Procedurally Generated Maps... Work
#41
Posted 04 August 2015 - 01:13 PM
#42
Posted 04 August 2015 - 01:21 PM
Updated the first post with a video at the end of some procedural worlds in realtime.
#43
Posted 04 August 2015 - 01:25 PM
Theyll have a horde of DLCs by the time SC is anywhere near better than EVE.
#44
Posted 04 August 2015 - 01:36 PM
When it comes to MWO we have to consider spawn points, cap points for conquest, potential pathing for lances and attack/defend points, routes for teammates to meet up, available cover... the variables are huge.
As much as we would like something like this, in an environment like MWO there are so many variables that have to be considered, it's only really possible to manually create the maps. Now I'm not saying the maps we have are perfect, I just can't see randomly generated maps being any better than what we have when it comes to gameplay experience.
Can you imagine the rage when 1 team gets a map that gives them a clear advantage over another?
I mean don't get me wrong I would love to see something like this but in the context of MWO, I really don't ever see it being possible.
#45
Posted 04 August 2015 - 01:39 PM
#46
Posted 04 August 2015 - 01:40 PM
I think the better idea is to generate a semi-random layout of pre-designed sections into a sizable world. This would allow for less heavy handed generation process with a good amount of procedural feel. This would also make it much easier to code the logic so that levels are balanced. Also, it would allow PGI to ensure a level of QA for less effort than a full procedural design would. There are lots and lots of examples of this kind of level generation in lots of games.
#47
Posted 04 August 2015 - 01:46 PM
Why not make blocks of 4 quadrants(like B3,B4,C3,C4) pre rendered/generated and the engine assembles the quads from a pool of assets and builds the maps pre-match?
Since they are square blocks they can rotate and the assets on them will be highly varied but built from scratch.
Or am i not making sense?
#48
Posted 04 August 2015 - 02:00 PM
KraftySOT, on 04 August 2015 - 12:40 PM, said:
Apples and Orange-flavoring. No Man's Sky is not a competitive multiplayer, so balancing issues are on a much lighter gradient. It's also an unfinished project, which is a pretty big deal. And let's not forget its creator has a knack of abandoning his projects.
I've said it before; procedural multiplayer games are HARD, otherwise everyone would do them.
#49
Posted 04 August 2015 - 02:01 PM
mark v92, on 04 August 2015 - 11:49 AM, said:
lel they realy need to update that.
im running fx 8150 8-core, HD 7870 2gb, 16gb ram and i have to play on low/dx9 to get a sort of smooth framerate
Strangely enough, I was getting terrible framerate for the last few months. Then I remembered I had switched it to DX9, in hopes of getting more fps.
Switched back to DX11 on a whim and the game is suddenly playable again (30-50fps).
#50
Posted 04 August 2015 - 02:06 PM
mark v92, on 04 August 2015 - 11:49 AM, said:
lel they realy need to update that.
im running fx 8150 8-core, HD 7870 2gb, 16gb ram and i have to play on low/dx9 to get a sort of smooth framerate
I played on a pair of HD 6850's with an i7, and got a similar chuggy framerate. Updated to a GTX970, and it's buttery smooth now. I can't make it go under 60fps.
Might be time for an upgrade on the videocard side.
#51
Posted 04 August 2015 - 02:15 PM
- Give the new players a "Let me try a random trial mech" button.
- Players who have a huge stable of mechs get bored sometimes. Give an option for the game to select a random mech (that works) from their collection each drop (mechs without engines aren't selected or can be crossed out of the random list I guess). Keeps things fresh.
#52
Posted 04 August 2015 - 02:21 PM
While I think it might be a little grandiose to expect unique environment for every conceivable planet and I can appreciate the rich detail invested in our present map set (or soon to be map-set).
Maybe a good middle-grown solution would be to use procedural maps as filler/fluff maps interspersed with our higher-detailed maps?
I mean at the end of the day... Skirmish doesn't need to revolve around our marquee maps do they?
#53
Posted 04 August 2015 - 02:25 PM
DaZur, on 04 August 2015 - 02:21 PM, said:
While I think it might be a little grandiose to expect unique environment for every conceivable planet and I can appreciate the rich detail invested in our present map set (or soon to be map-set).
Maybe a good middle-grown solution would be to use procedural maps as filler/fluff maps interspersed with our higher-detailed maps?
I mean at the end of the day... Skirmish doesn't need to revolve around our marquee maps do they?
Correct. The point behind procedurally generated maps is to put the player outside their comfort zone. It is to prevent "patterns" and "safe zones." It is to force the player to have a unique experience every single drop rather than deathballing to the same spots on the same maps, day in, day out.
#54
Posted 04 August 2015 - 02:27 PM
Zeusus, on 04 August 2015 - 11:26 AM, said:
do you realize that you can begin to generate a map 20 minute before somebody asks it
PowerOfNapes, on 04 August 2015 - 11:28 AM, said:
it's actually the past too
roguelikes traditionally use procedurally generated maps for re-playability since 80s
#55
Posted 04 August 2015 - 02:29 PM
This game needs maps, and if they wont let the community make them, then they need to use procedural generation to give us diverse environments wherein scouting is made necessary just to see whats on the map/locate the enemy/objective and each planet has dynamic environments that actually reflect the climate of said planet.
And the fact that the main dissenters in this thread are disagreeing because they think there's too much overhead gives me hope, because they're wrong, both technically and theoretically. They haven't backed up their arguments with actual facts because they don't know what they're talking about.
#56
Posted 04 August 2015 - 02:30 PM
bad arcade kitty, on 04 August 2015 - 02:27 PM, said:
Chaos is always fair but you can alleviate that with prebuild chunk. You could have river city with only the building block being random.
#57
Posted 04 August 2015 - 02:32 PM
bad arcade kitty, on 04 August 2015 - 02:27 PM, said:
do you realize that you can begin to generate a map 20 minute before somebody asks it
1 team having an advantage based on terrain doesn't matter in a procedural (i.e. totally random) map, because in order for either team to win they have to move and scout and locate the other team, which also doesn't have any idea where anything or anyone is on the map. That's important. Both teams have no intel other than the basics. Temperature, gravity, time of day, etc. Both teams will find themselves moving in and out of defensible areas because thats what happens when you don't know the map.
Think about every time a new map hits the random queue, its a mess, everyone goes everywhere. often those games are the most interesting because of it, even if this condition only lasts a day or two, and everyone settles into a pattern. This wouldn't happen with random maps, because nobody would have time to settle into those patterns.
Edited by pbiggz, 04 August 2015 - 02:33 PM.
#58
Posted 04 August 2015 - 02:34 PM
Mister Blastman, on 04 August 2015 - 02:25 PM, said:
Correct. The point behind procedurally generated maps is to put the player outside their comfort zone. It is to prevent "patterns" and "safe zones." It is to force the player to have a unique experience every single drop rather than deathballing to the same spots on the same maps, day in, day out.
But how can you do that whilst creating the same experience for both teams? Yeah we all know that our terrific matchmaker already makes things ridiculously one-sided but adding another (very wide) variable would be chaotic. Can you imagine if the lower ELO team got the bad map generation? More to the point, how could you guarantee that the lower ELO team got the better map? What criteria and software analysis could determine which side of the map is better for which team?
Would the generated maps be symmetrical to make it fair? Would there be some variable added to the higher ELO team to make their life more difficult?
As much as I would so love procedurally generated maps, in this game we just can't have it. Until we can invent an AI with the ability of Skynet to carefully craft the right maps, it's just never going to happen.
#59
Posted 04 August 2015 - 02:44 PM
InspectorG, on 04 August 2015 - 01:46 PM, said:
Why not make blocks of 4 quadrants(like B3,B4,C3,C4) pre rendered/generated and the engine assembles the quads from a pool of assets and builds the maps pre-match?
Since they are square blocks they can rotate and the assets on them will be highly varied but built from scratch.
Or am i not making sense?
What about the seams between the tiles? Do you want flat maps only?
Also, this talk about fairness is irrelevant. You can have both pre-made and procedurally generated maps in the same game. Want a fair experience? Play on the hand-made maps balanced for competitive play. Bored of that? Choose a procedurally generated map, which is potentially unbalanced, but random.
Edited by zagibu, 04 August 2015 - 02:44 PM.
#60
Posted 04 August 2015 - 02:45 PM
They could add some escort missions and stuff to make the rest of the planet do something.
Plus you'd need scouts to find the enemy drop site, do smash and grabs on ammo depots, locate guerilla forces that are in hiding, and more.
Shame it won't happen.
26 user(s) are reading this topic
0 members, 26 guests, 0 anonymous users