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With The New Agility Nerfs, Lets Talk About Pebbles And Mech Movement ----(Victory Achieved)----

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#41 Lugh

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Posted 24 November 2015 - 09:27 AM

View PostBishop Steiner, on 22 November 2015 - 11:05 PM, said:

this is a gaming forum, it's chock full of insane nerds. Probably not too many of them are buff, despite what they claim though.

I used to be buff until I took an arrow to the shoulder.

*sigh* Getting old sucks.

View PostDeathlike, on 23 November 2015 - 09:02 PM, said:

You're talking about a sane idea regarding refining a terribad system.

We can't have nice things... there's too much math involved.


Of course not. They can't get basic algebra and statistics right, asking them to do Geometry is RIGHT OUT!

#42 Arandmoor

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Posted 24 November 2015 - 09:51 AM

View Postadamts01, on 22 November 2015 - 11:01 PM, said:

This makes too much sense to implement. Start over, maybe with insane nerfs and buffs.


Okay...

How about, if you fail to clear an obstacle your mech will stub it's toe. This will, inevitably, lead to a reactor meltdown and subsequent explosion.

#43 Valkran

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Posted 24 November 2015 - 10:03 AM

View PostCommander A9, on 24 November 2015 - 09:02 AM, said:

They really shouldn't be screwing over the mech skills at all, honestly. It's another case of a developer fixing what isn't broken, and breaking it in the process.


The community asked for nerfs to agility and speed...

Blame the vocal minority.
PGI actually listened and didn't even use a convoluted system to nerf things this time.

#44 Duncan1dah0

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Posted 24 November 2015 - 10:43 AM

Hopefully these ideas will be helpful to meaningful discussion and result in some positive outcomes. (No I'm not a business major, but I did stay in a Holiday Inn. )

#45 pbiggz

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Posted 24 November 2015 - 10:53 AM

You see my friends, forward kinematics requires some skill in math, a skill paul inouye does not possess, so don't get your hopes up.

#46 Screech

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Posted 24 November 2015 - 11:03 AM

I don't mind having how you pilot a mech mean something in the game. Think I will reserve judgement on changes once I try them.

#47 Almond Brown

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Posted 24 November 2015 - 11:48 AM

As for the "cars" I just assume they are indeed simple "rectangles" that jut up from the terrain template and have a Skin applied. That may be true of many "ground based" elements. To convert them all to "separate entities", like they did the Statues at the back of the Citadel may be totally doable but may also add so many more Objects, that many "Toasters" would simply fall down and go Boom.

Although if you Game seriously, you should have the proper gaming Tech, not everyone can or has the means to do so, thus the Dev has to make certain compromises in certain areas. The addition of the "destructible Trees" has likely set some/many Toasters back in FPS's already.

I once played a game where others could check your Ping and if not up to "their" standards, no game for you... It was brutal and cruel and a lot like many here would do, out of simple E-Peen spite if allowed. Chants of "I KICKED a Toaster Lover!" would become the new Match entry Mantra.

If PGI can convert those ground based (if they are actually that) skinned squares/rectangles to "separate entities" so a Mech would just kick or crush any car/container etc. etc. say, then perhaps those annoying Rocks and Pebbles may also be eligible to said treatment.

Or just move all the Mechs below Light up one level of the terrain climbing ladder... ;)

Edited by Almond Brown, 24 November 2015 - 11:51 AM.


#48 Vellron2005

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Posted 26 November 2015 - 05:30 AM

View PostStefka Kerensky, on 23 November 2015 - 01:13 AM, said:

What about giving us back the mech-terrain interaction too?
Posted Image


Wait, this existed?!

WHY was it ever removed? That was awesome!

#49 The Amazing Spider Man

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Posted 26 November 2015 - 06:23 AM

I love the sentiment behind the suggestion, but I have my doubts of successful implementation when things like this are still around:

http://mwomercs.com/...-slingshot-bug/

The thought of having map design bugs in every rock/tree/car larger than a Locust leg makes me cringe. The citadel refused to let go of my leg yesterday during an assault match, it very well could've changed the outcome of the match. The next game bog slingshot me twice and momentarily grabbed my leg, no outcome change but lost one of my legs to map damage alone.

Fix the longstanding issues with map design first, then let's see about adding 'mech strides.

#50 Lyoto Machida

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Posted 26 November 2015 - 10:50 AM

View PostVellron2005, on 26 November 2015 - 05:30 AM, said:


Wait, this existed?!

WHY was it ever removed? That was awesome!


Why was it removed? That's easy...

Posted Image

#51 Navid A1

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Posted 02 December 2015 - 02:27 AM

PGI...please...

#52 Irishtoker

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Posted 07 February 2016 - 07:25 AM

In the last town hall, I think this was addressed. The pebbles and small objects that we get stuck on are set to be removed.

any thoughts?

#53 Navid A1

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Posted 07 February 2016 - 09:23 AM

View PostIrishtoker, on 07 February 2016 - 07:25 AM, said:

In the last town hall, I think this was addressed. The pebbles and small objects that we get stuck on are set to be removed.

any thoughts?


That does not address anything... there are hundreds and hundreds places in all maps where this can happen.

Besides... this idea is about giving different mech with different sizes/leg types unique hill climb properties.

#54 Nightmare1

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Posted 07 February 2016 - 12:20 PM

I'm for anything that will make my Mech more of an all-terrain machine rather than a soccer mom's minivan.

#55 Product9

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Posted 07 February 2016 - 03:35 PM

View PostVellron2005, on 26 November 2015 - 05:30 AM, said:


Wait, this existed?!

WHY was it ever removed? That was awesome!


I don't know the whole story, but I can make an educated guess as to why it was removed: this game is an FPS designed like an FPS from the network level. Picture two mechs that are fighting one another and consider that what you see, and what he sees are different images which are calculated in real-time by the game client, factoring in something called "client side prediction". Now, keep in mind that this is a lie and the only true reality is what the server sees. However, to cut out the delay it would take for your input to get to the server, and then back again to actually adjust your position to what the server knows to be true (minus your ping time - you're always looking into the past when networks are concerned) they implemented client-side prediction. That means your client is guessing at where things will be at roughly twice your pingtime in the future if everything remains constant. Since things don't remain constant, as players are constantly changing the state with their delayed input, you get things like rubber-banding and desyncs.

Now, consider that the IK system is client based. That means your pose is calculated on your client based on the data that your client currently has. Not only that, but everybody else's position is calculated by the same metrics: the last good data from the server. Since PGI decided to go with a prediction based system for shooting (HSR), that means that you might be able to shoot a bodypart of a mech that your enemy thinks is covered. Actually, that's already the case, but it would be much worse with client-calculated Inverse Kinematics.

The only way to overcome this limitation is to trade something else. If you want a much more accurate picture of what's going on, they would have to eliminate client-side prediction altogether and introduce a lag-time for all player movements. I would be okay with this, as it would make things much less point and click and give the game a much more solid feel, but I digress.

On the topic of collision geometry, I can speak volumes but I think I'll end this post now and talk about it later if this thread continues to live.

#56 Product9

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Posted 07 February 2016 - 03:58 PM

View PostNavid A1, on 22 November 2015 - 10:43 PM, said:

---> The info on game mechanics that i'm using is very old, so this whole thread might be incorrect <---

Source for current game mechanics: http://mwomercs.com/...ement-behavior/

Alright, so now everyone is aware of the changes in PTS4 that are going to go live early December.
The changes mostly include reductions to mech skill tree boosts to a mech's agility such as turn rate, acceleration and deceleration, etc.

One of the things that is going to be indirectly affected by these changes is how hill climb mechanic currently affects mechs in the game. The large number of clutter and small details on the ground with collision meshes slow down larger mechs to a nearly halt speed. With the agility nerfs, assaults (which were already hit by the nerfs) will have an even harder time recovering from those halts.

The current system only works by measuring the slope of the terrain mesh at every given time.
As an example, comparison between a locust and a direwolf in the current hill climb mechanics is shown here:
Posted Image


As you can see, the mechs speed reduction is affected by the terrain slope the mech is walking on. Lots of small and tiny clutter with collision boxes on maps can cause alot of sharp slopes, which combined with the usual rubber-banding in the game can cause a situation like this:
Posted Image
Posted Image

The problem here is that the system assumes the mech to be a rigid box, over-simplifying this mechanic, disregarding the mech stride length and height!, Hitting assault mechs hard in the movement department (assaults are already slow and clumsy... because they are assaults).
a 100 ton mech should be able to step over anything smaller than a small building:
Posted Image



Suggestion:
in order to take the stride length and height into account, one can define a stride boundary limit for each mech, which defines an allowable area a mech can step on things. if the terrain collision box crosses this boundary, then you can apply the current mechanic in order to calculate speed reduction, and possibly halt.
However, if the terrain collision meshes all reside in the boundary, then there should not be any speed reduction in any situation as demonstrated below:

Posted Image



Some examples:

Posted Image
Posted Image
Posted Image

Obviously, a dire wolf should have higher stride boundary than that of the locust, because of its size... so it should be able to clear out most of the obstacles!
Also, an atlas should have the largest boundary between the 100 ton mechs.. because its a humanoid.
Note that the locust in the above picture will halt to a full stop on the 80 degree slope, while the dire does not even see it.
Meanwhile, an atlas as a humanoid plantigrade should be able to step over all!

I like to hear you opinion regarding this suggestion!



I say again, the current mechanics may be different from what i assumed... so please correct me if i'm wrong!



Okay I lied. I want to talk about it now.

I understand where the OP is coming from with this post, but I have to point out the problems in the description of the problem and solution.

Again, I don't know the whole story. I'm just making an educated guess based on my own experience making games.

Based on all the evidence I have seen ingame, the mech's collision isn't based on a box - it's based on a capsule-shaped collider (kind of pill shaped, like a cylinder with rounded ends). This is how a lot of FPS games deal with terrain collision, and it's the reason you can overcome some obstacles by increasing your speed. As an aside, it's also why you get stuck on things sometimes. Remember when light mechs would get stuck on the edges of objects like the cap points? That was probably because PGI uses a really simple method of detecting when the mech is on the ground, such as raycasting straight downward and measuring the distance of the impact point.

Anyway, the OP speaks of strides, but you have to understand that all the movements mechs make in the game IS A LIE. That's not what actually is going on - your mech isn't walking. It's a capsule-shaped collider that is sliding on the terrain's collision mesh. The animations are only visual, and have nothing to do with how the mechs move. Now, you may be wondering about the collision meshes for weapons to hit. That's an entirely different set of colliders that reside on a different layer and only interact with weapons fire.

This is a limited, but efficient system. FPS games have always been designed for efficiency because performance is everything. However, the game HAS TO BE DESIGNED AROUND THIS LIMITATION. MWO is not.

The level design in MWO is the worst I have ever seen. The collider placement is terrible, and whoever is doing it likely has no education in how it is supposed to be done. Even basic mapping tutorials for the original Half-Life covered this.

Collision meshes have to be placed carefully. Nobody likes getting caught up on things, but it happens constantly in MWO. Not only that, but the collision meshes don't match the visual meshes. The biggest offender is probably the cap-point on assault. It's a weirdly shaped trailer thing with lots of empty space, but you can't shoot through any of it. Either they are using a single box-collider on that thing, or they are using automatically generated convex mesh-based colliders. I'm leaning toward the latter.

Guys, you have to place your collision meshes manually. Automatic generation is the enemy here.

In MWO there are TONS of invisible collision meshes that occlude your shooting, but not your sight. This is such an amateur mistake that I'm in disbelief it exists in a game this mature.

As for the terrain obstacles, there are some other mistakes that PGI has made in their level design that adds to the problem. There are three basic collision problems I can see in this game. We've covered the capsule-collider and the convex mesh colliders. That leaves the third major problem - mixing heightmaps with meshes.

PGI has taken a shortcut in map design. They base their terrain on the highly efficient heightmaps, but then sink 3d assets into the terrain to spice it up. This seems like a good idea to an artist, but what you actually get is colliders that are intersecting, which leads to strange behaviors. Ever get stuck on nothing? Or inexplicably fall through the world?

So, to sum it up, if you ever want to see this problem go away, PGI needs to educate themselves on how collision-meshes should be placed in a video game, and acknowledge that there are limitations to the methods they have chosen.

It's really a very easy problem to address, and really highlights where PGI has blindspots in their team.

Edit: Oh yeah, I forgot. The OP has some good ideas, but very high-level. The problem is this isn't a 2d problem, and working backwards as one must do with collision detection isn't as easy as basic geometry (at least not in 3d space).

Still, I appreciate the effort the OP made and thank him for bringing the issue to everyone's attention.

Now, back to watching the Super Ball

Edit: Corrected some terminology

Edited by Product9, 23 February 2016 - 05:08 PM.


#57 Navid A1

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Posted 07 February 2016 - 10:49 PM

View PostProduct9, on 07 February 2016 - 03:58 PM, said:



Okay I lied. I want to talk about it now.

I understand where the OP is coming from with this post, but I have to point out the problems in the description of the problem and solution.

Again, I don't know the whole story. I'm just making an educated guess based on my own experience making games.

Based on all the evidence I have seen ingame, the mech's collision isn't based on a box - it's based on a capsule-shaped collider (kind of pill shaped, like a cylinder with rounded ends). This is how a lot of FPS games deal with terrain collision, and it's the reason you can overcome some obstacles by increasing your speed. As an aside, it's also why you get stuck on things sometimes. Remember when light mechs would get stuck on the edges of objects like the cap points? That was probably because PGI uses a really simple method of detecting when the mech is on the ground, such as raycasting straight downward and measuring the distance of the impact point.

Anyway, the OP speaks of strides, but you have to understand that all the movements mechs make in the game IS A LIE. That's not what actually is going on - your mech isn't walking. It's a capsule-shaped collider that is sliding on the terrain's collision mesh. The animations are only visual, and have nothing to do with how the mechs move. Now, you may be wondering about the collision meshes for weapons to hit. That's an entirely different set of colliders that reside on a different layer and only interact with weapons fire.

This is a limited, but efficient system. FPS games have always been designed for efficiency because performance is everything. However, the game HAS TO BE DESIGNED AROUND THIS LIMITATION. MWO is not.

The level design in MWO is the worst I have ever seen. The collider placement is terrible, and whoever is doing it likely has no education in how it is supposed to be done. Even basic mapping tutorials for the original Half-Life covered this.

Collision meshes have to be placed carefully. Nobody likes getting caught up on things, but it happens constantly in MWO. Not only that, but the collision meshes don't match the visual meshes. The biggest offender is probably the cap-point on assault. It's a weirdly shaped trailer thing with lots of empty space, but you can't shoot through any of it. Either they are using a single box-collider on that thing, or they are using automatically generated non-convex mesh-based colliders. I'm leaning toward the latter.

Guys, you have to place your collision meshes manually. Automatic generation is the enemy here.

In MWO there are TONS of invisible collision meshes that occlude your shooting, but not your sight. This is such an amateur mistake that I'm in disbelief it exists in a game this mature.

As for the terrain obstacles, there are some other mistakes that PGI has made in their level design that adds to the problem. There are three basic collision problems I can see in this game. We've covered the capsule-collider and the non-convex mesh colliders. That leaves the third major problem - mixing heightmaps with meshes.

PGI has taken a shortcut in map design. They base their terrain on the highly efficient heightmaps, but then sink 3d assets into the terrain to spice it up. This seems like a good idea to an artist, but what you actually get is colliders that are intersecting, which leads to strange behaviors. Ever get stuck on nothing? Or inexplicably fall through the world?

So, to sum it up, if you ever want to see this problem go away, PGI needs to educate themselves on how collision-meshes should be placed in a video game, and acknowledge that there are limitations to the methods they have chosen.

It's really a very easy problem to address, and really highlights where PGI has blindspots in their team.

Edit: Oh yeah, I forgot. The OP has some good ideas, but very high-level. The problem is this isn't a 2d problem, and working backwards as one must do with collision detection isn't as easy as basic geometry (at least not in 3d space).

Still, I appreciate the effort the OP made and thank him for bringing the issue to everyone's attention.

Now, back to watching the Super Ball


Thanks for the explanation (didn't have time to write it myself). Yet the major problems are extra bits and clutter with very steep collision boxes that mess up ground detection at the point where they are placed.

The idea was to include a volume near the mech's feet that nullifies a layer (or class) of clutter collision boxes to rectify the problem altogether. Clutter will still have collision boxes for weapon fire, but they won't interfere with ground detection procedure (be it raytracing, or integrated gradient height map)

Also, that is only a 2d demonstration, it can easily be extended to 3d in a cylindrical coordinates system.

I've been modeling and animating (as a hobby) for 10 years now and stuff like these and pre-keyframed animations always makes me sad.

Edited by Navid A1, 07 February 2016 - 11:24 PM.


#58 Wattila

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Posted 08 February 2016 - 04:24 AM

View PostNavid A1, on 07 February 2016 - 10:49 PM, said:

The idea was to include a volume near the mech's feet that nullifies a layer (or class) of clutter collision boxes to rectify the problem altogether. Clutter will still have collision boxes for weapon fire, but they won't interfere with ground detection procedure (be it raytracing, or integrated gradient height map)


That feels like a band-aid to me, really. As Product9 said, it's the collision meshes and map design that are the real culprits. It's almost as if playability is a secondary concern. The new maps look very nice visually, but are almost unplayable due to poor visibility and random ground obstacles.

Game levels should always be easily readable. When you see an object, it should be immediately obvious whether it's an obstacle or not. This is why you should not clutter levels with roots or small rocks. You either make then low enough, and skip the collision mesh, so that mechs can clip through them without it looking horribad, or make them large enough so that it's obvious they're meant to be an obstacle. Same with base level geometry, don't create small sharp ridges, like those on Caustic Valley, you can't be sure you can climb over.

The stairs on Viridian Bog are an another good example, there's no way to tell which parts are climbable except through experience. Same with most steep slopes in general. Alpine Peak hill slopes are especially bad, there are multiple avenues that are marked with a snow texture indicating it should be passable, yet you can only climb some of those with assault mechs due to their movement profile, you only need to know which.


Product9 said:

In MWO there are TONS of invisible collision meshes that occlude your shooting, but not your sight. This is such an amateur mistake that I'm in disbelief it exists in a game this mature.


Using simple collision meshes isn't bad in itself, but you have to take that in account when designing level objects. If you know the collision object/hitbox is going to be a box, you cannot model an object with a complex silhouette. Enclosing a complex object within a larger bounding volume will usually result in problems. I generally advice people to allow some clipping rather than trying to cover every detail with a collision mesh as it's better for gameplay.

Edited by Wattila, 08 February 2016 - 04:26 AM.


#59 Product9

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Posted 08 February 2016 - 05:30 AM

View PostNavid A1, on 07 February 2016 - 10:49 PM, said:

The idea was to include a volume near the mech's feet that nullifies a layer (or class) of clutter collision boxes to rectify the problem altogether. Clutter will still have collision boxes for weapon fire, but they won't interfere with ground detection procedure (be it raytracing, or integrated gradient height map)


I think I understand what you mean, but I don't know how that would be implemented. The way MWO seems to detect when you are on the ground is with a raycast straight downward, but this is just to detect that you are on the ground, and has nothing to do with the actual collision of the ground and mech. If you've ever been stuck on an edge in a light mech then you know what I'm talking about, because you are colliding with the object, but the game doesn't think you're on the ground because the raycast is missing the corner of the collision mesh, so you can't walk or recharge your jumpers.

As an aside, a better way to see if you're on the ground is to look at every collider you are colliding with and check the normal angle. If any of them are within the slope limit, you MUST be on the ground.

The problem with evaluating the objects you are trying to step over is that there are actually a lot of checks you'd have to make to determine what can and cannot be walked over. It would take a bunch of fancy 3d-math to do properly, and some custom collision detection that I'm pretty sure PGI is unqualified to code. A simpler approach would be to tag each object and use set values (sort of like what you are proposing, I think). Say, this rock object prefab can be stepped over (or through) by any mech that's heavier than X, or something very simple like that. Or you could have it slow down the mech based on tonnage values, or something similar. The only problem with that approach is that PGI places stuff willy-nilly, intersecting the terrain and not. It would be strange if a rock that was almost completely sunken into the terrain kept you from walking over it because of its tag. And then you'd fall through the ground because reasons.

View PostWattila, on 08 February 2016 - 04:24 AM, said:

Using simple collision meshes isn't bad in itself, but you have to take that in account when designing level objects. If you know the collision object/hitbox is going to be a box, you cannot model an object with a complex silhouette. Enclosing a complex object within a larger bounding volume will usually result in problems. I generally advice people to allow some clipping rather than trying to cover every detail with a collision mesh as it's better for gameplay.


Suffice it to say it is important to understand the limitations and work within them, rather than pretend they don't exist.

Edited by Product9, 08 February 2016 - 05:33 AM.


#60 Karamarka

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Posted 08 February 2016 - 06:30 AM

Playing slow assaults is really bad now. Just so annoying to bother with, 1jj is a must in this game.





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