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100 Tons Of 31St Century Technology, Defeated By Ankle High Rocks


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Poll: Ankle high rocks (232 member(s) have cast votes)

Would you like the ability to step OVER ankle high obstacles

  1. Yes (230 votes [99.14%])

    Percentage of vote: 99.14%

  2. No (2 votes [0.86%])

    Percentage of vote: 0.86%

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#41 Koniving

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Posted 27 June 2014 - 11:58 AM

View PostCaine2112, on 27 June 2014 - 06:47 AM, said:

Have you guys ever walked behind a Stalker or Daishi and notice that when they are climbing a hill, the entire mech leans back dangerously to the point of tipping over on its backside? I'm sure there are a few other mechs that do this, but I found those two assault mechs to be rather noticeable.

Instead, the mech should be leaning forward a little to compensate their center of gravity shift, and the legs should be lifting a little higher to simulate climbing a hill.

This happens so that its feet do not phase through the ground.

There are other mechs that do this as well, including but not limited to Warhawk, Ravens (in some cases not all), Puma, and I know there are more but can't say for certain.

There was a time when inverse kinetics were in the game, so a mech standing on a steep slope would have one leg folded up while the other is extended longer when facing 90 degree angle to one side of the slope. PGI quickly removed it however as the legs didn't register hits properly during this.

#42 maniacos

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Posted 28 June 2014 - 07:55 AM

View PostIqfish, on 25 April 2014 - 05:21 AM, said:

I would like to see the return of moving feet accordingly to terrain, as much as I finally want to see destructible environment, I mean it's 2014 and this is CryEngine 3


Yes and they had it in MW2 already.

#43 Corralis

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Posted 29 June 2014 - 09:26 PM

I think the one thing you need to realise is that your 100 ton mech's ankle is going to be bigger than most peoples houses.

#44 carl kerensky

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Posted 07 July 2014 - 07:41 AM

View PostIqfish, on 25 April 2014 - 05:21 AM, said:

I would like to see the return of moving feet accordingly to terrain, as much as I finally want to see destructible environment, I mean it's 2014 and this is CryEngine 3


This this....So many things were altered and changed from CB which I thought just needed tweaking. Didnt make sense. Instead of fixing what they intially started with they removed things entirely. That led to more problems. Please bring back Inverse kinetics PGI.

Edited by carl kerensky, 07 July 2014 - 07:43 AM.


#45 Valten

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Posted 08 July 2014 - 12:33 PM

Clan mechs seem particularly susceptible to rocks and get stuck on EVERYTHING!!!

#46 9erRed

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Posted 20 July 2014 - 04:07 PM

Greetings all,

It's been addressed before by the Dev.'s about terrain and where we see the Mech's feet placed.

- Most of the 'in game' ground and objects are not physically where we actually see them.
- The collision box's do not match the terrain, deemed to 'expensive' in processing requirements.
- Processing the ground angle, matched feet angle, different leg movement/placement, torso/body angle while moving on inclines, again too expensive to process and still have a playable game.
(and all needing to be 'checked' with the server for location and hit detection at every step, for every Mech.)

And don't even get me started on some of the Mech's designed to have the ability to actually 'crouch', to lower their profile and stabilize their fire. (seen if a few of the other BattleTech offerings)

Physical ground surface, Goe surface, soft and rigid art bodies, collision box's, all playing a roll in what we see and what's 'really there'. (watch the in game start of the layout o the map, water level, white mapped, (grey box) terrain geo, object placement. Many levels that need to be layered, meshed together, and have the Mech's appear to walk on the surface.

There's a few Dev.'s that could 'chime in' about some of the difficulties involved with 'multiplayer environments, server authoritive checks, fixed and moving objects in the environment. Many elements that are not see or dealt with when it's a simple 'retail' install.
(a few that could explain some of our concerns, and the trade offs they constantly fight with for processing, rendering, net traffic, and still be playable. In both Dx9 and 11, in win7 and 8, in 32 and 64bit systems. David Bradley, Omid Kiarostami, Alexander Schmidt, Karl Berg, and others)

It's not as simple as 'just place my Mech's foot on the physical ground, how hard can that be'. 'Step over stuff', when there is 'no version of step over' designed into the Mech's movement. 'Just kick that rock out of the way', when there's no collision with a movable object happening. Maybe you start to see that it's a multi-tiered issue and many different elements need to be addressed from different areas of development.
- Good news is Karl has mentioned that the Dx11 pipeline has received a big improvement and they are just waiting for the next CryEngine update for implementation. This doesn't help the terrain issues, but it's a start to cleaning up the visuals and may lead to better terrain modeling.

9erRed

#47 xeromynd

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Posted 21 July 2014 - 08:40 AM

I got stuck on one pebble last night on Caustic. I was rubber banding on it for about a full minute, assuming it was lag and there was nothing I could do, I just sat there and waited for the 'lag' to pass. half their team walked by me and couldn't hit me. Then I realized, 'Hey, no one else is lagging, wtf.' So I backed up and JJ'd a bit and I was now behind their team with full armor and 65 damage ready to be unloaded. I could see the tears that their rear torsii were crying as I slung my lasers at them.

Working as intended? Sure why not.

#48 Dimension Zero

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Posted 27 July 2014 - 11:34 AM

I don't mind a little difference in speed because of terrain, but this is ridiculous....

#49 Hoax415

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Posted 09 October 2014 - 04:36 AM

One of the worst things in MWO certainly. Complete joke that we are in bipedal war machines yet can't clear small obstacles.

#50 Lily from animove

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Posted 10 October 2014 - 05:26 AM

Dude use logic, 3100 years bringing out a mech, vs million of years to create a stone, of course the stone is on a higher evolution stage beating your mech.

Edited by Lily from animove, 10 October 2014 - 05:26 AM.


#51 Cyborne Elemental

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Posted 10 October 2014 - 05:46 AM

This is more of a map issue than anything, mappers need to either remove the collision boxes from these small props and objects, remove them or yeah.. allow us to have better momentum/slope tolerance or something to get over these "pebbles" a little easier. please.

#52 Cyberiad

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Posted 10 October 2014 - 09:49 AM

View PostMister D, on 10 October 2014 - 05:46 AM, said:

This is more of a map issue than anything, mappers need to either remove the collision boxes from these small props and objects, remove them or yeah.. allow us to have better momentum/slope tolerance or something to get over these "pebbles" a little easier. please.


Would probably make the game more efficient as well.

#53 Clydewinder

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Posted 10 October 2014 - 09:51 AM

Those damn statues in front of the Bender Temple on River City are like flypaper. Once you get wedged in there, there is no escape without jump jets.

#54 Lily from animove

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Posted 15 October 2014 - 05:23 AM

View PostMister D, on 10 October 2014 - 05:46 AM, said:

This is more of a map issue than anything, mappers need to either remove the collision boxes from these small props and objects, remove them or yeah.. allow us to have better momentum/slope tolerance or something to get over these "pebbles" a little easier. please.



the issue is here the way mechs get over slopes. They move over slopes better by speed, which gives them some tirelike vehicle movement. But they are mechs, they make steps. And so a mech can either pass a slope or can't pass a slope. so soften all bigger stones to slopes instead of harsh cubelike hitboxes may solve a lot issues.





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