Jump to content

Pebbles Of Steel


53 replies to this topic

#21 AlThor

    Rookie

  • 4 posts

Posted 03 July 2013 - 12:40 PM

I have found that there are FAR too many little rocks and snow banks that bring me to a full stop that are not big enough to be even causing a break in a stride on nearly every map.

#22 Felicitatem Parco

    Professor of Memetics

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,522 posts
  • LocationIs Being Obscured By ECM

Posted 03 July 2013 - 01:11 PM

Please try to use this thread for technical feedback, and not a general discussion about the feature.

View PostNiko Snow, on 03 July 2013 - 06:56 AM, said:

This is a separate stuck thread for the purpose of identifying any decorative rock outcroppings which are overtly affecting 'Mech movement.

Please attempt to respond to the following questions in your responses:
  • The map affected.
  • The grid tile affected.
  • The Mech used to achieve the collision issue.


If you would like to discuss the feature, then please try to do so in the Feedback Thread for the new movement code. Thanks :)

#23 BINDLETORC

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 163 posts
  • Locationhaliburton, ON. CANADA

Posted 03 July 2013 - 02:42 PM

View PostAzzras, on 03 July 2013 - 09:04 AM, said:

When you paid it was closed beta.
Have you ever reported a bug, or because you gave a donation (which is truly all the founder's pack was) you feel entitled?

Anyway, off topic.

personally not a founder. i have however spent a large sum of money. more than a founder would have. more than a lot of folks most likely. i am very disappointed that this movement issue exists. it should have been caught in testing. i found it 3 minutes after the patch was live.
i know it is a beta but you can't have your cake and eat it too.
if you are going to charge me money to test your product you need to be prepared for the feedback. good and bad. the game is awesome and communication is good. i am going to continue to spend money and hope that the feedback i offer is taken as what it is, a offer to help fix what is broken.

please keep plugging folks, the game is awesome.

#24 Azzras

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 363 posts
  • LocationUSA

Posted 03 July 2013 - 02:55 PM

View Postbindletorc, on 03 July 2013 - 02:42 PM, said:

personally not a founder. i have however spent a large sum of money. more than a founder would have. more than a lot of folks most likely. i am very disappointed that this movement issue exists. it should have been caught in testing. i found it 3 minutes after the patch was live.
i know it is a beta but you can't have your cake and eat it too.
if you are going to charge me money to test your product you need to be prepared for the feedback. good and bad. the game is awesome and communication is good. i am going to continue to spend money and hope that the feedback i offer is taken as what it is, a offer to help fix what is broken.

please keep plugging folks, the game is awesome.

Feedback is a wee bit different than QQ.
Feedback should always be welcome.
The post I responded to was QQ.

#25 Myarse

    Rookie

  • 8 posts

Posted 03 July 2013 - 03:43 PM

This is what my third post as long as I've been playing so no QQ but the latest patch means it's impossible to play a light or light medium which are the only things people play outside of the heavy/ assault meta.

I just don't get it, why nerf the people that play these mechs as we are tho ones that are playing role warfare and actually supplying some variety to the game.

I really hope this gets hot fixed as I wanted to play this weekend am I'm bored of heavy and assault snipe fests.

#26 Daemir

    Member

  • PipPipPip
  • Bad Company
  • 64 posts

Posted 03 July 2013 - 04:11 PM

View PostAzzras, on 03 July 2013 - 08:44 AM, said:

Do you know what BETA means?
We are beta TESTERS.
When a freemium game starts selling their ingame services, it's a launch. And for the good of the game's future, you do NOT want to botch that time period.

#27 Kanatta Jing

    Member

  • PipPipPipPipPipPipPipPip
  • 1,178 posts

Posted 03 July 2013 - 04:47 PM

My Catapult C1 64kps tripped over a car on the D1/D2 line on River City night.

It wasn't a dead stop but a 90% lurching slow down.

Also I just grabbed my raven 4x and ran around in testing grounds on the Cauldera map for 15 straight minutes. I can't find anything too weird.

Just the thing where when you land from a jump your speed gets set to 0 so if you're landing on a slope you'll get stuck. And the usual nuisance of not hitting jump before you run out of forward moment when climbing a slope.

Maybe it just happens to heavies?

Edited by Kanatta Jing, 03 July 2013 - 05:12 PM.


#28 Blue Footed Booby

    Member

  • PipPipPipPipPipPip
  • 393 posts
  • LocationHere?

Posted 03 July 2013 - 06:39 PM

View PostJeremyCrow, on 03 July 2013 - 09:09 AM, said:


Actually, I was in CB before the founder packs :rolleyes: What I mean, is that this is Beta in name only, and we should be able to test the features before they install them in Production environments... I know I keep repeating myself, but do it as Eve does and you can't go wrong.


Did you really just hold up the company that made a patch that deleted boot.ini as a model of testing before pushing out patches?

This is kind of the opposite of what was asked for in the OP, but I'd like to point out one place where I don't have any problems: the mini crystals in Tourmaline. I don't know whether they just lack hitboxes or if they're small enough laterally not to trigger the slope detectors.

#29 ArchMage Sparrowhawk

    Member

  • PipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 722 posts

Posted 03 July 2013 - 07:41 PM

holy crap is this annoying. cars in river city, a hospital sign all in upper city. My hunchback. I was turning a corner and about to sprint around a Cataphract for a hit and run, when my mech just stops. I can't turn or walk forward or anything. It isn't until I hit reverse, maybe 5 seconds later, my mech extracts itself from whatever hidden dimensional wedge it had gotten logged into, and can move again. Of course by now I've been taking heavy fire from 4 mechs, and I'm dead. But

holy crap is this annoying.

#30 SirLankyIII

    Member

  • PipPipPip
  • Bad Company
  • Bad Company
  • 85 posts
  • LocationMelbourne, Australia

Posted 03 July 2013 - 10:12 PM

Rocks on the edge of the hill in river city leading to upper city
all trucks on river city, especially detrimental to sub 55kph mechs
Most rocks in the water on caustic, example border of F5 & E5
low ridge at the base of the mountain on caustic, E5
virtually every crater in tourmaline, example small crater in F4, very easy to get stuck in
wreckage on tourmaline, specifically border of E5 & F5
Volcanic rocks in B4 & B5 on caustic

I'll update as i find others. Most of this was done with the Atlas champion trial mech, river city was tackled with a hunchback 4P and Stalker 5S, both at stock speeds

To me though this seems to be an issue of momentum, it simply dissipates far too quickly and far to unrealistically especially when mechs hit small objects or ridges

Alpine, small snow mounds, border G8 & H8
Alpine, "rocky road" from H6 through K8, many rocks bring slow mechs to a near stand still
Canyon, A4, section of the river bed that cannot be climbed, even possible to get stuck in. In fact there are many of these along the river, some that can be traversed, some that can't.

Edited by SirLankyIII, 03 July 2013 - 11:19 PM.


#31 Kmieciu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 3,437 posts
  • LocationPoland

Posted 03 July 2013 - 10:14 PM

What I like best about this change is that mechs do not clip through each other any more.

But small items like cars and rocks should not stop a mech.

#32 Bhael Fire

    Banned - Cheating

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,002 posts
  • Twitter: Link
  • Twitch: Link
  • LocationThe Outback wastes of planet Outreach.

Posted 03 July 2013 - 10:44 PM

Reposted from another thread with the same topic:

My opinion of the new "slope" patch:

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.

:)

#33 TLBFestus

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,519 posts

Posted 04 July 2013 - 10:12 AM

I cant imagine trying to screenshot, list and identify all the places I have gotten stuck. Even on a single map that would be daunting.

Which mechs? ALL of them. Even my 147 kph Cicada have been stuck in little tiny folds or creases in the terrain, especially on Alpine, Tourmaline, and Canyon.

As well, I think that this really, really borks the Atlas. It's slow and cumbersome enough, but now I seen them avoiding anything that looks uneven yet alone "sloped".

I like the idea.......but not the reality. They need to roll this back til they find a better solution.

#34 Shamous13

    Member

  • PipPipPipPipPipPipPip
  • 684 posts
  • LocationKitchener, Ont.

Posted 04 July 2013 - 10:58 AM

View PostTLBFestus, on 04 July 2013 - 10:12 AM, said:

I cant imagine trying to screenshot, list and identify all the places I have gotten stuck. Even on a single map that would be daunting.

Which mechs? ALL of them. Even my 147 kph Cicada have been stuck in little tiny folds or creases in the terrain, especially on Alpine, Tourmaline, and Canyon.

As well, I think that this really, really borks the Atlas. It's slow and cumbersome enough, but now I seen them avoiding anything that looks uneven yet alone "sloped".

I like the idea.......but not the reality. They need to roll this back til they find a better solution.


I completely agree with this post their are too many pebbles of steel to count. Time for a hot fix roll back and a revamp of the maps before trying this again.

#35 Ryvucz

    Zunrith

  • PipPipPipPipPipPipPipPipPip
  • 2,839 posts
  • LocationColorado Springs, Colorado

Posted 04 July 2013 - 05:15 PM

Canyon
Grid C2 the "overpass" natural bridge.
Assault type.

Rocks stop you from crossing one side.

Suggestion - Allow AC/20 to blow up the [REDACTED] pebbles, or give all mechs dynamite to clear.

#36 DragonsFire

    Member

  • PipPipPipPipPipPipPip
  • Wrath
  • Wrath
  • 655 posts

Posted 04 July 2013 - 07:32 PM

The bulk of the maps don't have places to get caught. It is far better to try and take account where you're getting stuck than to roll back the changes. Yes, there are going to be a ton of places, but by reporting back on each one, you're helping to identify what should be passable and what shouldn't be so that they can make the proper adjustments.

#37 lpmagic

    Member

  • PipPipPipPipPipPip
  • Rage
  • 319 posts

Posted 04 July 2013 - 08:58 PM

Frozen city Grid C3 Stuck on rock in Jenner alley near the mouth prior to the base in conquest, running illya Muromets

#38 Sneaky B

    Member

  • PipPipPipPipPip
  • Survivor
  • 160 posts
  • LocationArc-Royal

Posted 05 July 2013 - 01:27 AM

Hmmm... the easiest and fastest solution I can think of is "smooth" out the "hump" map. While it's not ideal, it would probably get rid of the abrupt increase in angles from minute objects such as pebbles.

#39 Ningyo

    Member

  • PipPipPipPipPipPip
  • 496 posts

Posted 05 July 2013 - 09:36 AM

The problem is right now it is EVERY GRID on EVERY MAP (except the center of plateau on alpine). It is almost every single terrain feature with a height of 0.1-2 meters and a slope of over 25% there are literally thousands. They need to go in and correct at least 90% before we can start posting screenshots of specific ones because right now its the ENTIRE MAP.

And Mechs are supposed to be highly mobile, not omg a pebble lets avoid it just in case its actually a massive wall.

Its like with the collision maps they need to fix tons of them since they are everywhere, (just take a mech into any map, and sight past buildings and terrain features. If your sight is on something far away but the range says something very close there is a problem there). Once they get it down to only rare places you can help them find the last few.


But for both issues when its a problem in almost 50% of possible cases they need to do a major pass or its just reporting everything still.

#40 Ridersofdoom

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 201 posts

Posted 05 July 2013 - 09:47 AM

dynamite to clear
dynamite to clear
dynamite to clear





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users