Remove Slope Adjustment Entirely Until...
#1
Posted 03 July 2013 - 06:49 AM
Scrap this moronic Idea and use the physics of the game engine for God's sake!
OK so you may have to assign actual "MASS" for that to work, well then make it up!
Everything thing else has been a bandaid hack.
But this slope adjustment is in no way going to be viable and the GAME IS BROKEN ATM.
#2
Posted 03 July 2013 - 09:22 AM
That thread.
Also no, it needs to be in the game to be adjusted. This is actually one of those times the 'it's beta' thing does apply. New feature, not perfect on arrival. Big shock.
#3
Posted 03 July 2013 - 10:20 AM
Gaan Cathal, on 03 July 2013 - 09:22 AM, said:
That thread.
Also no, it needs to be in the game to be adjusted. This is actually one of those times the 'it's beta' thing does apply. New feature, not perfect on arrival. Big shock.
This. The game isn't broken. Is it awkward to play assaults at the moment? Yes, very. But it's not the end of the world, even as far as PGI path aftermath goes.
OP, your post reads a lot like you lost a match or two, and got so angry you had to post and forgot how to proofread. If I were you I'd step away from the PC for a few hours and see if I still felt as strongly.
#4
Posted 03 July 2013 - 10:27 AM
#6
Posted 03 July 2013 - 11:20 AM
Gaan Cathal, on 03 July 2013 - 09:22 AM, said:
That thread.
Also no, it needs to be in the game to be adjusted. This is actually one of those times the 'it's beta' thing does apply. New feature, not perfect on arrival. Big shock.
OHH really? THAT THREAD???????
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Com Guard
- LocationIs Being Obscured By ECM
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Com Guard
- LocationIs Being Obscured By ECM
Okay, this isn't a thread about JJ shake, PPC Stalkers, or Solo vs Premades; it's about how the movement code has impacted the tactic of "Light Hunting."
#9
Posted 03 July 2013 - 03:15 PM
They should have implemented them long ago.
#10
Posted 03 July 2013 - 03:36 PM
Bhael Fire, on 03 July 2013 - 03:15 PM, said:
They should have implemented them long ago.
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.
Edited by Lord of All, 03 July 2013 - 03:44 PM.
#11
Posted 03 July 2013 - 03:55 PM
Lord 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.
Those threads are about reporting new bugs that may have arisen with the new terrain physics due to decorative set pieces. That is to be expected with a first pass. They will eventually locate and fix most of these issues that are causing some people to freak out and blame the new terrain physics; when in fact, it's just a simple matter of applying gradient navmesh/collision "ramps" over these objects so that mechs can walk over them. This is a separate issue from terrain physics.
#12
Posted 03 July 2013 - 04:07 PM
Bhael Fire, on 03 July 2013 - 03:55 PM, said:
Those threads are about reporting new bugs that may have arisen with the new terrain physics due to decorative set pieces. That is to be expected with a first pass. They will eventually locate and fix most of these issues that are causing some people to freak out and blame the new terrain physics; when in fact, it's just a simple matter of applying gradient navmesh/collision "ramps" over these objects so that mechs can walk over them. This is a separate issue from terrain physics.
Those Bugs are a direct result of this slope patch and the SOLE reason for this thread.
It is obvious the code does not distinguish the size of the slope. DUH.
Do I really have to point that out?
Edited by Lord of All, 03 July 2013 - 04:08 PM.
#13
Posted 03 July 2013 - 04:44 PM
Lord of All, on 03 July 2013 - 04:07 PM, said:
They are two separate issues. The "slope patch" was put in to fix to the mountain climbing exploit that was in the game...and to add some realism with regard to steep inclines and mech speeds.
The bugs that you are complaining about will get fixed in short order as they are identified, on a case by case basis. This seems to be what you are really complaining about, not necessarily the slope patch — Unless you really think it's ok for 80+ ton mechs to adroitly ascend hills and run over mountains without being impeded at all?
In other words, the slope patch was necessary. Now they just need to work out the minor kinks (and yes, they are minor).
#14
Posted 03 July 2013 - 05:10 PM
Bhael Fire, on 03 July 2013 - 04:44 PM, said:
They are two separate issues. The "slope patch" was put in to fix to the mountain climbing exploit that was in the game...and to add some realism with regard to steep inclines and mech speeds.
The bugs that you are complaining about will get fixed in short order as they are identified, on a case by case basis. This seems to be what you are really complaining about, not necessarily the slope patch — Unless you really think it's ok for 80+ ton mechs to adroitly ascend hills and run over mountains without being impeded at all?
In other words, the slope patch was necessary. Now they just need to work out the minor kinks (and yes, they are minor).
You may find them minor but on certain maps (canyon especially) they are game breaking. And these "Bugs" as you call them are a direct effect from the slope patch which does not make them bugs per sea but poorly though out and tested code.
If PGI wants to charge money then this game is not beta and should not be broken with untested patches. You can't have it both ways. Well a professional company shouldn't (excluding M$).
This needs to be hot patched quick or removed. It can't wait for the next scheduled patch.
#15
Posted 03 July 2013 - 05:25 PM
Lord of All, on 03 July 2013 - 05:10 PM, said:
You may find them minor but on certain maps (canyon especially) they are game breaking. And these "Bugs" as you call them are a direct effect from the slope patch which does not make them bugs per sea but poorly though out and tested code.
If PGI wants to charge money then this game is not beta and should not be broken with untested patches. You can't have it both ways. Well a professional company shouldn't (excluding M$).
This needs to be hot patched quick or removed. It can't wait for the next scheduled patch.
Judging from the quality of this single post, I'd say that this thread was poorly thought out and untested, and you should not be charging people their time for reading it, because it is clearly out of the "beta" phase.
Yeah, I can do that too. Sucks if you can dish it but not take it, huh?
Edited by Volthorne, 03 July 2013 - 05:25 PM.
#16
Posted 03 July 2013 - 05:28 PM
This is part of testing. We went through this with the various iterations of LRM's.. we went with this through the implementation of Artimis, we went through this with the implementation of ECM..
You have to be able to quantify the performance across a wide spectrum of applications before you can define what is 'working', what needs to be 'tweaked', and what needs to be scrapped.
#17
Posted 03 July 2013 - 05:38 PM
Lord of All, on 03 July 2013 - 05:10 PM, said:
Sorry, I just don't see it being that big of an issue. I think the maps play better than they ever have, so your assertion that this patch was game-breaking seems absurd and histrionic to me.
#18
Posted 03 July 2013 - 05:40 PM
Foxfire, on 03 July 2013 - 05:28 PM, said:
They have internal test servers. This is clearly a case of internal testing not being done or failing pathetically.
Volthorne, on 03 July 2013 - 05:25 PM, said:
Yeah, I can do that too. Sucks if you can dish it but not take it, huh?
I don't get paid to post, If I did The quality would reflect that. the fact that you equate an unpaid beta testers comments to a Paid studios work in itself proves my point.
#19
Posted 03 July 2013 - 05:47 PM
Everyone's mobility is hampered, so it is much harder to use terrain strategically. Overall, this change makes the game less fun imo. I don't like it.
#20
Posted 03 July 2013 - 05:48 PM
For large scale testing they need to do this outside of internal testing. Internal QA can only do so much compated to the many non-devs that play this game... and again this is still a BETA, unless the developer makes a official statement otherwise (doesn't matter if we non-devs think this is a full product or not, even if you gave them money/bought stuff).
If anyone spent money in this BETA and are upset with the direction, they should stop buying MWO stuff. I spent money on Planetside 2 thinking it would be a evolution from PS1. It was not, the ARMA series has more in common with PS1 with exceptions, than PS2 has. So yeah I feel really cheated by the developers of PS2 when I played PS1 for so many years, but I was the one who was fooled, my own fault. (PS2 is still in BETA!!) ITs the same reason I am still holding out for the next patch before I spend money on Project Pheonix...
The Slope Movement PAtch was needed so that the lighter mechs can take more advantage of their mobility. Heavies and Assaults now need to think and plan ahead with their mechs and know the map well, that is the added challenge now to the heavies/assaults. Fixes need to be add to the sudden stop on flat land on pebbles... no disagreement there...
Edited by zolop, 03 July 2013 - 06:02 PM.
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