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Dev Stream, Thad Talks About Map Improvements!


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#61 Gattsus

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Posted 09 May 2015 - 10:34 AM

The bottleneck at the bottom right looks sucky... if it had been an open space would have been great.

View PostMalleus011, on 08 May 2015 - 01:39 PM, said:


Posted Image

All of these in random rotation?



This illustrates my point. Though we could still use all the other spawns in this bigger map version.

Edited by Gattsus, 09 May 2015 - 10:35 AM.


#62 Monkey Lover

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Posted 09 May 2015 - 01:18 PM

I really hope..these knock down effects will be server side. If only client side that would suck.

#63 Mordric

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Posted 09 May 2015 - 02:00 PM

will the new maps have environment affects like Blowing, Dust, Snow, Wind, Rain, Smoke or Night and day. maybe even Random events like a crashing Drop ship or orbital bombardments, not necessarily on the players but just for show and affects.

#64 Appuagab

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Posted 09 May 2015 - 08:49 PM

I totally don't understand the concept of giant rocks right in the river. Neither it's gameplay justification (that's one of few good places for fight in current RC) nor logical. Why the hell these huge rocks would be left in the middle CITY? How do you imagine ships crossing these rocks? I live in the city on a river and I understand that it impossible for civilization that reached the stars to have some giant boulders in city's artery.

Edited by Appuagab, 09 May 2015 - 08:50 PM.


#65 Imperius

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Posted 09 May 2015 - 10:23 PM

Anyone who is here complaining they hope their computer can handle tree/lamp post knock downs better upgrade their PC or shut it! Honestly this is a CryEngine Game!!!

You shouldn't have a processor under a quad-core 3ghz or better
You shouldn't have less than 8GB of ram
You shouldn't have anything less than a GTX 650 or HD5870

Really getting tired of "Laptop Gamers" or people with PC's lower than PS4 specs downgrading this game.

When this game comes out on Steam which has a ton of Power Users will start with this is a CryEngine game but why isn't it polished like it should (Used) to be? No insult to the PGI team but the people with crap PC's need to step up their rigs.

http://store.steampo...d.com/hwsurvey/

DirectX 11 GPUs 79.05%
Roughly 39.79% have PC's at that range or better.

Edited by Imperius, 09 May 2015 - 10:50 PM.


#66 Dakkss

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Posted 10 May 2015 - 12:55 AM

I was hoping for the entire extended area to be buildings and skyscrapers. And for the river part to be even narrower so that anyone who walks in it isn't a giant "kick me" target. We don't need any more maps that encourage standing at opposite ends of the map with Large Lasers, Gauss and ACs. Every single one of them pretty much is. We need more close-combat maps that encourage high-power brawling and River City was one of the only maps that did.

#67 Frost Lord

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Posted 10 May 2015 - 04:59 AM

View PostAppuagab, on 09 May 2015 - 08:49 PM, said:

I totally don't understand the concept of giant rocks right in the river. Neither it's gameplay justification (that's one of few good places for fight in current RC) nor logical. Why the hell these huge rocks would be left in the middle CITY? How do you imagine ships crossing these rocks? I live in the city on a river and I understand that it impossible for civilization that reached the stars to have some giant boulders in city's artery.

I thout that at first but it looks like the actual inlet isn't used and with the size you would think it would need some series dredging to make it deep enough for the ships in the first place

#68 Klappspaten

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Posted 10 May 2015 - 07:18 AM

I think the map should also be renamed into river village.

One thing that is missing in MW:O is a proper city map. Like a huge metropolis where you fight only between skyscrapers.

#69 Sevronis

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Posted 10 May 2015 - 11:37 AM

Loving the improvements so far. From the other opinions read, I would have to disagree with some of them. The area in the lower right, IF a base or capture point is added there, would make a great defensive bottleneck. However, I will agree that it needs more there visually, like another road leading up to more industry or something. Also I did find the additions of the big rocks in the center and over at the top left odd at first but then I remembered that RC is a coastal city. Rocks such as these could be found in such areas, unless destroyed when the city was built. They would deter bigger ships from going inland, especially enemy warships, but large cargo ships would not need to as the industrial docks would be closer to the open waters.The ones by the bridge adds the very much needed cover I always felt the river needed when crossing. Granted perhaps maybe more spread out towards the back where the second bridge is. This way it would feel more natural geographically. I do however agree that with more spread out areas, there would need to be more city buildings added, though having none around the nuclear plant would be understandable. Who would want to be across the street from one? But more towards the back of the map I would like to see more skyscrapers. Or maybe if the nuclear plant was moved way back into the empty spot in the lower right (since it would make more sense for such a building to be further away from the main city area, but still where a cap point could be), and then add more larger city buildings in that spot instead.

#70 White Bear 84

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Posted 10 May 2015 - 04:54 PM

For the subject of being difficult and desiring 'realness'

1. Why is there a small dirt bridge on the last part of the river? Natural process would probably wash that away, should be a bridge with an arch or bank denfenses on the side.

2. The dam at the back of the map is not really a dam at all. There is more water in the actual river?

3. The 'Karst?' in the river are an interesting idea, bit random though. They should be eroded more around the base

Ok silly nit picking over..

What happened to half the buildings?! Looks more like a LNG port than a city now..

The citadel! Noooo! Actually YESSS!! :)

Love some of the new areas, but feel it is a bit too industrial?!

The drop zone on the left seems like a waste of space unless something is going to be put in there?

Otherwise, liking it. Hopefully no more static 'lets hide behind the citadel' matches...

#71 pbiggz

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Posted 10 May 2015 - 04:55 PM

View PostImperius, on 09 May 2015 - 10:23 PM, said:

Anyone who is here complaining they hope their computer can handle tree/lamp post knock downs better upgrade their PC or shut it! Honestly this is a CryEngine Game!!!

You shouldn't have a processor under a quad-core 3ghz or better
You shouldn't have less than 8GB of ram
You shouldn't have anything less than a GTX 650 or HD5870

Really getting tired of "Laptop Gamers" or people with PC's lower than PS4 specs downgrading this game.

When this game comes out on Steam which has a ton of Power Users will start with this is a CryEngine game but why isn't it polished like it should (Used) to be? No insult to the PGI team but the people with crap PC's need to step up their rigs.

http://store.steampo...d.com/hwsurvey/

DirectX 11 GPUs 79.05%
Roughly 39.79% have PC's at that range or better.


QFT

#72 N0MAD

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Posted 10 May 2015 - 05:08 PM

So disappointing.
Cheap gimmicks, so we see a flamer cause lots of temporary smoke and sparks for a few seconds then nothing left on fire and the trees show no sign of being burnt afterwards, just the same tree graphic, no discoloration or fire effect left on them.
cheap gimmick is just cheap and lazy.

#73 Azeem447

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Posted 10 May 2015 - 05:18 PM

I am very sad to see and hear that they are ONLY adding trees and lamp posts that can be "knocked down". Granted it is much better than what we have right now but this is only a Band-Aid on a bullet wound. if they had cars that would get crushed under foot, buildings that weren't stronger that WAR MACHINIES, and more dynamic damage on terrain and buildings, then I would be rejoicing GREATLY. this is sadly just too little WAY too late. knocked down trees should have been in at the very beginning, followed shortly there after by destructible buildings. sad this game will never meet its true and full potential, only because it feels like no one is really trying to reach it.

Now that the WAAA!! WAAA!! is out of the way its really nice to see the big improvements there sticking into river city. Making it bigger, which is something we have all been saying for a long time now.

#74 50 50

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Posted 10 May 2015 - 09:52 PM

Far out guys.
Keep your shirts on.
The map is not due out for another month or more, you've not even played in it yet and already you are all flaming away.
It's yet to go through the QA process and see how it all goes.
Same for the trees.
Suddenly we get a sneak peak at a new feature which is clearly still a work in progress and you want to complain about it?
Sheesh!

PGI, great to see the improvements and changes you are working on.
Looking forward to hearing more about them and being able to experience them in game when they are implemented.

#75 The Great Unwashed

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Posted 10 May 2015 - 10:49 PM

Feedback regarding the stream: too long, too much chatter, not enough info, poorly prepared, horrible format, annoys wife. Weekly updates good, stream bad.

As far as the new map is concerned: looks nice, though the lower-right side forms an isolated choke point by virtue of out-of-bounds limits only; perhaps this area can be extended a bit more?

Edited by The Great Unwashed, 11 May 2015 - 02:58 AM.


#76 N0MAD

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Posted 11 May 2015 - 05:39 PM

View Post50 50, on 10 May 2015 - 09:52 PM, said:

Far out guys.
Keep your shirts on.
The map is not due out for another month or more, you've not even played in it yet and already you are all flaming away.
It's yet to go through the QA process and see how it all goes.
Same for the trees.
Suddenly we get a sneak peak at a new feature which is clearly still a work in progress and you want to complain about it?
Sheesh!


So, they show something, people point out obvious problems or bad features and you want people not to point it out?, sounds like a good way to get bad end result, sounds legit..
I mean lets wait for a bad implementation to go live and then try to fix it?

#77 Bloodweaver

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Posted 11 May 2015 - 05:51 PM

View PostN0MAD, on 11 May 2015 - 05:39 PM, said:

So, they show something, people point out obvious problems or bad features and you want people not to point it out?, sounds like a good way to get bad end result, sounds legit..
I mean lets wait for a bad implementation to go live and then try to fix it?

Son got TOLD

#78 N0MAD

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Posted 11 May 2015 - 08:11 PM

What the Cry engine can do with graphics and Fire...

go have a look at the OPs video and look at the ummm fire effects or should i say non effects..
Take note of what happens after the flamer ummm burns the trees, give you a clue, nothing, trees are just as they were before being ummm burnt..

#79 SenkaLupita

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Posted 11 May 2015 - 08:37 PM

Farcry 3 & 4 is actually built on the Dunia Engine which is a heavily modified CryEngine 1. For all intent an purpose its still a Cryengin.

Regardless of this fact it really dose go to show what a competent developer can do with the cryengin. CryEngin 3 was built with Dunia Engine 2 (CP) coding to allow easy crossovers of either platforms. There is no reason in reality that what you see in the Farcry 3 & 4 cannot be implemented in any of the games developed on CryEngin 2-4.

It would be nice to see competent developers take the engine and this game to the peek of its performance limitations.

Edited by SenkaLupita, 11 May 2015 - 11:25 PM.


#80 eFTy

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Posted 12 May 2015 - 12:42 AM

I really appreciate PGI trying to fix old maps!

BUT

Posted Image

STOP ADDING "OUT-OF-BOUNDS" AREAS I N S I D E THE DAMNED MAPS, YOU DOOFUSES! All they do is stiffle gameplay, and NOBODY likes bottlenecks.

MWO IS NOT DOTA! When will you ever get that through your thick skulls? Maps should be wide and open.





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