillar gravity would always be moving you toward the pillar's center. This could create some extraordinary sci-fi feelings maps as well as interesting challenges for the player.
2) I know you can't give feedback on what you are working on, but perhaps think about including maps with non-symetrical objectives?
As an example, the defenders must destroy all the invader's clone bays to expel them from the ship / force their clone count to zero. The attackers must destroy the ship's generator / other hard points. Attacker and Defender then have different clone counts. (100 vs Large Number)
"Mind Blown" - CCP Rattati
|

Shadow Player
Shadow Hitmen
388
 |
Posted - 2016.09.13 18:47:00 -
[47] - Quote
CCP LogicLoop, can you please tell us when you are planning to inform us about the game. If you don't want, tell us at least the year, 2016 or 2017?
If you want to be a TRUE HITMAN, join Shadow Hitmen!!!
|

Nomed Deeps
The Exemplars
548
 |
Posted - 2016.09.13 18:52:00 -
[48] - Quote
Avallo Kantor wrote:1) Is it possible to have variable gravity within a map?
As an example, one area where the ship's internal gravity is failings causing things to be low / zero G? This was brought up during DUST also as early in several players thought it was unrealistic that all the planets had the same gravity.
I, myself, would like to see multi-tiered stages as DUST originally had such. In Project Nova, I would see it as the attackers enter via the back of the ship and fight their way to the bridge. In my mind, the attackers would have to battle their way through one section of the ship to unlock access to the next section; 3 sections in all. It would definitely add strategy to the game if there was more than one way to get to the next section as both attacking and defending squads would need coordination to win. Probably too late and too much trouble to implement in Project Nova but that is what I would like to see.
I cannot be bought, but I can be leased.
|

xxwhitedevilxx M
Maphia Clan Corporation
3804
 |
Posted - 2016.09.13 19:21:00 -
[49] - Quote
CCP LogicLoop wrote:Grimmiers wrote:I hope there's plans for dynamic scenery in maps. Things like gates, doors, elevators, etc would really make for some interesting strategies, especially if vehicles are implemented later.
The other thing I'm not sure about is having procedural or random layouts. Dust had sockets, but since the sockets were pretty much a large mesh it may as well been static. The only thing that should be procedural are small prop placement, materials, and scenery. Just so we don't always see 3 crates stacked in the same location, or a vehicle always parked at the same angle. I'm not that big on procedural stuff over placing things by hand since it's always more trouble than it's worth, but if done lightly it could work. Dynamic things are something I plan on doing. Actually that is some of the stuff I have been pondering on lately.
I guess environmental "things" happening that forces you to rethink your strategy would be a good +1, much like battlefield 1 as far as I've seen.
Certainly, it depends on many things that Mr. LogicLoop probably knows and we don't: like the scale of the battles, if said battles are going to be mainly indoor, outdoor or both etc. Indoor battles like the one we've seen demonstrated at the fanfest of course wouldn't need the kind of environmental events happening in Battlefield, but would certainly benefits , for example, the presence of key-points that activate some kind of advantage for a limited time.
On a side note, I believe that the previos esport-like battles in Dust 514 didn't fit very well in Eve universe: running around the map to capture points, even if funny, usually disrupt the feeling you are in a dark, unforgiving, lonely universe. In my opinion, the old skirmish 1.0 would have helped conveying that sensation, since it is more like a "traditional" battle that admits no strategic mistake, forces you to play with your team, but somehow allow you to have fun Ramboing behind enemy lines.
Of course, this always go back to the statement made before: since we, the community, don't know anything, both this suggestion might sound stupid to LogicLoop, perhaps because the scale of the battles is going to be a 12 vs 12 and having a skirmish 1.0 game mode in a 12 vs 12 would result in a very boring game mode.
In other words... we need to know 
take time or take aurums (Gò»#-_-)Gò»~~~GòºGòÉGòº [FSTNM SCDNM]
#PortDust514
|

Arkena Wyrnspire
Fatal Absolution Bleeding Sun Conglomerate
30107
 |
Posted - 2016.09.13 21:31:00 -
[50] - Quote
Glorious Comrade LogicLoop,
While you are making many stuffs for the continued glory of Unspecified Name New Eden FPS, can I express mild dislike of the distances involved in the socketing system from DUST, and the emphasis on rooftop camping?
The latter was perhaps partially due to weapon design and suchlike as well, and it did get better on later maps (the Gallente research facility comes to mind as an example that wasn't too bad) but there was some seriously unhealthy play going on there. It was a particularly obnoxious playstyle on maps like the large mushroom socket and the pipeline through the Gallente tower thing.
The socket system was a neat thing and did really help keep the game going IMHO, but on some map designs (and again, I figure you've picked up on this since it was less present in later maps) the open space between buildings led to subpar gameplay IMHO because I and protostomping comrades would simply sit in a fortified position and mow anyone who dared try to cross down with rail rfiles and other long ranged kit.
I appreciate that a fair bit of this may not be under your control - the game's tactical dynamic was drastically changed by longer ranged weapons and falloff changes - but in the context of long ranged weapons existing, too much open ground is a bad thing, IMHO.
Cheers for reading the post if you did. I thought I'd throw in my two cents.
Gentlemen. It has been a pleasure. o7
|
|

james selim brownstein
NECROM0NGERS
595
 |
Posted - 2016.09.13 21:35:00 -
[51] - Quote
TooMany Names AlreadyTaken wrote:james selim brownstein wrote:CRONUSS REAPERR wrote:CCP LogicLoop wrote:I am always up to hearing constructive feedback, input, and ideas. Destructive environment and buildings Um... do you want us to only have one map?  How did you get "only one map" from "destructible environment and buildings"? It would take them longer to implement that.
n++Gòª¦¦¦¦-ç¦+¦+¦+¦+ WAITING FOR PROJECT NOVAGòñGöÇGöÇGöÇ
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ë
|

Lightning35 Delta514
Federation Marines 62
5021
 |
Posted - 2016.09.13 21:35:00 -
[52] - Quote
Yeah, I just downloaded iOS 10. I like it.
CEO of Federation Marines 62 - Bravo Company
Gallente - Freedom - Quafe - Gk.0s/Gv.0s - 72m SP
|

Dragonmeballs
Better Hide R Die
341
 |
Posted - 2016.09.13 23:33:00 -
[53] - Quote
CCP LogicLoop wrote:I am always up to hearing constructive feedback, input, and ideas. MOAR BATHROOMS!!!!
It no fun and downright impossible to sprint clasping a turtle head to the end of a long match.
/nonsense
1. A mix of sizes of maps. I found the variety in Dust interesting. The players will eventually sort out the socket combinations which become the most fun to play. (Who doesn't remember the old fish bowl)
2. A mix of vertical layouts. Single, triple level buildings. ( Any more than that and whats the point)
3. A mix of interior and exterior layouts. Cross this with some maps where a vehicle is key and the alternative isnt really an option at some point in the game or mode. (I never really saw the point of vehicles for me in Dust) I think getting everybody behind the wheel at some point will add so much more to the game granted, there will always be specialists if the new game plays like Dust but vehicles can be so much fun.
4. At least one or more of the good maps from Dust ( I think you already have one in mind.)
5. Two new maps per year and as the old maps are rotated out a special event twice a year to bring them back for a week or two.
6. At least one mirror image map. If there is a CTF mode in the new game this would make things very interesting.
7. A PIE mode (Person in Environment) for all maps. This would allow noobs the chance to walk the maps an figure out which way is up, North, etc. ( I make no assumptions the new game will have PvE.
8. Destructive but rebuildable assets. Allow for some of the assets to be rebuilt not just respawn as new
9. This one might be a stretch but perhaps assets in the various sockets which can be improved (These assume more if an engineer slant in the logi class)
Caldari in the streets, Amarr between the sheets
|
|

CCP LogicLoop
C C P C C P Alliance
1835

 |
Posted - 2016.09.14 00:00:00 -
[54] - Quote
A lot of responses here. All greatly appreciated. What I can say is a lot of what is discussed here are things we are discussing and researching and experimenting with.
Some of my personal inspiration comes from a game called Wolfenstein Enemy Territory. One of my favorite MP games of yesteryore. =)
Anything is possible given enough time.
CCP LogicLoop
|
|

james selim brownstein
NECROM0NGERS
596
 |
Posted - 2016.09.14 00:07:00 -
[55] - Quote
CCP LogicLoop wrote:A lot of responses here. All greatly appreciated. What I can say is a lot of what is discussed here are things we are discussing and researching and experimenting with.
Some of my personal inspiration comes from a game called Wolfenstein Enemy Territory. One of my favorite MP games of yesteryore. =)
Goodmorning Daddy! 
Can you please give us a date, for when you will be giving us a date, for when we will receive news about Nova ?
n++Gòª¦¦¦¦-ç¦+¦+¦+¦+ WAITING FOR PROJECT NOVAGòñGöÇGöÇGöÇ
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ë
|

Echo 1991
warravens Imperium Eden
1268
 |
Posted - 2016.09.14 02:30:00 -
[56] - Quote
CCP LogicLoop wrote:A lot of responses here. All greatly appreciated. What I can say is a lot of what is discussed here are things we are discussing and researching and experimenting with.
Collapsible buildings would be quite cool, as would environmental conditions that give both advantages and disadvantages.
On a side note, how's rattati and frame? Haven't heard much from them recently. 
Change the Ion Pistol Fitting Skill Pls.
#PortDust514
'Echo is a dirty hooker' - UnclS2
|
|

CCP LogicLoop
C C P C C P Alliance
1835

 |
Posted - 2016.09.14 02:49:00 -
[57] - Quote
Echo 1991 wrote:CCP LogicLoop wrote:A lot of responses here. All greatly appreciated. What I can say is a lot of what is discussed here are things we are discussing and researching and experimenting with.
Collapsible buildings would be quite cool, as would environmental conditions that give both advantages and disadvantages. On a side note, how's rattati and frame? Haven't heard much from them recently. 
They are alive and well. 
Anything is possible given enough time.
CCP LogicLoop
|
|

Nomed Deeps
The Exemplars
550
 |
Posted - 2016.09.14 02:55:00 -
[58] - Quote
We finally have proof of life for Rattati.  There were all sorts of conspiracy theories like he was assassinated or possibly hari kari'ed himself directly after DUST shutdown. In any case, good to hear he's still alive.
Oh, and Frame too. 
I cannot be bought, but I can be leased.
|

DeathwindRising
ROGUE RELICS
1458
 |
Posted - 2016.09.14 02:55:00 -
[59] - Quote
What I desired most from the dust maps was for them to be more "alive." I wanted weather outdoors, with random effects. Day or night variations.
The indoor maps and buildings lacked any sense of functionality. They seemed unpopulated vs hastily abandoned. No signs of life or use prior to the battles taking place. That was one area dust could have improved on to strengthen its connection to eve.
It's the little things that make us feel at home. I want to see more of the universe and be able to interact with it. Whether it's shooting bottles of quafe or dumping minmatar slaves into space through in airlock. |

Joel II X
Bacon with a bottle of Quafe
10496
 |
Posted - 2016.09.14 03:00:00 -
[60] - Quote
The gods have smiled upon us with blue tags! All hail the mighty bacon!
Scouts United
Gk.0s & Quafes all day.
|
|
|
|
|
Pages: 1 [2] 3 4 5 :: one page |
First page | Previous page | Next page | Last page |