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An Often Overlooked Issue Contributing To The Meta.

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#41 InspectorG

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Posted 19 July 2014 - 07:24 AM

Thats why we need a Daikaiju stage.

Full size city where the average building is scaled to half the height of a Spider.

Fully destructable terrain. Power Rangers theme song.

#42 EgoSlayer

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Posted 19 July 2014 - 08:52 AM

View PostI Zeratul I, on 19 July 2014 - 06:13 AM, said:


Ha. That's funny. Aren't you the one a lot of people on here accuse of being a troll?

Are you accusing me of troll superiority, or do you just have nothing relevent to offer to the discussion?



Zz zz zz z zZZ

L2P.

The reason you complain about things like "map errors" is n00bness inhabiting your body.

You must L2P harder to defeat your n00bness and then you won't have to complain about these things.



No denying what?

Drop in 3rd person & try shooting around corners.

Then switch to 1st person.

You might realize a lot of obstructions you thought were caused by "map errors" are a result of weapons being mounted far from your 1st person point of view.

:)


No, you're either a troll or ignorant because you don't or can't grasp there is an issue.

There is a huge difference between a perspective issue where you see your shots hit the ground/building/object because it wasn't a clear shot, and seeing your shots stopped in MID AIR not hitting anything because of invisible walls. Nobody is complaining about the former, only the latter.

Edited by EgoSlayer, 19 July 2014 - 08:53 AM.


#43 XxXAbsolutZeroXxX

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Posted 20 July 2014 - 10:20 PM

View PostEgoSlayer, on 19 July 2014 - 08:52 AM, said:


No, you're either a troll or ignorant because you don't or can't grasp there is an issue.

There is a huge difference between a perspective issue where you see your shots hit the ground/building/object because it wasn't a clear shot, and seeing your shots stopped in MID AIR not hitting anything because of invisible walls. Nobody is complaining about the former, only the latter.


The hitreg on the pillars on the center raised platform of HPG Manifold isn't perfect.

But, as is usually the case with this game, its not half as bad as people exaggerate it is. If you drop on HPG in training grounds with a mech equipped with laser in the center torso, you'll see that the effect only extends a few meters out from being perfect.

The main reason people have issues with "invisible walls" is they aren't conscious of where their weapons are mounted and what distance they have to offset themselves to give them a window their weapons can shoot through.

You could say design plays a role. Maps in this game aren't as dumbed down as maps in other games and have a much higher difficulty factor.

There are a lot of bumps and depressions in the landscape that make it hard to achieve line of sight. Those aren't things found in other FPS games. You'll never run into a scenario where an object obscures your weapons fire in other games, so you never really notice how good or bad the collision detection is.

As said earlier this game is unlike other FPS in that your weapons aren't hitched to the center of your screen at all times.

You can stand in the middle of two pillars in HPG manifold and expect your shots to clear both because that would be the outcome in other FPS games.

What you fail to recognize is your weapons being mounted to the right or left of your perspective on your torsos or arms provides more than enough geometry to ensure that your shots often won't clear center under circumstances where you would normally expect them to if you were playing call of duty or some other game.

Anyways, thankfully I'm here and so cooler heads might prevail, as opposed to the kneejerk reactionism / hysteria that normally infects these threads.

L2P.

#44 EgoSlayer

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Posted 20 July 2014 - 10:31 PM

View PostI Zeratul I, on 20 July 2014 - 10:20 PM, said:


The hitreg on the pillars on the center raised platform of HPG Manifold isn't perfect.

But, as is usually the case with this game, its not half as bad as people exaggerate it is. If you drop on HPG in training grounds with a mech equipped with laser in the center torso, you'll see that the effect only extends a few meters out from being perfect.

The main reason people have issues with "invisible walls" is they aren't conscious of where their weapons are mounted and what distance they have to offset themselves to give them a window their weapons can shoot through.

You could say design plays a role. Maps in this game aren't as dumbed down as maps in other games and have a much higher difficulty factor.

There are a lot of bumps and depressions in the landscape that make it hard to achieve line of sight. Those aren't things found in other FPS games. You'll never run into a scenario where an object obscures your weapons fire in other games, so you never really notice how good or bad the collision detection is.

As said earlier this game is unlike other FPS in that your weapons aren't hitched to the center of your screen at all times.

You can stand in the middle of two pillars in HPG manifold and expect your shots to clear both because that would be the outcome in other FPS games.

What you fail to recognize is your weapons being mounted to the right or left of your perspective on your torsos or arms provides more than enough geometry to ensure that your shots often won't clear center under circumstances where you would normally expect them to if you were playing call of duty or some other game.

Anyways, thankfully I'm here and so cooler heads might prevail, as opposed to the kneejerk reactionism / hysteria that normally infects these threads.

L2P.


Again - not a perspective problem. At the risk of continuing to feed a troll...

Go to HPG in testing grounds with a mech that has weapons with long burn times, eg. IS LL or (best) C-ERLL. Stand on the upper deck at the intersection of D4/D5 & E4/E5 facing *away* from the pillars to the outer edge. Shoot at the horizon and then walk the beam down to the edge. See your shots hit a 2 Meter tall invisible wall. Now walk closer to the edge and do the same test so you can see how large this invisible wall really is. It's not a freaking perspective problem. These types of walls exist in places on every map, HPG is just the worst and has the easy to identify ones.

It's not a L2P issue, its a L2R (Learn to Read) issue for you.

#45 XxXAbsolutZeroXxX

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Posted 20 July 2014 - 10:38 PM

View PostEgoSlayer, on 20 July 2014 - 10:31 PM, said:


Again - not a perspective problem. At the risk of continuing to feed a troll...

Go to HPG in testing grounds with a mech that has weapons with long burn times, eg. IS LL or (best) C-ERLL. Stand on the upper deck at the intersection of D4/D5 & E4/E5 facing *away* from the pillars to the outer edge. Shoot at the horizon and then walk the beam down to the edge. See your shots hit a 2 Meter tall invisible wall. Now walk closer to the edge and do the same test so you can see how large this invisible wall really is. It's not a freaking perspective problem. These types of walls exist in places on every map, HPG is just the worst and has the easy to identify ones.

It's not a L2P issue, its a L2R (Learn to Read) issue for you.


Telling me to learn to read? lol I'm underlining the part of your post that is most relevent.

I'm underlining the part of my post where you agreed with me.

View PostI Zeratul I, on 20 July 2014 - 10:20 PM, said:


The hitreg on the pillars on the center raised platform of HPG Manifold isn't perfect.

But, as is usually the case with this game, its not half as bad as people exaggerate it is. If you drop on HPG in training grounds with a mech equipped with laser in the center torso, you'll see that the effect only extends a few meters out from being perfect.


Like I said, it isn't a wall as some of you overreact and say it is. Its only a few meters.

It only seems like there's a major wall present as you aren't taking into account the effect torso and arm geometry has on line of sight.

.

#46 Aresye

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Posted 20 July 2014 - 11:08 PM

A few meters is quite a large error.

#47 pwnface

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Posted 20 July 2014 - 11:27 PM

A few meters is a huge error...

I don't understand why you are white knighting here, there is clearly something wrong with map geometry and PGI should definitely do something about it. Just because you don't think "a few meters" matters to you, doesn't mean the rest of the community shouldn't voice their opinion about broken map geometry.

Edited by pwnface, 20 July 2014 - 11:29 PM.


#48 EgoSlayer

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Posted 20 July 2014 - 11:29 PM

View PostI Zeratul I, on 20 July 2014 - 10:38 PM, said:


Telling me to learn to read? lol I'm underlining the part of your post that is most relevent.

I'm underlining the part of my post where you agreed with me.



Like I said, it isn't a wall as some of you overreact and say it is. Its only a few meters.

It only seems like there's a major wall present as you aren't taking into account the effect torso and arm geometry has on line of sight.

.


Perspective has zero relevance to the line of sight when, with a weapon with burn time, you can walk the point of contact around. And if you did this you'll see that perspective has nothing to do with it. But hey, thanks for confirming my original hypothesis.

#49 TOGSolid

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Posted 21 July 2014 - 01:47 AM

View PostI Zeratul I, on 20 July 2014 - 10:38 PM, said:

Its only a few meters.

Posted Image

#50 CDLord HHGD

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Posted 21 July 2014 - 06:24 AM

I still find that if I peek out and fire an AC20 round from my HBK that it STILL flies off in a weird direction too.... This has been around since early closed beta....

#51 William Mountbank

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Posted 21 July 2014 - 08:47 AM

View PostI Zeratul I, on 20 July 2014 - 10:38 PM, said:

It only seems like there's a major wall present as you aren't taking into account the effect torso and arm geometry has on line of sight.


The post of mine that you quoted wasn't referring to HPG Manifold, but to all maps with vertical elements (e.g. all of them).

A simplified example:
Posted Image
The left arm of the mech, as you say, is hitting the geometry, both visually and realistically.

However, we are all talking about the right arm...

#52 Jetfire

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Posted 21 July 2014 - 09:08 AM

Yes, map invisible texture clipping is a pretty big issue on almost maps and it never feels good to miss an awesome shot because the map needs another pass to line the art and hitboxes up.





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