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Poor Visibility Versions Of Alpine And Tourmaline


33 replies to this topic

Poll: Alternate versions of Alpine and Tourmaline (46 member(s) have cast votes)

Would you be interested in a foul weather/poor visibility versions?

  1. yay (30 votes [65.22%])

    Percentage of vote: 65.22%

  2. nay (9 votes [19.57%])

    Percentage of vote: 19.57%

  3. abstain (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. dynamic weather conditions (7 votes [15.22%])

    Percentage of vote: 15.22%

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#21 Sephlock

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Posted 29 April 2013 - 10:55 AM

View PostGallowglas, on 29 April 2013 - 10:47 AM, said:

People complained endlessly about the lack of long-range visibility for months and months and now that we got two maps that addressed that concern, suddenly people want more maps with muddy visibility?

There really is no way to please this player base. :huh:

P.S. I'd prefer more clear-version maps before we add more occluded-versions.


The former complaints were about blurriness, and also advanced zoom. The latter are about a vast open killing field like awp map.

Edited by Sephlock, 29 April 2013 - 01:39 PM.


#22 Straften

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Posted 29 April 2013 - 10:59 AM

They wouldn't be vast open sniping fields with bad weather though.

#23 Gallowglas

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Posted 29 April 2013 - 11:01 AM

View PostSephlock, on 29 April 2013 - 10:55 AM, said:

The former complaints were about blurriness, and also advanced zoom. The latter are about a vast open killing field like awp map.


We had people that brought up both. The net effect is largely the same: blurriness or weather effects don't allow for sniping. Actually weather effects are even worse with regard to that. I'm not saying it's a bad idea, but with heat vision no longer the workaround solution for sniping in such conditions, I think you need to be careful about balancing the modes so that sniping isn't dominant, but it's also not worthless.

#24 Sephlock

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Posted 29 April 2013 - 01:40 PM

View PostGallowglas, on 29 April 2013 - 11:01 AM, said:



We had people that brought up both. The net effect is largely the same: blurriness or weather effects don't allow for sniping. Actually weather effects are even worse with regard to that. I'm not saying it's a bad idea, but with heat vision no longer the workaround solution for sniping in such conditions, I think you need to be careful about balancing the modes so that sniping isn't dominant, but it's also not worthless.


They could try addressing it via map design... they have already shown a willingness to do just that on previous maps.

#25 Shumabot

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Posted 29 April 2013 - 03:38 PM

View PostSephlock, on 29 April 2013 - 01:40 PM, said:

They could try addressing it via map design... they have already shown a willingness to do just that on previous maps.


Which maps..?

#26 Sephlock

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Posted 29 April 2013 - 03:57 PM

Didn't they add ships and such to break up lines of sight?

#27 blinkin

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Posted 29 April 2013 - 03:58 PM

View PostShumabot, on 29 April 2013 - 03:38 PM, said:


Which maps..?
  • river city - several times
  • caustic - redone map heat several times and the rocks over on the side without the industrial complex
  • forest colony - the ship out in the water
  • frozen city - the broken drop ship (it used to be whole and i think a bit smaller)
those are just the ones i remember. there have been several changes.

#28 iminbagdad

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Posted 29 April 2013 - 05:07 PM

Why do you think they won't do this? It's going to be a big patch that they are so proud of themselves for.

Hey look, we turned the lights off on this map. It took three months and we are introducing new bugs but its fine. Now we have all the maps we need.

#29 Shumabot

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Posted 29 April 2013 - 07:06 PM

View Postblinkin, on 29 April 2013 - 03:58 PM, said:

  • river city - several times
  • caustic - redone map heat several times and the rocks over on the side without the industrial complex
  • forest colony - the ship out in the water
  • frozen city - the broken drop ship (it used to be whole and i think a bit smaller)
those are just the ones i remember. there have been several changes.



So they haven't touched them in almost a year then?

#30 blinkin

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Posted 29 April 2013 - 10:08 PM

View PostShumabot, on 29 April 2013 - 07:06 PM, said:


So they haven't touched them in almost a year then?

actually everything except caustic happened right around the time we went to open beta. it has been a few months but a year is definitely stretching it.

Edited by blinkin, 29 April 2013 - 10:08 PM.


#31 Shumabot

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Posted 30 April 2013 - 06:00 AM

View Postblinkin, on 29 April 2013 - 10:08 PM, said:

actually everything except caustic happened right around the time we went to open beta. it has been a few months but a year is definitely stretching it.


~6 months. My bad. Still an unreasonably long time, it seems like they just tweak performance and looks now despite there being significant issues with most of their non tourmaline maps.

#32 Sephlock

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Posted 30 April 2013 - 06:57 AM

View PostShumabot, on 30 April 2013 - 06:00 AM, said:


~6 months. My bad. Still an unreasonably long time, it seems like they just tweak performance and looks now despite there being significant issues with most of their non tourmaline maps.


Just keep it in your pants and everything will be fine. No one wants to see you hump a building anyway. Think of it as training for when they implement damage for colliding with terrain (aside from fall damage) ;).

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#33 Shumabot

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Posted 30 April 2013 - 07:30 AM

View PostSephlock, on 30 April 2013 - 06:57 AM, said:


Just keep it in your pants and everything will be fine. No one wants to see you hump a building anyway. Think of it as training for when they implement damage for colliding with terrain (aside from fall damage) ;).


Buh?

#34 Khanublikhan

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Posted 30 April 2013 - 08:34 AM

I like the idea of a dynamic weather system.

- Rain Shower
- Snowstorm.
- Hailstorm.
- Lightning storm.
- Meteorite shower.
- Earth Tremors (kinda like weather).
- Geyser Eruptions.
- Lava Eruptions.
- Volcanic Ash Fall.

They could be placed and used as required by the developer's whim and fancy.

To avoid them dominating the match they might have a limited duration or effect only certain areas. Perhaps there could be triggers that cause them. i.e. number of mechs in an area cause earth tremors, spots might be shootable to cause a lava eruption etc.

Edited by Khanublikhan, 30 April 2013 - 08:35 AM.






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