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Templar Two
Villore Sec Ops Gallente Federation
459
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Posted - 2012.07.23 14:45:00 -
[1] - Quote
Danger zones/red lines line surrounding areas serve one purpose and one purpose only: to limit where you can go. Too bad that in sandbox games the only impassable limits/borders acceptable/believable for your play-zone are geographical ones like: open empty oceans & troposphere. Take Just Cause 2 & Arma 3 for instance: what is the limit/border of the play-zone/map there? The open empty ocean! What is the limit/border of the various play-zones in WoW? The open empty ocean! It is clear to me that maps are not designed as in sandbox with geographical limits so at some point you must die because you are not allowed to go where you want, and you die because a red line a.k.a.invisible walls says so! NOT BELIEVABLE PEOPLE!
In EVE it's easy to go where you want in a cluster/system/sector because, hey, it's set in SPACE.
Also safe zones belong to RPG. In fact in RPG you have zone in which you can only PVE and zones where PVP is basically based on rank. We have Hig-sec in Dust 514 which is precisely a PVP area for newcomers...and guess what: we have PVE with rogue drones!
Sadly safe zones & danger zones are here to stay because this is how Dust 514 is designed: changing it would mean making another FPS MMO entirely.
@Nobar Draw Distance is something all game shave so really it won't be removed anytime soon...not even on PS4 or even on PS5. |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.23 15:20:00 -
[2] - Quote
Norbar You here are dividing Draw Distance and Rendering Distance but actually they are one thing.
Quote: "Draw distance is a computer graphics term, defined as the maximum distance of objects in a three dimensional scene that are drawn by the rendering engine. Polygons that lie behind the draw distance won't be drawn to the screen." Sorry if I sound pedantic for this technicality but we will understand each other better....anyway you are right: Draw/Rendering Distance is a problem. For game that is set on maps of 5km it's depressing and objectively hinders the gameplay and frankly I don't understand why this is still present after so much time and this far in the development!
Important data: Crysis has a DD of 15 Km and Halo of 20 Km. |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.23 15:37:00 -
[3] - Quote
^^^ Without doubt but when is it going to work properly? I mean thy had time to fix it, lot of time. Sadly every time I ask for approximate a ETA for anything people/CCP says "SOONGäó".
Things still missing in this build where said to be SOONGäó since winter 2011! |
Templar Two
Villore Sec Ops Gallente Federation
459
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Posted - 2012.07.23 16:36:00 -
[4] - Quote
Just Cause 2 on PS3 proved that PS3 can achieve enormous Draw Distance. In Just Cause 2 you have 1 player and thousands of things to be processed for him but here map are barren (no trees bushes, rocks, oceans, cars, NPC, no nothing) so the engine have to process very few things.
In Dust 514 for 64 players there ar less things to be processed then for 1 player Just Cause 2: DD can't be this limited. |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.23 18:18:00 -
[5] - Quote
Drake Lyons wrote:
I'm guessing that CCP has prioritized developing their network and networked events (hit detection, lag, comms, connection issues, player database, etc.) and basic game mechanics (physics, collision issues, disappearing asset issues, etc.) over draw distance. The fact that this is a multiplayer game confounds a lot of what would otherwise be simpler.
And CCP has said they hear what players are saying regarding draw distances. I don't recall any firm promises, though.
Well hit detection (net code) & latency are bad, even after this much time! As for physics collisions are still poor as reported in many threads. Final note: its' not about promises, it's abut deliver an level of quality which is expected and demanded by the industry.
A game that has maps 5km wide which as a DD of 500 meters has something wrong.
P.S. Someone said that actually the size of them map is not the size of the paly-zone (zone inside the red lines). My impression of the last build's maps/paly-zones is that they where not 5 km that big. |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.24 09:53:00 -
[6] - Quote
Noc Tempre wrote:There is a point of merit in this topic, but I fear it just require a huge reevaluation on how battles are staged. By sheer technical limitation, there has to be an edge to the map and until we have actual hot drops with with viable attacking and defense options, I would rather the redline have a lore reason. For example, the MCC could project a very tight POS style shield on the deployment zone (the red-line). Perhaps with a limitation that it is exit only (so no bouncing in and out of immunity).
Personally, I would love to see the battle open with the attackers coming in by loaded dropships and RDVs with pilots already jacked in. Then leave it up to the attackers and defenders to see if a foothold can be established and where. But CCP is trying to "idiot-proof" some aspects of the game; I doubt an opening that could be stonewalled so brutally will be allowed to go live, even if it is more immersion.
Speaking of technical limitation we could have had maps that support 256 players (MAG) all handcrafted and designed with sandbox geographical limitation in mind (check my post at page 2) Imagine this: 1/10 of the maps/planets but all with 256 players and all designed as "mini continents". |
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