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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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Fog on that one new map (adding fog everywhere)

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 Fog on that one new map (adding fog everywhere) 
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blackchimes


Joined: Sat Feb 11, 2012 7:07 am
Posts: 1109
Post Fog on that one new map (adding fog everywhere)
Why not just add it on ALL maps then(or at least ones where sniping is especially problematic) and drop the 10 second SEN penalty?

That would give SEN a limited window during which to kill the capper, nerfing them substantially(since while targets appear smaller at longer ranges, they also move relatively slower, so they don't really become that much harder to hit at long distances compared to short distances).

I know that fog in videogames in general is considered bad form(or just a relic of the past) but if you're throwing in the towel on one map might as well do it on everything.

Last edited by blackchimes on Mon Aug 06, 2012 1:23 am, edited 1 time in total.

Thu Aug 02, 2012 2:20 am
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raptorak
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Joined: Tue Jun 28, 2011 8:36 am
Posts: 1271
Post Re: Fog on that one new map
I wouldn't mind fogging in the maps, it's just that the fog is implemented so poorly - it used to look so much more dramatic with layered fog (sorry I don't know how to describe it).


Thu Aug 02, 2012 4:56 am
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Rangelus


Joined: Thu Jul 05, 2012 1:19 am
Posts: 240
Post Re: Fog on that one new map
raptorak wrote:
I wouldn't mind fogging in the maps, it's just that the fog is implemented so poorly - it used to look so much more dramatic with layered fog (sorry I don't know how to describe it).


If you mean the T2 fog, I agree 100%.

Bring back fog. I honestly think it makes the game more dramatic. Back in the day, there was fog because of hardware limitations on such massive maps. Now, it should be added for tactical and graphical reasons. I personally cannot think of any reason why fog shouldn't be added to the maps. Maybe the smallest maps (i.e. Sunstar) are too small to have fog, but you could work in some similar but slightly different effect (like wind-blown sand?)


Thu Aug 02, 2012 5:02 am
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Trunks0
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Joined: Thu Feb 18, 2010 3:57 pm
Posts: 85
Location: Vancouver,B.C., Canada
Post Re: Fog on that one new map
Adding fog for "tactical reasons", would seem like a band-aid fix to larger game-play problems they haven't properly addressed(Yes, I'm looking squarely at issues like disc sniping base turrets)
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Thu Aug 02, 2012 5:22 am
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fac3nade


Joined: Tue Dec 06, 2011 3:15 am
Posts: 1145
Post Re: Fog on that one new map
Rangelus wrote:
raptorak wrote:
I wouldn't mind fogging in the maps, it's just that the fog is implemented so poorly - it used to look so much more dramatic with layered fog (sorry I don't know how to describe it).


If you mean the T2 fog, I agree 100%.

Bring back fog. I honestly think it makes the game more dramatic. Back in the day, there was fog because of hardware limitations on such massive maps. Now, it should be added for tactical and graphical reasons. I personally cannot think of any reason why fog shouldn't be added to the maps. Maybe the smallest maps (i.e. Sunstar) are too small to have fog, but you could work in some similar but slightly different effect (like wind-blown sand?)


in that way it might help with the whole texture popping thing too. it's not really bad in tribes, but a nice fog would mask it when you're coming down on a hill. it won't help vs the sniper elite tho. they'll just learn to shoot just below the triangle. some kid got me a while back in raindance from flag stand to flag stand. [vgcs] "i just shot the triangle"
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Thu Aug 02, 2012 5:31 am
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Rangelus


Joined: Thu Jul 05, 2012 1:19 am
Posts: 240
Post Re: Fog on that one new map
Trunks0 wrote:
Adding fog for "tactical reasons", would seem like a band-aid fix to larger game-play problems they haven't properly addressed(Yes, I'm looking squarely at issues like disc sniping base turrets)


Granted. Adding shields to base assets would help solve this, but fog certainly wouldn't fix this issue.

fac3nade wrote:
in that way it might help with the whole texture popping thing too. it's not really bad in tribes, but a nice fog would mask it when you're coming down on a hill. it won't help vs the sniper elite tho. they'll just learn to shoot just below the triangle. some kid got me a while back in raindance from flag stand to flag stand. [vgcs] "i just shot the triangle"


True. Not sure what to do about this, except reducing hitboxes (actually, all automatics need this anyway).


Thu Aug 02, 2012 5:35 am
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meimei
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Joined: Sat Jan 14, 2012 2:29 am
Posts: 946
Post Re: Fog on that one new map
you know anything visual like that others can hack to gain an advantage right?
its why to me the argument of adding fog to limit snipers or spotting was such a poor idea

i like night maps tho ;)


Thu Aug 02, 2012 6:03 am
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Rangelus


Joined: Thu Jul 05, 2012 1:19 am
Posts: 240
Post Re: Fog on that one new map
meimei wrote:
you know anything visual like that others can hack to gain an advantage right?
its why to me the argument of adding fog to limit snipers or spotting was such a poor idea

i like night maps tho ;)


No more than anything else, and only if it's coded by monkeys.


Thu Aug 02, 2012 6:33 am
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meimei
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Joined: Sat Jan 14, 2012 2:29 am
Posts: 946
Post Re: Fog on that one new map
Rangelus wrote:
meimei wrote:
you know anything visual like that others can hack to gain an advantage right?
its why to me the argument of adding fog to limit snipers or spotting was such a poor idea

i like night maps tho ;)


No more than anything else, and only if it's coded by monkeys.


it can be done at a driver level, thats hard to beat, balancing a online game with anything visual is usually an open invitation for someone to hack and gain an advantage

you want to limit how far someone see's? then do that! dont cover it up with fog


Thu Aug 02, 2012 7:01 am
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CreativeConstraints


Joined: Mon Sep 12, 2011 8:17 am
Posts: 1198
Post Re: Fog on that one new map
meimei wrote:
you know anything visual like that others can hack to gain an advantage right?
its why to me the argument of adding fog to limit snipers or spotting was such a poor idea

i like night maps tho ;)

This could easily be fixed with a culling distance on player information set roughly where the fog starts - you might be able to hack away the fog, but that does you little good if the game server sends you no location information on players that are beyond the fog distance.


Thu Aug 02, 2012 7:03 am
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