I also support the idea of having officially recognized and approved maps created by the community through the foundry. Getting sick of Ghost Ship and Assimilated Cruiser.
Joined: January 2010
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kate-wintersbite.deviantart.com/art/0x01-Treachery-293641403
A very reliable source once told my fleet that PvP maps are very difficult to program. I wouldn't expect anything until they port in the new PvP Tech that they developed for Neverwinter.
I agree it would be nice to have new maps, Space and Ground, but it's not gonna happen anytime soon. So don't get your hopes up.
Maps can't be that hard to make. They've already got the technology needed for new maps, we don't need a new game mode just yet.
I mean I'm no expert with map design but it really does seem as simple as taking the existing scoreboard/damage counter technology, tossing it onto a map, putting some respawn points down and you're pretty much done.
Unless their map design is so maliciously archaic and confusing that they'd need to reverse engineer it just to figure out how it works, that is. And considering these maps have been around since mostly day one where most of the developers of the day didn't seem to know what they're doing, I wouldn't be surprised.
Joined: January 2010
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kate-wintersbite.deviantart.com/art/0x01-Treachery-293641403
I agree. They would have really had to design themselves into a corner to over-complicate this. Keep in mind, I'm not talking about anything mission-oriented -- just straight up arena-type action in challenge matches. Frankly, the hardest thing would be the GUI to select from such a long list of maps.
Think of it another way: plugging PvP challenges into Foundry. That would be an equally acceptable solution as far as I'm concerned.
Then why haven't they added a single PvP map in 3 years? Why haven't they fixed Ker'rat?
It's quite simple. PvP maps are some of the most complicated code in the game. This was said, point blank, by a Cryptic employee visiting Panda Vent.
Think about it. There are respawns, coding that allows players to actually shoot each other without shooting their own team. Scoreboards. Matchmaking... it goes on and on.
It also serves this conversation to mention that the Developers that designed STO's PvP system are no longer around. I'm fully convinced nobody currently employed by Cryptic has enough understanding of the original coding to put it to any good use.
What I said to you guys in my last post is almost exactly what we were told when we asked the same questions.
The things that make it difficult for them to program also make it impossible for them to implement PvP scenarios in the Foundry Editor.
I'm not trying to burst your bubbles, I'm simply sharing the same answer with you guys that we were given.
But they already have all of that done. If they really did code themselves into a pit, they could at least take the easy way out and copy paste one of their currently working maps, loading all of the appropriate routine calls to bring in teams, scoreboards, etc, then finally change the level geometry and publish it as a new map.
I'm finding it a little hard to believe it's so mind bogglingly complicated to do at least that that they haven't bothered. Granted because PvP is such a small portion of the player base it wouldn't be the wisest way to spend time and resources...
eh, I just, eh.
Joined: January 2010
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kate-wintersbite.deviantart.com/art/0x01-Treachery-293641403
They probably could reverse-engineer it to figure out how it all works, but as you say, the investment in time and resources isn't worth it. Especially knowing that the Cryptic Engine guys have already developed a new system for PvP to use in Neverwinter. Why would they expend the effort at this late stage to do so?
I'm not saying we're never getting new maps. I'm just saying we're not going to get them until the still-anonymous PvP devs for STO finish porting in the new tech. At which time, we should not only see new maps, but new game modes.
Now, we, as players, can suggest game types and modes that we would find enjoyable. This is actually a very good time to be doing that since they are actually working on such things (or so DStahl would have us believe).
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I also support the idea of having officially recognized and approved maps created by the community through the foundry. Getting sick of Ghost Ship and Assimilated Cruiser.
Fanfiction! ZOMG! Read it now!
kate-wintersbite.deviantart.com/art/0x01-Treachery-293641403
I agree it would be nice to have new maps, Space and Ground, but it's not gonna happen anytime soon. So don't get your hopes up.
I mean I'm no expert with map design but it really does seem as simple as taking the existing scoreboard/damage counter technology, tossing it onto a map, putting some respawn points down and you're pretty much done.
Unless their map design is so maliciously archaic and confusing that they'd need to reverse engineer it just to figure out how it works, that is. And considering these maps have been around since mostly day one where most of the developers of the day didn't seem to know what they're doing, I wouldn't be surprised.
Fanfiction! ZOMG! Read it now!
kate-wintersbite.deviantart.com/art/0x01-Treachery-293641403
Think of it another way: plugging PvP challenges into Foundry. That would be an equally acceptable solution as far as I'm concerned.
It's quite simple. PvP maps are some of the most complicated code in the game. This was said, point blank, by a Cryptic employee visiting Panda Vent.
Think about it. There are respawns, coding that allows players to actually shoot each other without shooting their own team. Scoreboards. Matchmaking... it goes on and on.
It also serves this conversation to mention that the Developers that designed STO's PvP system are no longer around. I'm fully convinced nobody currently employed by Cryptic has enough understanding of the original coding to put it to any good use.
What I said to you guys in my last post is almost exactly what we were told when we asked the same questions.
The things that make it difficult for them to program also make it impossible for them to implement PvP scenarios in the Foundry Editor.
I'm not trying to burst your bubbles, I'm simply sharing the same answer with you guys that we were given.
I'm finding it a little hard to believe it's so mind bogglingly complicated to do at least that that they haven't bothered. Granted because PvP is such a small portion of the player base it wouldn't be the wisest way to spend time and resources...
eh, I just, eh.
Fanfiction! ZOMG! Read it now!
kate-wintersbite.deviantart.com/art/0x01-Treachery-293641403
They probably could reverse-engineer it to figure out how it all works, but as you say, the investment in time and resources isn't worth it. Especially knowing that the Cryptic Engine guys have already developed a new system for PvP to use in Neverwinter. Why would they expend the effort at this late stage to do so?
I'm not saying we're never getting new maps. I'm just saying we're not going to get them until the still-anonymous PvP devs for STO finish porting in the new tech. At which time, we should not only see new maps, but new game modes.
Now, we, as players, can suggest game types and modes that we would find enjoyable. This is actually a very good time to be doing that since they are actually working on such things (or so DStahl would have us believe).