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Author |
Thread Statistics | Show CCP posts - 13 post(s) |
Alpha 443-6732
Purgatorium of the Damned League of Infamy
4
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Posted - 2013.06.08 19:35:00 -
[1] - Quote
Are there plans for making maps inside areas such as:
-Space stations -Massive production facilities -Underground facilities and caves
and are there plans for naval maps and ship engagements, or raids on underwater facilities? Will there be submarines and such? |
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CCP LogicLoop
C C P C C P Alliance
82
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Posted - 2013.06.16 04:30:00 -
[2] - Quote
Alpha 443-6732 wrote:Are there plans for making maps inside areas such as:
-Space stations -Massive production facilities -Underground facilities and caves
and are there plans for naval maps and ship engagements, or raids on underwater facilities? Will there be submarines and such?
Space stations, not sure. We want to have fighting in MCC's in the future.
Currently working on a large socket that is a rather large production facility, but it may not be exactly what you are imagining.
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.
We have specific road map right now and things like this are not a priority right now, but they are in our minds and in things we want to do in the future. |
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crazy space 1
Unkn0wn Killers
1361
|
Posted - 2013.06.16 06:44:00 -
[3] - Quote
CCP LogicLoop wrote:Alpha 443-6732 wrote:Are there plans for making maps inside areas such as:
-Space stations -Massive production facilities -Underground facilities and caves
and are there plans for naval maps and ship engagements, or raids on underwater facilities? Will there be submarines and such? Space stations, not sure. We want to have fighting in MCC's in the future. Currently working on a large socket that is a rather large production facility, but it may not be exactly what you are imagining. 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. We have specific road map right now and things like this are not a priority right now, but they are in our minds and in things we want to do in the future.
You could totally use the same texture maps you are building for the inside of the MCC, for the inside of space stations and buildings on the ground : ) under water? put water outside the windows! MCC? put an view of the battle ground! Outer space? Stars! Underground? Windows with rocks outside!
haha ok that last idea is really silly :P |
From Costa Rica
Grupo de Asalto Chacal CRONOS.
110
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Posted - 2013.06.16 07:43:00 -
[4] - Quote
What are your priorities if i may ask? |
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CCP LogicLoop
C C P C C P Alliance
89
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Posted - 2013.06.16 09:28:00 -
[5] - Quote
From Costa Rica wrote:What are your priorities if i may ask?
Solidifying what's out there. Creating the proper surface infrastructures for each race, more set ups with current game modes that exist on new terrain. New terrains in general.
That's level designs right now. |
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Eskel Bondfree
DUST University Ivy League
107
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Posted - 2013.06.16 16:37:00 -
[6] - Quote
CCP LogicLoop wrote:We want to have fighting in MCC's in the future. Yes, please! The titan game mode in BF 2142 was awesome. Can't wait to battle it out in the enemy MCC, then blow it up from inside |
Doyle Reese
OSG Planetary Operations Covert Intervention
137
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Posted - 2013.06.16 17:17:00 -
[7] - Quote
How will fighting in MCCs work? I mean, we've all been in MCCs before, it doesn't seem very roomy |
crazy space 1
Unkn0wn Killers
1381
|
Posted - 2013.06.16 23:40:00 -
[8] - Quote
CCP LogicLoop wrote:From Costa Rica wrote:What are your priorities if i may ask? Solidifying what's out there. Creating the proper surface infrastructures for each race, more set ups with current game modes that exist on new terrain. New terrains in general. That's level designs right now.
please focus on fleshing out each race <3 It makes me sad to see this called eve and no minmatar or ammar going on : ( |
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CCP LogicLoop
C C P C C P Alliance
120
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Posted - 2013.06.17 01:28:00 -
[9] - Quote
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. |
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Alpha 443-6732
G.R.A.V.E
5
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Posted - 2013.06.17 01:32:00 -
[10] - Quote
(offtopic) What about island to island maps that require dropships to traverse? Or civilian districts, where one fights from apartments and such? |
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From Costa Rica
Grupo de Asalto Chacal CRONOS.
112
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Posted - 2013.06.17 01:46:00 -
[11] - Quote
how far in the time line is it to expand the playable area?
Maybe that could fix the socket problems... |
Hendaw
Quafe Runners
6
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Posted - 2013.06.17 05:06:00 -
[12] - Quote
When inside maps are finally put in, can we have the option to filter so we only get inside maps?
Unkillable HAVs sniping from beyond the redline and LAV-Squashfest-514 is getting old. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
404
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Posted - 2013.06.17 16:56:00 -
[13] - Quote
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? |
Halador Osiris
Dead Six Initiative Lokun Listamenn
404
|
Posted - 2013.06.17 16:57:00 -
[14] - Quote
From Costa Rica wrote:how far in the time line is it to expand the playable area?
Maybe that could fix the socket problems... This would fix this problem:Hendaw wrote:Unkillable HAVs sniping from beyond the redline |
Mobius Wyvern
BetaMax. CRONOS.
1972
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Posted - 2013.06.17 21:08:00 -
[15] - Quote
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. So is it likely we'll be seeing them upsized to 300 meters and made more similar to BF2142 Titans as the DevBlog on them and the 2009 presentation seemed to imply? |
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CCP LogicLoop
C C P C C P Alliance
134
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Posted - 2013.06.18 01:39:00 -
[16] - Quote
Mobius Wyvern 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. So is it likely we'll be seeing them upsized to 300 meters and made more similar to BF2142 Titans as the DevBlog on them and the 2009 presentation seemed to imply?
I do not know what the intended specs are at this point. Things change (and I didn't start here until just over a year ago) over time.
However, with that said the current MCC's clearly do not support a realistic gameplay scenario in scale right now. So it would only seem logical that they would become greater in size. |
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sammus420
Goonfeet Special Planetary Emergency Response Group
115
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Posted - 2013.06.18 19:21:00 -
[17] - 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.
This amazes me. Interior levels have been the bread and butter of FPSs since Wolfenstein 3D, yet Dust is so messed up that it can't handle them? Incredible. |
Harry Hendersons
Royal Uhlans Amarr Empire
3
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Posted - 2013.06.21 02:03:00 -
[18] - Quote
Inside a battledome would be really cool |
Eskel Bondfree
DUST University Ivy League
112
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Posted - 2013.06.21 16:12:00 -
[19] - Quote
sammus420 wrote: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. This amazes me. Interior levels have been the bread and butter of FPSs since Wolfenstein 3D, yet Dust is so messed up that it can't handle them? Incredible. Well, ask yourself this question: how many multiplayer FPS games on PS3 can you think of that have the same large scale exterior maps, number of players, level of character customization, graphical fidelity, mmo like player communication and extensive interior areas? I'll admit I haven't played many PS3 multiplayer games myself, but the mentioned constellation certainly is not common. Interior levels have been the bread and butter of FPS games because large scale open terrain is harder to do, and mixing both is even harder. |
Yani Sing
Krusual Covert Operators Minmatar Republic
1
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Posted - 2013.06.22 18:53:00 -
[20] - Quote
This is not cod, stop playing close quarters all the time. Dust is about vast areas. |
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Henry Stanley
Tritan's Onslaught RISE of LEGION
1
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Posted - 2013.07.02 23:54:00 -
[21] - Quote
are there plans for a ship yard or anything like that like a junk yard for titans or battleships or anything similiar i would love to hear some of ccp ideas for future outpost or just cool places to shoot people in how awesome would it to be playing in a half destoyed titan and having amazing places for warfare like that thats what makes this game great how awesome it will be |
Robert JD Niewiadomski
NULLIMPEX INC
266
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Posted - 2013.07.09 13:48:00 -
[22] - Quote
When one roams present day maps, one can notice many closed doors leading inside of small buildings. Which stay closed no matter what Is there a slight chance to let us in one day? |
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CCP LogicLoop
C C P C C P Alliance
244
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Posted - 2013.07.10 01:34:00 -
[23] - Quote
Henry Stanley wrote:are there plans for a ship yard or anything like that like a junk yard for titans or battleships or anything similiar i would love to hear some of ccp ideas for future outpost or just cool places to shoot people in how awesome would it to be playing in a half destoyed titan and having amazing places for warfare like that thats what makes this game great how awesome it will be
Not at this moment. However, I discussed the idea of this with one of our technical artists and he believes we would be capable of doing so. The primary concerns are typically our asset / memory / processor etc.. budgets.
Their are a lot of types of things we would like to do with our sockets, but our first priority is to get a specific set for each race out currently. |
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Iron Wolf Saber
Den of Swords
5941
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Posted - 2013.07.10 01:36:00 -
[24] - Quote
Eve battleships are pretty massive one of them would be the size of most of our current maps if not larger. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
1915
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Posted - 2013.07.10 02:00:00 -
[25] - Quote
CCP LogicLoop wrote:Henry Stanley wrote:are there plans for a ship yard or anything like that like a junk yard for titans or battleships or anything similiar i would love to hear some of ccp ideas for future outpost or just cool places to shoot people in how awesome would it to be playing in a half destoyed titan and having amazing places for warfare like that thats what makes this game great how awesome it will be Not at this moment. However, I discussed the idea of this with one of our technical artists and he believes we would be capable of doing so. The primary concerns are typically our asset / memory / processor etc.. budgets. Their are a lot of types of things we would like to do with our sockets, but our first priority is to get a specific set for each race out currently.
And the different planet types, hopefully =) |
Vilaskis Shalashev
Wolfhounds Ru RUST415
10
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Posted - 2013.07.10 14:50:00 -
[26] - Quote
I saw that in the MCC has already runways. You can skozat only one thing: The pilot suits? The runway? Same fighter jet! When will the fighters jet? say, if I may. |
Funkmaster Whale
0uter.Heaven
55
|
Posted - 2013.07.10 15:06:00 -
[27] - Quote
CCP LogicLoop wrote:Henry Stanley wrote:are there plans for a ship yard or anything like that like a junk yard for titans or battleships or anything similiar i would love to hear some of ccp ideas for future outpost or just cool places to shoot people in how awesome would it to be playing in a half destoyed titan and having amazing places for warfare like that thats what makes this game great how awesome it will be Not at this moment. However, I discussed the idea of this with one of our technical artists and he believes we would be capable of doing so. The primary concerns are typically our asset / memory / processor etc.. budgets. Their are a lot of types of things we would like to do with our sockets, but our first priority is to get a specific set for each race out currently.
I'm really hoping the transition to the PS4 will alleviate a lot of the asset / memory / processor concerns, at least partially. I know there's still the network aspect to consider. There needs to be a Worldwide Gigabit Internet Initiative... If only. |
Killar-12
Greatness Achieved Through Training EoN.
106
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Posted - 2013.07.11 22:41:00 -
[28] - Quote
Lets have a map of a Frigate to start off with if we look at ships. |
Avinash Decker
BetaMax. CRONOS.
56
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Posted - 2013.07.12 04:19:00 -
[29] - Quote
CCP LogicLoop wrote:Henry Stanley wrote:are there plans for a ship yard or anything like that like a junk yard for titans or battleships or anything similiar i would love to hear some of ccp ideas for future outpost or just cool places to shoot people in how awesome would it to be playing in a half destoyed titan and having amazing places for warfare like that thats what makes this game great how awesome it will be Not at this moment. However, I discussed the idea of this with one of our technical artists and he believes we would be capable of doing so. The primary concerns are typically our asset / memory / processor etc.. budgets. Their are a lot of types of things we would like to do with our sockets, but our first priority is to get a specific set for each race out currently.
Is it possible to have terrain sockets like valleys, rivers , natural bridges , caves , lakes, etc ? |
Hunter Junko
Bojo's School of the Trades
118
|
Posted - 2013.07.15 07:19:00 -
[30] - Quote
Eskel Bondfree wrote:CCP LogicLoop wrote:We want to have fighting in MCC's in the future. Yes, please! The titan game mode in BF 2142 was awesome. Can't wait to battle it out in the enemy MCC, then blow it up from inside ahh.... those were the days,
now i fee like dusting off my old account and visit titan mode for old time's sake :] |
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Fire of Prometheus
Solaris Space Marines
8
|
Posted - 2013.07.19 19:13:00 -
[31] - Quote
Alpha 443-6732 wrote:(offtopic) What about island to island maps that require dropships to traverse? Or civilian districts, where one fights from apartments and such?
Or perhaps islands with bridges Inbetween them that players "duke it out" on? |
Fire of Prometheus
Solaris Space Marines
8
|
Posted - 2013.07.19 19:22:00 -
[32] - Quote
Iron Wolf Saber wrote:Eve battleships are pretty massive one of them would be the size of most of our current maps if not larger.
In that case perhaps one part of the map could be a sort of hanger in Witch it would be possible to use tanks and jeep......maybe even dropships if its tall enough :-B |
Fiddler Galaine
The United Federation New Eden Dark Taboo
7
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Posted - 2013.07.22 16:28:00 -
[33] - Quote
When I first heard about this game, I imaged we might be given the ability to actually invade player ships in EvE during large engagements and sabotage their warp cores or blow the ship up from within...it'll probably never happen, but it was a nice thought. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
480
|
Posted - 2013.07.22 19:46:00 -
[34] - Quote
Fiddler Galaine wrote:When I first heard about this game, I imaged we might be given the ability to actually invade player ships in EvE during large engagements and sabotage their warp cores or blow the ship up from within...it'll probably never happen, but it was a nice thought. Honestly, I don't think that'd quite be fair to EVE players unless it was in a specific setting where they were aware of the risk that their ship could be boarded and sabotaged. I stopped playing EVE a while back, but if my ship randomly got blown up by something I had no control over and no choice in the matter, I'd be furious. |
Fiddler Galaine
The United Federation New Eden Dark Taboo
7
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Posted - 2013.07.22 21:35:00 -
[35] - Quote
It'd have to be a situation where you let another ship get close, long enough for mercs to board and assuming that were allowed, it would also be reasonable to assume that you could hire mercs to defend your ships so it wouldn't be random at all. |
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CCP LogicLoop
C C P C C P Alliance
253
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Posted - 2013.07.23 01:48:00 -
[36] - Quote
Avinash Decker wrote:CCP LogicLoop wrote:Henry Stanley wrote:are there plans for a ship yard or anything like that like a junk yard for titans or battleships or anything similiar i would love to hear some of ccp ideas for future outpost or just cool places to shoot people in how awesome would it to be playing in a half destoyed titan and having amazing places for warfare like that thats what makes this game great how awesome it will be Not at this moment. However, I discussed the idea of this with one of our technical artists and he believes we would be capable of doing so. The primary concerns are typically our asset / memory / processor etc.. budgets. Their are a lot of types of things we would like to do with our sockets, but our first priority is to get a specific set for each race out currently. Is it possible to have terrain sockets like valleys, rivers , natural bridges , caves , lakes, etc ?
It is possible. However, I will reiterate, such types are not of a priority. We need to get the racial SI's finished. |
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Fire of Prometheus
Solaris Space Marines
32
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Posted - 2013.07.23 01:55:00 -
[37] - Quote
Hey ccp logic loop, is it possible for you to take a look at the thread In requests/feedback titled "(idea/request) sticky remote explosives" I know that all of the people in that thread would love to hear from a dev on the matter |
Fire of Prometheus
Solaris Space Marines
32
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Posted - 2013.07.23 01:57:00 -
[38] - Quote
^thanks either way if you check it out or don't :) |
DeeJay One
BetaMax. CRONOS.
66
|
Posted - 2013.07.23 06:22:00 -
[39] - Quote
CCP LogicLoop wrote:We need to get the racial SI's finished. So how's work on them progressing? Are we talking winter expansion (in EVE terms) or sooner? ;) |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
731
|
Posted - 2013.07.23 06:48:00 -
[40] - Quote
CCP LogicLoop wrote:Avinash Decker wrote:CCP LogicLoop wrote:Henry Stanley wrote:are there plans for a ship yard or anything like that like a junk yard for titans or battleships or anything similiar i would love to hear some of ccp ideas for future outpost or just cool places to shoot people in how awesome would it to be playing in a half destoyed titan and having amazing places for warfare like that thats what makes this game great how awesome it will be Not at this moment. However, I discussed the idea of this with one of our technical artists and he believes we would be capable of doing so. The primary concerns are typically our asset / memory / processor etc.. budgets. Their are a lot of types of things we would like to do with our sockets, but our first priority is to get a specific set for each race out currently. Is it possible to have terrain sockets like valleys, rivers , natural bridges , caves , lakes, etc ? It is possible. However, I will reiterate, such types are not of a priority. We need to get the racial SI's finished. I thank you for making racial SI's a higher priority, I am eagerly awaiting the Amarr orbital artillery outpost |
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crazy space 1
Unkn0wn Killers League of Infamy
1529
|
Posted - 2013.07.23 06:50:00 -
[41] - Quote
CCP LogicLoop wrote:Avinash Decker wrote:CCP LogicLoop wrote:Henry Stanley wrote:are there plans for a ship yard or anything like that like a junk yard for titans or battleships or anything similiar i would love to hear some of ccp ideas for future outpost or just cool places to shoot people in how awesome would it to be playing in a half destoyed titan and having amazing places for warfare like that thats what makes this game great how awesome it will be Not at this moment. However, I discussed the idea of this with one of our technical artists and he believes we would be capable of doing so. The primary concerns are typically our asset / memory / processor etc.. budgets. Their are a lot of types of things we would like to do with our sockets, but our first priority is to get a specific set for each race out currently. Is it possible to have terrain sockets like valleys, rivers , natural bridges , caves , lakes, etc ? It is possible. However, I will reiterate, such types are not of a priority. We need to get the racial SI's finished. don't let them throw out your work |
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CCP LogicLoop
C C P C C P Alliance
260
|
Posted - 2013.07.24 00:56:00 -
[42] - Quote
DeeJay One wrote:CCP LogicLoop wrote:We need to get the racial SI's finished. So how's work on them progressing? Are we talking winter expansion (in EVE terms) or sooner? ;)
Gallente Research with supporting small and medium sockets comes out in 1.4. New terrain most likely in 1.4 as well.
We are aiming for: Caldari Production Facility and its supporting sockets for 1.7 (Art blockout phase currently)
Minmatar Cargo Hub and supporting sockets TBD (it's in a bsp blockout phase now, and is coming along nicely)
This is purely from level design and environment art. Speaking of which. Currently Team Knee 101 is doing the outposts, and Team Daddies is doing the terrains. We are sub team inside of Team Flash.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
1358
|
Posted - 2013.07.24 01:04:00 -
[43] - Quote
CCP LogicLoop wrote:DeeJay One wrote:CCP LogicLoop wrote:We need to get the racial SI's finished. So how's work on them progressing? Are we talking winter expansion (in EVE terms) or sooner? ;) Gallente Research with supporting small and medium sockets comes out in 1.4. New terrain most likely in 1.4 as well. We are aiming for: Caldari Production Facility and its supporting sockets for 1.7 (Art blockout phase currently) Minmatar Cargo Hub and supporting sockets TBD (it's in a bsp blockout phase now, and is coming along nicely) This is purely from level design and environment art. Speaking of which. Currently Team Knee 101 is doing the outposts, and Team Daddies is doing the terrains. We are sub team inside of Team Flash.
This is interesting. Out of curiosity, could you tell us what racial SI's we have now (with some brief descriptors if possible), and what constitutes a "complete set" as far as the current plan goes? Is someone working on Amarr stuff? |
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CCP LogicLoop
C C P C C P Alliance
262
|
Posted - 2013.07.24 01:22:00 -
[44] - Quote
Zeylon Rho wrote:CCP LogicLoop wrote:DeeJay One wrote:CCP LogicLoop wrote:We need to get the racial SI's finished. So how's work on them progressing? Are we talking winter expansion (in EVE terms) or sooner? ;) Gallente Research with supporting small and medium sockets comes out in 1.4. New terrain most likely in 1.4 as well. We are aiming for: Caldari Production Facility and its supporting sockets for 1.7 (Art blockout phase currently) Minmatar Cargo Hub and supporting sockets TBD (it's in a bsp blockout phase now, and is coming along nicely) This is purely from level design and environment art. Speaking of which. Currently Team Knee 101 is doing the outposts, and Team Daddies is doing the terrains. We are sub team inside of Team Flash. This is interesting. Out of curiosity, could you tell us what racial SI's we have now (with some brief descriptors if possible), and what constitutes a "complete set" as far as the current plan goes? Is someone working on Amarr stuff?
Right now, off the top of my head Orbital Artillery I believe functions as our Cargo Hub (Caldari). I am not sure what they are using the other two for at the moment.
A complete set is something new we started with the Research outpost. This is where we create small and medium sockets that "belong" with the SI. They look like they belong, and they functionally support it in lore. For example Research outpost has small sockets Power Core, Security Scanning, Relay Station, and Satellite Launch. With two mediums Landing Pad, and Reactor. They utilize assets and textures from the Research Outpost. They look good repeating, and support interesting gameplay (primarily in the medium sockets, as small sockets are very... small).
So with that said. "Currently" future SI's should be expected to have two mediums, and four small sockets that go out with them.
Amarr stuff is being concepted currently. Nothing is being built at this very moment from Team Knee 101 or Team Daddies. |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
760
|
Posted - 2013.07.24 02:42:00 -
[45] - Quote
CCP LogicLoop wrote: Amarr stuff is being concepted currently. Nothing is being built at this very moment from Team Knee 101 or Team Daddies.
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Funkmaster Whale
0uter.Heaven EoN.
114
|
Posted - 2013.07.24 03:06:00 -
[46] - Quote
CCP LogicLoop wrote:Zeylon Rho wrote:CCP LogicLoop wrote:DeeJay One wrote:CCP LogicLoop wrote:We need to get the racial SI's finished. So how's work on them progressing? Are we talking winter expansion (in EVE terms) or sooner? ;) Gallente Research with supporting small and medium sockets comes out in 1.4. New terrain most likely in 1.4 as well. We are aiming for: Caldari Production Facility and its supporting sockets for 1.7 (Art blockout phase currently) Minmatar Cargo Hub and supporting sockets TBD (it's in a bsp blockout phase now, and is coming along nicely) This is purely from level design and environment art. Speaking of which. Currently Team Knee 101 is doing the outposts, and Team Daddies is doing the terrains. We are sub team inside of Team Flash. This is interesting. Out of curiosity, could you tell us what racial SI's we have now (with some brief descriptors if possible), and what constitutes a "complete set" as far as the current plan goes? Is someone working on Amarr stuff? Right now, off the top of my head Orbital Artillery I believe functions as our Cargo Hub (Caldari). I am not sure what they are using the other two for at the moment. A complete set is something new we started with the Research outpost. This is where we create small and medium sockets that "belong" with the SI. They look like they belong, and they functionally support it in lore. For example Research outpost has small sockets Power Core, Security Scanning, Relay Station, and Satellite Launch. With two mediums Landing Pad, and Reactor. They utilize assets and textures from the Research Outpost. They look good repeating, and support interesting gameplay (primarily in the medium sockets, as small sockets are very... small). So with that said. "Currently" future SI's should be expected to have two mediums, and four small sockets that go out with them. Amarr stuff is being concepted currently. Nothing is being built at this very moment from Team Knee 101 or Team Daddies.
Thank you so much for all this information. It certainly goes a long way knowing how hard you guys are working on the game. Hopefully more people will see and appreciate feedback like this as it helps quell a lot of the banter about you guys not paying attention.
It's good to know you guys have a roadmap planned out so far ahead. I'm really hoping to see some sort of public disclosure on what you guys hope to accomplish in each subsequent itteration. At the same time I realize that it's not feasible as time constraints are not always met. Either way it's really nice reading in depth feedback such as this. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2203
|
Posted - 2013.07.24 03:40:00 -
[47] - Quote
1.7...? Thats something like October.. I take it we're sticking with the six month expansion plan.. |
Meeko Fent
Seituoda Taskforce Command Caldari State
359
|
Posted - 2013.07.24 03:52:00 -
[48] - Quote
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. Down the Shields, Get a Brave Derpship Pilot, and Board, Board, Board!
Remember boys, Press the detonaters AFTER you drop the REs...
Then the RE would be a Valuable weapon, used to destroy more then just the unsuspecting HAV...
RE the Engines, the Reactor, and the TACNET Link, and then you can die...
But for the Sake of Trophies that I heard are confirmed, just let the poor sods jump out of the MCC and Slam into the ground before the Game Ends...
MUHAHAHHHAHAHAHAH!
So Many Pubs to Cut Short! |
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CCP LogicLoop
C C P C C P Alliance
278
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Posted - 2013.07.24 04:55:00 -
[49] - Quote
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. |
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Alpha 443-6732
Pure Innocence. EoN.
45
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Posted - 2013.07.24 05:12:00 -
[50] - 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.
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? |
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CCP LogicLoop
C C P C C P Alliance
278
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Posted - 2013.07.24 05:16:00 -
[51] - Quote
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) |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
761
|
Posted - 2013.07.24 06:00:00 -
[52] - Quote
How come we're getting more Gallente and Caldari outposts before we get our first Minmatar or Amarr outpost? Is it just that the designers are already used to Gallente/Caldari and rather not do big shifts in style in order to get stuff out faster?
Also when can we expect the Space Elevators mentioned during Fan Fest?
This is some awesome feedback, I appreciate it (and I'm sure everyone else does as well) even if things aren't coming as soon as we'd like. Glad you're focusing on quality and not rushing. |
Avinash Decker
BetaMax. CRONOS.
60
|
Posted - 2013.07.24 06:34:00 -
[53] - Quote
If 1.4 is sometime in September , then 1.5 is October or late September, 1.6 is in November or late October, and 1.7 is in December or late November . I guess the another team is working on the major expansion . It seems it will come out early next year . |
crazy space 1
Unkn0wn Killers League of Infamy
1536
|
Posted - 2013.07.24 08:25:00 -
[54] - Quote
where is my factions !!!! tank ? outposts! |
crazy space 1
Unkn0wn Killers League of Infamy
1536
|
Posted - 2013.07.24 08:26:00 -
[55] - 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.
it's outragous for a game out of beta... |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
764
|
Posted - 2013.07.24 09:17:00 -
[56] - Quote
crazy space 1 wrote: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.
it's outragous for a game out of beta... I understand it's a bit ridiculous considering all the time this game has been in development and they haven't even touched Amarr yet, but I also understand where they're coming from. Got to save the best for last I suppose. Amarr/Minmatar has always been a lot more interesting visually and conceptually. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2213
|
Posted - 2013.07.24 17:50:00 -
[57] - 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.
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 |
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CCP LogicLoop
C C P C C P Alliance
309
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Posted - 2013.07.25 00:42:00 -
[58] - Quote
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.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
1364
|
Posted - 2013.07.25 00:46:00 -
[59] - 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.
Thanks for all the info. Looking forward to new outposts.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2221
|
Posted - 2013.07.25 00:50:00 -
[60] - 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.
Perhaps suggest the idea in the forums and see what the response from the community is? Im sure the players wouldnt mind a shiftin priority if it was brought up as a potential path. Technically corp hubs would just be a copy/paste of the warbarge in the short term but itd be a great base for other concepts later on down the line.
Though it is good to see that the only roadblock hereis the greenlight on coding though =)
Thanks Logi! |
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2-Ton Twenty-One
Internal Error. Negative-Feedback
850
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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