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Pgi Is Trolling Us Hard...


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#1 627

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Posted 13 August 2013 - 12:58 PM

Anyone had that starting position on terra?

Posted Image

seriously, change that.

You can't move, you can't see why you can't move and you're the noob ***** everyone laughs at.

Yes it's hilarious to see an Atlas tryin to stomp those containers away but guys... think of the children (aka new players)...

#2 Tombstoner

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Posted 13 August 2013 - 01:11 PM

i had that happen to me... its not that hard to figure out, but it is a WTF moment in map design.

#3 A Man In A Can

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Posted 13 August 2013 - 01:14 PM

That's not a problem in map design. Those storehouses or whatever they are can stay. This issue is clearly a problem of deployment placement on said map when there is plenty of space by both bases to spread out.

Edited by CYBRN4CR, 13 August 2013 - 01:14 PM.


#4 Cr4Zy K0wLa

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Posted 13 August 2013 - 05:42 PM

Happened the first time i brought an Atlas to Terra .... Downright embarrassed when another player pointed out that I had to back up first before going forward.

#5 Kell Commander

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Posted 13 August 2013 - 07:02 PM

There is also a problem where you start and backing up won't actually free your mech. Spawning stuck sucks a lot.

#6 Roadbuster

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Posted 14 August 2013 - 02:18 AM

View PostCYBRN4CR, on 13 August 2013 - 01:14 PM, said:

That's not a problem in map design. Those storehouses or whatever they are can stay. This issue is clearly a problem of deployment placement on said map when there is plenty of space by both bases to spread out.

No way! The map is so small, it's near impossible to move that 1 spawnpoint!

Posted Image

#7 Jungle Rhino

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Posted 14 August 2013 - 02:38 AM

lol yup that happend to me the other night I was like wtf? Then looked down, saw the boxes and did a mental facepalm...

#8 Samhainn

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Posted 14 August 2013 - 07:40 AM

Yep, and what about not being able to step onto the metal platform/bridge into the center of the volcano?
Getting stuck there, not able to follow teammates into the fight.

#9 Kevin Meek

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Posted 14 August 2013 - 09:09 AM

Bug is fixed and will be in for next patch. Issue = when the mech doesn't have enough room to spawn, the collision capsule defaults to a human scale, flat top cylinder, which makes it almost impossible to navigate our levels.

Sorry for the annoyance this has caused! It was my bad, I wasn't paying attention to where the spawns were when I was adding some last minute art. Sloppy.

#10 Telemetry

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Posted 14 August 2013 - 09:18 AM

View PostKevin Meek, on 14 August 2013 - 09:09 AM, said:

Bug is fixed and will be in for next patch. Issue = when the mech doesn't have enough room to spawn, the collision capsule defaults to a human scale, flat top cylinder, which makes it almost impossible to navigate our levels.

Sorry for the annoyance this has caused! It was my bad, I wasn't paying attention to where the spawns were when I was adding some last minute art. Sloppy.



Kevin,

You make me want to cry tears of joy! Why you ask? Because you were man enough to come here and explain the issue and fix it! You are my BAMF of the day my man! Hope you rub off on other employees :)

Edited by Telemetry, 14 August 2013 - 09:18 AM.


#11 CMDR Sunset Shimmer

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Posted 14 August 2013 - 09:27 AM

View PostKevin Meek, on 14 August 2013 - 09:09 AM, said:

Bug is fixed and will be in for next patch. Issue = when the mech doesn't have enough room to spawn, the collision capsule defaults to a human scale, flat top cylinder, which makes it almost impossible to navigate our levels.

Sorry for the annoyance this has caused! It was my bad, I wasn't paying attention to where the spawns were when I was adding some last minute art. Sloppy.


You may not believe this... but this is the kind of transparency we've been asking for from PGI, just tell us that there's a problem, what the problem was, and what you've done to fix it.

Yes some people won't care, but to other's, something as simple as this little blurb you just wrote, speaks volumes!

#12 Molossian Dog

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Posted 14 August 2013 - 10:49 AM

@Kevin

I am sincerely impressed. This is the absolutely right way to react to a problem. Thumbs up for you. Man of the day indeed.

Edited by Molossian Dog, 14 August 2013 - 10:50 AM.


#13 CarnifexMaximus

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Posted 14 August 2013 - 10:55 AM

If we ever get terrain/objects that can be destroyed I will have some serious scores to settle with these buildings. And some cars in River City need to get blown up as well.

#14 Helsbane

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Posted 14 August 2013 - 11:05 AM

I'm not sure what to think. A PGI employee actually responded in a positive manner, taking responsibility for something and letting us know it was fixed. Feels like a dream...

Kevin, thank you for for this refreshing turn of events. Now if only the rest of the staff will learn from your example, it would go a long way toward rebuilding the community's faith in the company.

PGI, hire more Kevins.

#15 GalaxyBluestar

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Posted 14 August 2013 - 11:53 PM

View PostKevin Meek, on 14 August 2013 - 09:09 AM, said:

Bug is fixed and will be in for next patch. Issue = when the mech doesn't have enough room to spawn, the collision capsule defaults to a human scale, flat top cylinder, which makes it almost impossible to navigate our levels.

Sorry for the annoyance this has caused! It was my bad, I wasn't paying attention to where the spawns were when I was adding some last minute art. Sloppy.


I don't login lightly these days but I had to give this man a like. He's a man for telling us stuff like it is.

PGI MORE OF THIS!

Edited by GalaxyBluestar, 14 August 2013 - 11:54 PM.


#16 verybad

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Posted 15 August 2013 - 09:39 AM

For what it's worth, this map was probably being made before the slope conditions thing came in *shrugs* not that it isn't stupid, spawns should be a place where you can move in any direction for at least a few steps...

#17 Aware

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Posted 15 August 2013 - 09:46 AM

View PostThunderklaws, on 15 August 2013 - 12:45 AM, said:

I think Id be happier if it WAS trolling and not dangerous incompetance

People make mistakes it happens. We want PGI to communicate with us calling them dangerously incompetent is helping nothing.

#18 Riogar Daylighter

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Posted 15 August 2013 - 09:47 AM

View PostThunderklaws, on 15 August 2013 - 12:45 AM, said:

I think Id be happier if it WAS trolling and not dangerous incompetance


What so dangerous about it? Are you forgetting Mechwarrior is not real right?

#19 627

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Posted 15 August 2013 - 12:58 PM

Thank you very much Kevin, very kind to inform us. And thanks for the extra details on the map, even if it bugs around a bit :)

#20 CutterWolf

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Posted 15 August 2013 - 01:07 PM

View PostKevin Meek, on 14 August 2013 - 09:09 AM, said:

Bug is fixed and will be in for next patch. Issue = when the mech doesn't have enough room to spawn, the collision capsule defaults to a human scale, flat top cylinder, which makes it almost impossible to navigate our levels.

Sorry for the annoyance this has caused! It was my bad, I wasn't paying attention to where the spawns were when I was adding some last minute art. Sloppy.



Outstanding Kevin! This is the kind of response we have been pleading for from PGI on issues. I hope this sets a new standard for PGI and the way it communicates with its player base.





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