![]() ![]() Hence why the first 7 maps we've received are largely pretty poor quality. Instead it's a tiny killbox that's going to make 128 player battles even worse.īut that's not a problem with 128 players, that's a problem with DICE map designers apparently not playing their own game and having no idea what they're doing. not stacked behind each other) capture points in the first zone, funneled into the single capture point in the second, and then back out into two more in the third. It should be an hourglass design, with two vertical (i.e. ![]() I mean, look at their "solution" for Breakthrough Kaleidoscope.they're literally narrowing the map even further and putting objectives closer to each other when they need to be doing the opposite. These are all aspects that make any attempt at larger scale matches/maps feel like crap. The problem is the complexity and skill required to make good maps with more players increases, and it doesn't seem like the current team has the experience/knowledge/skill to create good large-scale maps for combined-arms fights, maps are pretty garbage, weapon balance is garbage, and infantry vs. It would increase performance (as its obvious when comparing FPS numbers for the existing 128 and 64 player noting: That was a decade ago with vastly different tech and tools.It would make map development much faster if there is less 'map space' to design.It would reduce the number of vehicles in play (as there are fewer for smaller player count and maps), so in the end, much less chaos at the contested one flag.Smaller maps with 64 players do not have this problem as much (even though 32vs32 at one flag is also too much for my taste, but not as bad as 64vs64. That's why it is ALWAYS bad for Breakthrough as this - by definition - is limited to a small number of flags. Not saying that maps are good or even average, but CQ for 128 players cannot work in many cases if there is the possibility for the fight to be narrowed down to one or two flag points because of bad balance: ![]() No, it is objectively the player number as well. IMHO, it is poor map design rather than the number of players that is the main problem (for me).
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