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Old 2013-05-17, 09:59 AM   [Ignore Me] #31
waldizzo
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Re: Test Server Lattice and Map Changes


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.
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Old 2013-05-17, 10:15 AM   [Ignore Me] #32
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Re: Test Server Lattice and Map Changes


Originally Posted by NoblesseOblige View Post
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?

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?
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Old 2013-05-17, 10:22 AM   [Ignore Me] #33
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Re: Test Server Lattice and Map Changes


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.
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Old 2013-05-17, 10:31 AM   [Ignore Me] #34
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Re: Test Server Lattice and Map Changes


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.
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Old 2013-05-17, 10:37 AM   [Ignore Me] #35
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Re: Test Server Lattice and Map Changes


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.
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Old 2013-05-17, 10:41 AM   [Ignore Me] #36
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Re: Test Server Lattice and Map Changes


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..

Last edited by Carbon Copied; 2013-05-17 at 11:31 AM.
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Old 2013-05-17, 10:59 AM   [Ignore Me] #37
Figment
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Re: Test Server Lattice and Map Changes


Originally Posted by waldizzo View Post
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.
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Old 2013-05-17, 11:04 AM   [Ignore Me] #38
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Re: Test Server Lattice and Map Changes


Originally Posted by CrimsonTemplar View Post
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/s...ad.php?t=55021)

Besides as it was already stated, this allows for Enemy/Friendly Activity to work properly.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2013-05-17 at 11:06 AM.
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Old 2013-05-17, 11:31 AM   [Ignore Me] #39
capiqu
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Re: Test Server Lattice and Map Changes


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.
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Old 2013-05-17, 11:47 AM   [Ignore Me] #40
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Re: Test Server Lattice and Map Changes


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..
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Old 2013-05-17, 11:54 AM   [Ignore Me] #41
NewSith
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Re: Test Server Lattice and Map Changes


Originally Posted by Carbon Copied View Post
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.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2013-05-17, 12:52 PM   [Ignore Me] #42
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Re: Test Server Lattice and Map Changes


Originally Posted by Carbon Copied View Post
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.

Last edited by NoblesseOblige; 2013-05-17 at 12:53 PM.
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Old 2013-05-17, 01:30 PM   [Ignore Me] #43
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Re: Test Server Lattice and Map Changes


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.
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Old 2013-05-17, 01:41 PM   [Ignore Me] #44
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Re: Test Server Lattice and Map Changes


Originally Posted by RANDOMpercent View Post
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.
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Old 2013-05-17, 01:51 PM   [Ignore Me] #45
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Re: Test Server Lattice and Map Changes


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.
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