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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.07.23 15:30:00 -
[31] - Quote
Templar Two wrote: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! We're still getting new mechanics put in and old ones tweaked at a pretty constant rate. I'm willing to bet the draw distance isn't working as intended. |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.23 15:37:00 -
[32] - 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! |
Maximus Chabe
Subdreddit Test Alliance Please Ignore
5
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Posted - 2012.07.23 16:01:00 -
[33] - Quote
Tony Calif wrote:Proto just asked for the redline to disappear. He didn't say at any point "do I can be a spawn camper". You all read what you want to think, not what's written. Bitter much?
I don't think you've played a match with protoman. I loved the challenge of going up against him, would lose pretty often, but I loved harassing him (he is good at not dieing). The thing is: he was generally pretty easy to find in the old beta map because he would always be at one of the spawn points.
I spawn camp too if given an opportunity, but I don't enjoy it very much as a gameplay tactic. Right now spawn camping is not just possible, its incredibly easy. Players spawn in exactly the same area, and your target reticle lights up red before you can even see them. Unless they are in a heavy suit I can kill most people before they can move more than five feet.
Removing the red line might be a good idea, but protoman's stated reason for wanting to do so is that there shouldn't be any protection for people that are getting stomped by the opposing team. I think that is probably the worst possible reason for removing the red line and would exacerbate the problem of spawn camping even more.
Good reasons for removing it might include:
-An added ability to flank opponents in LAVs if they have become entrenched in an area. -More options for snipers -Dropping spawn links in strategic areas (kinda close to an objective but far enough away from the battlefield to be difficult to spawn camp -removing artificial limitations on players |
Benjamin Hellios
Villore Sec Ops Gallente Federation
259
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Posted - 2012.07.23 16:06:00 -
[34] - Quote
Minimum draw distance should at least be the maximum range of the best sniper rifle. I don't use 'em myself but what's the point of having gun that could hit a target at say 2000 yards if targets only show up at 500, if that? I agree the PS3 is limited but it's not that limited. |
Templar Two
Villore Sec Ops Gallente Federation
459
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Posted - 2012.07.23 16:36:00 -
[35] - 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. |
Bzeer
MG GROUP
41
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Posted - 2012.07.23 16:54:00 -
[36] - Quote
I don't think people hide in their spawn zones in this particular map, so much as they get burried there. I've been on teams that kill box both the attacking and defending default spawn areas despite them being red zones for the opposing team. I've also been on teams that get pinned down in these areas, and if no one is able to get out, no dropships are able to take off, and no cru s or objectives remain friendly than its near impossible to do anything but hide behind a barricade so you don't die from continuous splash damage. That said, I'm not opposed to the original posters idea, slightly modified. Multiple default spawn points much further back from the map would actually make it harder to spawn camp, and hold the objectives at the same time. The reasons kill boxes get formed on this map is that it's fairly easy to get two tanks, two dropships, and several team members applying continuous splash damage to the original spawn locations once all other targets are secured (while also maintaining a clear line of sight on every objective preventing breakout attempts once the whole area has been secured.) pushing the default zones back would make that a lot harder, thus it would be easier for a team that is pinned down at their base to breakout, becuase the team that is killboxing them in that situation would no longer have quick acess over the objectives. They would have to spread out if they wanted to go beyond simply holding and defending the objectives. I don't think any FC given the choice would pick the default positions on this current map as they are both way too exposed. Thankfully, matches I'm involved with are usually more close and entertaining then the killboxing situation, but whenever they happen it leaves a bad taste in my mouth... Even if I'm on the winning side, because there is no challenge to it, because it leads to the other team just having early quiters and late comers who can't even get a single scout out with a Mobil link. I actually don't think any team has been able to swing the momentum back in their favor once they've been kill boxed. I dont think anyone who is forced into hiding in those positions so they don't die 60 times in a single match is actually able to kill effectively from those fubar positions. So, Getting the default spawns (allowing two of them instead of one) out of the line of sight of the towers, and behind some actual cover, and removing the redzones to the point of allowing real flanking tactics, would be great at keeping the match fluid. so I sort if agree with the o. P. but I think because I expect a completely different consequence. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.23 16:54:00 -
[37] - Quote
Templar Two wrote: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.
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. |
Fuma Centuri
Amarr Templars Amarr Empire
107
|
Posted - 2012.07.23 17:08:00 -
[38] - Quote
xprotoman23 wrote:If this game really is supposed to be a sandbox redlines and safe zones have no place. People shouldn't be able to hide in their spawn when they are getting destroyed. This is a very good idea. If all available spawning points have enemy players within X distance, the spawning is disabled. If spawning is disabled for more than 30 seconds then the game is over.
This would fix spawn camping rather quickly. |
Omnipotent lilmamaj
Royal Uhlans Amarr Empire
205
|
Posted - 2012.07.23 17:12:00 -
[39] - Quote
Before I played Dust, I always pictured it as a constant battlefield. LIke you go too far onto a different territory to fight a different battle. I thought that battles would only end if the other team retreats because your things get destroyed by the other corp or you and your fighters are losing too much isk that you must retreat to another planet.
I don't know if this is how it would be, but I must say, my vision seems cool. |
Icy Tiger
496
|
Posted - 2012.07.23 17:20:00 -
[40] - Quote
Protoman, youre getting on my nerves. Its funny you want to remove redlining when you leave the battle whenever a tank starts kicking your ass. |
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Omnipotent lilmamaj
Royal Uhlans Amarr Empire
205
|
Posted - 2012.07.23 17:24:00 -
[41] - Quote
Icy Tiger wrote:Protoman, youre getting on my nerves. Its funny you want to remove redlining when you leave the battle whenever a tank starts kicking your ass. HIs actions are completely understandable. I'm surprised he even plays this game because of all the overpowered tanks. I think I'm right in saying jumpman is a specialist. He specializes in antipersonnel. He is probably the best there is. If there is no one to take out tanks he can't do his job. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
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Posted - 2012.07.23 17:27:00 -
[42] - Quote
Omnipotent lilmamaj wrote:Icy Tiger wrote:Protoman, youre getting on my nerves. Its funny you want to remove redlining when you leave the battle whenever a tank starts kicking your ass. HIs actions are completely understandable. I'm surprised he even plays this game because of all the overpowered tanks. I think I'm right in saying jumpman is a specialist. He specializes in antipersonnel. He is probably the best there is. If there is no one to take out tanks he can't do his job.
And by his own logic, he lost for being such a poor soldier who can't be bothered to support his team in anything other than striclty AP combat. So he then must pay the price and die repeatedly to his aggressor until the match ends. Or...wait...would he not like that? |
Omnipotent lilmamaj
Royal Uhlans Amarr Empire
205
|
Posted - 2012.07.23 17:34:00 -
[43] - Quote
Drake Lyons wrote:Omnipotent lilmamaj wrote:Icy Tiger wrote:Protoman, youre getting on my nerves. Its funny you want to remove redlining when you leave the battle whenever a tank starts kicking your ass. HIs actions are completely understandable. I'm surprised he even plays this game because of all the overpowered tanks. I think I'm right in saying jumpman is a specialist. He specializes in antipersonnel. He is probably the best there is. If there is no one to take out tanks he can't do his job. And by his own logic, he lost for being such a poor soldier who can't be bothered to support his team in anything other than striclty AP combat. So he then must pay the price and die repeatedly to his aggressor until the match ends. Or...wait...would he not like that? That's just unnecessary... This is why we need grouping. Specialist are good in every fps. You need a close quarters guy. An assault rifle person. A sniper, and an anti vehicle person who can also specialize in smgs as well. |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.07.23 17:34:00 -
[44] - Quote
Omnipotent lilmamaj wrote:Icy Tiger wrote:Protoman, youre getting on my nerves. Its funny you want to remove redlining when you leave the battle whenever a tank starts kicking your ass. HIs actions are completely understandable. I'm surprised he even plays this game because of all the overpowered tanks. I think I'm right in saying jumpman is a specialist. He specializes in antipersonnel. He is probably the best there is. If there is no one to take out tanks he can't do his job.
actually a sacrificed my OP loadout to run around with prototype AV grenades. Tanks run away fairly fast when you throw prototype AV grenades at them.
secondly lol at the kid that thinks the creodron is OP. |
Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.07.23 17:34:00 -
[45] - Quote
Drake Lyons wrote: And by his own logic, he lost for being such a poor soldier who can't be bothered to support his team in anything other than striclty AP combat. So he then must pay the price and die repeatedly to his aggressor until the match ends. Or...wait...would he not like that?
You don't ever expect a Sniper to kill a Tank. Your point holds no water. His logic is the same as mine: Play the game, don't chase the kills. The reason these things happen (as I stated earlier) is because no one is PLAYING DUST-514, they're playing "explode-y Kablow-y 514" (Launching Early 2013, BTW) as a CoD clone.
I think that the more this happens the better. Eventually people are going to have to learn the hard way that not dropping mobile uplinks is simply not an option. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.23 17:42:00 -
[46] - Quote
Well another thing most people are forgetting is the limitation of the engine, and system itself. The PlayStation3 has only so much given memory, and RAM. Unless CCP is really willing to increase the size of their server farm I'm not really sure you'll see that "red" line disapear. It has a purpose. Like I said in my initial posting here on the matter this does not mean you'll not be able to cross into another district or explore vast quanities of planets. However there will always be a limit. Also not every planet will be, or should be inhospitable. Most planets in EVE Online are probably just used for minerals, and resources where colonization is probably either too costly, or not possible to do hospitable conditions. Our own solar systems has proven this point. However I could see them allowing limited explorations or allow you to explore a wastlandic area at your own risk.
I'm getting ahead of myself though. Point is the redline serves a purpose. I am very sure that CCP will vastly increase the given areas, and maybe even connect districts though. Exploring may be very possible and I personally hope to see it happen myself. You just have to be realistic and know that at the moment. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.23 17:43:00 -
[47] - Quote
Omnipotent lilmamaj wrote:Drake Lyons wrote:Omnipotent lilmamaj wrote:Icy Tiger wrote:Protoman, youre getting on my nerves. Its funny you want to remove redlining when you leave the battle whenever a tank starts kicking your ass. HIs actions are completely understandable. I'm surprised he even plays this game because of all the overpowered tanks. I think I'm right in saying jumpman is a specialist. He specializes in antipersonnel. He is probably the best there is. If there is no one to take out tanks he can't do his job. And by his own logic, he lost for being such a poor soldier who can't be bothered to support his team in anything other than striclty AP combat. So he then must pay the price and die repeatedly to his aggressor until the match ends. Or...wait...would he not like that? That's just unnecessary... This is why we need grouping. Specialist are good in every fps. You need a close quarters guy. An assault rifle person. A sniper, and an anti vehicle person who can also specialize in smgs as well.
I agree. Grouping is necessary and specialization is the name of the game. But...I dunno. I guess I just look at it differently. Instead of constantly spawning in with an AR when faced with an immediate major tank threat, I would expect my team, even the specialists, to change to an alternate fitting. Even a militia fitting, because that extra 500-1000 damage a few times over can make or break a tank. I know - I watched three marauders do down within seconds of each other because the other team got smart and loaded out with swarms and forge guns. Pop pop pop. Only one got called back in, and it went down quickly.
Of course, if we get rid of redlines, maybe I could just sit in the spawn with my tank and the enemy would clip it when they spawn and immediately die without being given the opportunity to even shoot... |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.07.23 17:47:00 -
[48] - Quote
Redlines need to go and if people are fighting losing battles rather than getting destroyed or quitting out players should be able to vote to end the match and the losing team should have to forfeit a % of their gear, SP, and ISK to the winning team. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.23 17:51:00 -
[49] - Quote
Norbar Recturus wrote:Drake Lyons wrote: And by his own logic, he lost for being such a poor soldier who can't be bothered to support his team in anything other than striclty AP combat. So he then must pay the price and die repeatedly to his aggressor until the match ends. Or...wait...would he not like that?
You don't ever expect a Sniper to kill a Tank. Your point holds no water. His logic is the same as mine: Play the game, don't chase the kills. The reason these things happen (as I stated earlier) is because no one is PLAYING DUST-514, they're playing "explode-y Kablow-y 514" (Launching Early 2013, BTW) as a CoD clone. I think that the more this happens the better. Eventually people are going to have to learn the hard way that not dropping mobile uplinks is simply not an option.
I agree. It doesn't make a bit of sense. Perhaps you misunderstood...
My point is that his suggestion to remove redlines does nothing except punish an already losing team and effectively remove any chance of someone making it out of the spawn and setting up an uplink or capping an objective. In other words, the people who failed should be made to fail harder.
My remark followed the same logic - if he keeps dying to tanks because his fitting doesn't work against them, then he should be forced to keep spawning in his inefficient AP fitting for the rest of the game without the option to quit. In other words, the person who failed should be made to fail harder.
Now, I'm not actually suggesting the latter. I think it's a terrible idea for the same reason i think the former is a terrible idea - it does nothing but break the game further. Opening up the final spawn more than is already done would essentially give the winning team an infinite number of free kills as long as their ammunition holds out. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.23 17:54:00 -
[50] - Quote
xprotoman23 wrote:Redlines need to go and if people are fighting losing battles rather than getting destroyed or quitting out players should be able to vote to end the match and the losing team should have to forfeit a % of their gear, SP, and ISK to the winning team.
The latter portion of this, I absolutely agree with. Allow for an alternate victory condition. Prevent the pain/annoyance of being camped. Let the clear losers leave with something (some SP, ISK, etc.) which is more than they would get for just quitting out. Give the victors a clear bonus for an unusually decisive victory. |
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Benjamin Hellios
Villore Sec Ops Gallente Federation
259
|
Posted - 2012.07.23 18:12:00 -
[51] - Quote
I'd rather get spawncamped for hours on end than to forfeit anything. Switch to militia, fire a gun. Launch a missile. Do some damage! |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.23 18:18:00 -
[52] - 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. |
Cameron StarGazer
63
|
Posted - 2012.07.23 18:26:00 -
[53] - Quote
To drag the thread back on its original theme which is the safe zones I am afraid its more of a system and game mechanic.
First off, having infinite roaming style game like plantside 2 may not be in the PS3 capabilities not to mention require a lot more in the way of resources server side to to be continually streaming data to a PS3.
Secondly, it quite clear that this game will be about capturing particular objectives and sections similar to risk in order to progress. Having a roaming game will basically make this mechanic totally redundant and turn the whole map into one big death map where you run around for ages and maybe bump into another player. Restricting the map to one area means the whole battle is focused around that particular objective. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.07.23 18:26:00 -
[54] - Quote
This is silly. Nobody will ever, ever press the "lose the match and give the spawn camping team slaughtering me some of my stuff" button instead of the power button on their console.
It was kind of a disheartening weekend, seeing high level players I respected parking on the towers, quicktossing REs, and quitting out of matches simply because their team wasn't winning handily.
Yes, the lack of grouping and the constant search for new exploits are very annoying, but if you care that much about your beta KDR, why not just quit while you're ahead and await the final release? |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.07.23 19:01:00 -
[55] - Quote
Knarf Black wrote:This is silly. Nobody will ever, ever press the "lose the match and give the spawn camping team slaughtering me some of my stuff" button instead of the power button on their console.
It was kind of a disheartening weekend, seeing high level players I respected parking on the towers, quicktossing REs, and quitting out of matches simply because their team wasn't winning handily.
Yes, the lack of grouping and the constant search for new exploits are very annoying, but if you care that much about your beta KDR, why not just quit while you're ahead and await the final release?
Where is KDR mentioned anywhere in this thread? secondly you'd be surprised how many people would wave a white flag of surrender and minimize their loses by simply forfeiting a match. By surrendering not only would they get a lose, but they would also get some of their SP and ISK. When people PS quit out of games they lose everything, and did nothing but waste their precious time.
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.07.23 19:03:00 -
[56] - Quote
xprotoman23 wrote:Knarf Black wrote:This is silly. Nobody will ever, ever press the "lose the match and give the spawn camping team slaughtering me some of my stuff" button instead of the power button on their console.
It was kind of a disheartening weekend, seeing high level players I respected parking on the towers, quicktossing REs, and quitting out of matches simply because their team wasn't winning handily.
Yes, the lack of grouping and the constant search for new exploits are very annoying, but if you care that much about your beta KDR, why not just quit while you're ahead and await the final release? Where is KDR mentioned anywhere in this thread? secondly you'd be surprised how many people would wave a white flag of surrender and minimize their loses by simply forfeiting a match. By surrendering not only would they get a lose, but they would also get some of their SP and ISK. When people PS quit out of games they lose everything, and did nothing but waste their precious time. Yeah, I'm with you on this one. Since this is going to be an MMO, after all, you should always have the option to withdraw and keep at least some of your assets, rather than being stuck grinding away at a match you know you can't win, or quitting out and losing everything. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.23 19:04:00 -
[57] - Quote
Knarf Black wrote:This is silly. Nobody will ever, ever press the "lose the match and give the spawn camping team slaughtering me some of my stuff" button instead of the power button on their console.
It was kind of a disheartening weekend, seeing high level players I respected parking on the towers, quicktossing REs, and quitting out of matches simply because their team wasn't winning handily.
Yes, the lack of grouping and the constant search for new exploits are very annoying, but if you care that much about your beta KDR, why not just quit while you're ahead and await the final release?
Two options when totally overrun:
1) Quit Out: Lose whatever equipment you already lost in the match and the current fitting and receive 0 SP and 0 ISK.
2) Surrender: Lose your current fitting, and receive greater than 0 SP and greater than 0 ISK.
Simple logic. If you aren't choosing option 2 you're an idiot. The problem is right now we have:
1) Quit Out: Lose whatever equipment you already lost in the match and the current fitting and receive 0 SP and 0 ISK.
2) Keep dying: Lose your current fitting, and the next one, and the next one, and the next one. And receive greater than 0 SP and greater than 0 ISK. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.07.23 19:13:00 -
[58] - Quote
xprotoman23 wrote:Knarf Black wrote:This is silly. Nobody will ever, ever press the "lose the match and give the spawn camping team slaughtering me some of my stuff" button instead of the power button on their console.
It was kind of a disheartening weekend, seeing high level players I respected parking on the towers, quicktossing REs, and quitting out of matches simply because their team wasn't winning handily.
Yes, the lack of grouping and the constant search for new exploits are very annoying, but if you care that much about your beta KDR, why not just quit while you're ahead and await the final release? Where is KDR mentioned anywhere in this thread? secondly you'd be surprised how many people would wave a white flag of surrender and minimize their loses by simply forfeiting a match. By surrendering not only would they get a lose, but they would also get some of their SP and ISK. When people PS quit out of games they lose everything, and did nothing but waste their precious time.
Just because the KDR is really the only "loss" that would ever require "minimizing." Why quit at all when you can strap on some free stuff and fight to the bitter end for a few extra SP?
Of course, if we remove the redline and let the Protomen of the world walk up to our front doors to shoot us in the face as we spawn, then maybe the economics of the situation would fall more in line with the psychological aversion to losing that causes ragequitting. |
Pezz IsDank
Pink Fluffy Bounty Hunterz RISE of LEGION
171
|
Posted - 2012.07.23 19:26:00 -
[59] - Quote
^
A person could also be leaving because they aren't finding extremely lopsided matches fun, there's always that possibility. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.23 20:19:00 -
[60] - Quote
Norbar Recturus wrote:As the game is currently implemented, an anti-vehicle infantry unit can not use a Swarm Launcher to gain a lock on a target that is annihilating you with direct fire from out of visual range. Yes you can.
SOMEONE needs eyes on target, but it doesn't have to be they guy with the Swarm Launcher. I've been able to lock onto targets from almost across the map when someone else is keeping the icon visible for me. You don't need sight range, but you need line of sight. If there's no obstacle between you, and if someone is keeping the target visible, you can lock and fire just fine. |
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