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Walking On Hills & Buyers Remorse


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#1 Violent Tendencies

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Posted 18 July 2013 - 07:19 AM

I realize this is Beta and things are constantly changing, but for me, the game is pretty much now unplayable due to not being able to crest the top of hills or even slowing way down when walking over the tiniest of humps in the terrain. I've already cut my play time way down and was hopeful after this weeks patch that it would improve, but it has not. Please tell me this is not going to be what its like at launch..because if so, I think I've wasted money on Phoenix.

Could we please put it back to the way it was originally, so we can enjoy the game? I hate to complain, but this is extremely frustrating and makes me not want to play this game in its current state.

Thanks!

#2 Qrbaza

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Posted 18 July 2013 - 07:25 AM

complaining about unable to climb steap hills is LOL. I like it so much it even improved the gameplay. Now about stoping or " slowing way down when walking over the tiniest of humps" i totally agree.

#3 DYSEQTA

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Posted 18 July 2013 - 07:26 AM

Sorry but as far as I am concerned the changes made to the way multi-ton walking tanks react to steep terrain is about the best thing to happen in MWO yet. Your money isn't wasted at all you just need to adjust to your mech's now behaving in a remotely realistic manner when it comes to terrain.

PGI are well aware that there are some "odd spots" on some of the maps that are causing issues with the new system and have asked for feedback to help them find and eliminate them.

#4 MasterGoa

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Posted 18 July 2013 - 07:48 AM

Though I agree with ALL of you, I think we need a tool
to understand where to walk and not face the invisible fence.

It can be EXTREMELY frustrating, EXTREMELY, when you hit
that invisifence while dodging LRM's or enemy fire.

EXTREMELY.

So, PGI, simply give us a tool, either in HUD or as a standard
texture map, to help us know where to go.

Thanks.

#5 MaxStr

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Posted 18 July 2013 - 07:57 AM

This is a feature not a bug.

#6 Jam the Bam

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Posted 18 July 2013 - 08:02 AM

I think its fine, they just need to keep up the smoothing passes (like they have on caustic I think, have a look), and maybe look at some hill crests.

#7 DarkAlman

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Posted 18 July 2013 - 08:54 AM

Canyons is basically unplayable now if you don't have jump jets.

and I've been tell PGI since day 1:

I WANT A LEG CAM! so I can see wth I'm walking into and getting stuck on.

#8 FREDtheDEAD

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Posted 18 July 2013 - 08:56 AM

I've found problems navigating terrain significantly better this patch.

#9 Bob Fire

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Posted 18 July 2013 - 10:31 AM

View PostViolent Tendencies, on 18 July 2013 - 07:19 AM, said:

I realize this is Beta and things are constantly changing, but for me, the game is pretty much now unplayable due to not being able to crest the top of hills or even slowing way down when walking over the tiniest of humps in the terrain. I've already cut my play time way down and was hopeful after this weeks patch that it would improve, but it has not. Please tell me this is not going to be what its like at launch..because if so, I think I've wasted money on Phoenix.

Could we please put it back to the way it was originally, so we can enjoy the game? I hate to complain, but this is extremely frustrating and makes me not want to play this game in its current state.

Thanks!

i agree with this.PLS do it as it was before. this patch is not pleasure to play. <<S>> Bob Fire

#10 Gallowglas

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Posted 18 July 2013 - 12:43 PM

This baffles me. I routinely drive assaults and the changes have had very little impact on my gameplay (tactics yes, gameplay no) because it seems pretty obvious where I can go and where I can't. Yes, there have been a few spots where I have gotten hung up on terrain briefly, but it has been a minor inconvenience at best.

YMMV.

#11 NRP

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Posted 18 July 2013 - 01:46 PM

The thing that gets me is getting stuck right at the crest of a hill or ledge. I motor up it just fine until the very last part, then BAM - all stop. Usually happens when I'm getting my arse shot off too.

#12 DYSEQTA

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Posted 18 July 2013 - 02:21 PM

View PostDarkAlman, on 18 July 2013 - 08:54 AM, said:

Canyons is basically unplayable now if you don't have jump jets.

and I've been tell PGI since day 1:

I WANT A LEG CAM! so I can see wth I'm walking into and getting stuck on.


It is not unplayable at all.

There are various spots around where one can climb up from the canyon floor, you just need to learn where they are.

It's about situational awareness, and come to think of it, your post in general smacks of a complete lack of observation skills and situational awareness :/

#13 Romeo Deluxe

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Posted 18 July 2013 - 02:39 PM

View PostNRP, on 18 July 2013 - 01:46 PM, said:

The thing that gets me is getting stuck right at the crest of a hill or ledge. I motor up it just fine until the very last part, then BAM - all stop. Usually happens when I'm getting my arse shot off too.


Zig zag. Turn to the side so you are not going up the steepest angle of the hill but a slice through the hill your mech can still climb up. (Ever driven your car up a mountain road and wondered why it zig zags up and not go straight up?)

As noted in another post, this has required a change in tactics and the game play is better. JJ's are now much more interesting as a tactical option.

#14 Bartholomew bartholomew

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Posted 18 July 2013 - 02:46 PM

I will have to agree about the stop at the crest thing. If a hill is considered too steep, you should not be able to power about 3/4 of the way up and then just stop like hitting a wall. If you can get that far up you should be able to make the rest, even if it is at 1kph.

Especially since most of these problem hills are less steep at the top...

However I do think that there sould be unpassable terrain.


Maybe get halfway up and then have a jittery slide back down with a random leg turn forced into it.

#15 The Black Knight

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Posted 19 July 2013 - 03:28 PM

getting completely stuck on a light post in river city and dyeing because I didn't understand what I was stuck on is lame. getting stuck on the CREST of a hill on canyons and not being able to walk back down or left or right to avoid the enemies in the canyon is stupid, especially since my "obstruction" was shorter then my mech's ankle. In both cases I saw what I was stuck on when I died and saw my mech's corpse fall. if an object is shorter then a mechs knee it shouldn't stop it from moving. Isn't that why mechs have legs and why they are superior to tanks?

#16 Helsbane

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Posted 19 July 2013 - 04:44 PM

View PostDYSEQTA, on 18 July 2013 - 07:26 AM, said:

Sorry but as far as I am concerned the changes made to the way multi-ton walking tanks react to steep terrain is about the best thing to happen in MWO yet. Your money isn't wasted at all you just need to adjust to your mech's now behaving in a remotely realistic manner when it comes to terrain.

PGI are well aware that there are some "odd spots" on some of the maps that are causing issues with the new system and have asked for feedback to help them find and eliminate them.


Thing is, mechs aren't tanks. There are tanks in the BT / MW universe, but they're a second string combat unit at best. Why? Mobility and overall combat performance. Legs can climb better than tracks, wheels, or air cushions. That's why mechs exist. You can armor and loadout a tank in the same manner that you can a mech, right? So why use a mech?

The answer is the humanoid frame. Fully articulated and far more flexable than a rectangle on tracks (many of which are pretty damn nimble when you consider they weigh between 45 and 80 tons currently), mechs replaced tanks due to better mobility and agility as the premier combat unit. Watch a video of an Abrams tank in action, then understand that a mech of comparable weight is more agile due to the way its skeleton allows it to move. It's not about weight. It's about shape and range of motion.

MWO is treating mechs like tanks (old ones at that) instead of giant humanoid frames, and it's just wrong. The thought process behind this is based on weight and weight alone, and should be scrapped. The artificial muscles of a mech (myomers) are capable of moving these multi ton combat machines up slopes that would make a tank throw a track or spin out. And as far as slowing down goes, the mech actually has extra engine power available. The average mech can carry 10% of its overall weight (this says nothing of raw pulling power, just pick up and carry), so the engine power required to climb is already there...

#17 sh4rpedge

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Posted 20 July 2013 - 05:35 AM

View PostGallowglas, on 18 July 2013 - 12:43 PM, said:

This baffles me. I routinely drive assaults and the changes have had very little impact on my gameplay (tactics yes, gameplay no) because it seems pretty obvious where I can go and where I can't. Yes, there have been a few spots where I have gotten hung up on terrain briefly, but it has been a minor inconvenience at best.

YMMV.


+1

#18 ROJ

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Posted 20 July 2013 - 08:05 AM

You need to fix and refine the new terrain rules.. Some of my mechs get stuck on tiny rocks and some invisible walls have become more obvious..

I say it should be reduced to an extent that it allows at least for mechs not to get stuck on a tiny slope or rock..

#19 Nekomimi

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Posted 20 July 2013 - 08:09 AM

Guy's, your taking the first stab at a new feature as if it's final. I actually don't have very many issues going up hills, and if I do get stopped I turn to the side a bit then it keeps on going. Same with the small bumps. Now remember these maps were made before this came out so of course they will need refinement.

#20 ChapeL

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Posted 20 July 2013 - 08:42 AM

I've had to relearn some maps like Canyon river which now requires much more situational awareness than before but other than minor issues the movement patch has been nothing but positive from my perspective.





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