

#1
Posted 21 September 2014 - 09:05 PM
So strip the maps of these sprite trees. For the millionth time of needing to stand my ground and having the massive tree obscuring my vision with no ability to shoot it down or see around it, its gotten old. It pains me to see your official videos showing the brand new mechs stomping right through indestructible trees, it looks silly.
PGI has really done a huge turnaround these last few weeks and Im impressed, Im not trying to post an inflammatory thread. I appreciate the recent communications especially from Russ, chiming in on many topics the way he has is mending bridges. Can we have a discussion on this seemingly minor but LONG standing issue?
#2
Posted 21 September 2014 - 09:15 PM
#3
Posted 21 September 2014 - 09:16 PM
#4
Posted 21 September 2014 - 09:16 PM
#5
Posted 21 September 2014 - 09:19 PM
CycKath, on 21 September 2014 - 09:15 PM, said:
Dont get me started
Praetor Knight, on 21 September 2014 - 09:16 PM, said:
Im not saying this sarcastically, but can we name any tree situation on any map where the complete removal of them would actually affect the gameplay?
El Bandito, on 21 September 2014 - 09:16 PM, said:
I think everyone agrees that after all of these years of development, we SHOULD be able to. However, we cant, so thats what this thread is about, the quickest immediate improvement on the situation.
#6
Posted 21 September 2014 - 09:22 PM
ZacharyJ, on 21 September 2014 - 09:19 PM, said:
Forest Colony. Both sides will be able to exchange more long range fires if the trees on the hills are removed. I have successfully hid myself behind some trees while Gaussing people from a far, It was hilarious.
Edited by El Bandito, 21 September 2014 - 09:24 PM.
#7
Posted 21 September 2014 - 09:37 PM
ZacharyJ, on 21 September 2014 - 09:19 PM, said:
What I mean is more with how maps are handled by the Cryengine.
Where most maps still need various tweaks (for example needing to better address invisible walls), therefore my concern is that doing something like removing or making trees burnable/ destroyable could add delays to adding more maps and improving existing maps. It all depends on how maps are handled in the Cryengine and the time it takes to vet them.
I can put up with bad trees until they can get properly addressed once and for all, but I'm just wondering about what it would actually take to address the issue, in regards to other necessary work on maps.
#8
Posted 21 September 2014 - 09:41 PM
I do have some fairly high hopes that this will finally land on top of the priority heap as soon as CW phase 2 comes out.
#9
Posted 21 September 2014 - 09:45 PM
#10
Posted 21 September 2014 - 09:54 PM
#11
Posted 21 September 2014 - 09:57 PM
#12
Posted 21 September 2014 - 09:57 PM

#13
Posted 21 September 2014 - 10:10 PM
Russ Bullock, on 21 September 2014 - 09:41 PM, said:
I do have some fairly high hopes that this will finally land on top of the priority heap as soon as CW phase 2 comes out.
They do look good and of course help create the field of battle, but at the same time they take away immersion, especially once you've become hyperfamiliar with the maps in MWO after a few years.
Moonlander, on 21 September 2014 - 09:54 PM, said:
Im not surprised by them perpetually camouflaging you. Thats part of the issue itself. Stick around for a few years and you might appreciate how long past due this problem has become.
Hades Trooper, on 21 September 2014 - 09:57 PM, said:
Or you know, knock it over.
#14
Posted 21 September 2014 - 10:15 PM
ZacharyJ, on 21 September 2014 - 10:10 PM, said:
I just use thermal vision when someone is in the tree's or if I think someone is. I don't think my stance will change.
And that's not to say, I don't think it would be awesome. I just think there are better things to worry about.
Edited by Moonlander, 21 September 2014 - 10:19 PM.
#15
Posted 21 September 2014 - 10:17 PM
I assume the engine can handle it, but I guess not the maps... but really. Battlefield 3 had lots of this in 2011...
#16
Posted 21 September 2014 - 10:23 PM
Duke Nedo, on 21 September 2014 - 10:17 PM, said:
I assume the engine can handle it, but I guess not the maps... but really. Battlefield 3 had lots of this in 2011...
I dont think its a fair comparison. Sure it was 2011 but also...its a Battlefield game with one hell of a giant and seasoned team behind it. In 2015 triple A titles will continue to delivery triple A flash and gimmicks, which is not something anyone at MWO has ever said MWO needed/wanted to be.
I understand MWO has technical limitations due to staff and its goals as a game, but again, its over 2 years of this silliness so those excuses for something as basic as tree wear thin. I dont expect destructible environments from MWO, but static trees are a little much.
#17
Posted 21 September 2014 - 10:29 PM
Spawning smoke and steam from elemental surfaces is perhaps not impossible to apply as a new layer on top of existing maps... again guessing.

Edited by Duke Nedo, 21 September 2014 - 10:30 PM.
#18
Posted 21 September 2014 - 11:05 PM
Passing through fire should raise heat slightly for a mech.
#19
Posted 21 September 2014 - 11:50 PM
Moonlander, on 21 September 2014 - 09:54 PM, said:
I totally agree. I've had many matches on Caustic where the patches of trees helped my lights survive, and allowed for some sneaky gameplay. I'd like to see some changes to tree destruction, but removing them would take away one of the few things that actually makes Caustic interesting.
#20
Posted 21 September 2014 - 11:55 PM
Destructible cars would be nice too. Can't tell you how annoying it is for my 55 ton mech to get hung up on a tipped over semi trailer.
Also building destruction would be great. But honestly I'd be shocked if we ever even got the first two, pretty sure even modest building destruction is a pipe dream.
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