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Thread Statistics | Show CCP posts - 13 post(s) |
2-Ton Twenty-One
Internal Error. Negative-Feedback
850
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Posted - 2013.07.25 02:19:00 -
[61] - Quote
CCP LogicLoop wrote:Aeon Amadi wrote:CCP LogicLoop wrote:Aeon Amadi wrote:1.7...? Thats something like October.. I take it we're sticking with the six month expansion plan.. Bear in mind we have one team that does these outposts. Team Knee 101 right now is that team. It only consists of two level designers, and the environment artists in that team need all of them on one SI at a time. From an art standpoint, it takes about 2 or 3 months to get them fully art treated and optimized. That's including all t he supporting sockets that go with an SI. This isn't a task that can be done over night by a single team. Oh, I completely understand, Im just surprised that Uprising is going as far as 1.7 or more. Theres a lot of content these gents are wanting and youmoght want to consider rolling out Weapons Labs (weapon testing in a safe environment) and Social Interaction areas (see thread on Corporation Hub) before working on more sockets. I understand more sockets to kill the repetition is a priority but they dont really have any long term benefits. Not to say we dont want to see some bitchin' new sockets Yes, but... this is what level design and environment art does. We make gameplay space. I imagine if / when areas like social hubs and Weapons Labs get support from code (such as written or ready for use) then we would actually build them from a content perspective.
Stop asking the guys who do electrical to fix the plumbing......
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HowDidThatTaste
Internal Error. Negative-Feedback
3442
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Posted - 2013.07.25 09:12:00 -
[62] - Quote
CCP LogicLoop wrote:Aeon Amadi wrote:CCP LogicLoop wrote:Aeon Amadi wrote:1.7...? Thats something like October.. I take it we're sticking with the six month expansion plan.. Bear in mind we have one team that does these outposts. Team Knee 101 right now is that team. It only consists of two level designers, and the environment artists in that team need all of them on one SI at a time. From an art standpoint, it takes about 2 or 3 months to get them fully art treated and optimized. That's including all t he supporting sockets that go with an SI. This isn't a task that can be done over night by a single team. Oh, I completely understand, Im just surprised that Uprising is going as far as 1.7 or more. Theres a lot of content these gents are wanting and youmoght want to consider rolling out Weapons Labs (weapon testing in a safe environment) and Social Interaction areas (see thread on Corporation Hub) before working on more sockets. I understand more sockets to kill the repetition is a priority but they dont really have any long term benefits. Not to say we dont want to see some bitchin' new sockets Yes, but... this is what level design and environment art does. We make gameplay space. I imagine if / when areas like social hubs and Weapons Labs get support from code (such as written or ready for use) then we would actually build them from a content perspective.
Hire more people fast!
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Robert JD Niewiadomski
NULLIMPEX INC
385
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Posted - 2013.07.25 11:18:00 -
[63] - Quote
HowDidThatTaste wrote:(...)Hire more people fast! Buy more AUR? We could do something a la "kickstarer" in DUST. Every one buys something for AUR, to "feed the Devs" |
HowDidThatTaste
Internal Error. Negative-Feedback
3443
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Posted - 2013.07.25 12:53:00 -
[64] - Quote
Robert JD Niewiadomski wrote:HowDidThatTaste wrote:(...)Hire more people fast! Buy more AUR? We could do something a la "kickstarer" in DUST. Every one buys something for AUR, to "feed the Devs"
I would love to buy more aurum unfortunately I have 7 30 boosters left from all the merc pacs I bought. And after the let down of the $100 and $50 pacs I bought. The skill progression has allowed me to ween myself off of any aurum items I used to use.
So by their own design I have no more use for aurum until my booster run out. So unless they put cool stuff in to purchase with aurum or come up with some new reason to use aurum. I'm on hold I would love to "feed the Devs" as I have spent plenty off money up to this point, however my play style "the heavy" has been completely ignored and until that changes i m not inclined to in courage such bad behavior.
Most companies that are building something and start to fall short put more time and money into to to get it finished! Imagine if they did thus during the beta when their player count was at its largest and they rolled out almost everything we were promised this game was to be how much money they could be making. Instead they have few developers, no real roadmap and it shows in the player count. Will those players come back? It sure seems like a risky way of building a game. Would be better to throw a lot of money at the problem get as many people working on this game and start amazing the customer base. |
Tosh Vorkuta
Seraphim Initiative. CRONOS.
3
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Posted - 2013.07.25 14:20:00 -
[65] - Quote
buy a corp hub with aurum
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Alpha 443-6732
Pure Innocence. EoN.
45
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Posted - 2013.07.25 18:11:00 -
[66] - Quote
CCP LogicLoop wrote:Alpha 443-6732 wrote:CCP LogicLoop wrote:Aeon Amadi wrote:1.7...? Thats something like October.. I take it we're sticking with the six month expansion plan.. Bear in mind we have one team that does these outposts. Team Knee 101 right now is that team. It only consists of two level designers, and the environment artists in that team need all of them on one SI at a time. From an art standpoint, it takes about 2 or 3 months to get them fully art treated and optimized. That's including all t he supporting sockets that go with an SI. This isn't a task that can be done over night by a single team. I remember watching a video of DUST 514 at E3 2013 (possibly advancing the core) or something, and there had been a facility/socket shown (Large white hospital looking building with spotlights). If you know what I talk about, can you give me an ETA on when this facility would be made? This one?If so, that's coming in 1.4 (early september)
I think this is it, thanks. |
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CCP LogicLoop
C C P C C P Alliance
312
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Posted - 2013.07.26 00:57:00 -
[67] - Quote
Alpha 443-6732 wrote:CCP LogicLoop wrote:Alpha 443-6732 wrote:CCP LogicLoop wrote:Aeon Amadi wrote:1.7...? Thats something like October.. I take it we're sticking with the six month expansion plan.. Bear in mind we have one team that does these outposts. Team Knee 101 right now is that team. It only consists of two level designers, and the environment artists in that team need all of them on one SI at a time. From an art standpoint, it takes about 2 or 3 months to get them fully art treated and optimized. That's including all t he supporting sockets that go with an SI. This isn't a task that can be done over night by a single team. I remember watching a video of DUST 514 at E3 2013 (possibly advancing the core) or something, and there had been a facility/socket shown (Large white hospital looking building with spotlights). If you know what I talk about, can you give me an ETA on when this facility would be made? This one?If so, that's coming in 1.4 (early september) I think this is it, thanks.
It has a white / green kind of medical looking texture theme. Even though that is really just a Gallente style.
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zzZaXxx
The Exemplars Top Men.
138
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Posted - 2013.07.29 02:51:00 -
[68] - Quote
CCP LogicLoop wrote:Aeon Amadi wrote:1.7...? Thats something like October.. I take it we're sticking with the six month expansion plan.. Bear in mind we have one team that does these outposts. Team Knee 101 right now is that team. It only consists of two level designers, and the environment artists in that team need all of them on one SI at a time. From an art standpoint, it takes about 2 or 3 months to get them fully art treated and optimized. That's including all t he supporting sockets that go with an SI. This isn't a task that can be done over night by a single team.
Hope these are some of the positions CCP is hiring for. |
Ronan Elsword
Dead Six Initiative Lokun Listamenn
81
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Posted - 2013.08.02 00:40:00 -
[69] - Quote
Halador Osiris wrote:CCP LogicLoop wrote:Doyle Reese wrote:How will fighting in MCCs work? I mean, we've all been in MCCs before, it doesn't seem very roomy Not entirely sure yet, but the MCC's will either have a new interior, or it will be a new MCC all together. The current MCC's are for safe spawn location. As a request, could these MCCs have landing pads for aerial vehicles on top? And could they have an exposed upper level so us assault dropship pilots don't miss out on the fun?
I'd like to see Vehicles already placed in Garages on the Ground Base, and Dropships taking off out of the MCC's, and special aerial entrances. |
Scheneighnay McBob
Bojo's School of the Trades
2875
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Posted - 2013.08.10 02:17:00 -
[70] - Quote
I love you, LogicLoop.
Are there any plans on bringing back the old Orbital Artillery? (before the ugly fences were added) |
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Fire of Prometheus
DUST University Ivy League
69
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Posted - 2013.08.10 02:20:00 -
[71] - Quote
Scheneighnay McBob wrote:I love you, LogicLoop.
Are there any plans on bringing back the old Orbital Artillery? (before the ugly fences were added) Yes!!!! There was another thread somewhere in the forums about taking the fences off. |
Scheneighnay McBob
Bojo's School of the Trades
2878
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Posted - 2013.08.10 02:22:00 -
[72] - Quote
Fire of Prometheus wrote:Scheneighnay McBob wrote:I love you, LogicLoop.
Are there any plans on bringing back the old Orbital Artillery? (before the ugly fences were added) Yes!!!! There was another thread somewhere in the forums about taking the fences off. I made it |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1166
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Posted - 2013.08.12 04:40:00 -
[73] - Quote
Aero Yassavi wrote:CCP LogicLoop wrote: Amarr stuff is being concepted currently. Nothing is being built at this very moment from Team Knee 101 or Team Daddies.
Why do the Amarr and Matari always get shafted..... |
Robert JD Niewiadomski
NULLIMPEX INC
424
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Posted - 2013.08.14 22:39:00 -
[74] - Quote
True Adamance wrote:(...)Why do the Amarr and Matari always get shafted..... Aren't they more "elaborate" than Caldari ( some modest, grey, flat & edgy surfaces) and Gallente (some white/green round surfaces)?
Amar stuff has that golden shine with some ornamental byzanthine decorations while Minmatar has that rusty look with pipes, nooks and crevices. It is like a dessert after main course...
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Jungian
Ahrendee Mercenaries EoN.
150
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Posted - 2013.08.15 18:45:00 -
[75] - Quote
CCP LogicLoop wrote:Underground facilities, this relates to our memory problems with interiors in general. We want them too and will find a way to do it eventually.
PS4 version 'confirmed'. Yay! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1397
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Posted - 2013.08.31 18:03:00 -
[76] - Quote
CCP LogicLoop wrote:Aeon Amadi wrote:1.7...? Thats something like October.. I take it we're sticking with the six month expansion plan.. Bear in mind we have one team that does these outposts. Team Knee 101 right now is that team. It only consists of two level designers, and the environment artists in that team need all of them on one SI at a time. From an art standpoint, it takes about 2 or 3 months to get them fully art treated and optimized. That's including all t he supporting sockets that go with an SI. This isn't a task that can be done over night by a single team. CCP LogicLoop, this sort of came up in another thread but I wonder if you have any comment on it. I understand you are a small team, but if it really does take 3 months get a new outpost out as you said and as is evident with the Research Lab coming in 1.4 and the Production Facility in 1.7, then how long is it going to take to get all the racial outposts out. I mean, just look at how big the list is,
Amarr, Minmatar, and Gallente Orbital Artillery Amarr, Minmatar, and Gallente Biomass Amarr, Minmatar, and Caldari Communications Amarr, Minmatar, and Caldari Research Lab Amarr, Minmatar, and Gallente Production Facility Amarr, Minmatar, Gallente, and Caldari Cargo Hub
That is 19 more outposts that still need to be released. That will take 4 years 9 months if you release one every 3 months, that is May 2018. That is a bit unrealistic, don't you think? Even if you get them out every 2 months, that still becomes 3 years 2 months, that's October 2016.
Of course I don't want to rush the development, but is there some plan of action that's been discussed? Perhaps getting more people on the team or something? Or is the sad truth that will will not be getting a racial outpost for each outpost type :( |
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CCP LogicLoop
C C P C C P Alliance
717
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Posted - 2013.09.05 03:00:00 -
[77] - Quote
Aero Yassavi wrote:CCP LogicLoop wrote:Aeon Amadi wrote:1.7...? Thats something like October.. I take it we're sticking with the six month expansion plan.. Bear in mind we have one team that does these outposts. Team Knee 101 right now is that team. It only consists of two level designers, and the environment artists in that team need all of them on one SI at a time. From an art standpoint, it takes about 2 or 3 months to get them fully art treated and optimized. That's including all t he supporting sockets that go with an SI. This isn't a task that can be done over night by a single team. CCP LogicLoop, this sort of came up in another thread but I wonder if you have any comment on it. I understand you are a small team, but if it really does take 3 months get a new outpost out as you said and as is evident with the Research Lab coming in 1.4 and the Production Facility in 1.7, then how long is it going to take to get all the racial outposts out. I mean, just look at how big the list is, Amarr, Minmatar, and Gallente Orbital Artillery Amarr, Minmatar, and Gallente Biomass Amarr, Minmatar, and Caldari Communications Amarr, Minmatar, and Caldari Research Lab Amarr, Minmatar, and Gallente Production Facility Amarr, Minmatar, Gallente, and Caldari Cargo Hub That is 19 more outposts that still need to be released. That will take 4 years 9 months if you release one every 3 months, that is May 2018. That is a bit unrealistic, don't you think? Even if you get them out every 2 months, that still becomes 3 years 2 months, that's October 2016. Of course I don't want to rush the development, but is there some plan of action that's been discussed? Perhaps getting more people on the team or something? Or is the sad truth that will will not be getting a racial outpost for each outpost type :(
I have been on and off searching for this post the past few days to reply. Sorry for the delay. I just could not remember what thread it was in.
I really have no comment on to how long this will take in the long run. However now that we have our "methods" down, and begin to build more assets that can be reused, and another level designer designing outposts the process will be speeding up a bit. The real time sink is in the art process. Not to imply at all that our artists are slow. But it does take a lot to make these things as gorgeous as they are. |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1531
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Posted - 2013.09.05 04:37:00 -
[78] - Quote
Sorry about that LogicLoop, I probably should of made a new thread for it, in fact that's what I'll do now so more people can see this. Thanks for the reply :D |
Joel II X
AHPA
3
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Posted - 2013.10.01 02:15:00 -
[79] - Quote
I don't know if anyone mentioned this yet (I've only read the first and last page), bit if there are inside maps, how would outside support work? Calling RDVs, orbitals, etc.?
On a side note, an underwater base would be freaking awesome (thinks back to 2004, playing Ratchet and Clank: Up Your Arsenal and the level Aquatos)! |
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