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Sotapopthegrey gay
Storm Wind Strikeforce Caldari State
54
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Posted - 2013.07.10 18:38:00 -
[1] - Quote
When are we going to get the full run of the map?
I mean everyone are talking about suits,guns,ECT... I want to know when i can play a conflict, not a death match. The more this game is being DEVed the more the vision is getting lost.
I read the blogs and the forum threads but no one is talking or caring about the map size...
CCP please are we getting any closer to the real map size? |
Iron Wolf Saber
Den of Swords
5958
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Posted - 2013.07.10 18:41:00 -
[2] - Quote
Please check out the last dev blog from CCP Logic Loop who works closely with the map teams.
http://dust514.com/news/blog/2013/06/developing-game-mode-variations/
While I would love to answer it's better suited for the developers to show you when they're ready. |
Sotapopthegrey gay
Storm Wind Strikeforce Caldari State
54
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Posted - 2013.07.10 18:43:00 -
[3] - Quote
that's just game modes.
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Sotapopthegrey gay
Storm Wind Strikeforce Caldari State
54
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Posted - 2013.07.10 18:44:00 -
[4] - Quote
I really want a full on battle that CCP stated. |
Iron Wolf Saber
Den of Swords
5958
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Posted - 2013.07.10 18:45:00 -
[5] - Quote
Sotapopthegrey gay wrote:
Its part of the whole map process because every map made has to support game modes and future stories of game modes.
For example have you ever played a game and said "Wow! this map is awesome for Capture the Flag!" then played the same map on another game mode and said "Man this map is effing terrible for King of the Hill."
Either way I meant to link this blog actually http://dust514.com/news/blog/2013/05/outposts-level-design/ |
Scheneighnay McBob
Blueberry Gunners
2192
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Posted - 2013.07.10 18:47:00 -
[6] - Quote
If there are 2 things I'm waiting on, they're fighters and being able to fight over the full map. |
Scheneighnay McBob
Blueberry Gunners
2192
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Posted - 2013.07.10 18:49:00 -
[7] - Quote
Iron Wolf Saber wrote:Sotapopthegrey gay wrote: Its part of the whole map process because every map made has to support game modes and future stories of game modes. For example have you ever played a game and said "Wow! this map is awesome for Capture the Flag!" then played the same map on another game mode and said "Man this map is effing terrible for King of the Hill." Either way I meant to link this blog actually http://dust514.com/news/blog/2013/05/outposts-level-design/ The only game mode we need the the full map to support is the all-out battle.
So your logic doesn't work |
Shadowswipe
WarRavens League of Infamy
159
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Posted - 2013.07.10 18:52:00 -
[8] - Quote
They JUST got the frames per second at a decent rate and more changes coming soon to help even more. In the patch tomorrow maybe. Once that happens, they may be more inclined to expand the map size with new game modes or maps. They want massive battles as much as we do. It will happen when it will happen. Unfortunately, that is the best answer you will probably get for 6 months or more. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
452
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Posted - 2013.07.10 18:54:00 -
[9] - Quote
I've been waiting for full maps since the day I started.. Nobody is going to complain about a redline sniper or a redline railgun if the redline is an entire valley over from the closest objective to the MCC. If one objective is really hot, load up a dropship and take the one that they aren't defending. Got redlined? The red line is 1KM long, get in an LAV and run the blockade through a weak spot. |
Sotapopthegrey gay
Storm Wind Strikeforce Caldari State
54
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Posted - 2013.07.10 18:54:00 -
[10] - Quote
Shadowswipe wrote:They JUST got the frames per second at a decent rate and more changes coming soon to help even more. In the patch tomorrow maybe. Once that happens, they may be more inclined to expand the map size with new game modes or maps. They want massive battles as much as we do. It will happen when it will happen. Unfortunately, that is the best answer you will probably get for 6 months or more.
I would love to see it on a road map. i really don't care about any thing else just the big maps that were promised. |
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Shadowswipe
WarRavens League of Infamy
159
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Posted - 2013.07.10 18:59:00 -
[11] - Quote
A cool map type though for giant maps would be a battle that starts and locks all current assets into place. You wager to bring 5 tanks, 15 LAVs, 100 Dropsuits, 1000 clones, etc... The only problem is, even if you don't use them, they are on the planet and if you lose, you lose everything you brought. There could even be a counter force cycle where you keep bringing in more and more gear until one side passes on bringing in gear and then the battle starts.
Round 1 of Setup * Team A bids 100 clones and 2 Tanks * Team B Bids 300 clones, 50 protosuits, and 5 tanks
Round 2 * Team A raises the stakes because they want to counter the protosuits and raise their gear by 100 protosuits * Team B has the option to raise the stakes again or start the battle, the decided to raise the stacks to 150 protosuits
Round 3 * Team A adds AV weapons etc... * Team B says we dont' need AV for your two tanks and starts the battle
The Battle now starts with agreed upon gear being brought Team A didn't raise the clone count, cause they think they are too pro.
It could be broken down into phases, clone betting, vehicle betting, dropsuit betting, etc to make things move faster.
PS: Kinda like a draft mode style of gaming, similar to that used in League Of Legends, except you dont' draft heroes, you draft gear. |
mollerz
Minja Scouts
706
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Posted - 2013.07.10 19:03:00 -
[12] - Quote
I get that there are logistics involved with level design. But this whole thing has become very much like COD, and that is not a good thing.
The level design needs to push the envelope a bit more by offering at least one big map mode with objectives. Just TRY IT. The nuances of the game, strategy, and problems of having a small map would evolve into something none of us can probably predict. It would truly put roles into place, LAV murders would plummet and become actual more for transportation, Squads would have to defend and attack more cohesively, dropships would immediately become useful, and I could go on.
From the dev blog-
Quote:Trying out one game mode variation, a version of Ambush Mode where players spawned behind defined battle lines, we tried to give players a GÇ£safe zoneGÇ¥ to spawn into GÇô a potential alternative to the random spawning Ambush Mode Classic. The community panned this idea almost immediately. For one thing, players disliked having to run so far to get back into the fight.
Wut?! Run so far back to the fight? Who runs to any fight excepts scouts? Everyone else calls in LAVs. If anything, ambush maps are way way too small for vehicles. Do the level designers have that much of a disconnect to how players actually use their levels? That map mode sounded actually fun. oh well. |
Serimos Haeraven
Deep Space Republic Top Men.
222
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Posted - 2013.07.10 19:09:00 -
[13] - Quote
What i find really weird about that original article is that you actually can't see any other far off levels or buildings, you can only see the ground scheme of the levels with little indentions where the actual buildings would be. Looking at those screenshots of the dropship it's clear that in whatever level that dev was using he could actually see other levels including the buildings, but in the current game that doesn't even exist.... So even from a long-distance perspective... CCP still has improvements to make... lol |
Halador Osiris
Dead Six Initiative Lokun Listamenn
452
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Posted - 2013.07.10 19:25:00 -
[14] - Quote
Serimos Haeraven wrote:What i find really weird about that original article is that you actually can't see any other far off levels or buildings, you can only see the ground scheme of the levels with little indentions where the actual buildings would be. Looking at those screenshots of the dropship it's clear that in whatever level that dev was using he could actually see other levels including the buildings, but in the current game that doesn't even exist.... So even from a long-distance perspective... CCP still has improvements to make... lol I still find it funny that the sniper hill in Manus Peak is the same as the sniper hill in Skim Junction. |
Lance 2ballzStrong
SyNergy Gaming EoN.
2669
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Posted - 2013.07.10 19:46:00 -
[15] - Quote
the game crawls along with 16v16 on decent sized maps.
You want to increase maps, which = to more strain on the already struggling engine to render more stuff, and to handle more vehicles, more people, more explosions, while trying to hold a steady frame rate.
They have to optimize the game as is, allot better, then they can start thinking about expanding. Till that time 16v16 on current map size is the best thing.
Maybe next gen CCP you'll see bigger maps and higher player count. I don't expect those things on the PS3, on this game. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
452
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Posted - 2013.07.10 20:00:00 -
[16] - Quote
Lance 2ballzStrong wrote:the game crawls along with 16v16 on decent sized maps.
You want to increase maps, which = to more strain on the already struggling engine to render more stuff, and to handle more vehicles, more people, more explosions, while trying to hold a steady frame rate.
They have to optimize the game as is, allot better, then they can start thinking about expanding. Till that time 16v16 on current map size is the best thing.
Maybe next gen CCP you'll see bigger maps and higher player count. I don't expect those things on the PS3, on this game. The only problem I see with this logic is that the maps are already huge. They already added in a thing in Uprising that prevents things from being rendered when they are out of your weapon range, so this shouldn't really change anything. If they increase the player count, I'm sure there'll be a bit of strain, but that's about it... |
First Prophet
Jaguar Empire
482
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Posted - 2013.07.10 20:10:00 -
[17] - Quote
mollerz wrote:From the dev blog- Quote:Trying out one game mode variation, a version of Ambush Mode where players spawned behind defined battle lines, we tried to give players a GÇ£safe zoneGÇ¥ to spawn into GÇô a potential alternative to the random spawning Ambush Mode Classic. The community panned this idea almost immediately. For one thing, players disliked having to run so far to get back into the fight. Wut?! Run so far back to the fight? Who runs to any fight excepts scouts? Everyone else calls in LAVs. If anything, ambush maps are way way too small for vehicles. Do the level designers have that much of a disconnect to how players actually use their levels? That map mode sounded actually fun. oh well. When did the community pan that idea immediately? I know a lot of people complained about ambush's "classic" random spawning, and that seems a good legitimate alternative.
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Lance 2ballzStrong
SyNergy Gaming EoN.
2671
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Posted - 2013.07.10 20:11:00 -
[18] - Quote
Halador Osiris wrote:Lance 2ballzStrong wrote:the game crawls along with 16v16 on decent sized maps.
You want to increase maps, which = to more strain on the already struggling engine to render more stuff, and to handle more vehicles, more people, more explosions, while trying to hold a steady frame rate.
They have to optimize the game as is, allot better, then they can start thinking about expanding. Till that time 16v16 on current map size is the best thing.
Maybe next gen CCP you'll see bigger maps and higher player count. I don't expect those things on the PS3, on this game. The only problem I see with this logic is that the maps are already huge. They already added in a thing in Uprising that prevents things from being rendered when they are out of your weapon range, so this shouldn't really change anything. If they increase the player count, I'm sure there'll be a bit of strain, but that's about it...
Server stability. You're sharing the server with everyone else, increasing player count means increasing the amount of vehicles, the amount of people using comms, the amount of stuff happening at the same time.
Frame rate is already iffy, even adding this thing you speak off... which i don't understand cuz i'm pretty sure i see stuff that's out of my weapon's range... how else would i see dropships high in the sky, or an enemy in the distance. |
mollerz
Minja Scouts
706
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Posted - 2013.07.10 20:16:00 -
[19] - Quote
First Prophet wrote: When did the community pan that idea immediately?
no idea. it must have been so fast we didn't know we did it. we microwarp drove that vote into the ground.
I realize the only reason the maps are as they are is solely due to technical limitations. the devs should just say that. nothing wrong with that.
we all also know it is something they can over come as others before them have. |
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