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        | Author | 
        Thread Statistics | Show CCP posts - 9 post(s) | 
      
      
      
          
          Terry Webber 
          Turalyon Plus
  77
  
          
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        Posted - 2013.05.31 03:19:00 -
          [31] - Quote 
          
           
          Weapons Lab?! Will we be able to actually try out weapons there? | 
      
      
      
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          CCP LogicLoop 
          C C P C C P Alliance
  61
  
           
  
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        Posted - 2013.05.31 03:50:00 -
          [32] - Quote 
          
           
          Terry Webber wrote:Weapons Lab?! Will we be able to actually try out weapons there?  
  In this case no. I mean you can run around and try out your fitted weapons haha. This was to answer though that we do have some idea of what these buildings are. Some story to them exists most of our design docs. | 
      
      
      
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          Terry Webber 
          Turalyon Plus
  77
  
          
                | 
        Posted - 2013.05.31 04:04:00 -
          [33] - Quote 
          
           
          CCP LogicLoop wrote:Terry Webber wrote:Weapons Lab?! Will we be able to actually try out weapons there?  In this case no. I mean you can run around and try out your fitted weapons haha. This was to answer though that we do have some idea of what these buildings are. Some story to them exists most of our design docs.   OK, thanks for answering anyway. | 
      
      
      
          
          Aeon Amadi 
          Mannar Focused Warfare Gallente Federation
  1411
  
          
                | 
        Posted - 2013.05.31 04:07:00 -
          [34] - Quote 
          
           
          CCP LogicLoop wrote:Aeon Amadi wrote:Looks like a very interesting map, ripe for abuse for rooftop TAC-users/Snipers.  Beyond that, I honestly would love to see more 'fortress' style sockets like the large square building that was recently implemented (one with the objective inside on a catwalk). It's very fun to have a firefight inside of, though I have to say that players running up the corners to get on the roof defeats the purpose of it a bit. I'm not opposed to seeing more cat-walk walls with over points that are incredibly defensible. In fact, if the Battle of Whisky Outpost (Starship Troopers) ever becomes a socket, I'd have a nerd-boner.  http://www.youtube.com/watch?v=jPE00A6b9TYWould work well for a 5-point map on one side, making it all the harder for the enemy to red-line the team. Definitely should only be for outskirt objectives though.  Not quite. We went to a bit of length ensuring snipers have a hard time here. Oh, when you play this map snipers. Definitely stay away from that power core.    
  Interesting approach. Any plans on re-introducing static Small Turret Installations as per Skirmish 1.0? Wouldn't mind seeing those in certain outpost locations. Those of us that remember them will remember that they were pretty cool =P | 
      
      
      
          
          Moonracer2000 
          Subdreddit Test Alliance Please Ignore
  507
  
          
                | 
        Posted - 2013.05.31 04:13:00 -
          [35] - Quote 
          
           
          It sounds like the designers are putting a lot of effort into putting background story behind each part of an outpost, but like others have said that information isn't really being conveyed to most of the player base.
  Everything looks cool and I generally enjoy the game play in outposts, but I have no idea what I'm looking at. Other than cylinder shaped objects I can assume hold "stuff" I rarely get a feeling of function outside of a tactical value in battle.
  Some form of official reference listing all of the small, medium and large socket structures with pictures and descriptions would go a long way towards getting into the lore and help give an idea of what activity on the map might be like when people aren't fighting. | 
      
      
      
          
          BatKing Deltor 
          Tank Bros. DARKSTAR ARMY
  32
  
          
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        Posted - 2013.05.31 04:20:00 -
          [36] - Quote 
          
           
          I want it!!!
  Imagining a organized game instead of an instant battle, can have this team guard these entrances this team patrol between here and that team does this and that.... | 
      
      
      
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          CCP LogicLoop 
          C C P C C P Alliance
  63
  
           
  
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        Posted - 2013.05.31 06:20:00 -
          [37] - Quote 
          
           
          Aeon Amadi wrote:CCP LogicLoop wrote:Aeon Amadi wrote:Looks like a very interesting map, ripe for abuse for rooftop TAC-users/Snipers.  Beyond that, I honestly would love to see more 'fortress' style sockets like the large square building that was recently implemented (one with the objective inside on a catwalk). It's very fun to have a firefight inside of, though I have to say that players running up the corners to get on the roof defeats the purpose of it a bit. I'm not opposed to seeing more cat-walk walls with over points that are incredibly defensible. In fact, if the Battle of Whisky Outpost (Starship Troopers) ever becomes a socket, I'd have a nerd-boner.  http://www.youtube.com/watch?v=jPE00A6b9TYWould work well for a 5-point map on one side, making it all the harder for the enemy to red-line the team. Definitely should only be for outskirt objectives though.  Not quite. We went to a bit of length ensuring snipers have a hard time here. Oh, when you play this map snipers. Definitely stay away from that power core.    Interesting approach. Any plans on re-introducing static Small Turret Installations as per Skirmish 1.0? Wouldn't mind seeing those in certain outpost locations. Those of us that remember them will remember that they were pretty cool =P  
  We have functional ones yes, but we are at a budget limit at the moment. They should be back at some time but I do not know when. | 
      
      
      
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          Repe Susi 
          Rautaleijona Gentlemen's Agreement
  460
  
          
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        Posted - 2013.05.31 07:13:00 -
          [38] - Quote 
          
           
          So when do we get map-creating competition?
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          bigolenuts 
          KILL-EM-QUICK RISE of LEGION
  20
  
          
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        Posted - 2013.05.31 07:15:00 -
          [39] - Quote 
          
           
          
  We have functional ones yes, but we are at a budget limit at the moment. They should be back at some time but I do not know when.
  Budget limit? CCP is broke? Maybe less free beer in the work lounge then haha
  | 
      
      
      
          
          Heinz Doofenshertz 
          BetaMax. CRONOS.
  398
  
          
                | 
        Posted - 2013.05.31 08:21:00 -
          [40] - Quote 
          
           
          So when are we getting this, and what does it do in PC? | 
      
      
      
          
          Eldest Dragon 
          D3LTA ACADEMY
  25
  
          
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        Posted - 2013.05.31 09:10:00 -
          [41] - Quote 
          
           
          CCP FoxFour wrote:Reav Hannari wrote:Nice blog.
  Why is the word "piece" set to look like a hyperlink but it's not?
  What's the racial design for that building? Too slick and bright for Caldari. Doesn't have the normal coloring for the other races. Maybe it'll look totally different with final texturing.  Wouldn't you like to know! :P I was running around it yesterday. A really nice new outpost.  
  haha =p | 
      
      
      
          
          crazy space 1 
          Unkn0wn Killers
  1305
  
          
                | 
        Posted - 2013.05.31 09:24:00 -
          [42] - Quote 
          
           
          Hey why isn't the new outpost we sometimes find on maps used as a building to fight at with objectives yet? 
  t's the building with the containers in it? It's like a brand new map and its never used! | 
      
      
      
          
          Protected Void 
          One-Armed Bandits Unclaimed.
  11
  
          
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        Posted - 2013.05.31 10:37:00 -
          [43] - Quote 
          
           
          Very interesting to get a glimpse of the level/map creation process :-)
  I have to say, though, that I think your maps department should really put all their effort into cleaning up your current maps before creating any new ones. No restructuring needed - the level design itself works well for the most part. But - and this is really important - the whole game experience of Dust gets marred by the constant movement problems caused by the maps.
  A few examples: - There are several places where players grind to a halt instantly, even if there is nothing visible blocking the movement. The most annoying one that I can think of now is in Manus Peak (I think - the one with the jagged rock spires poking out of the ground), behind the rock spires more or less directly east of the A objective. Try starting at C, go south-ish and then sneak up on A behind those spires and you can't miss it. - Likewise, when running around many objects, I tend to get snagged on corners if I skirt them too closely. Very annoying. Rather than stopping the player completely, the corners should let you slide along the wall, possibly slowing the player down a little. A dead stop just breaks the whole game flow, and will often lead to an infuriating death that feels unfair. - In narrow passages, there isn't really any way to tell if you'll be able to run through it problem free or if you'll get stuck. There are lots of places that look like you should be able to fit through without any problems, but turns out to stop you. Then again, some places look to tight to squeeze through, but are traversable without a hitch. - Sort of similar to the previous point, there are several places where you'll get stuck on ridiculously low obstacles. Example: in the A, B , C, D map where one side starts closest to A and B and the other starts closest to C and D, the roofs around objective A have a low, raised edge around them. This edge isn't even as tall as a step in a staircase, but still isn't possible to get onto without jumping. Similarly, around the holes in the roof on the big complex that sometimes contain B on the jagged-rock map (Manus Peak?), there is another low edge. I've died several times there while trying to evade someone's shots, just because this puny, 10 cm tall edge was too tall for my super-soldier to step onto. Very annoying. - Traversing inclined terrain is often a real pain. Falling speed seems to vary wildly, so sometimes I spend a whole second falling down 1 meter or less, but get the damage associated with an actual 1 second fall. Also, whether I can climb a steep hill or not seems a bit random, regardless of how much stamina I have. - Within the first minute of my first play experience with Dust, I bumped into one of the consoles in my quarters. My avatar started jiggling up and down wildly until I moved away from the console again. Oh well, the game is in beta, I thought. Sadly this problem still persists, and is especially annoying and immersion-breaking when it happens when I try to line up a shot on a distant enemy.
  Fixing these things are way more important than adding new maps. I realize the work associated with it is pure drudgery and nowhere near as fun as designing a new map, but it has to be done. Seasoned players have learned to avoid these pitfalls to some extent, but they still detract greatly from the game. And I'm absolutely positive they're chasing away new players on a regular basis. | 
      
      
      
          
          Klivve Cussler 
          S.e.V.e.N. Gentlemen's Agreement
  149
  
          
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        Posted - 2013.05.31 19:25:00 -
          [44] - Quote 
          
           
          bigolenuts wrote:
  We have functional ones yes, but we are at a budget limit at the moment. They should be back at some time but I do not know when.
  Budget limit? CCP is broke? Maybe less free beer in the work lounge then haha
 
   I heard this term a couple of times from the devs in the Fanfest vids. I think Budget limit is a term that means "how much stuff we can stuff into the map without running into technical limitations of the PS3 and/or the graphics engine"
  As they continue to optimize the engine, they'll have more budget. There's always more you can squeeze out of an engine. I mean, they have Crysis 1 on the Xbox now! | 
      
      
      
          
          Lowkiie 
          KILL-EM-QUICK RISE of LEGION
  18
  
          
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        Posted - 2013.05.31 20:18:00 -
          [45] - Quote 
          
           
          We should be able to customize the set up of everything in corp owned districts, for Defenseive purposes... This game has a REDICULOUS amount of potential. REEEDICULOUS. | 
      
      
      
          
          Aeon Amadi 
          Mannar Focused Warfare Gallente Federation
  1423
  
          
                | 
        Posted - 2013.05.31 21:45:00 -
          [46] - Quote 
          
           
          CCP LogicLoop wrote:Aeon Amadi wrote:CCP LogicLoop wrote:Aeon Amadi wrote:Looks like a very interesting map, ripe for abuse for rooftop TAC-users/Snipers.  Beyond that, I honestly would love to see more 'fortress' style sockets like the large square building that was recently implemented (one with the objective inside on a catwalk). It's very fun to have a firefight inside of, though I have to say that players running up the corners to get on the roof defeats the purpose of it a bit. I'm not opposed to seeing more cat-walk walls with over points that are incredibly defensible. In fact, if the Battle of Whisky Outpost (Starship Troopers) ever becomes a socket, I'd have a nerd-boner.  http://www.youtube.com/watch?v=jPE00A6b9TYWould work well for a 5-point map on one side, making it all the harder for the enemy to red-line the team. Definitely should only be for outskirt objectives though.  Not quite. We went to a bit of length ensuring snipers have a hard time here. Oh, when you play this map snipers. Definitely stay away from that power core.    Interesting approach. Any plans on re-introducing static Small Turret Installations as per Skirmish 1.0? Wouldn't mind seeing those in certain outpost locations. Those of us that remember them will remember that they were pretty cool =P  We have functional ones yes, but we are at a budget limit at the moment. They should be back at some time but I do not know when.  
  Could you elaborate on the budget?
  Polygon budget? Actual financial budget? Maybe we players can help propose some ideas to help? | 
      
      
      
          
          Mr PurpSicle 
          D3LTA FORC3 Orion Empire
  61
  
          
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        Posted - 2013.06.01 02:12:00 -
          [47] - Quote 
          
           
          When do we get lvls where you don't get stuck on EVERYTHING | 
      
      
      
          
          Liner ReXiandra 
          Zumari Force Projection Caldari State
  40
  
          
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        Posted - 2013.06.01 10:14:00 -
          [48] - Quote 
          
           
          CCP LogicLoop wrote:Terry Webber wrote:Weapons Lab?! Will we be able to actually try out weapons there?  In this case no. I mean you can run around and try out your fitted weapons haha. This was to answer though that we do have some idea of what these buildings are. Some story to them exists most of our design docs.   
  This is what I tweeted about - We're quite appreciative of any background info you can provide for the designs.
  Why does stuff look the way it does / functionality and relation to other buildings surrounding it. Already mentioned during Fanfest that you guys are looking into making relations between large slots and smaller slots. | 
      
      
      
          
          Jayquan18 
          The Southern Legion RISE of LEGION
  87
  
          
                | 
        Posted - 2013.06.01 13:06:00 -
          [49] - Quote 
          
           
          CCP FoxFour wrote:Reav Hannari wrote:Nice blog.
  Why is the word "piece" set to look like a hyperlink but it's not?
  What's the racial design for that building? Too slick and bright for Caldari. Doesn't have the normal coloring for the other races. Maybe it'll look totally different with final texturing.  Wouldn't you like to know! :P I was running around it yesterday. A really nice new outpost.   literally? | 
      
      
      
          
          From Costa Rica 
          Grupo de Asalto Chacal CRONOS.
  95
  
          
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        Posted - 2013.06.01 21:27:00 -
          [50] - Quote 
          
           
          Are you guys looking at underground facilities on any future updates? (meaning this, or next year, would not expect you guys planning this features so far ahead). 
  Verticality is important, a cannon on a mountain with 4 entry points, or inside a underground facility with a 360 entry point. 
  Also, even if i am gallente, i want more minmatar and ammar structures. | 
      
      
      
          
          RINON114 
          B.S.A.A. General Tso's Alliance
  192
  
          
                | 
        Posted - 2013.06.03 11:21:00 -
          [51] - Quote 
          
           
          From Costa Rica wrote:Are you guys looking at underground facilities on any future updates? (meaning this, or next year, would not expect you guys planning this features so far ahead). 
  Verticality is important, a cannon on a mountain with 4 entry points, or inside a underground facility with a 360 entry point. 
  Also, even if i am gallente, i want more minmatar and ammar structures.    How about a facility that is underground with the only access points being huge chimneys that are flush with the mountainside, prompting long skydives into the dark, rusted corridors of a long abandoned underground base? | 
      
      
      
          
          B689 
          The Exemplars Gentlemen's Agreement
  1
  
          
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        Posted - 2013.06.03 12:15:00 -
          [52] - Quote 
          
           
          RINON114 wrote:From Costa Rica wrote:Are you guys looking at underground facilities on any future updates? (meaning this, or next year, would not expect you guys planning this features so far ahead). 
  Verticality is important, a cannon on a mountain with 4 entry points, or inside a underground facility with a 360 entry point. 
  Also, even if i am gallente, i want more minmatar and ammar structures.   How about a facility that is underground with the only access points being huge chimneys that are flush with the mountainside, prompting long skydives into the dark, rusted corridors of a long abandoned underground base?  
  That sounds amazing especially since everyone loves their inertia dampeners. | 
      
      
      
          
          Luitenet Smash 
          The Surrogates Of War
  0
  
          
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        Posted - 2013.06.03 15:50:00 -
          [53] - Quote 
          
           
          CCP Eterne wrote:Whether you're fighting in close quarters in tight corridors, climbing to the top of buildings to get a better sniper perch, or doing doughnuts with your LAV in a cargo bay, all of the Outposts in DUST 514 were created piece by piece as part of a broader level design. In his  new dev blog, CCP LogicLoop explains how the level design team approaches this important task.  ..............................................................................TEMPLAR RENEGADE11 IS CHEATING HE WASWEARING CALDARI GEAR WHEN I KILLED HIM TWICE WITH REMOTE EXPLOSIVES THATS CHEATING GUYS
 
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          Zat Earthshatter 
          Ghosts Of Ourselves
  309
  
          
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        Posted - 2013.06.03 19:31:00 -
          [54] - Quote 
          
           
          Although the "Socket" structure makes sense for rapidly seeding the tens of thousands of New Eden planets, using the current system as the only map design system may lock out many strong ideas that players have posted - namely cities, battlefield-sized interior maps, and likely any planet-types without solid ground to sit an outpost on. Those, however, are long-term concerns which should resolve themselves long before we cross those bridges.
  Currently, it works well enough for an MMO less than a month into the release phase, and I just hope for an Amarr/Minmatar map soon enough. As for the teased design displayed on the devblog, I would guess it to be a command & control center of some kind. As there isn't a good place to attach a PI Link, it isn't an EVE PI Command Center. Most likely it's a regional TACNET base that relays data to MCCs throughout the District. | 
      
      
      
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          CCP LogicLoop 
          C C P C C P Alliance
  69
  
           
  
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        Posted - 2013.06.04 01:47:00 -
          [55] - Quote 
          
           
          Protected Void wrote:Very interesting to get a glimpse of the level/map creation process :-)
  I have to say, though, that I think your maps department should really put all their effort into cleaning up your current maps before creating any new ones. No restructuring needed - the level design itself works well for the most part. But - and this is really important - the whole game experience of Dust gets marred by the constant movement problems caused by the maps.
  A few examples: - There are several places where players grind to a halt instantly, even if there is nothing visible blocking the movement. The most annoying one that I can think of now is in Manus Peak (I think - the one with the jagged rock spires poking out of the ground), behind the rock spires more or less directly east of the A objective. Try starting at C, go south-ish and then sneak up on A behind those spires and you can't miss it. - Likewise, when running around many objects, I tend to get snagged on corners if I skirt them too closely. Very annoying. Rather than stopping the player completely, the corners should let you slide along the wall, possibly slowing the player down a little. A dead stop just breaks the whole game flow, and will often lead to an infuriating death that feels unfair. - In narrow passages, there isn't really any way to tell if you'll be able to run through it problem free or if you'll get stuck. There are lots of places that look like you should be able to fit through without any problems, but turns out to stop you. Then again, some places look too tight to squeeze through, but are traversable without a hitch. - Sort of similar to the previous point, there are several places where you'll get stuck on ridiculously low obstacles. Example: in the A, B , C, D map where one side starts closest to A and B and the other starts closest to C and D, the roofs around objective A have a low, raised edge around them. This edge isn't even as tall as a step in a staircase, but still isn't possible to get onto without jumping. Similarly, around the holes in the roof on the big complex that sometimes contain B on the jagged-rock map (Manus Peak?), there is another low edge. I've died several times there while trying to evade someone's shots, just because this puny, 10 cm tall edge was too tall for my super-soldier to step onto. Very annoying. - Traversing inclined terrain is often a real pain. Falling speed seems to vary wildly, so sometimes I spend a whole second falling down 1 meter or less, but get the damage associated with an actual 1 second fall. Also, whether I can climb a steep hill or not seems a bit random, regardless of how much stamina I have. - Within the first minute of my first play experience with Dust, I bumped into one of the consoles in my quarters. My avatar started jiggling up and down wildly until I moved away from the console again. Oh well, the game is in beta, I thought. Sadly this problem still persists at several spots in the maps, and is especially annoying and immersion-breaking when it happens when I try to line up a shot on a distant enemy.
  Fixing these things are way more important than adding new maps. I realize the work associated with it is pure drudgery and nowhere near as fun as designing a new map, but it has to be done. Seasoned players have learned to avoid these pitfalls to some extent, but they still detract greatly from the game. And I'm absolutely positive they're chasing away new players on a regular basis.  
  These are mainly code, and collision volume issues. While level design is concerned about them, we do not directly create these. We are aware of a lot of the problems and the team is hard at work solving them.
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          CCP LogicLoop 
          C C P C C P Alliance
  69
  
           
  
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        Posted - 2013.06.04 01:48:00 -
          [56] - Quote 
          
           
          Aeon Amadi wrote:CCP LogicLoop wrote:Aeon Amadi wrote:CCP LogicLoop wrote:Aeon Amadi wrote:Looks like a very interesting map, ripe for abuse for rooftop TAC-users/Snipers.  Beyond that, I honestly would love to see more 'fortress' style sockets like the large square building that was recently implemented (one with the objective inside on a catwalk). It's very fun to have a firefight inside of, though I have to say that players running up the corners to get on the roof defeats the purpose of it a bit. I'm not opposed to seeing more cat-walk walls with over points that are incredibly defensible. In fact, if the Battle of Whisky Outpost (Starship Troopers) ever becomes a socket, I'd have a nerd-boner.  http://www.youtube.com/watch?v=jPE00A6b9TYWould work well for a 5-point map on one side, making it all the harder for the enemy to red-line the team. Definitely should only be for outskirt objectives though.  Not quite. We went to a bit of length ensuring snipers have a hard time here. Oh, when you play this map snipers. Definitely stay away from that power core.    Interesting approach. Any plans on re-introducing static Small Turret Installations as per Skirmish 1.0? Wouldn't mind seeing those in certain outpost locations. Those of us that remember them will remember that they were pretty cool =P  We have functional ones yes, but we are at a budget limit at the moment. They should be back at some time but I do not know when.  Could you elaborate on the budget? Polygon budget? Actual financial budget? Maybe we players can help propose some ideas to help?  
  For the small turrets its about animation / bone budget I believe. | 
      
      
      
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          CCP LogicLoop 
          C C P C C P Alliance
  69
  
           
  
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        Posted - 2013.06.04 01:49:00 -
          [57] - Quote 
          
           
          Liner ReXiandra wrote:CCP LogicLoop wrote:Terry Webber wrote:Weapons Lab?! Will we be able to actually try out weapons there?  In this case no. I mean you can run around and try out your fitted weapons haha. This was to answer though that we do have some idea of what these buildings are. Some story to them exists most of our design docs.   This is what I tweeted about - We're quite appreciative of any background info you can provide for the designs. Why does stuff look the way it does / functionality and relation to other buildings surrounding it. Already mentioned during Fanfest that you guys are looking into making relations between large slots and smaller slots.  
  Yes, this is true. The outpost in this blog is one of the first being set up with small and medium sockets that are support structures, or some how related to the large socket. All future large sockets will be designed straight away with these supporting structures for small and medium sockets. | 
      
      
      
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          Jungian 
          Ahrendee Mercenaries
  54
  
          
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        Posted - 2013.06.04 07:54:00 -
          [58] - Quote 
          
           
          Luitenet Smash wrote:..............................................................................TEMPLAR RENEGADE11 IS CHEATING HE WASWEARING CALDARI GEAR WHEN I KILLED HIM TWICE WITH REMOTE EXPLOSIVES THATS CHEATING GUYS
 
   
  I've met him too, that cheating bastard! | 
      
      
      
          
          steadyhand amarr 
          Amarr Immortal Volunteers
  654
  
          
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        Posted - 2013.06.04 09:24:00 -
          [59] - Quote 
          
           
          Logic loop becoming favourite dev. Any hints on when amarr style building will come in? | 
      
      
      
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          CCP LogicLoop 
          C C P C C P Alliance
  70
  
           
  
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        Posted - 2013.06.05 01:29:00 -
          [60] - Quote 
          
           
          steadyhand amarr wrote:Logic loop becoming favourite dev. Any hints on when amarr style building will come in?  
  No exact knowledge on a date. Though we are doing the move to start building the other races for sockets. | 
      
      
      
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