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Dear Pgi (Re: Slopes And Insane Map Designs)


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#41 DaZur

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Posted 01 August 2013 - 08:24 AM

View PostMaddMaxx, on 01 August 2013 - 07:27 AM, said:

Is that why my throttle goes up and down, as I run, like a whores drawers on payday?

I thought we agreed we'd not talk about what we do during our non-mechwarrior hours... :D

:)

#42 Trauglodyte

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Posted 01 August 2013 - 08:39 AM

View PostMaddMaxx, on 01 August 2013 - 07:27 AM, said:

like a whores drawers on payday?


I was going to jokingly ask if you had Throttle Decay working but this was just funny.

#43 Master Q

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Posted 01 August 2013 - 08:45 AM

Realistically:

JJ's need about a 5% boost across the board.

Terrain movement needs tweaking because there is still way too much "Hi, your mech picks its feet up higher than this pebble or park bench every step but somehow got stuck on it anyways" nonsense.

AND THE BIG ONE:

Terrain needs a massive pass/rework to stop the "crud, now my foot is stuck in the ground and I am locked in place until I die or the game ends" nonsense glitches that keep happening. I've had my face stuck in a hill unable to so much as back up and slide back down the hill 4 times now thanks to this new, messed up movement code and the terrain collision glitching.

#44 CancR

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Posted 01 August 2013 - 08:49 AM

View Postjakucha, on 01 August 2013 - 12:47 AM, said:

Those also weren't pure multiplayer games.


But the maps where made just for multiplayer so you like every one else, has a non argument.

#45 jakucha

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Posted 01 August 2013 - 08:56 AM

View PostCancR, on 01 August 2013 - 08:49 AM, said:


But the maps where made just for multiplayer so you like every one else, has a non argument.


Of course, you're arguing over pure opinion so the entire argument has been a non-argument.

#46 Chiun44

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Posted 01 August 2013 - 09:00 AM

I agree with the OP that something needs to be tweaked.

I like the notion of slowing down when going up slopes and some slopes being impossible to go up directly. It gives some advantages to generally smaller and faster mechs, and should have a huge impact if you have jump jets.

But, jump jets are not just a panacea in this case, and they should be MORE functional than they actually are at the moment for movement. Some mechs, it's > 10 % of their weight (Spiders, HLNs). They should provide a good benefit. To clear these obstacles, it's required to have a running start.

I'd definitely support JJ mechanics being more similar to TT, meaning directional vectoring. I don't want to be able to instantly reverse direction, but we should be able to accelerate forward from a stop when using JJ with throttle controls with much tighter turning on a percentage basis depending upon the number of JJ.

It also seems like there are still a several stray rocks/obstacles out there stopping mechs at bizarre places...I need to run around the maps more on training grounds, but there are times it just isn't intuitively obvious that heading through spot X means my mech is going to crash to a dead stop (and then be dead if I'm actively engaged with an enemy).

#47 Kobura

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Posted 01 August 2013 - 09:03 AM

That's the idea. I don't want to throw this all out.

I want it to be reasonable. Right now it's very unreasonable. The map design is silly to begin with, and a fairly realistic mechanic multiplied by silly map design means the whole thing is wonked.

Just level it out. Bring everything up (or down) to a reasonable state.

#48 KuruptU4Fun

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Posted 01 August 2013 - 09:09 AM

View PostCancR, on 31 July 2013 - 05:22 PM, said:

Make JJ more like MW:LL where they have much more lift off power diagonally at the start of a jump.


Why is it people seem to believe that PGI (or any other company) has the ability to go into another game's coding and copy it? Besides the fact that that would be outright copy-write infringement and puts PGI in a very actionable position with the company who owns it?

#49 Roland

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Posted 01 August 2013 - 09:12 AM

View PostKuruptU4Fun, on 01 August 2013 - 09:09 AM, said:


Why is it people seem to believe that PGI (or any other company) has the ability to go into another game's coding and copy it? Besides the fact that that would be outright copy-write infringement and puts PGI in a very actionable position with the company who owns it?

Copying the behavior of JJ's isn't copyright infringment.

It would only be copyright infringement if they literally copied and pasted the code... and even then, only if the code was marked with a copyright notice.

#50 Kobura

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Posted 01 August 2013 - 09:22 AM

View PostRoland, on 01 August 2013 - 09:12 AM, said:

Copying the behavior of JJ's isn't copyright infringment.

It would only be copyright infringement if they literally copied and pasted the code... and even then, only if the code was marked with a copyright notice.


Also I think they've hired enough MW:LL staff to just do it.

#51 HammerSwarm

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Posted 01 August 2013 - 09:27 AM

The points at where my mech gets stuck are all wrong, but I like the idea, and if they ever get it figured out they might just be onto something.


A For instance:
......____
...../.........< Not at a point past here
__/...< Should get stuck here

When approaching a slope like that I feel like I get stuck closer to the top than the bottom. I get stuck near the crest where I should be regaining speed at the lip rather than at the steepest point where I should be getting hung up. This leads to me cussing at my computer screen because I just got a proctological exam from the mech I was trying to run away from on a cliff I felt like I had a really good chance of climbing. The errors are compounded by areas near the top of ramps that do not look steep but are in fact treated as the steepest point.

At any point where I feel like the game is causing me to lose more than I am causing me to loose I am frustrated with the game. Being frustrated with a game is not good for sales. Perhaps I would be less angry when I play if they fixed this and my dragon could once again rule the battlefield without getting stuck near the edges of cliffs.

#52 KuruptU4Fun

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Posted 01 August 2013 - 09:29 AM

View PostRoland, on 01 August 2013 - 09:12 AM, said:

Copying the behavior of JJ's isn't copyright infringment.

It would only be copyright infringement if they literally copied and pasted the code... and even then, only if the code was marked with a copyright notice.


You're exactly right Roland. But how long could "mimicking" a feature take? I can imagine from a coding perspective quite some time without using the source material as a guide. Companies like Microsoft are religious about marking copyright.
Which would make PGI very leery about that possibility.

#53 HammerSwarm

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Posted 01 August 2013 - 09:39 AM

View PostKuruptU4Fun, on 01 August 2013 - 09:09 AM, said:

Why is it people seem to believe that PGI (or any other company) has the ability to go into another game's coding and copy it? Besides the fact that that would be outright copy-write infringement and puts PGI in a very actionable position with the company who owns it?


I can speak to this. First if anyone owns the copyright on a parabola it's Sir Issac Newton. Secondly, you can't copyright generic ideas.

I mean if you could copy write the mathematical implementation of a parabola that canon game we all played on Macintosh would be the one's we're licensing it from, not something contemporary.

I forget the first game I played with double jump, but every game with a double jump feature doesn't pay a royalty to the guy who invented that idea. I mean sonic the hedgehog wasn't paying super mario all his gold rings so that he could run sideways in a 2D side scroller.

You could in fact make your jump jets behave more like whatever the best example of that in whatever game you wanted as long as you weren't outright stealing the code.

#54 Kobura

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Posted 01 August 2013 - 09:58 AM

Nobody realizes that Wandering Samurai is no longer either in business or its' own entity? That most of the individual writers (from what I understand) are now PGI/IGP staff?

Nobody?

#55 PropagandaWar

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Posted 01 August 2013 - 10:03 AM

I like when I have to find a ramp on canyon. It adds to the battle. You start cursing trying to get back up top as quick as possible because your buddies are getting toasted or a lane over. Each lane has I believe two quick points up and a shimmy point.

#56 CancR

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Posted 01 August 2013 - 10:11 AM

View Postjakucha, on 01 August 2013 - 08:56 AM, said:


Of course, you're arguing over pure opinion so the entire argument has been a non-argument.

You only say that because I'm educated on the facts and you are not and because of that you sum it it as all conjunction.

Multiplayer maps for MW maps have always been really, really big but because PGI is a) Bad at everything Mech Warrior and :wacko: they only really test internally is why they made the maps smaller and make the makes far more featureless then other maps to promote W+m1 warfare.

View PostKuruptU4Fun, on 01 August 2013 - 09:09 AM, said:


Why is it people seem to believe that PGI (or any other company) has the ability to go into another game's coding and copy it?


All falsities Kurrupt. PGI wouldn't need to go into the MW:LL code, they wouldn't even need to code it from scratch, they would go back to their own code back when it was so terribly implemented all any one needed was 1 jump jet, and fix that.

Just make it so you go more vertical at lift off. Not hard. Maybe for pgi it is.

#57 KuruptU4Fun

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Posted 01 August 2013 - 10:12 AM

Hammer you're also right, you can't copyright a mathematical implementation. But coding isn't wholly mathematical either.

Apple patented several generic ideas when it came to the features of what the software of iOS can do, and has filed suit against Samsung. One of those patents was over an auto-correct feature. The second is described as a “universal interface for retrieval of information in a computer system.”

http://gigaom.com/20...er-ios-patents/

Those court cases will go on for months if not years I'm sure. PGI couldn't fight back legally for that amount of time if Microsoft filed suit.

Yes, PGI should try to mimic previous MW games if possible. Just don't cross that thin red line if you even think someone's going to get upset over it.

#58 Middcore

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Posted 01 August 2013 - 10:15 AM

The terrain-based movement changes are a positive thing. That said, the pebble-barriers and general silliness of mechs being unable to get over obstacles the height of their shins needs to be addressed. The fixes for the pebbles in Canyon Network in the most recent patch are a good sign. Hopefully they will continue to refine.

#59 jakucha

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Posted 01 August 2013 - 10:24 AM

View PostCancR, on 01 August 2013 - 10:11 AM, said:

You only say that because I'm educated on the facts and you are not and because of that you sum it it as all conjunction.

Multiplayer maps for MW maps have always been really, really big but because PGI is a) Bad at everything Mech Warrior and :wacko: they only really test internally is why they made the maps smaller and make the makes far more featureless then other maps to promote W+m1 warfare.



Trying to tout your opinion as fact only makes you look silly. You're educated on your opinion? You don't say.

When you have a real argument, a.k.a. one that isn't formed solely around your personal hatred for PGI, let's talk.

Edited by jakucha, 01 August 2013 - 10:26 AM.


#60 Iron Frost

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Posted 01 August 2013 - 10:30 AM

As someone who produced a few of the official MW:LL maps I love the change they made. Mechs should not be running up inclines > 45 degrees, and maps shouldn't be wide open plains with 'bumps' for cover that you can run across. Maps are far more diverse and interesting when there are tactics based on pathways and channels................That said, when designing maps it is CRITICAL to make it blatantly obvious when a hillside couldn't be climbed and it shouldn't be attempted. This can be done by making hillsides either climbable or something close to vertical, by putting rock walls in the place of insurmountable slopes, or texturing them in a very intuitive way. Also, getting stuck on tiny rocks is bloody stupid. They need to fix that.





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