Sustaining 'fun'


(Nail) #281

yes, many people are
some aren’t

SD have a timeline we aren’t aware of, I think this causes confusion when people ask for what they believe to be simple fixes


(Hundopercent) #282

[QUOTE=Nail;450871]ya know, there’s this asshat part of me that wants to say, Strich, go get UDK and show us what a real map should be, but I don’t think you have the intellect.
I’m thinking this game isn’t for you, probably no game is for you. Your constant whining annoys me, sorry, you may have very valid points but your attitude makes me want to shoot you. I’d appreciate you toning the language down, my apologies to SD et all[/QUOTE]

I believe you’re confusing intellect with knowledge. It’s ok, I know at your age everything is getting blurry and foggy, perhaps your suggestions are the problem with the map clarity. You are right though, if I had UDK I wouldn’t know what to do with it because my career path is Infrastructure not development.I’ll tell you what though, if I had customers telling me my infrastructure has x, x, x issues 6 months prior to me installing racks and running wire and then 6 months later I tell them it’s too late. I would be out of a job. I know the analogy isn’t perfect, but I would hope you can understand my point.

White Chapel needs to be redesigned. For me the map is boring, offense is designed to be spawn camped at the start and the whole point of the map, the chapel, is the shortest part because you are trying to defend a room the size of a triscuit stuffed with an over abundant amount of objects that you can’t even use to fire from. The floor space should be almost doubled and put some of the benches down in the middle so you can crouch and fire from etc. Defense has 0 chance in that room and it’s supposed to be the highlight of the map!

I posted that back in February (would have been January if I didn’t procrastinate.) Notice I said redesigned and not move crap (I used crap to not offend your over sensitiveness) around and make it foggy.

I tell them straight forward my views on some of the decisions they make. SD phallus fondlers like you and others aren’t helping DBs success.

I really get and understand that they want to hit a wider audience, but if they make it so wide that their core followers fall through the holes, the game will tank. Look at the servers, Nail. This should be a warning sign in an Alpha. If this was ET or ETQW those servers would be running almost 24x7 even in an Alpha.

I had to delete about 50% of this post in order to avoid getting banned again so if some of my paragraphs/sentences are incomplete that’s why. I’ll just end it here.


(MrFunkyFunk) #283

[QUOTE=strychzilla;450857]Thats upsetting. You should be making textureless maps and letting everyone play on them to get a feel of the map balance and replayability before doing fog passes (im assuming less visibility is art to you guys.)
Can you guys please just churn out some textureless maps and let us start running through them and letting you know how we feel now before you fog the **** out of it?[/QUOTE]

That’s what I think too.
Still it was becoming more obvious that each time existing maps were getting art passes, there would be no design turn back.
I can’t get any magic going on on any of the current maps, I get bored very quickly and at times I wish I could just skip parts in defense or offense (Camden is the only ok overall map I guess).

I think if the community was more involved (we lost too many players in the recent months imo) it would be nice to get a sequence of different iterations of a map in-progress from artworks to basic mapping.
SD showing us version A of the map, the next one we get B that has a different right route, then version C that is completely different with SD asking for the maximum opinions they can get as to why players would like to see that layout over that one, Then we get maybe the most popular one modelled for the game that we get to try (no silly details or textures yet to really show the different mindsets or approaches to a map).

I guess it would be an overload of work for you guys but the way I see it, currently we already get one overly worked version that some of you spent loads of time on and that as a result there will only be minor changes through the public process. I feel like ECHO, which might be a great tool, can at best try to correct a bit the initial flaws of the map design.

Edit: crap, while I was writing this one Strych posted new stuff, will edit accordingly.


(DB Genome editor) #284

How did you do that? Does it just remove the light or also eliminate the color wash it seems to create on the models?


(MrFunkyFunk) #285

IFF is not related to models (lights etc).
It’s just the on-screen dynamic information for allies,enemies or objectives/objects in the world, in this case: Name, Class, HPs bar & pointer you see above your friends & foes.

It’s in the UI related cfg in your DB published content config folder. Check the tips in the competitive & bugs forum regarding those lines.


(DB Genome editor) #286

[QUOTE=MrFunkyFunk;450926]IFF is not related to models (lights etc).
It’s just the on-screen dynamic information for allies,enemies or objectives/objects in the world, in this case: Name, Class, HPs bar & pointer you see above your friends & foes.[/QUOTE]
Too bad, I’d really like to see those models “au naturel” without that bloody color bloom… :frowning:


(MrFunkyFunk) #287

Well in my case I had hoped there would be two distinctive teams (CDA’ish units & mercs) in DB. I understand that for a working & lasting model payement it might not have been the best.
I’ve come to terms with my mourning and I too hope to see distinguishable models with the next updates :wink:


(rand0m) #288

The new skins are great in the latest ms19 video. Only problem is they need to remove the fog. I don’t understand why the fog is there…not even console games have fog like this. I can actually see my enemies in black ops 2.


(pulley) #289

atm I am playing without the fog and the maps just look way better…


(rand0m) #290

How were you able to turn the fog completely off?


(pulley) #291

The same way I can disable most walls…


(Wezelkrozum) #292

Don’t worry. He’s just mocking you :tongue:


(Nail) #293

“I tell them straight forward my views on some of the decisions they make. SD phallus fondlers like you and others aren’t helping DBs success.”

see, that’s the attitude that doesn’t work for me, none of us know what timeline they use for implementing changes, you just demand like a 2 year old and stamp your feet when you don’t get your way


(Anti) #294

[QUOTE=strychzilla;450857]Thats upsetting. You should be making textureless maps and letting everyone play on them to get a feel of the map balance and replayability before doing fog passes (im assuming less visibility is art to you guys.)

You basically said we have to deliver a kentucky fried bucket of failure to our customers because we did so much fog and not enough map design. Hope those floating papers, birds, and mice were worth it. -_-

What upsets me even more is that you knew WC needed a serious over haul in the layout and instead of fixing that you just moved debris around in the end, added a staircase, and added Oompa Loompa doors to the side of the chapel.

Can you guys please just churn out some textureless maps and let us start running through them and letting you know how we feel now before you fog the **** out of it?[/QUOTE]

OK, we seem to be taking the rough direction of a post and somehow taking that to the Nth degree again, lets take a deep breath :wink:

We always make textureless maps first and we’ve been giving you them to play for our most recent maps, but some maps had to start before alpha. The art pass (which isn’t just textures!) takes months and months to complete, so at some point it has to start and eventually it reaches a point where big geometry changes aren’t possible. For example, we can’t blow a map out to twice its current width and rotate doc run routes 90 degrees.

That means the earliest maps we started on are now locked down more than any others. We can still make changes to them, but massive flow changes like those we would consider for newer maps like Canary Wharf are less likely.

It would be lovely if we could keep every map in block-out for six months before art even started on it but that would cost us a fortune to do. Instead we have to try and do some balancing in parallel with the art process.

“I’m assuming less visibility is art to you guys”, nope, that’d be a map that hasn’t had it’s art finished. Post-process and lighting are some of the last things to be done on a map and we still have lots of work to do on that for all maps.

This thread has, after so many pages, gone massively off course and has now started becoming abusive so I’m going to close it. If there are issues here that folks still want to discuss then I’d suggest starting issue specific threads.