Jump to content

Why Do You Hate The Bog?


42 replies to this topic

#21 Appogee

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 10,967 posts
  • LocationOn planet Tukayyid, celebrating victory

Posted 16 May 2015 - 08:42 AM

Most trees with better armor than my Mech. Other trees that people can shoot straight through. No discernable difference between the two, other than when you get hit trying to take cover behind the wrong type.

All sorts of vegetation which my Mech gets stuck on or cannot traverse.

Giant flora and fauna which yet again just make my Mech feel a tiny battlesuit.

Edited by Appogee, 16 May 2015 - 08:47 AM.


#22 ShadowFire

    Member

  • PipPipPipPipPipPip
  • The Bold
  • The Bold
  • 211 posts

Posted 16 May 2015 - 10:08 AM

View PostAlistair Winter, on 16 May 2015 - 08:37 AM, said:

My biggest concern is that it's a fairly big map where the fights almost always take place on the same spot in Assault and Skirmish. This is a common theme in PGI map design, and I'm starting to think they believe that's a good thing. Like no matter how big their maps are, they make sure that the shape of the terrain forces the fight to take place in a tiny area.

http://mwo.smurfy-ne...swamp&m=assault
  • Start with a roughly circular map
  • Take out a 1/4 slice of the map in the bottom right corner
  • Add a deathtrap river with no cover except some huge flowers, let the river take up one side of the map
  • The map is now essentially a narrow, curved strip of space.
  • Add two huge frickin hills roughly equidistant from both teams.
  • As a finishing touch, add lots of destructible trees and roots that people can crash through or shoot to pieces.
  • Wait, the engine doesn't handle destructible trees and roots. Make them.... INDESTRUCTIBLE!
"Mission complete! We now have a big map where the fighting takes place around a tiny bit of space. And lots of stuff to get stuck on. According to our research, our players love to get stuck on terrain in this game. Or did they hate it? Can't remember. Anyhoo."


Couldn't they have just looked at what makes Canyon Network their most popular map, and tried to copy some of their success?



PGI, You, Really, Really, REALLY, need to take something useful away from this post..... IT is Spot ON!!!!

#23 MrMadguy

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,307 posts

Posted 16 May 2015 - 10:48 AM

I love this map due to the same reasons, why I love Canyon Network too: it's not too big - doesn't waste our time, it has enough cover, it's good for any 'Mech build, naturally splits the teams, making it hard to use "rush'n'smash" tactics, that became much more effective with implementation of 12vs12, and, of course, it allows many different tactics to be used on this map. On of the greatest maps in this game.

#24 Votanin FleshRender

    Member

  • PipPipPipPipPipPipPip
  • Wrath
  • Wrath
  • 518 posts
  • Location3rd rock from the Sun

Posted 16 May 2015 - 11:04 AM

I don't mind it as much when playing fast or jumping mechs. But if I'm in a heavy or assault, it's the map I hate the most. By a very large margin. For every reason stated above

Edited by Votanin FleshRender, 16 May 2015 - 11:04 AM.


#25 Levi Porphyrogenitus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 4,763 posts
  • LocationAurora, Indiana, USA, North America, Earth, Sol, Milky Way

Posted 16 May 2015 - 11:06 AM

Why do I hate the Bog?

Movement and clipping issues, low visibility, stupid color filters over everything, etc.

#26 Tiamat of the Sea

    Member

  • PipPipPipPipPipPipPipPip
  • Guardian
  • Guardian
  • 1,326 posts

Posted 16 May 2015 - 11:07 AM

View PostJuodas Varnas, on 16 May 2015 - 07:01 AM, said:

I hate it, because i get stuck on every single root and every single step. Jump jets don't really help if you're not in a light mech. unless you mount more than one jump jet.

Corrected.

Seriously. One jump jet is only enough for ankle high rocks, or to go faster up slopes you could have gone up anyways. What is with you people? Use more jump jets for more lift and better agility. Pretty dang simple.




In other news, I actually like Viridian Bog. Terrain you have to pay attention to, trees that aren't completely transparent to both sensors and weapons fire, roots and bug pieces 'mechs can climb and jump on, and several unobvious routes and options that make things more interesting when taken. Also, it's pretty.

Edited by Quickdraw Crobat, 16 May 2015 - 11:39 AM.


#27 Sug

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 4,630 posts
  • LocationChicago

Posted 16 May 2015 - 11:31 AM

It's almost impossible to coordinate any kind of counterclockwise circling on that map. How the **** are we supposed to play?

#28 Darlith

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 348 posts

Posted 16 May 2015 - 01:30 PM

I would say the same as many in here, it's the mobility blockers on the map, some of which don't seem to match up. Things like the stairs that you aim for what looks like the smoothest part and get blocked, turn to a step that looks higher than the one you are trying for and suddenly you can climb again. Short roots all over the place that block the movement of a mech that supposedly can lift its legs like a human.

Unless I'm in a mech with multiple JJs I just get frustrated trying to do any serious manuvering around the bog. Now all that being said, that map is a blast in lights with lots of JJs, tons of neat ways to get around, almost makes me wish the lights could fly even further.

#29 RagingOyster

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 462 posts
  • LocationBaltimore, Maryland

Posted 16 May 2015 - 01:35 PM

The only thing I don't like is the fact that one team seems to get easier access to high ground. Maps that favor one side make me sad.

As for getting stuck, I rarely do. Just pay attention to where you're walking and you won't have much problem. I could do without the rectangular hitboxes on trees though...

#30 Tyler Valentine

    Member

  • PipPipPipPipPipPipPipPip
  • Senior Corporal
  • 1,472 posts
  • LocationChandler, Arizona

Posted 16 May 2015 - 01:37 PM

Love this map. For the same reasons i love Terra Therma, because it is hard and annoying. have some patience, pay attention and let your enemies make all the dumb mistakes.

#31 Mazzyplz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,292 posts

Posted 16 May 2015 - 01:39 PM

its more than the invisible walls, the visibility on it is also just bad!
if you are under a tree canopy, you won't get to see the people on the steppes even if they are shootin at you, you will have to do some guesswork as to exactly what point on the horizon the shells hitting you are coming from; there are leaf branches that get stuck to your windshield and even sometimes they clip INTO YOUR COCKPIT - i swear not making it up i have had a branch clip into my cockpit area from the bog!

the high leaf cover on the water is also uneeded, you can have a few of those 10 meter leafs (what??? wtf! well i guess if there is a 2000 ton lobster carcass, then this makes sense, way to take us from being 15 meters high to being ant sized pgi!!)

but having the entire low ground covered in huge leaves, isn't really a bonus for anything more than a jenner flanking - it is more that you can't see out of the leaves and they can shoot you but you can't see up to shoot them instead.
the trees that don't help against lrm almost ever!

for this reason indirect fire is more helpful in the bog, you can rarely see what you're shooting at!

Edited by Mazzyplz, 16 May 2015 - 01:44 PM.


#32 Davegt27

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,086 posts
  • LocationCO

Posted 16 May 2015 - 01:55 PM

I hate the bog with a passion

I would pay money not to get this MAP

1) Its all green and most of the Mechs are green; I have played every match with heat vision turned on (every single one)

2) I get stuck 90% of the time

3) The bog is like having a major tank battle in a swamp (sounds good on paper but won’t work)


#33 ShinobiHunter

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,009 posts
  • LocationPennsylvania

Posted 16 May 2015 - 02:42 PM

Sometimes wonky hitboxes on trees and ledges is frustrating, as is getting stuck on small logs.

I will say though, the worm thing that swims around there is a pretty awesome extra. :)

It'd be a fun map for a nature hike. As a battlefield, I just can't get into it.

Edited by ShinobiHunter, 16 May 2015 - 02:45 PM.


#34 Old Farkas

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 124 posts
  • LocationQC

Posted 16 May 2015 - 03:07 PM

If PGI remove 50% of branches and roots that stop every mechs. I will love this map. But for now, too many obstacles. I died many time because i was stuck on a little root. I pilot a 100 tons battlemech that can't move trough roots.

#35 Dolph Hoskins

    Member

  • PipPipPipPipPipPip
  • The Territorial
  • The Territorial
  • 499 posts
  • LocationThe Machine

Posted 16 May 2015 - 03:10 PM

The bog is one of my favorite maps.

How does the expression go? Ah yes. Deal with it. :)

#36 That Guy

    Member

  • PipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 1,057 posts

Posted 16 May 2015 - 04:19 PM

the map is far too small, and it limits movement because of key terrain and very small movement corridors. this is a flaw on most maps in this game where a map is completely dominated by a single key terrain piece that people flock too in order to win. on small maps it makes for clustered cramped fighting, but on big ones it just makes all that map wasted space. a big map should mean lots of options, not just being forced into one limiting and boring style. if they want small CQB type maps, thats fine. but its very annoying that even the big maps are forced into this same "small CQB" style.

#37 Palor

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 372 posts
  • Twitch: Link
  • LocationManitowoc WI

Posted 16 May 2015 - 04:22 PM

I enjoy the bog map, unless I am running an assault, then i hate it.

#38 WrathOfDeadguy

    Member

  • PipPipPipPipPipPipPipPip
  • The Pest
  • The Pest
  • 1,951 posts

Posted 16 May 2015 - 04:25 PM

- Oversized object hitboxes. Needs little explanation. PGI either needs to implement destructible trees or match the hitboxes to the physical models of their objects and terrain. It's not the only map that has issues like this, but the sheer amount of crap lying around makes it a far worse offender than most.

Excessive amounts of ground clutter that add nothing but frustration. The larger roots and carcasses are fine- I love the different sized root gaps that block some 'Mechs, but not others. The ankle-height triplines that can stop an Atlas cold are not fine. They're horrible. I find it very difficult to enjoy a game on this map without running jets.

- Poorly implemented tiered level design (the steps kill it- ramps would have been a better choice. There's a reason hardly anyone ever goes water; having to push back up the other set of stairs is a pain in the *censored* as the lead 'Mechs get stuck and create a perfect target for strike spam.

- Unnecessary light fog effect; the amount of foliage present reduces visibility plenty already.

- Very little overhead cover. For all the garbage lying all over the place, the large carcasses are really the only places where you can shield against fire from above.

- Strike spam. The combination of so many mobility issues and relative lack of overhead cover results in many games being decided by strike use. Compounding the problem, there are quite a few places where a canny player can lay a strike on top of a tree, where the magic teleporting smokebomb of doom will be obscured by foliage from players below while they are still fully exposed to the following impacts.

- Visually uninspiring. The 'Mech wreckage and megafauna carcasses are a nice touch, but the terrain is ridiculous (its design screams "I was built to be an arena" rather than evoking a natural feature or strategic location 'Mechs would actually fight over), the color palette is flat and boring, and the lighting is uniform and dull. It reminds me very much of River City in that regard. It's the kind of visual style you'd expect to find in a CoD title. Compare with Crimson Strait and Alpine... both maps with limited color palettes, but with lighting used to good effect and flowing, mostly natural-looking terrain.

#39 MechaBattler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,122 posts

Posted 16 May 2015 - 04:30 PM

View PostQuantumButler, on 16 May 2015 - 07:00 AM, said:

The stupid steps your mech can sometimes walk up and sometimes not, the roots that stop all movement despite being 1 foot tall, the invisible forcefields around the trees that block shots even though they looked like they should have been clear...


Pretty much this.

But also the fact that it feels like people can see me through the canopy of the plants. Yet when I'm up there, I can't see diddly.

#40 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 17,715 posts

Posted 16 May 2015 - 05:39 PM

two words. tripping hazards. you cant walk 3 paces in any direction without getting caught on something.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users