Pebbles Of Steel
#21
Posted 03 July 2013 - 12:40 PM
#22
Posted 03 July 2013 - 01:11 PM
Niko Snow, on 03 July 2013 - 06:56 AM, said:
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
Posted 03 July 2013 - 02:42 PM
Azzras, on 03 July 2013 - 09:04 AM, said:
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
Posted 03 July 2013 - 02:55 PM
bindletorc, on 03 July 2013 - 02:42 PM, said:
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
Posted 03 July 2013 - 03:43 PM
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.
#27
Posted 03 July 2013 - 04:47 PM
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
Posted 03 July 2013 - 06:39 PM
JeremyCrow, on 03 July 2013 - 09:09 AM, said:
Actually, I was in CB before the founder packs 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
Posted 03 July 2013 - 07:41 PM
holy crap is this annoying.
#30
Posted 03 July 2013 - 10:12 PM
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
Posted 03 July 2013 - 10:14 PM
But small items like cars and rocks should not stop a mech.
#32
Posted 03 July 2013 - 10:44 PM
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
Posted 04 July 2013 - 10:12 AM
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
Posted 04 July 2013 - 10:58 AM
TLBFestus, on 04 July 2013 - 10:12 AM, said:
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
Posted 04 July 2013 - 05:15 PM
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
Posted 04 July 2013 - 07:32 PM
#37
Posted 04 July 2013 - 08:58 PM
#38
Posted 05 July 2013 - 01:27 AM
#39
Posted 05 July 2013 - 09:36 AM
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
Posted 05 July 2013 - 09:47 AM
dynamite to clear
dynamite to clear
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