The Amazing Spider Man, on 29 March 2016 - 01:15 PM, said:
So the graboid bug mentioned in one link isn't related?
Funny thing, the top of citadel does the same thing, it always has since the map got a face-lift, it's easy to reproduce, I've seen it happen to players other than myself, and when I asked for official word concerning the bug the CoC was changed to outlaw asking such things. I find that it is related.
Furthermore I think holes in maps abound, and I'm guessing when mixed with packet loss (and exaggerated with a fast moving mech) the result is getting stuck in the map's poor design.
New map sure, but my bet is a bug as old as the game.
There are three separate issues that are confused very often.
Issue 1 (present in every video game ever):
When player-controlled entity gets into V shaped crevice where both slopes are steeper than what's been defined as "walkable". Find me a game in which this does not result in getting stuck. In fact, getting stuck is the expected result of getting into such place - you look at a specific part of the map and think "hmm i might get stuck by going there". Now, the care should be taken to remove all such spots from gamespace as this is very annoying. This is a map issue.
Issue 2 (MWO specific):
When mech gets into a location where getting stuck is not expected/strange/makes no sense (2nd link from second post) like for example running close to very steep slope with a light. This a walking code issue.
Issue 3 (MWO specific):
When mech jumpjets and on contact with level geometry gets flung upwards at high speed. This may be related to issue 2, but i would not bet on it. This is either same as issue 2 or separate jumjet/falling code issue.
Hope i cleared it up.
Edited by gloowa, 29 March 2016 - 04:10 PM.