Jump to content

My Top 6 Invisible Wall Spots


26 replies to this topic

#21 Tarogato

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 6,558 posts
  • LocationUSA

Posted 16 February 2015 - 11:12 AM

I don't think it's the engine or the experience. It's the priorities. PGI seems to put a lot of resources and time into stuff that we ultimately don't get to see implemented directly. Instant-gratification fixes like asset collida are just put way too low on the ladder and as a result we have to deal with them for years because they never get fixed. Sure, some of them do, but it needs more work than that, work that should be done before we release on Steam, otherwise it'll just be an embarrassment.

#22 uebersoldat

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 399 posts

Posted 16 February 2015 - 12:03 PM

I think PGI loves Battletech/Mechwarrior and I think they want to make the game that we all want. Also, you'd be blind not to notice the improvements they've made since IGP is out of the picture. I could rant all day about publishers and their damnable executives who don't give a blasted hoot about gaming, only dollars but I digress.

I think PGI's hearts are in the right place, I think they lack experience and manpower to get us there in any decent amount of time. So as I've said before, I consider MWO only as an arena shooter/sim and a damned fine one at that. The things I want may come in time, but it's always confused me as to why they would pick such a finicky engine for the game. Spend the money up front and get a solid engine. Too late now though :\

#23 topgun505

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,625 posts
  • Facebook: Link
  • LocationOhio

Posted 16 February 2015 - 12:07 PM

Yeah some of them are pretty bad. Sometimes though you can use that to your advantage. The crystals in tourmaline are a perfect example. If you are in a light you can scurry up one and have LOS to nearly the entire map where you can observe and call out positions and movements without fear of getting shot (just have to watch out for arty).

#24 Darlith

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 348 posts

Posted 16 February 2015 - 12:25 PM

The ones that get me the most are the ones that only seem to affect me and not the guy I'm shooting at.

Notable examples are the area around I think it's theta point on canyon network. The tall rocks there are great for hiding behind and peeking to shoot at people. Trouble is the people shooting back at you might see your arm clearly but aiming at it drives your lasers into invisible walls instead. Nothing more frustrating that trying to hit the guy shooting you only to see your lasers impact midair while he fires clean at you from the same position. And range indicators don't really help there since you aren't really noticing the difference between 300 and 320 meters on the range indicator when firing.

Other one that always gets me is the pillars under crimson, if I'm not paying attention I fire into the invisible box that surrounds them when trying to shoot people by the ramp from under the platform.

#25 LordKnightFandragon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 7,239 posts

Posted 16 February 2015 - 01:25 PM

The corners and edges of every building in Rivercity.....and probably Crimson to...

And those Dropship parts, that is almost a no brainer. While, it shouldnt be that way, it makes more sense that you cant fire through the center pieces of those dropship part then how we cant shoot over the edge of HPG.

That Dropship thing is more like a Picture copy pasted onto that portion of the map...then it was drawn on a bit....someone didnt know how to use scissors and cut those holes out, they only drew them on....

This game has worse geomtery issues then planetside 2.....

It uses the Cry engine3? Crysis uses Cryengine doesnt it? the first one? Why is the later one worse then? Dont recall having near these issues running through Crysis.....firing over a guard rail and shooting the guard rail 15m above it...

Edited by LordKnightFandragon, 16 February 2015 - 01:26 PM.


#26 Ralgas

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,628 posts
  • LocationThe Wonderful world of OZ

Posted 16 February 2015 - 01:40 PM

Bottom line is pgi cut corners lots trying to get the project off the ground as cheaply as possible.

cry3 was great for this because even back in the day the engine SDK was free until the devs started profiting off the product. That said, it seems they've truly failed in several respects to pony up for crytek dev time to make sure they were doing things properly. If we were to follow some other big cryengine products still in development you'd see they can be quite happy to be involved and trouble shoot issues.......

#27 Tahribator

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,565 posts

Posted 24 February 2015 - 06:08 AM

I just wanted to a quick update. This article was indeed noticed by PGI. One of them commented this last week:

Quote

No, these bugs are not hard to fix, just tedious and can get expensive. Collision hulls have a cost as they are geometry so they ad up. They have nothing to do with programming, all are placed by the artist. The Artists try to be as economical as possible but only testing will tell us if the work needs tuning; that's where you guys come in.

I know it's been a while since some maps have been out and it's fair to wonder why it would take so long to fix.
The biggest problem is time and resources.

We are constantly building on the next map , and with a very small environment team, it can be hard to find the time to retro-tune existing maps.

When the collision issues are tackled though, it's done by priority, and this site is a good resource for us to identify the priority issues.


Today he posted an update and looks like they've fixed these issues.

Quote

Just a quick update: All the issues above have been resolved and are currently in testing.

The biggest risk with tightening up collisions though, is the possibility of creating 'stuck' bugs; the one issue that trumps this one. Hopefully things will slip through, problem-free.


I'm sure I missed a few major spots (the ship at Forest Colony, the sideways of the citadel in River City as pointed out later), but these fixes will improve the gameplay on these maps (especially the HPG). If you find any more offenders, make sure to report them.

Thank you anonymous PGI mapper for the swift fixes.

Edited by Tahribator, 24 February 2015 - 06:09 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users