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2Nd July Overall Patch Feedback[Jj Shake/new Movement/sounds/heat] In Depth


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#1 SmokinDave73

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Posted 03 July 2013 - 04:12 AM

This new patch has come with a whole new sweep of changes, some described in the patch notes some that were not. I am making this post to provide constructive feedback on some of these changes.

First of is the reduced JJ cockpit shake, Thank you very much for reducing the physical shake now when I JJ in my mechs ranging from lights to the Highlander I can do it without my eyes hurting after a game or 2 of doing that. This change was a nice surprise seeing as it was not mentioned in the patch notes, god knows why you did not mention it. I am not sure if anyone else has noticed the reduction but I certainly have.

Second we have the movement change;
New Movement Archetypes.
- Mechs are now unable to traverse slopes greater than 45°
- Mechs will now slow down when climbing slopes from 20° to 45°, depending on mech size.

This change has made the game very different in terms of what routes and paths you can take depending on what mech you are piloting, The change IMO is a move in the right direction but on a lot of small little mounds having your mech depending on what weight class you are piloting(Awesome 9m 85kph/Highlander63kph) you go from running at full speed to in some bad cases a complete stop or in most common cases down to ~10-20kph.

View Postdaemur, on 02 July 2013 - 12:10 PM, said:

This just requires players to adapt. If the Jump jets only propel you upward you then need to use them while you are still moving forward.
Concerning the small rock, please report the location of the rock and attach a screen shot in a support ticket. We have put a lot of work into trying to make sure that we found most of these areas in which players may get stuck but if you have one we don’t I would appreciate your help in adding it to the database.

daemur

In response to daemur feedback I think the general consensus from the community is that the Immediate 20° angles on small mounds is way to severe and IMO a joke. There are way to many rocks/small humps/invisible walls to go through and screenshot them all on all the maps currently available. I will post a couple I found myself that are very obvious, but in terms of realism which MWO tries to achieve in terms of being a video game one would expect that a 80-100 ton assault mech would not be slowed from running at 85kph all the way down to 10kph just because there is a little rock or mound in the way. The most obvious maps that I tested in last night were these examples occur are, Frozen city, Alpine, Toumaline desert, Caustic valley and the big one canyon network.

Example 1:
Posted Image


Example 2:
Posted Image


Example 3:
Posted Image

Example 4:
Posted Image

[All the images are zoomed in 3x]
Example 1 is on canyons at the starting spawn sigma side, the rocks outcropping the lip of the small river a very small compared to an assault mech and because they are right at the lip of the river they slow you down to a near stop. I agree that in situations like this your mech should slow down but going from 85kph in an awesome and then being slowed down by some rocks that are not even bigger than the mechs ankles should not make your mech stop that harshly instantly. My suggestion is to reduce the harshness of the 20° angle and make it maybe 10 instead and make it so the speed reduction does not happen instantly and instead make it so the mech slows down at a gradual pace.

Example 2 is of a small rock that slopes on the side next to a smooth pathway on the middle of canyons by theta. This small sloped hump also greatly reduces your mechs speed, and all you have to do is slightly brush it. Again these sorts of terrain features should not be able to slow you down that quickly whilst in a 80-100 ton gigantic battlemech.

Example 3+4 are of small spiky terrain features that can be found on small mounds or slopes on caustic valley and frozen city. These vicious little buggers will make a mech completely stop to a standstill. These are the rare extreme cases that I was talking about earlier that need to be addressed ASAP because small little bumps like that causing you to go from full speed to a standstill will put you in a terrible situation in the middle of combat.

I hope that PGI/IGP will get many more screenshots of these rare cases so we can iron out this before 12 v 12 goes live seeing is that there will be 8 more mechs stomping carefully around every rock and small bump on all the maps.

On a lighter note I personally like all the sound changes beside the A/C 2 one. I think it is a nice small change to make the game overall more enjoyable to play(A/C20s sound so goooood) also the small environmental changes that I have found so far is the sound of the water running down stream on canyon's and artillery and aircraft sounds on river city. What new sounds has anyone else found??

This post is just my initial feedback on some very nice changes that just need some tweaking so we can still enjoy playing this game without having to be careful of what small rock we brush or step on.

#2 Nordanik

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Posted 03 July 2013 - 04:31 AM

Yep, good post Dave. Agree with everything you said. The game is heading in a good direction overall, please fix those map locations PGI. Cheers.

#3 Jam the Bam

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Posted 03 July 2013 - 04:39 AM

Good work OP.

The only thing with the lumps is that some of them are actually a reasonable proportion of the mechs size so they need some form of system that allows you to pass reasonable bumps based on your mechs momentum, but I did see a jagermech pilot ramming into some rocks earlier and screaming about it when they were actually waist height on him, which you mechs shouldn't really be able to pass.

#4 SmokinDave73

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Posted 03 July 2013 - 05:07 AM

View PostJammerben87, on 03 July 2013 - 04:39 AM, said:

Good work OP.

The only thing with the lumps is that some of them are actually a reasonable proportion of the mechs size so they need some form of system that allows you to pass reasonable bumps based on your mechs momentum, but I did see a jagermech pilot ramming into some rocks earlier and screaming about it when they were actually waist height on him, which you mechs shouldn't really be able to pass.


Thanks for the feedback, yeah there are definitely situations with some rocks and bumps that are fair size so it should slow down/stop most mechs if they try to move over them. The biggest affect that needs to be changed though with those kind of situation is that you mech should not instantaneously come to a halt if you brush the slope/rock/bump. The sudden loss of all your speed in 1 second flat is far too severe in most situations and should happen a little more gradually.

Edit: As DragonsFire stated everyone please feel free to post more screenshots of locations that are more on the extreme side of causing mechs to suddenedly stop/should not be impassable terrain, I had a few more screenshots but I did not want to make the OP to large. I am sure there are dozens more locations that need to be looked into on all of the maps.

Edited by SmokinDave73, 03 July 2013 - 06:45 AM.


#5 DragonsFire

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Posted 03 July 2013 - 05:38 AM

Great post OP, this is the kind of feedback that is extremely helpful as it shows the problem locations specifically and can be used to reproduce the issues. Hopefully others come to this thread and post pictures as well to demonstrate any other issues they are having.

#6 Corvus Antaka

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Posted 03 July 2013 - 06:28 AM

Great post Dave.

I am sure PGI will be addressing this issue ASAP.

#7 DragonsFire

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Posted 03 July 2013 - 08:05 AM

Hey Dave,
You may want to place your screenshots and description in this thread:
http://mwomercs.com/...bbles-of-steel/

#8 SmokinDave73

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Posted 03 July 2013 - 09:01 AM

Thanks will do

#9 Krakenster

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Posted 03 July 2013 - 08:53 PM

I have witnessed this myself. I agree that some tweaks need to be made. Love the concept though!

#10 CGB Behemoth

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Posted 03 July 2013 - 09:33 PM

Even now humanoid robots can walk through such obstacles. NOW! Not in the 3050 year.
Was there any testing before implementing this patch? Guess no.
Dear PGI. Where are test server? Those trouble could have been found in 5 minutes ingame.

P.S. Sorry for my bad English.

Edited by Behemothk, 03 July 2013 - 09:34 PM.


#11 oldhasu

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Posted 03 July 2013 - 10:56 PM

Up for this good topic.

I want developers to notice this. After the last patch my assult mech cant climb the Everest — its totally ok! But when a small rock or any other kind of roughness on the road stops me — I'm laughing through my tears.
You should've made a way better physical model before implementing this into a game.

Edited by oldhasu, 04 July 2013 - 12:06 AM.


#12 Corvus Antaka

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Posted 04 July 2013 - 04:49 AM

+1

#13 mihali4

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Posted 04 July 2013 - 11:59 PM

+1
let me propose the following alternative:
increase the angle at which the Mech loses speed from 45 to 50 degrees
and to introduce an exception for small obstacles (see picture)
Posted Image

Edited by mihali4, 05 July 2013 - 03:32 AM.


#14 CGB Behemoth

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Posted 05 July 2013 - 02:29 AM

You should make voting for this idea Mihali4! It is really great. All mechs have different sizes.
I'm totally agree.

#15 Captain Katawa

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Posted 05 July 2013 - 02:40 AM

The patch is great but they shuld rework some maps for it to work perfectly.

And considering that they are too lazy to fix Alpine Peaks tower hitboxes and tourmaline crystals we should expect this never.
Also river city needs some minor changes since it has road signs and trees that can stop any weapon of any type(i want armor made of those for my mechs)

B et when it's out we will have new cool maps and in same time these will remain unchanged.

#16 oldhasu

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Posted 05 July 2013 - 03:04 AM

Objects with broken shape (with invisible textures on the edges) is a big pain too :D It is one of those things they do not want to work on. Like, "what the heck, we got some more other improtants things to take care of, a new big ***** for your cockpit for example or a new paint for your mech!". Fixing bugs dont makes the money. But sure they gona regret, when people will leave the game well-fed with this bugs and glitches everywhere. Noone will buy a ***** in cockpit or a new great hero-mech then because there are no players left.

#17 151st Light Horse Regiment

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Posted 05 July 2013 - 03:16 AM

It's crap.

There, I just saved you 20 minutes of typing.

#18 SmokinDave73

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Posted 05 July 2013 - 03:26 AM

View Post151st Light Horse Regiment, on 05 July 2013 - 03:16 AM, said:

It's crap.

There, I just saved you 20 minutes of typing.

Cheers for the feedback guys but can we keep this thread to constructive feedback, just saying "its crap" does not help the IGP/PGI smooth out the obvious flaws in the new movement system

Thanks

#19 151st Light Horse Regiment

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Posted 05 July 2013 - 03:30 AM

View PostSmokinDave73, on 05 July 2013 - 03:26 AM, said:

Cheers for the feedback guys but can we keep this thread to constructive feedback, just saying "its crap" does not help the IGP/PGI smooth out the obvious flaws in the new movement system

Thanks


Let me make it easier:

Nobody, not a single person, in the history of MW, ever, complained about movement. Yet they went and messed with it anyway.

#20 FREDtheDEAD

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Posted 05 July 2013 - 04:26 AM

As I've said before, I'd much prefer the use of Havok-like physics to determine mech speed rather than a few simplistic rules.
As to the comment that nobody has complained about movement, what about sliding backwards upon stopping on a slope or skiing along slopes - an excellent way for slow mechs to travel on the larger maps. I've got my favourite Stalker to skate along the side of a slope at an incredible speed - absurd. It could have been fixed properly with realistic physics instead of some silly blanket rules that ignore inertia.





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