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Remove Slope Adjustment Entirely Until...


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Poll: Remove Slope Adjustment Entirely Until... (175 member(s) have cast votes)

Remove until Fixed

  1. YES (65 votes [37.14%] - View)

    Percentage of vote: 37.14%

  2. NO (105 votes [60.00%] - View)

    Percentage of vote: 60.00%

  3. What is this slope thing you speak of? (1 votes [0.57%] - View)

    Percentage of vote: 0.57%

  4. abstain (4 votes [2.29%] - View)

    Percentage of vote: 2.29%

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#21 CrushLibs

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Posted 03 July 2013 - 05:51 PM

simple fix change slope to 60 degrees

#22 Delas Ting Usee

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Posted 03 July 2013 - 07:05 PM

On second thought...new movement system is fine...don't fix a thing, PGI. I just finished a game where I; in a spider armed with an ERPPC and a medium laser only, CORED an Atlas who was stuck on a hill. This bears repeating - CORED AN ATLAS - it was SOOO much fun (not so for the Atlas pilot come to think of it) He was trying to move up an incline, got stuck or something, his legs were pumping but he was stationary. I moved behind him and just started blasting as I kept an eye on seismic to make sure we didn't get interrupted. I can't imagine his frustration. LOL. Yes, you won't ever see me piloting any assaults for a while or unless they fix this...which ever comes first. And unless they hot fix this (doubtful) get use to seeing fewer and fewer Assaults class mechs.

#23 Corvus Antaka

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Posted 03 July 2013 - 08:28 PM

no. the game is already much better for it. at least SOMETHING to SLIGHTLY curb assaults until we get tonnage limits and better boating fixes is finally in the game,.

#24 Barcellona

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Posted 03 July 2013 - 08:43 PM

Please remove this. For the first time since playing, this game is no longer fun to play.

I am definitely holding off on buying the phoenix package to see how this turns out because this really changes the whole game and it is frustrating getting stopped by everything. Now with abrupt stops, it is not fun. Stuck, stuck, stuck.... damn, feels like getting stunned repeatedly in DAOC.

On a side note, my mechs are running hotter and overheating much faster.... unintended bug?

Edited by Barcellona, 03 July 2013 - 08:47 PM.


#25 Alex Warden

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Posted 03 July 2013 - 08:51 PM

View PostBlue Footed Booby, on 03 July 2013 - 10:20 AM, said:


The game isn't broken. Is it awkward to play assaults at the moment? Yes, very.



to be honest, i have less problems with my assault then i have in faster mechs in which i tend to ram into a "barrier" more often... but i´ll get used to that too i guess... in my assault i could adapt really quick... new? yes--- weird? sure... bad? no...it´s a gamechanger that has been needed. and that´s me, probably one of a few highlander and phract pilots NOT using JJ´s :rolleyes:

Terrain now actually means something, and sometimes it weighs very heavy... IMHO that´s great, and restores my faith that the "simulation" aspect is not entirely forgotten :lol:

View PostBarcellona, on 03 July 2013 - 08:43 PM, said:

getting stunned repeatedly in DAOC.

i guess you didn´t pvp in SWtor then... and "the first time not fun anymore"? that feature is the first in a while that added some challenge other than "dodge the Pep" to the game = more fun for me...

Edited by Alex Warden, 03 July 2013 - 08:56 PM.


#26 Bhael Fire

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Posted 03 July 2013 - 08:52 PM

Canyon, Tourmaline, and some of the other maps are going to have a slight re-learning curve for many people used to the way those maps used to work. That's why I wish they would have implemented these terrain physics a long time ago. Hell, I find myself getting annoyed at Canyon occasionally, but once I find a spot that used to be traversable is no longer accessible, I move on to find paths that are. It's a relearning process.

But, these changes are here and I honestly think it's for the best. Once they fix all the kinks (i.e. the decorative environment pieces/props that are not part of the morph/procedural terrain meshes that need their collision maps adjusted so mechs can walk over them), people will get adjusted to the "new" old maps.

:rolleyes:

#27 Ripper X

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Posted 03 July 2013 - 10:37 PM

I voted NO, but it definitely needs to be fixed. Increasing the incline will not solve the problem with small objects There should not be a cap on the height, but as the higher you go the slower you go until you completely stop.

#28 Theodor Kling

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Posted 03 July 2013 - 11:05 PM

I voted no because I think it is a good system. A somewhat poorly implemented and yet to be tweaked system, but with great potential.

#29 Typhoon Storm 2142

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Posted 04 July 2013 - 01:00 AM

View PostLord of All, on 03 July 2013 - 06:49 AM, said:

This slope adjustment has obviously not been tested and has broken the game for assaults (I haven't tried smaller chassis)

...

But this slope adjustment is in no way going to be viable and the GAME IS BROKEN ATM.


Disagree. The terrain was finally fixed in the last patch. No more magical, spiderman-like Parcourmechs, that can climb 80 degree slopes without even slowing down.

Of course the people with less skill, who just started to learn to maneuver, are going nuts about the changes, because it's now so inconvinient to walk around a slope, instead of just rushing over it in a seconds time. Keep crying, babies. It's not gonna change anything.

But there will come more fixes for particular map bugs, like little Gandalf rocks AKA "YOU SHALL NOT PASS!"

#30 Farix

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Posted 04 July 2013 - 02:49 AM

View PostLord of All, on 03 July 2013 - 06:49 AM, said:

This slope adjustment has obviously not been tested and has broken the game for assaults (I haven't tried smaller chassis) And I'm guessing heavies as well as Stalkers have complained every match I've been in and they are in the heavy category for some R E T A R D E D reason.

[...]

But this slope adjustment is in no way going to be viable and the GAME IS BROKEN ATM.

How do you know that the movement penalties weren't test on PGI's private servers? This hasn't been the first time that PGI tested something on their end and thought it good enough only to find out that it was too much (OP) once it hit the public server(s). No, the movement penalties shouldn't be removed as we, the players, need to playtest them and give PGI the data from which they can adjust the values to more reasonable levels. That cannot be done if the penalties were removed completely. This is, after all, a beta were the game's mechanics are tested and tweaked.

#31 Lord of All

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Posted 04 July 2013 - 04:51 AM

View PostFarix, on 04 July 2013 - 02:49 AM, said:

How do you know that the movement penalties weren't test on PGI's private servers? This hasn't been the first time that PGI tested something on their end and thought it good enough only to find out that it was too much (OP) once it hit the public server(s). No, the movement penalties shouldn't be removed as we, the players, need to playtest them and give PGI the data from which they can adjust the values to more reasonable levels. That cannot be done if the penalties were removed completely. This is, after all, a beta were the game's mechanics are tested and tweaked.

Because if it was tested properly then these issues would have been immediately apparent. Therefor I gave them the benefit of the doubt that they had not tested it before implementation as the other option was the testers are incompetent.

#32 Corvus Antaka

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Posted 04 July 2013 - 04:54 AM

the BIGGEST problem with the slope mechanic is that pugs get rolled harder by premades due to co-ordination meaing so much more.

even I, the wise and powerful panda vision, have placed markers in unreachable spots for my teammates, oh the shame!

#33 Lord of All

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Posted 04 July 2013 - 05:31 AM

View PostColonel Pada Vinson, on 04 July 2013 - 04:54 AM, said:

the BIGGEST problem with the slope mechanic is that pugs get rolled harder by premades due to co-ordination meaing so much more.

even I, the wise and powerful panda vision, have placed markers in unreachable spots for my teammates, oh the shame!

I agree that this will frustrate pugs to the point of rage quitting. This is not the way to build (or even retain) a player base.

Don't get me wrong, this game does need a viable mechanic for traversing terrain. But band-aiding every aspect of movement is the wrong way to do it.

If PGI does not have the capabilities Of properly testing before implementation then they have a massive base that will eagerly supply them with such. And stating that this is BETA and this is what we are supposed to be testing at this point is rubbish.

Game mechanics such as movement are not beta to begin with they are in ALPHA phase. But sometimes a mechanic does have to be reworked during BETA so I am not down on them for that. It is the fact that they are trying to run a for profit BETA and breaking the unfinished product at the same time. You just can't have it both ways.

Why do they even have internal test servers anyway? And PGI if your reading this, PM me and I will waste my precious time on pre release patch testing. I stopped Beta testing in the 90's as my time is worth more than my need to game. But This is a Game I have been waiting for since original TT so to see this game succeed I will give you my time which is far more valuable than any "Pack" you are trying to push.

#34 Corvus Antaka

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Posted 04 July 2013 - 05:32 AM

my prefferred solution would be to put mech speed at 1-5 kph and bring back traversing anything up to 60 degrees including the rain troughs on alpine, but at only 1-5 kph so it remains unviable, but mechs dont get stuck so much. or maybe 5-10 kph?

#35 Legend_

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Posted 04 July 2013 - 05:36 AM

Had absolutely no problems whatsoever in my Stalker. Just sayin'. I likes the patch.

#36 Lord of All

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Posted 04 July 2013 - 05:44 AM

View PostColonel Pada Vinson, on 04 July 2013 - 05:32 AM, said:

my prefferred solution would be to put mech speed at 1-5 kph and bring back traversing anything up to 60 degrees including the rain troughs on alpine, but at only 1-5 kph so it remains unviable, but mechs dont get stuck so much. or maybe 5-10 kph?


My preferred method would be to use the damn slope equation created by Jordanus de Nemorein the 13th century. WHY are they trying to re-invent the wheel?

HERE is a simple calculator (obviously friction will be different for bipedal)

http://www.engineers...lope-forces.htm

Posted Image

ALSO it is moronic to say a certain tonnage cannot traverse a certain slope! That is at odds with the Physical universe we live in! I mean I know this is a game but it is supposed to be in the future not i another universe that has different physical laws.

The amount of slope a mech can traverse should be a product of it's weight, engine and traction. It's not Rocket Science People!

#37 GrandLocomon

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Posted 04 July 2013 - 06:11 AM

The slowing on the incline is fine, I play assaults and heavies and I don't care about that at all. It's the small rocks on the ground the 'mech cant walk over (despite the fact it picks its feet up higher than said rock) that is annoying. General concept is fine though, just needs a few fixes to ignore small rocks on the ground.

#38 C E Dwyer

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Posted 04 July 2013 - 06:14 AM

Bare in mind the cross country ability of a land rover or a current main battle tank

coupled with the fact that the supposed reason that Mechs, despite their expense and complexity, became the dominating force of the battle field was because of its superior cross country ability I think the bench mark is alittle low when anything steeper than 45% and lorry trailers brings mechs to a complete stop when Landrovers and MTB can traverse about 60% without special equipement

I do kind of think hmmm.. the values were not well thought of just pulled out of the air with no other reason than the number chosen..

Now I think this is a much needed effect, just it was poorly thought out and implemented, As every time I visit my mother, admittedly on a metaled road I drive my family car up a hill that just so happens to be 45% and I don't slow down I accelerate and if it wasn't for the blind left hand dogleg at the top could easily achieve 60kph safely.

#39 Skunk Wolf

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Posted 04 July 2013 - 06:24 AM

View PostLord of All, on 03 July 2013 - 03:36 PM, said:


Well goody for you, read this.

http://mwomercs.com/...bbles-of-steel/

and this

http://mwomercs.com/...ent-archetypes/

Sorry you don't run into these issues, Apparently you don't know how to use terrain to your advantage. As of right now there is no point in leaving a road.


You mean just like any other heavy piece of equipment, ever, since the beginning of time?

This is about controlling how the game is played and how the maps are used.

You really want half the drop weight sitting back and plinking away with long range weaponry until everybody who isn't an assault or hiding is dead? Then walking out and one shotting with an AC20 or ERPPC anyone who survived the actual fight?

Heavy, medium and light pilots are freaking SICK of this. If you are going to pilot an assault do some freaking heavy lifting and stop leaning on the rest of the team as a crutch. You are sitting back and thinking how awesome you are and how stupid everybody else is for spotting for you.

Not being able to peakaboo or hill hump anymore? AW MUFFIN! Does princess assault mech need some fresh tissues?

Don't believe me this happens?

Try this, stop at under the ridge line. Watch what the assault does, and you can have a nice staring contest.

//end rant.

#40 Thaar

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Posted 04 July 2013 - 07:25 AM

So far I'm having no problems with the new slope patch.
Loving it really. It brings more variety to the game, an assault or heavy was not made to chase lights up some mount everest like we used to see.
It just need to sort some glitches, but without intensive testing they could never find them in the first place.

And I only play Heavies without JJ lately.





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