View Full Version : Test Server Lattice and Map Changes
Hamma
2013-05-16, 10:22 PM
Early Lattice added to Esamir, new "Influence Cloud" option and the new Lattice Map.
http://www.planetside-universe.com/media/album/q4q5tnh4w8/20130516_5195938a13922.png
http://www.planetside-universe.com/media.php?view=2367
http://www.planetside-universe.com/media/album/q4q5tnh4w8/20130516_519593b6db916.png
http://www.planetside-universe.com/media.php?view=2368
http://www.planetside-universe.com/media/album/q4q5tnh4w8/20130516_519593e8dbc4d.png
http://www.planetside-universe.com/media.php?view=2369
http://www.planetside-universe.com/media/album/q4q5tnh4w8/20130516_519594017f9a7.png
http://www.planetside-universe.com/media.php?view=2370
Mastachief
2013-05-16, 10:33 PM
No different than the current hex system, all the links are still there but they now have lines. They need to restrict movement options not just change the way it looks.
Is this some sort of fake lattice to see if people don't notice?
Whiteagle
2013-05-16, 10:38 PM
No different than the current hex system, all the links are still there but they now have lines. They need to restrict movement options not just change the way it looks.
Is this some sort of fake lattice to see if people don't notice?
Well if you look at the Indar Map you will notice they're still using the Lattice Links only...
...It's just that they haven't remade Esamir for the Lattice yet.
EvilNinjadude
2013-05-16, 10:41 PM
No different than the current hex system, all the links are still there but they now have lines. They need to restrict movement options not just change the way it looks.
Is this some sort of fake lattice to see if people don't notice?I think the real purpose is to implement the UI and other options. For now all the facilities are still linked, meaning to change in battle flow. However some of the lines are overlaying each other in weird ways; this is an example of why it's good that they test this now so they can clean up the Interface before the release.
Removing links would help reduce clutter too, so we'll see.
Mastachief
2013-05-16, 10:45 PM
Well if you look at the Indar Map you will notice they're still using the Lattice Links only...
...It's just that they haven't remade Esamir for the Lattice yet.
So far as i understood it they don't plan to change esamir by removing outposts. This as shown bear no improvement at all over the horrible go anywhere hack everything at all time frontline system we already have.
Personally i don't think that the indar one is restrictive enough either, zergs will still hack around each of flattening anybody that bothers to try defending.
BigTeef
2013-05-16, 11:08 PM
They are still trying to figure out how to get the lattice system to work with Ps2 but I am not holding my breath either.
Long as the community keeps scream lattice, I am sure they will figure something out.
p0intman
2013-05-16, 11:14 PM
nothing actually functionally changed then. Why post this?
HelpLuperza
2013-05-17, 12:11 AM
I honestly have mixed feeling about this, I hope the lattice system helps, but more than that I think low population factions need a major rethinking in alot areas
P.S. I don't know say which areas need rethinking simply because their are some many different things that could be improved upon. I am only pointing the observations, I see day to day on the TR.
Netsurfer733
2013-05-17, 01:02 AM
I have to admit that I approve of this. I even thought this would be better in the back of my mind despite how much I enjoyed the new visuals they were trying before. This system works best because even with the last version of the battle lanes, I could tell I would be a bit too subconsciously encouraged to follow those lanes and not let myself take more interesting routes. This really is just about the best of both worlds.
Timealude
2013-05-17, 01:03 AM
I personally dont like it, for someone looking at this and they are a newer player it seems like this would still be confusing as to where to go compared to what it was before. With all the hexes touching and the rush lanes barely visible, it seems counter productive from a visual cue to put this in over the current system. As far as the gameplay goes, it works really well when I was on the test server for the few Play test we had. I just think this is going to confuse newbies a bit more then it current does.....but then again thats just my opinion.
AThreatToYou
2013-05-17, 01:07 AM
New players can learn. Most of them probably don't even care about the meta until they learn the basics, and by then they'll have help who can explain it to them.
I understand the attitude of "L2P noob" has done a lot of games a hard hit, but it doesn't hurt the MOBA genre or the RTS genre. Now, this being an MMOFPS game, as in neither an RTS or MOBA, there has to be something to keep new players up-to-spec. However, PlanetSide 2's territorial meta is more equatable to STRATEGY GAMES, where "L2P noob" is completely valid and accepted. I vote we make the lattice/resource/meta as complicated and as hard to understand as we damn well need it to be. Shooting mechanics and the like are what need to be explained face-value.
As is stands, PS2 is a ton more accessible to new players than MOBA or RTS games, especially if you have an experienced player as a guide. In LoL or SC2, you are absolutely fucked if you're up against a more experienced/more skilled player because it's either you, or you and four/two other guys. And no one has any time to pause and explain the game to you. Since in PS2, the battle never ends, it's alright to take a few moments to explain something to a newbie. The one irreversible problem with PS2 is that it throws everyone into the same game, pros and noobs all mashed together. I love it because of that.
EvilNinjadude
2013-05-17, 03:36 AM
The one irreversible problem with PS2 is that it throws everyone into the same game, pros and noobs all mashed together. I love it because of that.And aimbotters. This kinda makes it even harder to separate extreme skill from hacks, especially when considering latency, performance, and the lack of replay or spectator.
There's players who're good, there's players who are plainly aimbotting, and there's players who kill you with inhuman speed in close quarters. Hacks? I have honestly no idea. But I'm tired of dying to people like MamaYao on Waterson. Plays VS, every bullet hits almost perfectly, die almost instantly.
Is it legit? I don't know. Will we find out if we report that player; will we get feedback about what's actually up with the people reported? NO.
MrMak
2013-05-17, 03:44 AM
Cant realy judge the merits of the system based on Esamir since it hasnt been adapted yet. One thing is that i cant see the lines connecting bases belonging to one faction since they blend in with the hexes too much.
SGTAce
2013-05-17, 04:22 AM
At first glimplse I don't understand anything and I don't want to. It seems hard.
Good that I play since begining so I know maps, if I would get that map as a new player I wouldn't want to read it.
Too much lines, too much "clouds". Areas of influence should be in light colors, much more transparent, main battle flow should be in color as now it is.
All those lines make chaos. It won't help, just confuse people.
Canaris
2013-05-17, 04:26 AM
well just from those pictures, the lattice still needs to stand out more and I don't think I like that overly bright halo/blur effect on the Hexs. Makes my eyes feel like I've been up all night at a smokey lock in at the pub. I do like the more vibrant colours but couldn't we get the same effect just without the blur/halo?
Gatekeeper
2013-05-17, 04:41 AM
This seems pretty pointless in its current form - it makes the map more confusing/harder to read but doesn't actually do anything to change the battle-flow.
Hope we see some proper changes to Esamir; it's my favourite continent - but it's badly flawed as is.
ringring
2013-05-17, 05:48 AM
This seems pretty pointless in its current form - it makes the map more confusing/harder to read but doesn't actually do anything to change the battle-flow.
Hope we see some proper changes to Esamir; it's my favourite continent - but it's badly flawed as is.
I disagree, I think it makes it clearer and the links in the north of Indar are different to the hexes and will/should change the battle flow.
I also like the other changes to the map, much clearer.
Carbon Copied
2013-05-17, 07:10 AM
I can see why they put the hex back in as an underlay - but the previous coloured underlay I thought was fine if it had slightly more contrast between the faction front line colours and if anything made the map GUI less cluttered. If they are adament about having defined lines then any hex lines behind the "front line" I think should just be removed so theres only ever a borderline between faction territories. If it can be toggled or even edited for community interfaces (hint hint Higby) then thats all good to ;)
Shogun
2013-05-17, 07:13 AM
I can see why they put the hex back in as an underlay - but the previous coloured underlay I thought was fine if it had slightly more contrast between the faction front line colours and if anything made the map GUI less cluttered. If they are adament about having defined lines then any hex lines behind the "front line" I think should just be removed so theres only ever a borderline between faction territories. If it can be toggled or even edited for community interfaces (hint hint Higby) then thats all good to ;)
this!
the work in progress pic was so much better! the map is too important to be cluttered with distracting stuff like the hexes! like carboncopy said, the only needed change would be a less cloudy borderline.
Gatekeeper
2013-05-17, 07:41 AM
I disagree, I think it makes it clearer and the links in the north of Indar are different to the hexes and will/should change the battle flow.
I also like the other changes to the map, much clearer.
Sorry, should have been clearer in my original comment - I was just talking about the Esamir map, which doesn't seem to have actually changed how the links between bases work - it's just added extra clutter to the map.
I don't generally play on Indar, so I don't really have anything to say about that.
Assist
2013-05-17, 08:05 AM
I really don't see what's wrong with straight lines. It's how every GPS in the world works. How does I get from Point A to Point C!? Does I go to point B First!? I DUNNO! TO THE CLOUD!
ChipMHazard
2013-05-17, 08:08 AM
So it's going to be a hybrid of the two designs, hex and lattice? Seems rather odd.
CrimsonTemplar
2013-05-17, 08:20 AM
So it's going to be a hybrid of the two designs, hex and lattice? Seems rather odd.
Don't think so. Rather or at least currently, I believe the hex is meant to show the resources from a region. That's why it shows hex and lattice together. Also remember they're working on a system to switch between hex and lattice, so they can make tweaks or fix problems with one or the other. This might be a very rough iteration but again it's the Test Server.
Figment
2013-05-17, 08:31 AM
Indar map:
They should have increased the contrast (more like the Esamir maps), seems like they decreased it to put more emphasis on the available links, but then it becomes a lot harder to read the pathing and thus strategic options of the entire system.
Due to people seeing regions and therefore borders, it intuitively makes less sense to path people. I'd remove the regions and go back to sphere's of influence and a lot of neutral terrain in between. Compared to the PS1 system, this was more clear in that regards because it puts more emphasis on the bases and links than control over rather arbitrary region lines.
http://farn.s22.xrea.com/weblog/archives/Ceryshen_0528.jpg
From a region adjecency link system, depicting regions make more sense, but from a more pathed system, borders between regions lose their intuitiveness and neutral terrain can help in clarifying the pathing (could be a crossover here too, like the initial map for the rush lane system - however, that was rather unclear where and to what it linked exactly and the system provided a bit of a sensory overload).
Muted colours for the faction territory in the background with highlighted coloured lines would have made it more readible.
I don't think the base symbols are perfect atm:
1. All symbols have the same size. Slightly more distinction in size may help in base size identification.
2. Facilities may need a symbol more clearly related to the benefit they provide:
AMP looks like a power plant symbol, Tech... I don't know what that is. Maybe put in a tank symbol? Bio Lab, perhaps represent it with a dome or a cross because it heals people slowly?
However, the locations of the actual bases are a lot clearer now.
One thing that still needs to be done, is differentiate between links between enemies and available to you to attack (or defend against) enemies: both types of links are yellow currently. Those not available to you should be given a neutral colour. Like green or grey. I would go with grey, because green can then be used for instance if a drain system is ever added, at which point green lines can be those between neutralised bases.
http://farn.s22.xrea.com/weblog/archives/nekochan_azzki.jpg
What I like about the Esamir map is that it shows the current system's strategic flaws much better. Just look at how many options you have as a player and how impossible it is to predict enemy movement from it and keep it safe from attack. Some bases have up to 7 routes, which means it's pretty much impossible to keep it secure.
It also shows something else about Esamir more clearly: it takes four links to get straight from the northeast to the northwest warpgate or from the southwest to the northwest warpgate, while it takes 6 steps with larger distances to get from the south west to the north east warpgate.
Canaris
2013-05-17, 08:54 AM
lens flares, that's what it reminds me of, been trying to think of where I saw it before
"Mr Spock... is that you, who's idea was lens flares on a starship that moves through the darnkess of space. Set phasers to torture JJ" ;)
http://img.gawkerassets.com/img/18m4v0vbpelrvjpg/ku-medium.jpg
NewSith
2013-05-17, 08:55 AM
IMO it looks ugly. But as pretty much everyone noted here already, there're no functional changes. I myself can add that the design is not going to change, I can bet on it.
Why? Because it's even more ugly having 1 continent with rush lanes hex layout and 2 other continents with old hex layout.
KaskaMatej
2013-05-17, 08:59 AM
So it's going to be a hybrid of the two designs, hex and lattice? Seems rather odd.
As I see it, hexes are there only for information of how many people are in said hex.
With previous iteration, you could have whole platoons in Indar Neutral Zone and you wouldn't be able to properly prepare for such force. You aren't be able to do that with the latest hex-lattice version.
Lord Mondando
2013-05-17, 09:09 AM
Well the 'rush lanes' system was allways just a change to the logic of which bases you could cap, given the bases you had.
I'm downloading to give it a proper poke around now. My initial gut reaction however, is that it will be more intuitive and encourage people to engage each other in between the bases more. Whilst still preserving the basis concentration of people with which the system aims.
NoblesseOblige
2013-05-17, 09:16 AM
I'm going to have to jump on the bandwagon and say the images I'm seeing are not really that appealing at all. Hex + lattice is very cluttered and confusing. I understand that this is a process, but I can only really comment on what I see.
Now, Planetside 1 was certainly not a perfect game, but I believe that the lattice system was inherrently beneficial to a game of its nature. It created a regimented path and a forward line. It allowed the different zergs to frequently collide, resulting in protracted base battles (sometimes lasting over three hours.) It's clever game design, really.
I understand what Higby and friends were going for with the hex system, but I'm of the mind that it's a little too chaotic right now and the "game feel" is a little off from time to time. I don't want to come across as someone who says "Planetside 1 is better, make it more like PS1." What I'm getting at is I would rather they commit to one over the other and my personal preference is lattice lines.
I thought Indar on the Test Server was a great start and I'm thinking that should be brought to its logical conclusion...
http://cdn2.tmcdn.org/sites/default/files/styles/inline_stopgap/public/lattice%20changes_1.png?itok=HMN_K_6t
I really like this image that was posted earlier. I think it's the closest we've seen to a lattice system. The hex is gone and there are battle lines. The color bloom might be a little over the top, but I still like it in a certain way (though I have been playing a lot Tiberian Sun lately, so I might be a little biased about colored lighting effects.) The lines could also be incorporated into the metagame, where resources flow from a point of origin (presumably the warpgates) and would travel along the lines across allied terratory. Bases cut off from the warpgate would not be able to recieve resources.
ringring
2013-05-17, 09:48 AM
this!
the work in progress pic was so much better! the map is too important to be cluttered with distracting stuff like the hexes! like carboncopy said, the only needed change would be a less cloudy borderline.
Agreed I liked it. I know what the hex display is supposed to show, the resource areas, but to be honest it's the outposts and bases that matter on that account so the map display doesn't add a lot.
In my view it comes down to aesthetics and I did like that particular one.
waldizzo
2013-05-17, 09:59 AM
I prefer the previous WIP image as well. In my opinion, it is cleaner and easier to read. I think the hex lines were added back because it would be difficult for the player to know where to be to get the capture experience for a facility. Which is a valid concern.
Comparing the modified lattice lines on Indar to the adjacency lattice lines on Esamir really shows why adjacency capturing is not the best mechanic for this game.
Tertiary
2013-05-17, 10:15 AM
http://cdn2.tmcdn.org/sites/default/files/styles/inline_stopgap/public/lattice%20changes_1.png?itok=HMN_K_6t
Well now, isn't that a handsome image? There is no need for the arbitrary hexes; the current territories have natural borders and it looks a lot better to just shade them in muted empire colors... just as above. Like many others, though, I can't really see what the OP has changed or what they intend by drawing lines on the map?
Original lattices were methods of guiding the zerg, as nearly all PS1 Vets know that you cannot control the zerg... you can only temper its movements. They were totally legit, especially in a game where there was limited 'effective' terrain that you could really control. Then people started to wonder what would happen if you filled in the between-spots (http://www.planetside-idealab.com/idea_urbanareas.shtml)?
So, PS2 seemed to be made with that in mind... at least, I really hope it was. So, we now have control areas... but, it seems like those might go out the window? Look, there's no reason that one tiny abuttment with an adjacent territory half-the-map away means you should be able to link it. Leave the areas/zones/territories the way they are and just overlay a logical lattice on top of them. Simple. Then you can even take the lattice down for occasional events/alerts to mix things up. It's just too easy to implement and too easy to figure out for me to be able to understand why there seems to be so much trouble with it?
psijaka
2013-05-17, 10:22 AM
The OP images are neither one thing nor the other, and are far too cluttered. Far too many lattice links as well as others have said. Hopefully these are just up to test community reaction and will meet the fate they deserve soon.
The WIP map above is much better, but even then I think that they have overdone the number of links - 4 links to The Crown is far too many.
EvilNinjadude
2013-05-17, 10:31 AM
Alright everyone chill. This lattice-hex hybrid is just here because the devs are testing both lattice and hex right now. When pure lattice hits live, criticism will pour in. As well as an influx of satisfaction from vets.
Depending on the feedback the devs see, they will bring back either system, though I hope they stick with lattice. The hex system will be a backup on the test server that they're currently making iterations of.
(The Lattice as an Interface feature could easily replace hexes now that adjacency is no longer something that anyone must put a great deal of thought into.)
Lastly: If someone you don't agree with shows up on the test server as part of a change in progress, don't say what you don't like about it. Make sure you know where the devs want to go with it, and then give feedback that points them in the direction you want the game to go. Eventually it'll be like a decent government-vote.
The devs want to put in lattice. Make sure they put in a proper lattice, and reinforce that idea continuously.
Devs: I liked the image Higby posted on Twitter. Stick with it.
Rahabib
2013-05-17, 10:37 AM
the only thing I dont like is that too many bases have far too many connections. There should be 3-4 tops for each base, not 6-7.
Carbon Copied
2013-05-17, 10:41 AM
The yellow & black chevron links clearly display which bases are contested from either direction but for some reason they look a hell of alot worse and dare i suggest confusing in the hex underlay picture; possibly caused by the captured links being increasingly faint and there's no "teardrops" just solid lines(?) against the underlay hex colours.
Kind of feels like a step backwards, but I'm sure there's someone out there that finds this easier to interpret (there's no right or wrong way) so the only logical step would be to have lots of options for customizing either in the game or via the interface community to personal taste.
Edit: Tried it out on PTS - influence cloud on it's own is ok-ish however compared to the original WIP picture; bloody awful. The map is unreadable to me if you have it on with territory control..
Figment
2013-05-17, 10:59 AM
I prefer the previous WIP image as well. In my opinion, it is cleaner and easier to read. I think the hex lines were added back because it would be difficult for the player to know where to be to get the capture experience for a facility. Which is a valid concern.
Well the hexes didn't indicate that either. You could be in a region, but you have to be within a certain distance of the control point to actually get points for it. And that's either a cilindrical or spherical distance from what I could tell.
In certain other occasions where the base literally lay on the border of a hex and therefore a region, you sometimes wouldn't get capture experience points or couldn't use the appropriate /region chat even though you were right next to it.
In that sense, a circular Sphere Of Influence around the capture point would make more sense: fixed distance to a point = understandable and intuitive.
Not sure if it would look pretty for bases with multiple points though, I'm not sure, but their proximity thing might be a bit off.
Comparing the modified lattice lines on Indar to the adjacency lattice lines on Esamir really shows why adjacency capturing is not the best mechanic for this game.
What's funny is that there's probably people that for the first time realise just how many links there are in the current "hex-lattice". Look at Esamir Southwest's tower (just north of the warpgate), that region links to 8 others, including the warpgate. Meanwhile, large bases with actual benefits like the Bio Lab in the south east, link to just three others.
It really shows why the flow is often so erratic on Esamir and why people keep missing each other and field battles rarely form unless people are moving along an edge of the map.
NewSith
2013-05-17, 11:04 AM
Don't think so. Rather or at least currently, I believe the hex is meant to show the resources from a region.
It shows territory. I had a thread about that here. (http://www.planetside-universe.com/showthread.php?t=55021)
Besides as it was already stated, this allows for Enemy/Friendly Activity to work properly.
capiqu
2013-05-17, 11:31 AM
I don't understand why you could barely see the lattice lines. What is it? Lets put them in so that they know they are there but make them barely visible in case some don't like it?
Point 2. Have you all been on the test server? You can customize your map to make it look however you want. You think the lattice lines are ugly, turn them off. You don't like the hexes, turned them off too.
Point 3. I really don't know how it works and I could be wrong but it would seem to me that the closer you are to 600 people plus enemies, if it ever gets up to that many, around an SOI waiting for exp the worse the lag. So it may be beneficial to spread the exp hex wide. If i'm wrong on this I'm sure I'll hear it.
Carbon Copied
2013-05-17, 11:47 AM
I missed the flow toggle but where do you turn off hexes I don't see a checkbox? I don't know how anyone could consider this easy on the eye..
NewSith
2013-05-17, 11:54 AM
I missed the flow toggle but where do you turn off hexes I don't see a checkbox? I don't know how anyone could consider this easy on the eye..
You just did... Or if you mean that overabundant neon light, I'd go for a wild guess saying that "infuence cloud" checkbox is responsible.
NoblesseOblige
2013-05-17, 12:52 PM
I missed the flow toggle but where do you turn off hexes I don't see a checkbox? I don't know how anyone could consider this easy on the eye..
Yes, a toggle for the black hexes would help, but I also find the bloom on the influence cloud to be a little extreme here. Even just increasing the opacity would make it less of an 'assault' to the eyes. Lower the intensity and offer a toggle for the black hexes and I would consider it more or less acceptable.
RANDOMpercent
2013-05-17, 01:30 PM
I personally like the current map format but the links on Esamir need to be revised. I think Indar looks pretty much ready to ship to live. Clutter may be a bit of a problem so tweaks can be made, but I think that this is how it should be. The previous WIP image looked more appealing but was harder to read.
EvilNinjadude
2013-05-17, 01:41 PM
I personally like the current map format but the links on Esamir need to be revised. I think Indar looks pretty much ready to ship to live. Clutter may be a bit of a problem so tweaks can be made, but I think that this is how it should be. The previous WIP image looked more appealing but was harder to read.The links on Esamir haven't been changed yet AT ALL. So, devs? Ya need to show us progress when you can.
I actually liked the firsts WIP image most. I want everything to look like that now.
capiqu
2013-05-17, 01:51 PM
Don't know how you guys feel about this but I see the following. Out of the north warpgate it will take 5 hacks to get Mao tech plant, 4-6 for Dahaka Amp and 6 to Saurva Bio. I think the paths to those important bases and their benefits are too long.
wasdie
2013-05-17, 01:51 PM
The problem with the hex is it looks like it gives connections where there aren't any.
It's sending 2 messages and is just going to confuse new players. It has to go. You cannot have both systems.
ElSol
2013-05-17, 03:12 PM
I am not a fan of the Lattice System and I fear that it may crush the servers because of the concentrated big battles it will (hopefully?) force. But this a little bit:
Comparing the modified lattice lines on Indar to the adjacency lattice lines on Esamir really shows why adjacency capturing is not the best mechanic for this game.
and the fact that the Developers are willing to turn it off when the majority does not like it, makes me more comfortable about it.
What also makes me concerned about the lattice, apart from the server performance, is the population imbalances that are currently growing on several servers. Playing NC on Ceres gives you since a couple of weeks from time to time 2 choices; Loosing against over populated TR or winning against under populated VS. Booth makes no fun. If the VS is not so much underpopulated, the TR still is overpopulated for what I can say (I do not play on peek hours though, but does it matter? I mean, it sucks at none peek hours, so it sucks for almost everybody that is playing the game at none peek hours, it sucks for the alerts that are going on in off peek hours).
With the adjacency system you can find you way around a giant mass of enemys and capture a little base that is out of their attention to prevent you faction from loosing all territory and the continent bonus. This will be gone with the Lattice. I think when you are comming closer to the Warpgate of the enemy and there are only three ways left, you will not get split up because of a base thats been captured behind your back. And so you simply overun the enemy. Great tactic.
The problem with the hex is it looks like it gives connections where there aren't any.
It's sending 2 messages and is just going to confuse new players. It has to go. You cannot have both systems.
I disagree with you. I think its logical that you follow the "streams". There is also a Tutorial comming (finaly!) wich should explain that (hopefully!).
Edit: I hope that Grey Heron Shipping stays on Esamir when they are reworking the map. I like the fightings at that Base. Except when ESF or Liberators are involved.
torokf
2013-05-17, 04:01 PM
i like it and can't wait to have it in-game, finally! gratz soe
capiqu
2013-05-17, 04:55 PM
Ok Amerish now has the lattice too. The Bastion looks like it will still play an important role since it links to 7 facilities.
I just wonder if the warpgates will be working and if so in what continent will the TR home warpgate be. Some one please post the new Amerish map.
Very, very excited. :D
wasdie
2013-05-17, 04:59 PM
I disagree with you. I think its logical that you follow the "streams". There is also a Tutorial comming (finaly!) wich should explain that (hopefully!).
I would agree I'm just being paranoid but I've just spent the last 2 years building software and teaching it to new people.
You may see it as logical because you're so used to this game and know the changes but I'll guarantee a lot of new people are going to get really confused.
Keep it simple. Remove the hexs all together. Then they only have to worry about learning what one thing is.
wasdie
2013-05-17, 04:59 PM
Ok Amerish now has the lattice too. The Bastion looks like it will still play an important role since it links to 7 facilities.
I just wonder if the warpgates will be working and if so in what continent will the TR home warpgate be. Some one please post the new Amerish map.
Very, very excited. :D
Well both Esamir and Amerish have the lattice but no changes to the map. The lattice just shows the existing connections the hexs made before.
Esthetically the new (( lattice )) look pretty okish if you just want to see the lattice itself but its a true bad handicap to read the map corectly because it like all over the place over the maps itself the older lattice was doing a better job in keeping the map clean and show the paths as well
but still if we have quick filter change where we can disable it and enable it like we do with almost anything , i would like the new lattice Ui
CrimsonTemplar
2013-05-17, 10:18 PM
Esthetically the new (( lattice )) look pretty okish if you just want to see the lattice itself but its a true bad handicap to read the map corectly because it like all over the place over the maps itself the older lattice was doing a better job in keeping the map clean and show the paths as well
but still if we have quick filter change where we can disable it and enable it like we do with almost anything , i would like the new lattice Ui
Since your translator hasn't come to these forums yet, I'll fill in until he does. Though I'll probably do a lesser quality job than he.
Aesthetically the new lattice looks decent enough, if you just desire to see the system itself. However it can be a severe handicap, to reading the map with some accuracy as it is currently convoluted and confusing. The older lattice performed a better task, of keeping the map tidy and showing the paths with clarity also.
Even so, if we have some kind of filter or change system, where we can disable or enable to our heart's content, just as with many features ingame, then certainly I would prefer this new lattice UI.
Climhazzard
2013-05-18, 12:55 AM
Well the hexes didn't indicate that either. You could be in a region, but you have to be within a certain distance of the control point to actually get points for it. And that's either a cilindrical or spherical distance from what I could tell.
A cube, apparently: http://www.reddit.com/r/Planetside/comments/1ehlsh/psa_new_lattice_system_is_now_on_the_pts/ca0f0fg
Whiteagle
2013-05-18, 01:58 AM
Also Lattice is Borked...
http://i77.photobucket.com/albums/j65/Whiteagle/LatticeBorked_zpsb90f2bfa.jpg (http://s77.photobucket.com/user/Whiteagle/media/LatticeBorked_zpsb90f2bfa.jpg.html)
capiqu
2013-05-18, 02:29 AM
:eek:
Canaris
2013-05-18, 06:09 AM
I like this one the most, couldn't be any clearer about what's going on
http://i.imgur.com/NdWwAnvh.jpg
EvilNinjadude
2013-05-18, 07:17 AM
I like this one the most, couldn't be any clearer about what's going on
http://i.imgur.com/NdWwAnvh.jpgYeah, this looks neat-o simplissico. Making the snazzy influence shading optional is a GOOD choice.
Though I do like that shading, sometimes simplicity is necessary, or preferred... either way it's nice to have.
Climhazzard
2013-05-18, 01:04 PM
I like this one the most, couldn't be any clearer about what's going on
http://i.imgur.com/NdWwAnvh.jpg
Keep in mind that screenshot has the Enemy Activity and Ally Activity filters enabled. It only looks as clear as it does because there's almost nobody on the Test Server. It probably won't look so nice on Live.
Zulthus
2013-05-18, 01:27 PM
I like the lattice, but I feel like they need to cut some of the outposts from Indar. There seems to be a few too many links.
NewSith
2013-05-18, 01:37 PM
I like the lattice, but I feel like they need to cut some of the outposts from Indar. There seems to be a few too many links.
It's a misconception you got because of the links. If you check the original version you'll see that there's rather not many of them, especially considering there's more than 400 people fighting on a map, unlike in PS1. Truth is the linkmap of PS1 is like 1/5 of the current linkmap on Indar.
Besides, the problem voiced here is that with an open hex system, getting from warpgate to any base (read - "significant facility") only takes 2 or 3 captures, which makes fights crap, since people stay at bases longer than they do on outposts.
EDIT: Also THIS (https://forums.station.sony.com/ps2/index.php?threads/i-think-people-may-be-misunderstanding-just-what-the-new-lattice-is-with-pictures.126593/)
Hamma
2013-05-18, 04:14 PM
nothing actually functionally changed then. Why post this?
Because it's the new iteration of the map we haven't seen before. Some might call it "news".
NoblesseOblige
2013-05-18, 04:31 PM
I like this one the most, couldn't be any clearer about what's going on
http://i.imgur.com/NdWwAnvh.jpg
I like this image. Seems perfectly fine to me. Lattice system is on full display and there isn't any unnecessary clutter bogging down the functionality/visual quality of the image. Also, unlike some previous iterations, capture points aren't connected to everything, so there isn't complete chaos going on with the lattice lines.
EDIT: Also THIS (https://forums.station.sony.com/ps2/index.php?threads/i-think-people-may-be-misunderstanding-just-what-the-new-lattice-is-with-pictures.126593/)
Thanks for the link. Interesting read! I'm hopeful a system like this would make the resource mechanic more relevant to the overall metagame, because right now, it's not really.
CrimsonTemplar
2013-05-18, 09:17 PM
EDIT: Also THIS (https://forums.station.sony.com/ps2/index.php?threads/i-think-people-may-be-misunderstanding-just-what-the-new-lattice-is-with-pictures.126593/)
Saw this, read it and by Jove do I desire something like that ingame, however accidental it was.
capiqu
2013-05-18, 09:38 PM
Played test server for a bit. Was able to hack adjacent none lattice linked hexes. However they turned into the darker red since Tr resources were not flowing to them. Once I hacked all lattice links to those hexes then the resources flowed in.
I kind of like this since you can get small outfits to work around major battles to re establish the flow of resources or disrupt enemy resources.
Well I thought I understood the map until I got to ceres-hydrophonic. I tried to hack it since I had an adjacent hex but no lattice link. While it had worked for me on 3 previous adjacent hexes it did not work for me at ceres. Yet I remember a couple of NC hacked ceres yesterday while they had no lattice link but an adjacent hex. Now that really has me confused.
EvilNinjadude
2013-05-19, 01:51 AM
Well I thought I understood the map until I got to ceres-hydrophonic. I tried to hack it since I had an adjacent hex but no lattice link. While it had worked for me on 3 previous adjacent hexes it did not work for me at ceres. Yet I remember a couple of NC hacked ceres yesterday while they had no lattice link but an adjacent hex. Now that really has me confused.
So we aren't yet sure if it's a feature (poorly implemented) or a bug (completely unintended) caused by the lattice mechanics not being fully finished yet?
Carbon Copied
2013-05-19, 06:05 AM
Similar case to you Capiqu - I think this is either a bug or something they've been playing with internally (most likely the latter). Either way Higby did say that "rush lanes" are in GU09 and as such whatever is on the server isn't a rush lane (as previous PTS incarnation) - so I'm just going to hold out any judgment until GU09 hits next week.
EvilNinjadude
2013-05-19, 06:45 AM
Similar case to you Capiqu - I think this is either a bug or something they've been playing with internally (most likely the latter). Either way Higby did say that "rush lanes" are in GU09 and as such whatever is on the server isn't a rush lane (as previous PTS incarnation) - so I'm just going to hold out any judgment until GU09 hits next week.That's precisely my stance on the thing. Rush Lanes == Controlled combat paths =/= what we're seeing here. So either that's a bug or they've changed their minds, hard: And we'll see when the update hits.
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