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Old 2013-05-16, 10:22 PM   [Ignore Me] #1
Hamma
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Test Server Lattice and Map Changes


Early Lattice added to Esamir, new "Influence Cloud" option and the new Lattice Map.



http://www.planetside-universe.com/media.php?view=2367



http://www.planetside-universe.com/media.php?view=2368



http://www.planetside-universe.com/media.php?view=2369



http://www.planetside-universe.com/media.php?view=2370
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Old 2013-05-16, 10:33 PM   [Ignore Me] #2
Mastachief
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Re: Test Server Lattice and Map Changes


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?
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Old 2013-05-16, 10:38 PM   [Ignore Me] #3
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Re: Test Server Lattice and Map Changes


Originally Posted by Mastachief View Post
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.
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Old 2013-05-16, 10:41 PM   [Ignore Me] #4
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Re: Test Server Lattice and Map Changes


Originally Posted by Mastachief View Post
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.
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Old 2013-05-16, 10:45 PM   [Ignore Me] #5
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Re: Test Server Lattice and Map Changes


Originally Posted by Whiteagle View Post
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.
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Old 2013-05-16, 11:08 PM   [Ignore Me] #6
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Re: Test Server Lattice and Map Changes


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.
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Old 2013-05-16, 11:14 PM   [Ignore Me] #7
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Re: Test Server Lattice and Map Changes


nothing actually functionally changed then. Why post this?
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Old 2013-05-17, 12:11 AM   [Ignore Me] #8
HelpLuperza
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Re: Test Server Lattice and Map Changes


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.

Last edited by HelpLuperza; 2013-05-17 at 12:16 AM.
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Old 2013-05-17, 01:02 AM   [Ignore Me] #9
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Re: Test Server Lattice and Map Changes


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.
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Old 2013-05-17, 01:03 AM   [Ignore Me] #10
Timealude
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Re: Test Server Lattice and Map Changes


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.
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Old 2013-05-17, 01:07 AM   [Ignore Me] #11
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Re: Test Server Lattice and Map Changes


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.

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Old 2013-05-17, 03:36 AM   [Ignore Me] #12
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Re: Test Server Lattice and Map Changes


Originally Posted by AThreatToYou View Post
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.
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Old 2013-05-17, 03:44 AM   [Ignore Me] #13
MrMak
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Re: Test Server Lattice and Map Changes


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.
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Old 2013-05-17, 04:22 AM   [Ignore Me] #14
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Re: Test Server Lattice and Map Changes


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.
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Old 2013-05-17, 04:26 AM   [Ignore Me] #15
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Re: Test Server Lattice and Map Changes


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?
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