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Boundaries On River City Are Messed Up


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#1 SixBottles

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Posted 11 May 2013 - 07:06 AM

hello,

i noticed now several times that the boundaries in that map are way too near to the playable area.

espescially in that part(D2/E2):
Posted Image

i often find myself wandering off the map, wich if i am piloting a big slow mech is a easy way to get killed.

so i would suggest to redesign the boundaries in that part and generally give us more time to react IF we step out of the map.


i mean in games like battlefield a 10sec timer is ok, since i can simply do a 180° turn and run back... but in a game, were u pilot huge metal monstrosities... well its not a GOOD idea...

Edited by SixBottles, 11 May 2013 - 07:10 AM.


#2 Ozric

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Posted 11 May 2013 - 07:34 AM

The boundary you pointed out was altered (brought closer) to prevent people scaling the mountain for use as a firing position. I would agree that it is a now a little too close to the westernmost path to upper city, as I clip it pretty much every time I take that route.

#3 SixBottles

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Posted 11 May 2013 - 08:22 AM

if they wanted to deny people the firing position... why not put fences around the perimeter? but as it is, its just annoying

Edited by SixBottles, 11 May 2013 - 08:39 AM.


#4 oldradagast

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Posted 13 May 2013 - 08:17 AM

I've mentioned this annoying spot several times - it is too easy to go out of bounds there, especially in a brawl or in a mech that is slow to turn around and get back in bounds. It really should be fixed.

#5 armyof1

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Posted 13 May 2013 - 11:48 AM

This has been brought up lots of times, and it's been ignored equally as many times by the devs.

#6 Adridos

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Posted 13 May 2013 - 11:58 AM

View PostSixBottles, on 11 May 2013 - 08:22 AM, said:

if they wanted to deny people the firing position... why not put fences around the perimeter? but as it is, its just annoying


JJs say hi.

View Postarmyof1, on 13 May 2013 - 11:48 AM, said:

This has been brought up lots of times, and it's been ignored equally as many times by the devs.


The map designer himself commented on the issue in interview with him. Simply, they know how it is, knwo how it was before, know what happens when they listen to the community (PPC/JJ buffs that created this crazy poptard meta are changes that were more or less forced on the devs by the whiners on the forum...) and as such, noone can blame them for not changing it.

#7 Koniving

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Posted 13 May 2013 - 12:01 PM

I prefered when we had access to that mountain. It made it a strategic point and prevented the cap-warrior marathon that always occurs.

#8 armyof1

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Posted 13 May 2013 - 12:16 PM

View PostAdridos, on 13 May 2013 - 11:58 AM, said:


The map designer himself commented on the issue in interview with him. Simply, they know how it is, knwo how it was before, know what happens when they listen to the community (PPC/JJ buffs that created this crazy poptard meta are changes that were more or less forced on the devs by the whiners on the forum...) and as such, noone can blame them for not changing it.


Yeah because putting a hard limit like a wall there would totally break the map.

Edited by armyof1, 13 May 2013 - 12:17 PM.


#9 Zyllos

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Posted 13 May 2013 - 12:23 PM

Ya, I always liked having that hill as an option to climb and fire shots from.

I also bug reported that (after dying to it due to not having the HUD tell me I was OBs) and they told me that "It was a balancing effort that added some interesting gameplay mechanics, making it a gamble to take that path."

I was stunned by the answer and just replied by saying that answer had to be completely mistaken and called it a day on asking for more clarification on it. I am still confused by the answer... =/

Either way, I think it needs to move back up the side of the hill so that players can jump jet across the hill corner but actually scaling the hill up a bit would put you in OBs. You should never be in OBs in open, flat ground around a capture point in a high traffic area.

Edited by Zyllos, 13 May 2013 - 12:24 PM.


#10 Lokust Davion

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Posted 13 May 2013 - 08:47 PM

View PostSixBottles, on 11 May 2013 - 07:06 AM, said:

hello,

i noticed now several times that the boundaries in that map are way too near to the playable area.

espescially in that part(D2/E2):
Posted Image

i often find myself wandering off the map, wich if i am piloting a big slow mech is a easy way to get killed.

so i would suggest to redesign the boundaries in that part and generally give us more time to react IF we step out of the map.


i mean in games like battlefield a 10sec timer is ok, since i can simply do a 180° turn and run back... but in a game, were u pilot huge metal monstrosities... well its not a GOOD idea...


i concur.. ive self exploded in that red circled area countless times by accident in the heat of battle.





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