Jump to content

Pebbles Of Steel


53 replies to this topic

#41 MavRCK

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,375 posts
  • Google+: Link
  • LocationMontreal - Vancouver

Posted 06 July 2013 - 03:16 PM

StubbedToeWarrior MavRCK reporting for duty... every damn pebble out there is a problem.

Cheers!

#42 Thermidor

    Member

  • PipPip
  • 37 posts

Posted 07 July 2013 - 04:19 PM

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

Do you know what BETA means?
We are beta TESTERS.


Sounds more like a poor excuse for:
1. Not testing your changes before releasing them to the players
2. Devs not asking themselves "hmm will our players actually like this?"
3. Lack of dev experience
4. Stupidity
5. Laziness


This is 2013! stupid mistakes like this shouldn't even exist. This would be the equivalent of creating a racing game and patching it to where your cars go to the right when pressing left. "hurrr i didn't know thats whats supposed to happen, but thats okay its just a beta. We'll get it next time" The "it's a beta" is a tired excuse for the above mentioned things. Games like this aren't new...There is no reason for ***** ideas to even reach the brainstorming process.

Edited by Thermidor, 07 July 2013 - 08:06 PM.


#43 Blue Hymn

    Member

  • PipPipPipPipPipPip
  • Urban Commando
  • 294 posts
  • LocationIn an Awesome, blasting you from a distance

Posted 08 July 2013 - 02:49 AM

There's a location on Forest Colony, somewhere near...D2/3 I believe. It's at the shoreline, where there are a few rocks sloped upwards. If you move over one of the shoreline areas from a certain angle, your speed drops off to zero.

#44 hoverstorm

    Member

  • PipPipPipPipPip
  • Philanthropist
  • 107 posts

Posted 08 July 2013 - 05:10 PM

View PostThermidor, on 07 July 2013 - 04:19 PM, said:


Sounds more like a poor excuse for:
1. Not testing your changes before releasing them to the players
2. Devs not asking themselves "hmm will our players actually like this?"
3. Lack of dev experience
4. Stupidity
5. Laziness


This is 2013! stupid mistakes like this shouldn't even exist. This would be the equivalent of creating a racing game and patching it to where your cars go to the right when pressing left. "hurrr i didn't know thats whats supposed to happen, but thats okay its just a beta. We'll get it next time" The "it's a beta" is a tired excuse for the above mentioned things. Games like this aren't new...There is no reason for ***** ideas to even reach the brainstorming process.


This statement is far too harsh on PGI. Yes, they have made mistakes, and none of us the direction this game is heading into. However, at the very least, they do not deserve to be reprimanded so harshly.

Edited by Eirikr Sim, 08 July 2013 - 05:11 PM.


#45 Parduke

    Member

  • PipPipPip
  • Bad Company
  • Bad Company
  • 84 posts
  • LocationIredell, TX

Posted 09 July 2013 - 07:44 AM

U should just make a module that overlays movement on the terrain based on color code green go, red stop, yellow go faster (no wait that's stop lights)

#46 VagGR

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 581 posts

Posted 09 July 2013 - 08:13 AM

blah blah...and almost no post with actual feedback map/grid/mech ... only a couple the rest just blah blah....i honestly have no problems with pebbles of steel, so wouldnt it better if you guys just give them feedback instead of pointless blah blah so maybe a few patches from now we will have an improvement on this system..just saying...

#47 armyof1

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • 1,770 posts

Posted 10 July 2013 - 10:49 AM

View PostVagGR, on 09 July 2013 - 08:13 AM, said:

blah blah...and almost no post with actual feedback map/grid/mech ... only a couple the rest just blah blah....i honestly have no problems with pebbles of steel, so wouldnt it better if you guys just give them feedback instead of pointless blah blah so maybe a few patches from now we will have an improvement on this system..just saying...


It's hopeless when there are so many little things that you get tripped up on. The most productive feedback we can give them is "Look over the entire map, every map". Unless they can set a limit to how high the obstacles have to be before we can't walk over them, there's literally hundreds of places in each map that needs to be fixed.

Edited by armyof1, 10 July 2013 - 11:38 AM.


#48 Helsbane

    Member

  • PipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 1,102 posts
  • LocationThe frozen hell that is Wisconsin.

Posted 10 July 2013 - 12:07 PM

Providing details about where the 'problem' is is actually quite simple. It's located in the slope mechanic patch, not the maps.

#49 Vox Scorpus

    Member

  • PipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 126 posts
  • LocationOn my mech - reloading my guns.

Posted 10 July 2013 - 02:03 PM

Driving a Dragon 5N, River City (day), Grid d4. The statues in front of the "Palace". Thanks devs.

#50 Arkus Bethla

    Member

  • PipPip
  • Knight Errant
  • 25 posts

Posted 10 July 2013 - 06:13 PM

Right along the river's edge there are several rough spots. Here is one particular where I got stuck Tuesday July 9. Fortunately the battle was elsewhere so I had some time to record the particulars.

Map: River City
Location: 1711.1 1663.5 33.2
Chassis: JM6-DD

I am sure there are others along the river's edge, I was stuck in a similar location in another chassis when the fps feature was disabled.

#51 Thermidor

    Member

  • PipPip
  • 37 posts

Posted 12 July 2013 - 07:34 PM

View PostEirikr Sim, on 08 July 2013 - 05:10 PM, said:


This statement is far too harsh on PGI. Yes, they have made mistakes, and none of us the direction this game is heading into. However, at the very least, they do not deserve to be reprimanded so harshly.



im not saying companies can't make mistakes, what i am saying is stupid mistakes that go against intellect & development 101 should never happen. I want this game to be successful, what i don't want is idiots desperately trying to make a name for themselves in the MW Universe only to be remembered as the biggest failures in the MW universe. Some would say well how does their failure effect you? Well, i've dumped a good amount of money into this game (more than any other game for that matter) so i'd prefer not to get 5h|t on as a customer by a bunch on stupid devs trying to make a name for themselves.

Also we as customers shouldn't allow devs to make stupid decisions that clearly the majority of their fans ( the people buying their product) hate. WE sign their paychecks, WE buy their products, WE are the ones that feed them and their families. and the saying goes "Don't bite the hand that feeds you". If you serve you customers 5h|t sandwiches and the customers decides they aren't going to eat them anymore.. someone has too. With decisions like this, everyone on that team better get ready to open wide because the game industry is a brutal one. One eff up, with our money on the line, you better believe we will bury your sorry *** and never buy your crap again.


If the devs continue to make such stupid decisions it means the death of their company and more importantly the loss of OUR money.

I say put it to a poll.

Edited by Thermidor, 14 July 2013 - 08:56 PM.


#52 Five by Five

    Member

  • PipPipPipPipPip
  • 191 posts

Posted 13 July 2013 - 10:16 AM

Tourmaline: Grid E6, POS: 3940.8 4491.8 217.8, there are several little craters there, a couple are mech traps for anything bigger than a light.

Canyon Network: right on the grid line between A3 and A4 POS 1863.7 3169.0 177.6, stand in the river and make a 360, lots of gravel that will trip up heavier than light mechs.

There are a couple of problems reporting these spots. One, there are just so many of them. Two, the training ground maps still seem to have the old mech movements patterns in them, as in, I can still scale walls that I can't in an actual drop. So, all the Training Grounds is good for is double checking a grid reference, can't actually to any testing in there....

#53 Dragorath

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 168 posts
  • LocationGermany

Posted 14 July 2013 - 04:44 AM

No picture, but when you walk or jump up the hill from Epsilon direction Theta in the Canyon Map, you will get stuck directly after reaching the top of the first hill beside epsilon.

#54 XM15

    Member

  • PipPipPip
  • Elite Founder
  • Elite Founder
  • 63 posts

Posted 14 July 2013 - 07:17 PM

All I have to say about this last patch is, CRAP!! nothing but bugs. Slowing down a mech while climbing steep embankments I understand. But getting stuck on trees in River City and rocks that are little in other maps, ridiculous!! And Canyon Network was fun, now it's a rat maze.





7 user(s) are reading this topic

0 members, 7 guests, 0 anonymous users