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Collision Changes From July 21st Are Being Reverted


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#21 Tahawus

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Posted 28 July 2015 - 07:40 PM

View PostAlexander Garden, on 28 July 2015 - 09:04 AM, said:

My bad.
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#22 Celtic Warrior

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Posted 28 July 2015 - 08:21 PM

View PostGas Guzzler, on 28 July 2015 - 09:29 AM, said:


Um repeatedly running by someone and then teleporting back and doing it again 10 times in a row whilst taking leg damage is not physics/reality.

Agreed, that was to freaking annoying and all the leg damage was just not called for.

Thanks for the roll back!

#23 Inflatable Fish

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Posted 29 July 2015 - 01:25 AM

I was so stoked when I read about the collision changes in the Jul 21 patch notes.

and then...

death after death after death because of TRAGIC new collision physics, but most of all because of people being ABSOLUTELY OBLIVIOUS to any changes and just standing there blocking others 90% of the time.

fixing the way collisions work should be among the top priorities for the dev team, but this case also highlights how important it is to communicate gamebreaking changes like that to the player public.

I'd like to suggest that after every patch, there is a popup IN GAME upon logging in for the first time, summarising any major gameplay changes taking place with the patch.

#24 FatYak

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Posted 29 July 2015 - 04:23 AM

Its not just that fish, i have issues with collision when mechs pas by, i rubber band all over the palce and cant move, even when im standing still

#25 Lily from animove

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Posted 29 July 2015 - 04:49 AM

View PostInflatable Fish, on 29 July 2015 - 01:25 AM, said:

I was so stoked when I read about the collision changes in the Jul 21 patch notes.

and then...

death after death after death because of TRAGIC new collision physics, but most of all because of people being ABSOLUTELY OBLIVIOUS to any changes and just standing there blocking others 90% of the time.

fixing the way collisions work should be among the top priorities for the dev team, but this case also highlights how important it is to communicate gamebreaking changes like that to the player public.

I'd like to suggest that after every patch, there is a popup IN GAME upon logging in for the first time, summarising any major gameplay changes taking place with the patch.


this.

hardly many read the forum and the pcthnotes.
This makes amny continue as reckless as always.

#26 Heavenly war

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Posted 29 July 2015 - 12:58 PM

insert collision back in when it's an improved version of what the beta had at the very beginning. That's the only time it should be in-game. when it's TESTED and COMPLETED.

#27 M4rtyr

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Posted 29 July 2015 - 01:02 PM

View PostInflatable Fish, on 29 July 2015 - 01:25 AM, said:

I was so stoked when I read about the collision changes in the Jul 21 patch notes.

and then...

death after death after death because of TRAGIC new collision physics, but most of all because of people being ABSOLUTELY OBLIVIOUS to any changes and just standing there blocking others 90% of the time.

fixing the way collisions work should be among the top priorities for the dev team, but this case also highlights how important it is to communicate gamebreaking changes like that to the player public.

I'd like to suggest that after every patch, there is a popup IN GAME upon logging in for the first time, summarising any major gameplay changes taking place with the patch.


See I think Heavenly War has it right... they couldn't tell everyone before hand because they didn't test it properly, if at all.

Releasing it was the test for the patch and it didn't pass obviously.

#28 Nightmare1

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Posted 29 July 2015 - 02:38 PM

Too bad they won't just implement it like they did in Closed Beta. It worked great back then!

#29 -=Heloc=-

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Posted 30 July 2015 - 07:13 AM

Totally agree that the pre-patch collision detection was less than ideal, I'm glad that you guys tried to improve it, sorry that it made things worse and had to be reverted.

Patches are typically at least two steps forward but it's rare for a patch in ANY game to not have one step back.





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