Maps And Invisible Walls
#1
Posted 21 August 2014 - 02:45 AM
1/4 of my team got annihilated in the first 3 mins. Fine.
I circle around and attacked enemy stragglers. Fine.
About to kill one of them. Peaked out. Shot my gauss and lasers at his orange torso. Yes, finally a kill!
OH NO WAIT. INVISIBLE WALL LOL. Fine.
Moved back, moved forward abit more and fired.
LOL STILL INVISIBLE WALL BRO GGWP
I died without taking that one mech with me.
I ******* RAGED HOLY **** THIS PISSES ME OFF.
Please, map makers of PGI. PLEASE. In FPS games like this, invisible walls must never exist.
#2
Posted 21 August 2014 - 02:50 AM
Rage more
#3
Posted 21 August 2014 - 02:58 AM
#4
Posted 21 August 2014 - 03:05 AM
HPGs pylons under the satellite dish I'd another bad spot.
#5
Posted 21 August 2014 - 03:05 AM
"Invisible walls" are a seperate symptom because the collision map is much lower poly than the visual stuff you see, which I'm pretty sure is a performance thing (ie having a lower poly collision structure improves game performance)
#6
Posted 21 August 2014 - 03:16 AM
Kaspirikay, on 21 August 2014 - 02:45 AM, said:
1/4 of my team got annihilated in the first 3 mins. Fine.
I circle around and attacked enemy stragglers. Fine.
About to kill one of them. Peaked out. Shot my gauss and lasers at his orange torso. Yes, finally a kill!
OH NO WAIT. INVISIBLE WALL LOL. Fine.
Moved back, moved forward abit more and fired.
LOL STILL INVISIBLE WALL BRO GGWP
I died without taking that one mech with me.
I ******* RAGED HOLY **** THIS PISSES ME OFF.
Please, map makers of PGI. PLEASE. In FPS games like this, invisible walls must never exist.
Hey, don't rage like that!
Don't ya know that each map cost 250k to produce?!?
With the brainstorming, and the creation, and the QA-ing and sheet?
After all - that's the reason they made only 10 maps this far.
#7
Posted 21 August 2014 - 03:22 AM
Redshift2k5, on 21 August 2014 - 03:05 AM, said:
"Invisible walls" are a seperate symptom because the collision map is much lower poly than the visual stuff you see, which I'm pretty sure is a performance thing (ie having a lower poly collision structure improves game performance)
That sounds about right.
That being the case though, they should adjust the collision box a bit to be smaller than the terrain in some places. I would rather clip through the visual terrain a bit if it meant I could hit what I can see.
It is a slippery slope, because we don't ant to be firing through visible terrain everywhere.
Still. Of the lesser of the two evils, I'd rather see dome small visual clipping if it meant shots were magically blocked in open sight line.
#8
Posted 21 August 2014 - 03:25 AM
Voidcrafter, on 21 August 2014 - 03:16 AM, said:
Hey, don't rage like that!
Don't ya know that each map cost 250k to produce?!?
With the brainstorming, and the creation, and the QA-ing and sheet?
After all - that's the reason they made only 10 maps this far.
I've been hearing a lot about that, where did that 250k number come up from anyway?
#9
Posted 21 August 2014 - 03:40 AM
Kaspirikay, on 21 August 2014 - 03:25 AM, said:
I've been hearing a lot about that, where did that 250k number come up from anyway?
Something someone from the dev staff explained on some other website - not here ofc.
What I said was a sarcasm btw - if you didn't get it I.... I really don't know
#10
Posted 21 August 2014 - 08:31 AM
Recreate in training and grab screens. I send them map glitches all the time and I get good feedback.
#11
Posted 21 August 2014 - 08:44 AM
Its rather annoying.
#12
Posted 21 August 2014 - 09:40 AM
#14
Posted 21 August 2014 - 10:37 AM
cdlord, on 21 August 2014 - 08:31 AM, said:
Recreate in training and grab screens. I send them map glitches all the time and I get good feedback.
You get good feedback, that's nice...... but are those issues actually fixed? Because that's the main thing?
#15
Posted 21 August 2014 - 10:40 AM
Edited by Deathlike, 21 August 2014 - 10:40 AM.
#16
Posted 21 August 2014 - 10:49 AM
Foksuh, on 21 August 2014 - 10:37 AM, said:
To be fair, I haven't run into any of the issues I have reported after reporting them. Ninja fixes? Maybe... Only one that is still around and still gets me is the fire from cover and my shell goes out at a 45-90 degree angle from where I was pointing it at.
#18
Posted 21 August 2014 - 10:58 AM
Example - I see a mech peeking over a ridgeline, I fire and it looks like I hit, but there is no damage indicator. I manage to get a bit closer and as I'm moving closer, the ridgeline seemingly draws in, and in fact, I can't see the mech just behind it, because the terrain just finally loaded in.
Happens sometimes in the tunnel on Crimson Straight, hills on other maps. I turned my settings to all medium and it seems to draw better, but on HPG the cylinders in the center do it, and blah blah blah.
Words.
#19
Posted 21 August 2014 - 11:01 AM
AlphaToaster, on 21 August 2014 - 10:58 AM, said:
Example - I see a mech peeking over a ridgeline, I fire and it looks like I hit, but there is no damage indicator. I manage to get a bit closer and as I'm moving closer, the ridgeline seemingly draws in, and in fact, I can't see the mech just behind it, because the terrain just finally loaded in.
Happens sometimes in the tunnel on Crimson Straight, hills on other maps. I turned my settings to all medium and it seems to draw better, but on HPG the cylinders in the center do it, and blah blah blah.
Words.
Yeah, I'm not sure what setting affects this. The "Environment" setting, perhaps?
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