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View Poll Results: Do you like the WIP Image? Or the current test map? Why? | |||
New WIP Image | 77 | 92.77% | |
Current test server map | 6 | 7.23% | |
Voters: 83. You may not vote on this poll |
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2013-05-09, 06:57 PM | [Ignore Me] #1 | ||
From Higby:
Credit to [SW] Shepard on reddit. http://www.reddit.com/r/Planetside/c...ht_from_higby/ Updated: http://www.planetside-universe.com/media.php?view=2365 Last edited by Hamma; 2013-05-09 at 07:00 PM. |
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2013-05-09, 07:03 PM | [Ignore Me] #4 | ||
Looks good. Seems like they took the advice about colouring the surrounding area the controlling faction's colour.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2013-05-09, 07:04 PM | [Ignore Me] #5 | ||
Private
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It's late and I'm tired so I'll just repost the "review and criticism" i posted on the reddit thread about it:
Higby I know you'll read this post eventually so here are my thoughts: Overall I really like what you're going for, I think the lines should be thicker though. Not much, just a little. Might be different once I see it ingame though. Stuff looks always little different that way. I also think the gradients between the faction colours should be a little harder. In my opinion they're too "fuzzy" at the moment. A detail that's easily missed but much appreciated: You made the edges of the continent a little smoother, now there are no huge hexes, I can actually fly in a straight line at the side! Thanks! That's all I have for now. Edit: So I have come up with some criticism. I liked the earlier prototypes because they went along the roads, so it made a lot of sense. This still does for the most part, however in some spots the lines go straight over some mountains. For example "The Old Stockpile" to "Zurvan Network Complex". The line goes straight over that hill. I realize we're supposed to take the road that goes around it, but what about making those lines actually flow along streets? I'm afraid that would look too cluttered pretty quickly, but maybe it's worth a try. I'm too tired to whip up a photoshop mockup of that right now though, maybe tomorrow morning. (1am here) |
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2013-05-09, 07:06 PM | [Ignore Me] #7 | ||
Second Lieutenant
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I'm assuming you can turn off that territory overlay color thing.
I like the changes but I wish the colors didn't just fade into each other. I like a nice, ridged approach that is really easy to read. The basic web of lines between the outposts and facilities makes the most sense though. Nice and clean. Just improve that ownership overlay thing. I think it needs to be there but it needs to be a bit more distinct between the factions. Last edited by wasdie; 2013-05-09 at 07:07 PM. |
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2013-05-09, 07:13 PM | [Ignore Me] #9 | ||
Sergeant Major
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I realy dont see the point of droping the current hexed lane system. Well at least apert from "it was like that in PS1" but that alone is not a valid reason.
Not saying its bad but seems a bit pointless. Last edited by MrMak; 2013-05-09 at 07:14 PM. |
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2013-05-09, 07:15 PM | [Ignore Me] #10 | ||
Strange that they did away with the hexes completely.
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2013-05-09, 07:38 PM | [Ignore Me] #13 | ||
Captain
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It looks a bit confusing with the colorschemes we got, but i like it nonetheless. The map has a more "rts / political map" kind of style.
And without hexes and the "lanes" being visible the whole picture seems more "clear" on what's leading where and what's going on. Much like in PS1...heyyyy, WAIT A MINUTE HERE. [rantmode] Does this actually mean that after all of beta and half a year of release where people were repeatedly asking for a PS1-styled lattice and it was continously deemed inappropriate for this game, THEY IMPLEMENT EXACTLY THE SYSTEM OF PS1? I mean seriously, look at this, there aren't even hexes anymore. This is the system that we were told for over one year would not be good for the game. So instead of testing different systems in beta we were told that hexes are the way to go, and now, after all this time and countless debates, they...just do it? Don't get me wrong, i really, really like this change and will definetely check it out when it goes live. But i cannot wrap my head around the design and thought process involved in this game. It's just so mindboggling. But ahwell, by this logic we will atleast get dedicated gunners/drivers on MBTs next year. [/rantmode] So tl;dr: Good change! Edit: Also for some constructive criticism i refer to ETDs post. He worded very well what i would say too (basically, make stuff more clear). Last edited by Babyfark McGeez; 2013-05-09 at 07:42 PM. |
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2013-05-09, 07:48 PM | [Ignore Me] #14 | ||
I think I have seen that somewhere? Lol, I like it but It would be nice to keep the hexes. Love my political maps you know. I would like to be sure that if I'm waiting for capture exp from The Crown that I'm inside the SOI(hex) and not outside of it.
Last edited by capiqu; 2013-05-09 at 07:56 PM. |
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2013-05-09, 07:55 PM | [Ignore Me] #15 | ||
Private
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I like the new WIP. Not so much because it looks like PS1 (it does, and I like it), but it seems much less confined then the rush lanes concept. With the rush lanes I got too much of a lineair corridor feeling, especially with the first, "narrow" variant.
This new WIP makes everything wide open and puts the focus on the bases, and not on the roads leading to them. It also makes the map a whole lot cleaner and easier to read. The only thing I'm wondering about is how they will count base capture XP. SOI perhaps? |
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