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How Beautiful This Game Could Be...


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#41 Dhatman

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Posted 27 August 2014 - 06:16 AM

View PostEvilCow, on 27 August 2014 - 06:10 AM, said:


I liked this map for example because I like open areas with not many places to hide:


Better than anything in MWO, huge map and fight can happen anywhere. There are lots more.



it is always fun to watch,
that modder get a better job done then the most devs...

#42 EvilCow

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Posted 27 August 2014 - 06:20 AM

View Posto0Marduk0o, on 27 August 2014 - 06:10 AM, said:

The environment of Crysis has much more details than maps in MWLL.


Please don't confuse details with clutter. We don't need to see ants on the terrain, what is really needed is a realistic looking area and a playable map.

Excessive details only impact the framerate without adding anything to the overall scenery. Details are also a quality problem, see the levitating stones in the MWO canyon map, still there after months.

View Posto0Marduk0o, on 27 August 2014 - 06:16 AM, said:

Looks quite generic to me. Remove respawn and then think again about map size.


It looks great to me. Respawn is not a problem in MWLL because its game modes, it is designed very well and integrated with rank progression, obviously you never played it.

Nothing tlike the dumb MW4 respawn mode.

#43 Lily from animove

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Posted 27 August 2014 - 06:21 AM

View PostEvilCow, on 27 August 2014 - 06:10 AM, said:


I liked this map for example because I like open areas with not many places to hide:

Better than anything in MWO, huge map and fight can happen anywhere. There are lots more.


you mean hardcore sniping and who is the first to be seen is shred into pieces?

While I have to say I don't like thw MWO maps much, since they are scaled totally wrong pure open maps would just end up in long range weapon setups only. Also i doupt the above mentionad quality would run properly in a 12vs 12 wild weapon firing battle. This will mostlikely be impossible performance wise for the most of our mechwarriors.

#44 EvilCow

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Posted 27 August 2014 - 06:22 AM

View PostLily from animove, on 27 August 2014 - 06:21 AM, said:


you mean hardcore sniping and who is the first to be seen is shred into pieces?

While I have to say I don't like thw MWO maps much, since they are scaled totally wrong pure open maps would just end up in long range weapon setups only. Also i doupt the above mentionad quality would run properly in a 12vs 12 wild weapon firing battle. This will mostlikely be impossible performance wise for the most of our mechwarriors.


Well, I used to play it 16 vs 16 on my 2006-era PC...

#45 Mavairo

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Posted 27 August 2014 - 06:28 AM

View PostEgomane, on 27 August 2014 - 03:51 AM, said:

And now make it non-static and see how much frames you still get.

This game needs to be playable for many gamers, not just those with beefy systems.


Many gamers? I don't think you've noticed but this is a niche game, aimed at the geek market. By default our computers are better than that of the average WOW Player's.

Getting a quad core and even a 4 series card is enough to get you into playing well above what this game is capable of.

Let alone a 6 Series Boosted, and a 6 core...

#46 mogs01gt

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Posted 27 August 2014 - 06:58 AM

View PostMikato Soul, on 26 August 2014 - 06:52 PM, said:

I just wanted to post something tested recently. These are screenshots of MWO assets used in the CrySDK developer kit test map. Imagine MWO with this amount of detail.
http://imgur.com/a/bvxiD?desktop=1#0

We need maps like that!!!

#47 Admiral_Korean_Jesus

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Posted 27 August 2014 - 07:56 AM

Im glad I could bring some attention to this issue. It seems like MWO has failed mostly due to poorly designed Maps and game stability in general. I would happy if PGI stopped releasing over priced Mechs for a bit and sat down and designed some decent Map layouts and stabilized the game as is.

They dont seem to understand how to design Maps that properly take advantage of the Rock, Paper, Scissors, concept that most shooters utilize. You can look at the maps of other FPS games for reference as well. Games like Halo, COD, Robocraft even, have open portions of the Map for ranged combats, closer land locked or urban sections for fast paced skirmishing up close, and then they will usually have multiple ways to flank around the other team.

When you combine these concepts and use them in different ways throughout a level, then you really encourage skill and style based play instead of this Meta OP, Nerf, and Buff cycle we continue to see every patch.

#48 kuangmk11

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Posted 29 August 2014 - 08:14 PM

Since these have been receiving so much attention lately (5000 hits this last week) I decided to update them a little. We figured out how to load the full textures and complete models (not just the prebuilt "_scale" models)

here you go:
http://imgur.com/a/GQ9wV#0

and a few shots in 4k:
http://imgur.com/a/MxHmk#0

#49 RedDragon

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Posted 29 August 2014 - 11:58 PM

View Postkuangmk11, on 29 August 2014 - 08:14 PM, said:

Since these have been receiving so much attention lately (5000 hits this last week) I decided to update them a little. We figured out how to load the full textures and complete models (not just the prebuilt "_scale" models)

here you go:
http://imgur.com/a/GQ9wV#0

and a few shots in 4k:
http://imgur.com/a/MxHmk#0

They actually looked far better before. Now they are somewhat out of place and look like toys. Maybe that's why the game lacks so much feeling and scale...

#50 kuangmk11

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Posted 30 August 2014 - 12:23 AM

View PostRedDragon, on 29 August 2014 - 11:58 PM, said:

They actually looked far better before. Now they are somewhat out of place and look like toys. Maybe that's why the game lacks so much feeling and scale...

I had the same thoughts, :P maybe if we had some more traditional BattleTech unit paint schemes and decals instead of the clown paints... Also notice how low rez some of the textures are. The skin textures are 1024x1024 and that covers everything but the weapon models while the specular (shininess) and normal (surface detail) maps are both 2048x2048

#51 CocoaJin

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Posted 30 August 2014 - 12:26 AM

Of course you get a sense of scale when your eye height is 2m off the ground and your field of view is smaller. How could you create that same sense with an eye height 10-15m off the ground while amoungst other mechs of comparable height, wide fields of view and a "zoom" set way back so you can visually take in such large swaths of your environment.

In order to not feel like our faces are pressed against the center glass panel, we have to give up a realistic 10 deg focal view for a pulled back, wide angle fish eye view...that automatically destroys the sense of scale, but is required so you don't feel like you viewing the the 3D world though a scope.

Frankly, ya'll asking for too much...if not the impossible.

#52 MrJJ

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Posted 30 August 2014 - 12:30 AM

All I want is more visual dmg on mechs. IE side torsos blown out or better yet limping leg instead of mech speed reduction. Destroying a cockpit leaving a nice chunk missing or blown apart completly. Overall graphics are fine just want more visual destruction.





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