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Listen To Sean Lang's Advice About Forest Colony Plz


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#61 Khobai

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Posted 24 June 2016 - 08:27 AM

they should make a cave go through the mountain

but they should also flatten the top of the mountain and make like an observatory or something and have paths leading upto the top of the mountain

that way you get verticality and multiple altitudes that fighting can occur at. thats what makes maps interesting. thats why canyon and hpg are some of the best maps.

#62 Haakon Magnusson

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Posted 28 June 2016 - 12:54 AM

View PostDrxAbstract, on 23 June 2016 - 02:12 AM, said:

It definitely wasn't going in the metaphysical direction, nor do Mechs currently drive like 'battlesuits', although that is actually close to how they should feel depending on your source material from lore; fluid rather than jerky movement and so on.

There are a number of buildings, vehicles and shrubbery our Mechs tower over in the game on every map, and some our Mechs are much smaller than such as the Mech gantries in Alpine and big office buildings in river city, etc. Were you expecting to be a behemoth towering over a 30 story building? I'm not sure what exactly your issue is with Mech-Environment scaling and I'm not sure you know or understand it yourselves given there are numerous objects within the game our Mechs are appropriately scaled against, so what's the problem? You want more stuff to trip over?

Some examples would go a long way toward clarifying your points.


No, they don't drive like battlesuits (thankfully, only thing making them mechlike) but too many times they sit like that in the world. Ok, lets take some examples,

If you want a thing couple stories tall to look large and imposing, you don't put it next to 30 story building or 50, you have lost the scale and it could just as well be a human sized armor standing next to 10 story building. You put it next to a recognizable building of more comparable height, say 5 stories and you add in other indicators to strengthen the perception that it really is 5 stories tall, like a truck, a traffic light, etc (River city is the best example of good design all over the map, you almost never lose your sense of scale.. you have the traffic lights and buildings, the ship. Vehicles. All in good numbers)

Then one of the worse for scale perception, Canyon valley, in many parts you have nothing with recognizable size to compare seen mechs to. Most of the time you look like roughly human sized robotic battlesuits engaged in trench warfare and the trees, sad examples pseudo-alien trees which really you can't make out the scale. It is not that there aren't some items with good scale, but they are not prevalent enough that you don't lose sense of scale.

And no, they don't need to be more stuff to stumble on, rather more stuff that breaks when walked over, cars, trucks..

Edited by Haakon Magnusson, 28 June 2016 - 12:55 AM.


#63 Vellron2005

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Posted 28 June 2016 - 04:46 AM

For a map called "forrest colony" the map, it seems to me, has very little "forest".

If I never played MWO before and heard the term "forest colony" I would imagine gigantic trees, and lots of them.. a veritable forest of them.. some hills maybe, but not mountains, the focus would be on a dense forested area with the trees themselves providing cover (I remember a map like this in MW2 I think, you had to capture a special mech, and the fighting took place in a dense forest)

So in my oppinion, cut down on the mountains and add a forest..

#64 Mudhutwarrior

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Posted 28 June 2016 - 05:23 AM

Cold day in hell when I would listen to anything Lang has to say. He is a big part of the problem here.

I have also given up on PGI ever making the game or maps more than the shoot em up it already is.

They think they know better than anyone else and that includes the players. So many great ideas here ignored over the years.

Never going to change, never. Those who keep hoping are eating more than their fair share of unicorn poo daily and lang produces it in metric tons.

#65 SteelBruiser

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Posted 28 June 2016 - 07:37 AM

View PostVellron2005, on 28 June 2016 - 04:46 AM, said:

For a map called "forrest colony" the map, it seems to me, has very little "forest".

If I never played MWO before and heard the term "forest colony" I would imagine gigantic trees, and lots of them.. a veritable forest of them.. some hills maybe, but not mountains, the focus would be on a dense forested area with the trees themselves providing cover (I remember a map like this in MW2 I think, you had to capture a special mech, and the fighting took place in a dense forest)

So in my oppinion, cut down on the mountains and add a forest..


So the trees that make an Atlas look small and can in fact prevent it and other mechs from going forward aren't enough? Besides, there are lots of trees there. Those stick things your walking through are small trees. Now, I do have to expand my imagination to accept some of giant trees could actually exist on other planets, but hey it is a game.

#66 April Showers

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Posted 28 June 2016 - 07:56 AM

i want the goat path back. in Addition.
i also want the old cave back.
i would want another cave like the giant saves in vietnam.
while you are at it - check out the lovely swiss cheese, all full of holes.
more pathways then a 12man could possibly cover, requiring to stretch scout resources.

and bring back old forest colony+snow and old frozen city to the rotation while you are at it.

#67 Mechwarrior1441491

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Posted 28 June 2016 - 11:50 AM

Secondary objectives that are worth doing.

Mobile HQ's that when destroyed, disable strikes. Now we have commands, leader can command HQ to move to another grid to get it out of harms way. Scouts can attack and defend the HQ's and other objectives to spice up our games.

OR

we can skirmish for the rest of eternity.

Assault should be an attacker and defender. Defender has a built up fortress. Another Assault game mode is a raid, where they use the Mobile HQ's for each side.

Having 2 heavily built up bases
so close makes no sense. Lets start getting MWO to make some sense.

Edited by Mechwarrior1441491, 28 June 2016 - 11:54 AM.


#68 nehebkau

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Posted 28 June 2016 - 11:57 AM

View PostLily from animove, on 21 June 2016 - 03:51 AM, said:

make a cave again!!! dig it right through the mountains.

lower some mountain gaps to make them jumpable over. or add teracces so that a few hops make them passable.


Lily I would LOVE! LOVE! LOVE! a cave system!

#69 Mechwarrior1441491

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Posted 28 June 2016 - 12:00 PM

Pretty sure they could never get it to work right. That seems like the reason to take it out. It was always glitchy.

I always felt Alpine could be saved if they made inside the main mountain a vast underground complex with multiple exists., Sort of like HPG in the middle, but way bigger. It would make holding the top and the base that side a tad more complex.

#70 Moonlight Grimoire

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Posted 28 June 2016 - 01:22 PM

I agree with Sean about it is a slight improvement, put in the old pass as well and knock down some of these huge trees to make more horizontal cover (specifically around other ways to ingress into the heart of the map which should be the as well as put in 20m tall that can be knocked down but also block LOS when thick enough thus blocking locks). Right now Foxtrot Six is the heart of the map, it really shouldn't be, we should see more fights around the Delta five six plus echo five six area as the heart of the map. As well as give more reasons and accessibility to Hector six and seven as well as indigo seven areas with cover from the shore in the forms of buildings on the shore, maybe some ruined docks. We also need a reason to ever use the Charlie line and Beta four area.

There are so many places on this map that are never touched outside of scouting when you have to go way out to the sides of the map, I feel this is a bit off, move where objectives are to make Foxtrot Six less important and less of a focal area as well as more options to get from one side of the map to the other that have reasonable cover.

#71 C E Dwyer

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Posted 28 June 2016 - 01:32 PM

View PostRedDragon, on 21 June 2016 - 08:00 AM, said:

You know, by now I have the feeling it must be somewhere in the job's description for working at PGI ...

We totally know what we're doing signatures going to make a come back soon ?

#72 C E Dwyer

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Posted 28 June 2016 - 01:36 PM

Mountains need losing height they need to be traversible, and they need cover on them to block line of sight and give cover from LRM fall, in places.

Clearly the idea of mountain passes while an interesting feature, makes for channelled game play, and limits options far to much.

#73 SteelBruiser

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Posted 28 June 2016 - 04:11 PM

View Postnehebkau, on 28 June 2016 - 11:57 AM, said:


Lily I would LOVE! LOVE! LOVE! a cave system!



Sure, a cave system, only if you can shoot the ceiling and have your enemy buried under tons of rock. Sure would make for a quick match.





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