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#21 Kaptain

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Posted 19 August 2015 - 01:05 PM

Same sentiments here. I like it but I wish it had kept more of the old landmarks and layout instead of being a completely new map.

#22 Dead Life

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Posted 20 August 2015 - 03:00 PM

View PostStealth 1S1K, on 18 August 2015 - 08:33 PM, said:

brilliant map to build great team play
now we just need a new achievement
Lumberjack - take down 100,000 trees =1,000 gxp and title Lumberjack. :D

The lumberjack song poped into my head there.

#23 Dead Life

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Posted 20 August 2015 - 08:51 PM

View PostStealth 1S1K, on 18 August 2015 - 08:33 PM, said:

brilliant map to build great team play
now we just need a new achievement
Lumberjack - take down 100,000 trees =1,000 gxp and title Lumberjack. :D

Something else if we get the lumberjack achievement then we also need a wrecking ball achievement for knocking down fences, lamp posts, taking out those tall stadium lights (with heavy cannons) and the radio antennas on building roofs in river city.

#24 White Bear 84

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Posted 21 August 2015 - 01:46 AM

View PostBrian Windover, on 19 August 2015 - 07:25 AM, said:

Great thread and feedback I have sent the link to the level designer and artists. I give big props to White Bear 84 with the screenshots these help identify the area you are talking about that we can fix.

Cheers,
Brian


TY.. ..moar to come :)

Understand the complexities in making these maps so take the comments lightly, all in the name of improving an already much improved map which is really great fun :)

#25 Brian Windover

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Posted 21 August 2015 - 07:48 AM

I have a question for everyone. I'm trying to figure out what fog people are saying the dislike.

We have two sets of fog.
There is the one at the Dawn ToD that rolls out as the game plays on. Once it rolls out there is hardly any fog(noon,dusk and night are the same fog or less fog)
Then we have the volumetric fog that sits around the inner ponds/lakes that is consistent all the time.

So which fog is causing the dislikes?

#26 Kjudoon

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Posted 21 August 2015 - 09:49 AM

I can tell you what I love about the fog, it kills the sniper game forcing them to shoot at boxes and not play "left eyeball corner pocket" level precision. It gives a level of immersion and realism, and if LRMs worked, it'd be a net positive for them to be used because they wouldn't care. They shoot sensor targets anyway and know how to determine if the target has cover.

All skills ignored by DF snipers. It is why, as beautiful as it is without it, I wish the fog was back in Viridian Bog.

Honestly, I wish more maps had random cycles like this. Particularly a thick fog for Crimson Straights like you get on a coast city. Or a snowstorm or dust storm on Alpine Peaks or Tourmaline. I don't know how hard it would be to do atmospheric tweaks in a random cycle, but having this be a possibility to roll in at any time during a match much like Frozen City on nearly any map would be fantastic,

Decreased or undependable visibility creates a whole new game experience, so please please PLEASE don't give in to the whiners about low visibility. I like variety for it forces players to develop a broader skill base and get better.

(Oh, PS... can we get night even darker please? I rarely need to use my low light even at night it seems. And My gamma is only at .7 and .6 brightness at highest and I don't fiddle with it for mode anymore.)

Edited by Kjudoon, 21 August 2015 - 10:27 AM.


#27 The Mech behind you

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Posted 21 August 2015 - 10:19 AM

View PostBrian Windover, on 21 August 2015 - 07:48 AM, said:

I have a question for everyone. I'm trying to figure out what fog people are saying the dislike.

We have two sets of fog.
There is the one at the Dawn ToD that rolls out as the game plays on. Once it rolls out there is hardly any fog(noon,dusk and night are the same fog or less fog)
Then we have the volumetric fog that sits around the inner ponds/lakes that is consistent all the time.

So which fog is causing the dislikes?


Well, it must be dawn then though I thought it's evening. Had my first drop in that daytime today and the fog was thick. Like there was a forest fire nearby.

#28 White Bear 84

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Posted 22 August 2015 - 04:45 AM

Moar screenies. This time rocks you can shoot through and a random volcano :)

Posted Image

Posted ImagePosted Image

Posted Image

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^^moar wierd rock stuff

Posted ImagePosted ImagePosted ImagePosted Image

What's with the volcano? For starters, the shape is questionable, but the issue is the side looks like a shack was build on the side or something idk what is that?

Most the issues I went hunting for were rocks, after I found some cover being negated in game.. ..hope these help :)

#29 NUJRSYDEVIL

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Posted 22 August 2015 - 06:43 AM

Polished **** IMO, sorry to whoever worked hard to create this map but there's a few things.
  • Original FC was small and maneuverable with 3 main route options (cave, water, straight through) this FC is far too large.
  • The map is suited for a FPS not MWO. FC feels like forced combat, two groups head into the middle and maul each other.
  • The video lag compared to the original FC is extremely irritable, same with River City which has WAY too much going on in the background
Lastly, I feel like I'm being forced to play FC. I've played sparingly over the last week in PUGs but I'd honestly say I've dropped on FC and River City 9 out of the past 10 times.

FC is another case of developers putting way too much oohs and ahhs in the map and ruining the simplicity. The combat in FC feels more forced than any other map in this game.

#30 VATER

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Posted 22 August 2015 - 07:03 AM

I like the map so far. Lots of possibilities, as soon as ppl stop insta-running into the G8 area to slug it out. We had a couple of private matches on the map and it turned out to be very interesting, as soon as we started to drag the game into different locations.
Some polish is needed, some bug/glitch fixing (whitebear84 pointed out a lot) and some smoothing, so that mechs do not get stuck every time.

#31 jper4

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Posted 22 August 2015 - 07:47 AM

i do think one of the bases do need to be shifted for assault (haven't gotten conquest on it yet so can;t say there) seems like they're both too close to one side of the map so you don't really need to worry about half the map in assault- all the matches I've been in have just been waterside pushes to the base since it's easy enough to get back to your own base to defend if someone does try to cap from the long way around.

#32 White Bear 84

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Posted 22 August 2015 - 08:59 AM

On a thought.. ..the size of the brush is too big (it is also a pain) - bear in mind that we are in giant mechs, so if you cant see through the brush, then that is one hell of a hedge trim job you are going to need..

#33 tokumboh

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Posted 22 August 2015 - 02:04 PM

My only gripe is that it seem to push my frame rate down into the low 20s, which seems to go mental when you get close up and brawling fro some reason I have lowered to meduim but it seems the same will try low settings

#34 tokumboh

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Posted 23 August 2015 - 02:21 AM

View PostVATER, on 22 August 2015 - 07:03 AM, said:

I like the map so far. Lots of possibilities, as soon as ppl stop insta-running into the G8 area to slug it out. We had a couple of private matches on the map and it turned out to be very interesting, as soon as we started to drag the game into different locations.
Some polish is needed, some bug/glitch fixing (whitebear84 pointed out a lot) and some smoothing, so that mechs do not get stuck every time.


Isn't that a problem with the map it is difficult to rally anywhere else without coordination. In PUGs it is easier to go to G8 although once we did a real detour along the coast and around back which worked well but you need people whom are willing to try something different. My main gripe still is I have had to dial down the graphics to cope since I get massive stuttering on both River city and Forest Colony something I don't get on the simpler maps. Maybe a computer upgrade is needed but the other maps are fine.

Edited by tokumboh, 23 August 2015 - 02:21 AM.


#35 Hurrey

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Posted 23 August 2015 - 07:45 AM

Like the new map. Far to frequent in the rotation though like all new maps get bumped up to a huge percentage of games so it will be better once it is returned to normal in the rotation. The darkness however is probably more than fine if you have perfect eyesight. Personally i think the dusk and night modes need to be removed.

#36 White Bear 84

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Posted 23 August 2015 - 08:02 AM

PSA - DEAR PGI, please can you turn the electricity on at forest colony, the colonists cannot evacuate the battlefield in the dark, nor can they watch TV. Srsly. No lights at night??

There is also a weird green glow near the mine at night, suspected radiation leak? Time to call in the EPA..

Edited by White Bear 84, 23 August 2015 - 08:03 AM.


#37 Kodyn

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Posted 23 August 2015 - 11:09 AM

View PostBrian Windover, on 21 August 2015 - 07:48 AM, said:

I have a question for everyone. I'm trying to figure out what fog people are saying the dislike.

We have two sets of fog.
There is the one at the Dawn ToD that rolls out as the game plays on. Once it rolls out there is hardly any fog(noon,dusk and night are the same fog or less fog)
Then we have the volumetric fog that sits around the inner ponds/lakes that is consistent all the time.

So which fog is causing the dislikes?


For me, it's any fog effects that kill FPS. Playability is ok, and I absolutely love the map, but FPS is a tad on the low side to begin with, so fog on top of that can be pretty deadly.

Not quite sure what it is about certain maps that causes higher or lower FPS, aside from the obvious like fog, F. City's obnoxious snowstorm, etc. For example, I get amazing FPS on Canyon and HPG, decent on Crimson and Caustic, and considerably less on most other maps, with Mining Colony, the new maps, Bog, and F. City being the worst. I'm just willing to tolerate it on River City and FoCo because they're such awesome maps, but the older, low FPS maps kill my desire to even participate in those matches...

#38 Tarogato

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Posted 23 August 2015 - 11:11 AM

View PostKjudoon, on 21 August 2015 - 09:49 AM, said:

I can tell you what I love about the fog, it kills the sniper game forcing them to shoot at boxes and not play "left eyeball corner pocket" level precision. It gives a level of immersion and realism, and if LRMs worked, it'd be a net positive for them to be used because they wouldn't care. They shoot sensor targets anyway and know how to determine if the target has cover.

All skills ignored by DF snipers. It is why, as beautiful as it is without it, I wish the fog was back in Viridian Bog.

Honestly, I wish more maps had random cycles like this. Particularly a thick fog for Crimson Straights like you get on a coast city. Or a snowstorm or dust storm on Alpine Peaks or Tourmaline. I don't know how hard it would be to do atmospheric tweaks in a random cycle, but having this be a possibility to roll in at any time during a match much like Frozen City on nearly any map would be fantastic,

Decreased or undependable visibility creates a whole new game experience, so please please PLEASE don't give in to the whiners about low visibility. I like variety for it forces players to develop a broader skill base and get better.

(Oh, PS... can we get night even darker please? I rarely need to use my low light even at night it seems. And My gamma is only at .7 and .6 brightness at highest and I don't fiddle with it for mode anymore.)


Amen, brother. I love the fog. It's atmosphere, it's aesthetically pleasing, and it hides mechs. Some people are going to whine because the fog makes it so they can't see mechs, but what they don't realise is that the fog is making it just as hard for the enemy to see them. Scout mechs actually have a role on this map - I have no problem pulling off wide flanks without getting noticed, spotting targets, locking for LRMs, coring out DWFs and STKs in the rear, distracting and misleading the enemy to my team's true location. It's fantastic.

The sheer size of the map helps, too, it's great. The only problem is there aren't enough options to maneuver in the north. I wish the canyon at F10 split into another path and opened into E9, and I wish there was a passage along the D7/E7 border through that impassable mountain. Also, it would be super super cool if there was a tunnel (a mine) through the center of H5/H6.

Viridian Bog looked so much better with the fog and I don't know why PGI gave in to the whiners and reduced it to almost nothing. It's a damn shame, because the fog makes gameplay a lot more dynamic - it makes movement more important and more safe and cuts down on park-and-snipe. Same with night. Darker night -> more interesting and diverse gameplay. Brighter night -> plays similar to daytime, blah.

I love the thick brush, too. Some of it might be oversized, but I'm happy with the sheer volume of it. I just wish it didn't tank my framerate into the low 20's.

Edited by Tarogato, 23 August 2015 - 11:18 AM.


#39 Lunatic_Asylum

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Posted 23 August 2015 - 11:13 PM

This map, actually, needs revision.

1. There are too many open areas with trees preventing visibility and small logs that prevent fast reaction and movement. You get stuck all of a sudden and shot dead.
2. The tunnel needs to be more evident.
3. The map makes slow 'Mechs useless! Did PGI forget about the slowest 'Mechs?! Getting to the battlefield on a Stalker at 19.1kmph is a drag. (In PUGs, everyone will get killed, and you are still making your turn around the spawn area)... Restrict the map to faster 'Mechs or redo it.

Edited by Lunatic_Asylum, 23 August 2015 - 11:15 PM.


#40 FatYak

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Posted 23 August 2015 - 11:20 PM

Most of the complaints about the map are not an issue if you work like a team....





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