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Visibility Vs Fun On New Maps


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#21 process

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Posted 27 October 2015 - 09:46 AM

View PostMeiSooHaityu, on 27 October 2015 - 08:40 AM, said:

We could have the mechs be a bright neon blue or neon red. We should also equip autoaim (like a cross hair snap-to). While we are at it, I think we should change all the terrain to shades of great, eliminate any cover, and heck, remove any inclines and declines while we are at it.

I'm sure there are more "improvements" I'm missing. :)


On a related note, I would totally be down for an "80's virtual reality sim" map.

#22 MeiSooHaityu

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Posted 27 October 2015 - 10:08 AM

View Postprocess, on 27 October 2015 - 09:46 AM, said:


On a related note, I would totally be down for an "80's virtual reality sim" map.


MWO: Blood Dragoon

Posted Image

Edited by MeiSooHaityu, 27 October 2015 - 10:08 AM.


#23 process

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Posted 27 October 2015 - 10:18 AM

And with actual dragons? Don't get me started.

#24 Soy

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Posted 27 October 2015 - 10:25 AM

whats a shame is redoing maps at all

make new maps rather than wasting time ******* up old ones

#25 BMR1580

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Posted 27 October 2015 - 10:47 AM

I have to agree with Ultimatum on this one. It's being used as a full time balance tool, rather than a fun, dynamic system that could go a long way in improving the monotony of having so few maps (that you seem to drop on in clusters). It's no fun when it's there, full time, every match.

#26 Sjorpha

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Posted 27 October 2015 - 10:58 AM

I like low visibility environments, I think it's a good thing that it is sometimes hard to see enemy mechs for various reasons.

It's certainly a problem that lowering settings increases visibility, it should be equally limiting for everyone so yeah please fix that so you don't see better at low settings.

#27 Yosharian

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Posted 27 October 2015 - 11:02 AM

Very high graphics?!

HAHAHHAHAHAH

YEAH RIGHT

Maybe for people using a ******* SUPERCOMPUTER

#28 Kira Onime

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Posted 27 October 2015 - 11:12 AM

View PostSjorpha, on 27 October 2015 - 10:58 AM, said:

I like low visibility environments, I think it's a good thing that it is sometimes hard to see enemy mechs for various reasons.




Well here's the thing, "some times" is fine, multiple have said it before.
The problem is that on the new maps, "some times" translates into "all the time".

If someone was to tell me "PGI is decreasing visibility on new maps to promote their infocrap", I wouldn't even be surprised.

#29 keith

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Posted 27 October 2015 - 11:48 AM

so many of these things could make amazing maps.... the redone maps layouts are nice, now all they need to do is make weather/time of day random. they got the time of day down, they just need to do a bunch of weather conditions and have it rng at start. lets do forest colney, u can have 3 fog settings, no, light and heavy. do the same with a rain strom, no rain, light and heavy. i don't even feel like doing the math combos for how many combos that is for the same map...

#30 Lostdragon

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Posted 27 October 2015 - 11:57 AM

View PostYosharian, on 27 October 2015 - 11:02 AM, said:

Very high graphics?!

HAHAHHAHAHAH

YEAH RIGHT

Maybe for people using a ******* SUPERCOMPUTER


I can run everything on high in DX11 on my gaming laptop.

#31 Hardin4188

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Posted 27 October 2015 - 12:27 PM

View PostLostdragon, on 27 October 2015 - 11:57 AM, said:

I can run everything on high in DX11 on my gaming laptop.

Good for you, but on 2560x1440 it's hard to maintain 60 fps with everything on high.

#32 Sjorpha

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Posted 27 October 2015 - 12:42 PM

View PostKira Onime, on 27 October 2015 - 11:12 AM, said:



Well here's the thing, "some times" is fine, multiple have said it before.
The problem is that on the new maps, "some times" translates into "all the time".

If someone was to tell me "PGI is decreasing visibility on new maps to promote their infocrap", I wouldn't even be surprised.


Sure, limited visibility is one reason to specialize more in scouting, and why shouldn't it be?

I also don't agree that the new maps have limited vision all the time, at least not so limited that it bothers me.

I would actually like to see environmental effects that interfere with sensors as well, like on planets in certain nebulas there may be too much background radiation and so on.

Edited by Sjorpha, 27 October 2015 - 12:45 PM.


#33 Kira Onime

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Posted 27 October 2015 - 12:47 PM

View PostSjorpha, on 27 October 2015 - 12:42 PM, said:


Sure, limited visibility is one reason to specialize more in scouting, and why shouldn't it be?

I also don't agree that the new maps have limited vision all the time, at least not so limited that it bothers me.



"Mechanics" should not be put on the player by poor map design.

Can you tell me what the colors are on the new maps? I tend to spend 75%+ of the time on them in either thermal or night vision since the regular one is pretty **** on them.

#34 Sjorpha

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Posted 27 October 2015 - 01:04 PM

View PostKira Onime, on 27 October 2015 - 12:47 PM, said:

"Mechanics" should not be put on the player by poor map design.

Can you tell me what the colors are on the new maps? I tend to spend 75%+ of the time on them in either thermal or night vision since the regular one is pretty **** on them.


The point is that I don't think limiting visibility is poor map design, since you know...I like limited visibility in games.

You're not getting anywhere by throwing words like "poor" or "****" at me as if it were real arguments. You don't like it, I do, and that's that.

And why should map design not be a tool to provide usage for different game mechanics? What is the purpose of vision modes if not to deal with low visibility environments, and how do you get low visibility environments without designing maps with such environments? Seems to me that this should be one of the core purposes of different maps in the first place.

Same could be said about other things, we need maps where long range weapons are good, maps more suited for brawling, hot maps, cold maps and so on. Those are all things that emphasize different game elements. Why should vision modes and sensor tech be any different?

The idea that map design should be separate from gameplay design is extremely weird to me, since all the gameplay takes place on maps the opposite should be true, map design is the only way to frame gameplay at all.

Edited by Sjorpha, 27 October 2015 - 01:12 PM.


#35 James Warren

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Posted 27 October 2015 - 01:04 PM

I can live with low visibility as a feature - if it is applied to all users consistently.

The reality is, given the range of monitors and graphics settings its almost impossible to keep a level playing field. The player with eye-bleeding gamma settings and low graphics on his whopping great monitor will always have an advantage at range.

Nothing makes me want to stop playing this game more than getting shot by something I can't even see from across the map, despite having ECM, an effective camo scheme and maybe even half a dozen shrubs between us. Forest Colony is still my least favourite map. I always had the impression that the main complaint about Forest Colony was the fog, yet its pretty much the only thing they kept from the original.

I used to like Caustic a lot because the sulfur-yellow ground contrasted nicely with the mechs - it had atmosphere and good visibility. Now that half of it is darkish brown-grey and dimly lit, they blend in.

I still play on high settings out of defiance, but I wish the new maps weren't so cluttered and foggy.

#36 Kira Onime

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Posted 27 October 2015 - 01:11 PM

View PostSjorpha, on 27 October 2015 - 01:04 PM, said:


The point is that I don't think limiting visibility is poor map design, since you know...I like limited visibility in games.



"I like it" is not really a counter argument to what I said.

But hey, if you want to use 1 word you didn't like as a way to get out of the discussion, be my guess.

#37 Sjorpha

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Posted 27 October 2015 - 01:17 PM

View PostKira Onime, on 27 October 2015 - 01:11 PM, said:


"I like it" is not really a counter argument to what I said.

But hey, if you want to use 1 word you didn't like as a way to get out of the discussion, be my guess.


Your argument was basically "I don't like it", all you said was that limited visibility is "poor map design" in your opinion, which isn't a real argument.

So to that specific point I held up my own contrary opinion as a mirror to make you see that your own "argument" was just a stated preference, I thought that was pretty clear. Did you notice I went on to say more things after that?

Feel free to keep selectively misunderstanding sentences on purpose if it entertains you.

Edited by Sjorpha, 27 October 2015 - 01:22 PM.


#38 Lostdragon

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Posted 27 October 2015 - 02:07 PM

View PostHardin4188, on 27 October 2015 - 12:27 PM, said:

Good for you, but on 2560x1440 it's hard to maintain 60 fps with everything on high.


Point is running high graphics settings is not unobtainable. I play at 1920x1080 so of course a higher resolution would be more taxing but my rig was not that expensive (relatively) and runs the game well.

#39 ShinobiHunter

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Posted 27 October 2015 - 02:16 PM

It would be fantastic if we had a setting specific to mech detail and texture, without environment. I don't care that much about the trees and bushes, but I need to see muh beautiful, beautiful mechs.

#40 Kira Onime

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Posted 27 October 2015 - 02:25 PM

View PostSjorpha, on 27 October 2015 - 01:17 PM, said:


Your argument was basically "I don't like it", all you said was that limited visibility is "poor map design" in your opinion, which isn't a real argument.

So to that specific point I held up my own contrary opinion as a mirror to make you see that your own "argument" was just a stated preference, I thought that was pretty clear. Did you notice I went on to say more things after that?

Feel free to keep selectively misunderstanding sentences on purpose if it entertains you.




No, I'm saying limiting visibility for the reason of trying to enforce a game mechanic is a bad design in of itself.

But as I said, limited visibility every now and then? Fine.
Limited visibility on the entire map for no good reason? Bad.

And no I didn't see what following text in your post since it was a later edit that wasn't there when I originally typed my own post.





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