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Gameplay - Movement Archetypes


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#201 Fornax

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Posted 04 July 2013 - 06:38 AM

Just driving around, the seemingly random slowdowns are just plain frustrating rather than an appealing game feature. Beyond that, the mechanic seems well intentioned but flawed. A 45 degree slope is is far too little for something that's intended to be more mobile than even tracked armor. The slowdown should have nothing to do with mech size either. If the engine is capable of producing the power to push you a certain speed, the physics are the same...I am assuming the intent was to apply a sythetic incentive discouraging larger units. Try something else, please, instead....

I am thinking you should go ahead and set the limit at or close to what it was before (there were already some slopes you could not traverse)...and make it so at the maximum, you still inch upwards at the equivalent of 'speed 1' from tabletop, never quite stopping.

#202 frag85

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Posted 04 July 2013 - 06:39 AM

Movement feels very clunky now. Several of the people I play with regularly echoed the same thing.

Mechs need to carry more momentum. You can be moving at full speed and hit a slope (like a crater in Tourmaline for instance) and you practically stop in no time at all, its almost instantaneous.

#203 Mild Monkey

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Posted 04 July 2013 - 06:59 AM

Since we lack body awareness in this game we will keep stumbling over every rock, stone and fence we could actually just step over or simply crush beneath our mighty mech's steel heel. When walking, a human can see what's at his feet, in a mech, we can not.

I propose that a mech starts losing acceleration after at least 8 meters of walking the inclined plane. Momentum should be able to carry the machine that far up and it also terminates the moulds and wee rockks as death traps for fat mechs that they are now.

#204 LastPaladin

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Posted 04 July 2013 - 07:22 AM

View PostSilvaDraconis, on 02 July 2013 - 05:59 PM, said:

Some of these maps are practically limited to jump jets for any real mobility now.


That's what I've been saying. You need jumpjets just for basic mobility now, not to enhance your mobility. Unless you consider standing in a killbox with enemy fire raining down on you while you look for the one real egress that looks exactly the same as all the false egresses "basic mobility".

So, what kind of mechs do you think everyone will start switching to, since we never know when we'll drop into a map that requires them? I never played a jumpsniper before this patch, but now, why the hell not? At least I can get around that way and not play "PebbleWarrior:Online".

#205 LastPaladin

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Posted 04 July 2013 - 07:26 AM

View Postfrag85, on 04 July 2013 - 06:39 AM, said:

Movement feels very clunky now. Several of the people I play with regularly echoed the same thing.

Mechs need to carry more momentum. You can be moving at full speed and hit a slope (like a crater in Tourmaline for instance) and you practically stop in no time at all, its almost instantaneous.


Yes, this would help. Especially since some mechs, like an Awesome, normally continue plodding along for a couple seconds even if you aren't giving them any gas. So, they obviously have momentum, but that momentum disappears instantly when you hit a bump or incline? That is not immersive physics, it's just hackish design.

#206 LastPaladin

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Posted 04 July 2013 - 07:33 AM

View PostAmberite, on 04 July 2013 - 03:11 AM, said:

Fix stuff rather than give us new cack that doesn't work right please.


That's just common sense. Doing things the current way, they will just keeping adding to the list of things that need to be fixed, instead of reducing them.

I understand they need new content to keep players interested, lure bored players back, and get cash infusions, but they can do that with plenty of things that won't risk these gamebreaking headaches, like new mechs, new maps, and UI and non-combat gameplay upgrades.

#207 VagGR

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Posted 04 July 2013 - 07:39 AM

i really dont want to doubt anyone here...but honestly i have never stuck on a car or a rock or a pebble or a crater or anything so far...at least not to a full stop...i actually like the new movement system..yes if i run straight on a cliff side it will stop me but thats what its supposed to be..

a tuning pass is needed obviously as so many people keep reporting issues, paths need to more obvious and maybe the 45 angle needs to to go up a bit like 50 or 60... but its overall a good change...

#208 McFeet

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Posted 04 July 2013 - 07:53 AM

i hate this system. i think kill the smaller mech for a long time only help for the ppc-ers and lrm boat much easier to kill smaller mech.

#209 DreadDjinn

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Posted 04 July 2013 - 08:01 AM

View PostxXxBANExXx, on 02 July 2013 - 01:24 PM, said:

Stop making pebbles count as slopes....getting stuck on everything!!


Yes, make obstacles obvious instead of having to guess at "can I or can I not walk here?". The slopes should have something to indicate that there is rough terrain there. The changes are there to stop big mechs from being more mobile than they should, that's great. The little mechs needed a boost to not take 6 ppcs in the face. But I doubt it was made to turn us into geographers just to play the game.

#210 McFeet

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Posted 04 July 2013 - 08:32 AM

well i try several hours to play this new feature, but never figured out correctly can or not can walk the path. so i terminate this game because far far harder wich i can to play, irritating and frustrating now so thank you for the opportunity playing but i delete this game and terminate the subscribe.

#211 Arctu

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Posted 04 July 2013 - 08:48 AM

Gauss + PPCs are even dominating more than before, despite the new overheat mechanics. LRMs have an easy time because they can't be reached and people get stuck in a lot of places. Great work with this patch!

#212 Gerwig

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Posted 04 July 2013 - 08:53 AM

The concept is good but this will hopefully be tweaked.

Being able to climb to the top of something and at the very top when the slope actually rounds off, you get stuck is an issue.

Jump Jets don't push you forward so that neutralizes any sort of tactical advantage they should give you.

Hopefully you will either tweak the slope slighty, and/or put in a min speed which could be marginal, where even though climbing over that nook at the top will take a minute, you can still do it.

Overall a system in place seems good though, lets hope it will be tweaked so it is feasible and not something that becomes a tedious drag on the game.

#213 Sancho Kabrinski

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Posted 04 July 2013 - 09:02 AM

I like the idea, I pilot mostly Stalkers and Atlas, but I dont like the execution. I get stuck very often at, supossed, plain terrains. Maps like Canyon are a nightmare, if my team goes, like they mostly do, to the top of the hills, my only option is to stay at base or go alone another way. Even sometimes in a brawling situations, I can not fall back or turn because I am stuck in a small stone....

I don´t like the idea to join the "lrm or ppc boats" I hate even more the idea to join the lightmech packs, just dont like that way of playstyle, but the game is a pain for assaults right now. As said I play exclusively assaults and sometimes a heavy. Right now the system is making the game not enjoyable to me.

Edited by Ibericvs, 04 July 2013 - 09:59 AM.


#214 LastPaladin

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Posted 04 July 2013 - 09:06 AM

View PostDreadDjinn, on 04 July 2013 - 08:01 AM, said:

But I doubt it was made to turn us into geographers just to play the game.


^ this.

If we are going to have these dynamics, they must be intuitive and seamless, and the only way to do that is to reflect the conception our brains already have of how things would work in the real world. It takes us out of the game to have to stop and think "can I climb that thing that looks like I can climb it, or is it a mirage?"

#215 Wintersdark

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Posted 04 July 2013 - 09:47 AM

View PostLastPaladin, on 04 July 2013 - 09:06 AM, said:


^ this.

If we are going to have these dynamics, they must be intuitive and seamless, and the only way to do that is to reflect the conception our brains already have of how things would work in the real world. It takes us out of the game to have to stop and think "can I climb that thing that looks like I can climb it, or is it a mirage?"


Indeed. And if you're in a Heavy or an Assault, the learning process is *painful*. Maneuverability is already limited, so you're spending a ton of time getting hung up on little bits of a slope, not knowing if that particular path is even passable or not.

Canyons is tremendously bad for this, as there are a lot of little paths you used to be able to walk up but can't any longer, or if so it requires the perfect little zig-zagging angle.

I'm all for increasing the value of light and medium mechs with their maneuverability; more lighter mechs is good. But this really severely damages gameplay on all non-JJ mechs. Coming to an abrupt halt in a brawl is instant death.

Then, you get maps like Alpine that are grossly unbalanced with the changes. Alpine always favoured the upper base - high ground and what not - but now it's obscene. The counter to LRM/PPC boats? Get close!

Sure.

How do you plan on getting close to the PPC/Gauss snipers and LRM boats when they are on mountaintops, able to get cover from the peak and rain fire on mechs attempting to approach... While those mechs trying to get close are either stopping completely or moving very, very slowly. That's not necessarily a bad design - high ground SHOULD be good. But when one spawn point has free and easy high ground access from the start, and the other starts at the base? It's grossly one sided.

In short:

I won't DC at match start because I get a map I don't like, but this is the first time since the start of open beta that I've wanted to. With these changes, playing on Alpine at all or Canyons without jump jets is so unpleasant that I'd rather simply not play.

This is one of those changes that kind of baffle me as to how they got past QA. Did anyone piloting a Stalker, or a Cataphract say "Wow, this sure makes Canyons a fun map to play!"

Did nobody notice "Hey, Alpine already somewhat favoured the upper base, but now grants them an enormous advantage?"

Even if you ignore the (to be fixed, I trust) random little get-stuck spots, this implementation simply does not lead to better game play.

Idea good, implementation game breaking on some maps.

#216 Bors Mistral

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Posted 04 July 2013 - 09:59 AM

While it needs a good amount of ironing out, I like the new movement system - it has great potential.

What my first impression is that it shouldn't completely stop mechs dead on their feet. make it something like 85% movement penalty.

Another thing, the new system really showed basic and limited the jumpjet implementation in the game is. Currently, the moment an incline stops your movement, you basically can't jump forward. And with the speed you're getting slowed down, you often don't have enough momentum the clear a hill. Hell, from time to time I'm having those problems with my 8JJ Spider too.

#217 J I N

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Posted 04 July 2013 - 10:29 AM

In fact no map seems to be designed for this change...
There are way to many micro-slopes in every corner of the maps, so noone is able to move freely... and the typical ridges everyone used for cover or simply moved over afeel like a massive walls right now, so stand and shoot is the way to go for most people.
If I try to brawl me and my enemys seem to move in slowmotion due to these massive slopes at our feet... you even terminated the advantage of arm mounted weapons, because most players will not be able to get on a high spot to use this advantage.


Frozen City and Forest Colony are boring right now... every typical place to fight is too "high", so everyone moves out in the open, where the team with the most boats of any kind wins...
Maybe the name of Forest Colony should be changed to Boatshoot... one team will try to go there for sure O_o
Alpine is horrible to play... and I will simply stop playing, when a Canyon arises... there is no way i can handle them with my typical mechs and it is no fun to move in slowmotion with my centurion when 2 PPC-Stalkers ore a freaking Jenner or anything else with guns, comes into sight. :)

This is the first Patch that really terminated the game... others were not supportive for the meta and so on, but this one reduced the game to something really boring and annoying.
Right now it sucks to play! :)

#218 Skribs

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Posted 04 July 2013 - 10:56 AM

I hate the new movement system.

*For lights, it's been a pain because if you slow down the slightest before you start jumping, it is much harder to make it up the slope.
*For anything, there are lots of small little slopes that will get you stuck. Trying to move in rocky terrain is an absolute nightmare.
*I feel the game way overpenalizes you for not having jump jets. There are spots now that you can't climb up that basically cut off an entire avenue to reach somewhere. If I want to get to Upper City, for example, I now have to take one of the bridges up instead of one of about five spots that I could before. And Canyon is a nightmare to navigate without JJs.

Being unable to move about the map makes it much more difficult to enjoy the game, just how overuse of CC made PvP not fun for me in MMOs. It is much more difficult for me to react to my teammates needs if I can't move around the map. I don't like this system.

#219 Lord of All

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Posted 04 July 2013 - 11:00 AM

It seems to me the complaints outweigh the approvals by a wide margin yet that is not reflected in the poll.

Maybe you guys are not voting?

http://mwomercs.com/...__fromsearch__1

#220 King Arthur IV

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Posted 04 July 2013 - 11:18 AM

a open plain has many bumps these bumps have various degrees that lead to penalties. momentum does not seem to carry over these bumps, because the penalties are applied instantly. i feel like im slamming into a wall every time i walk over something with a 40 degree bump.





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