Author Topic: Terrain.  (Read 315 times)

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Offline Mekabuser=12thVR=

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Terrain.
« on: February 04, 2012, 02:45:36 AM »
First off, let me start by saying I know I suck, and Im doing it.... wrong.. Im a foolishly aggresive player many times which finds me in situations where <Uh oh> what I thought was me supporting the right flank turns out to be me vs 3 and I need to bug out NOW> I know its my situational awareness thats at fault but 90% of the time my death or mauling is totally a given  because of terrain nonsense. In other words, running into hills, or theres a slight elevation on a hill that brings the mech to a halt, we all know what I mean by terrain.
Like I said , i know I should be more aware, but its struck me<literally> how many times what should be a fairly clean getaway is screwed by terrain.

I have two questions. In the future, is there anything planned , or can be done about terrain<collisions> etc? I personally, wouldnt mind an update devoted JUST to this issue. IMO  the mod is really reaching interesting places via the combined arms aspect and overall community skill and there are quite a few features already. THis issue is a major bummer for me and for immersion.

Second// WHy? if terrain is such a pita for many assets etc are many of the maps not terrain friendly? If its an issue why are maps just filled with so many features that cause mechs and armor to get stuck on, get temporarilly stopped on. ?
I mean its not like whats added in as mountains etc resembles any kind of reality anyways/.. It looks great sure, but mountains etc are scaled waaaaaay down so that mechs are relatively even bigger in a claustrophobic enviroment..

I saw this happen to an enemy mech today, after experiencing it many times.. Is it only players who have underpowered systems that experience their mech basically not responding when under intense fire< two or more mechs?> Is this the players system basically not able to process all the info fast enough causing stuttering which precedes and aids in  your destruction?

Lastly, would like to comment on overall community skill. Its gotten a little scary. People put down pub matches which is justified  at times, but I have seen some really high quality co ordination amongst  players over the last few weeks. Its really no surprise if you look at the amount of dedicated players we have. This is where the combined arms thing has really started to shine for me. IMO team tactics continue to evolve and grow more complex which is a good thing. It seems that having a GOOD commander on your team is becoming more and more important.
Unfortunately , thats not something Im good at lol.


Offline Quintilian

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Re: Terrain.
« Reply #1 on: February 04, 2012, 10:15:16 AM »
Lastly, would like to comment on overall community skill. Its gotten a little scary. People put down pub matches which is justified  at times, but I have seen some really high quality co ordination amongst  players over the last few weeks. Its really no surprise if you look at the amount of dedicated players we have. This is where the combined arms thing has really started to shine for me. IMO team tactics continue to evolve and grow more complex which is a good thing. It seems that having a GOOD commander on your team is becoming more and more important.
Unfortunately , thats not something Im good at lol.

I've also had these experiences more often of late. I fapping love games where people come together to plan, scheme and implement.

However, this does not always require a 'leader' per se. Often I find two or three people take turns making suggestions and 'leading' for a given maneuver. Ive also seen a team split naturally in a pub game with two vets usually commanding each lance for a given maneuver.

I would go as far to say that I enjoy the team work that emerges in public games, more than that which I've experienced in formal clan v clan games.
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Offline AXEL

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Re: Terrain.
« Reply #2 on: February 04, 2012, 04:49:32 PM »
What, you don't like your tank flying full speed through a flat valley, rocking out to "Paint it Black", to suddenly have the an invisible bouncing betty placed by terra herself, flip your tank onto its back?  YOU DON'T KNOW MAN, YOU WEREN'T THERE!

Offline Deathbane

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Re: Terrain.
« Reply #3 on: February 04, 2012, 05:58:25 PM »
What, you don't like your tank flying full speed through a flat valley, rocking out to "Paint it Black", to suddenly have the an invisible bouncing betty placed by terra herself, flip your tank onto its back?  YOU DON'T KNOW MAN, YOU WEREN'T THERE!

Sounds legit brah.


In all seriousness, this isnt something we can easily fix as its mostly engine limitations. The only thing we can do is try and keep maps relatively clutter free - but then you get less eye candy. Unless you want featureless, very flat terrain, this is unfortunately an unfixable problem.


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Offline KingLeerUK

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Re: Terrain.
« Reply #4 on: February 04, 2012, 06:17:02 PM »
Indeed.  Pick your poison.
 
If you want detailed, layered terrain with depth and variability then the mappers have to place down assets that could potentially hinder vehicle movement.
 
Ok, so why not make them all destructible?
 
1. destructible assets are more expensive in performance
2. somebody has to make the asset destructible, and instead of simply modeling the "whole" state they also have to model the parts, we have to have somebody create particles for the destruction event, sounds, etc...
3. destructible assets don't always sync over the network properly, ever tried to hide behind that broken wall on an SA map only to find that it wasn't broken in the same place for your opponent?
4. more server overhead to track the state of destructible assets
 
Having some areas that you either can't go with vehicles or perhaps take a risk in going to them mirrors the real world.  You don't drive a tank down a rocky gulley because there is always the chance of getting high-centered.
 
 
Hypersmoothed terrain can be a fix for some of the oddball terrain collisions the vehicles have, but at the same time it makes for incredibly boring maps of endless gentle rolling hills and flat plains.
 
And the bug where tanks can suddenly hit an invisible wall?  That's a holdover from Crysis/Wars and not something that MWLL has introduced or probably has any real means of fixing.
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Offline Mekabuser=12thVR=

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Re: Terrain.
« Reply #5 on: February 05, 2012, 01:59:02 AM »
preciate the reply. I understand your points, especially destructible. Dont want  that. Was kinda making a suggestion for future maps to be less cluttered, obstacle free.
Sandblasted is a good example. Most of the battlefield is wide open=good.
those areas with the ruins? well imo while aesthetically pleasing does nothing for gameplay except make that area almost a no go area which doesnt help the map tactically .
BUt sand is a good map.

Inferno is an example of omg everywhere you go is another spot to get stuck in, or even worse the infamous mwll moving at 60kph, and then zero,two second floaty, feet hit the earth, and then everyone hits you.

IF terrain is a bitch, then cant we have hills mountains that are for the most part climbable, or perhaps something along the lines of the bottom third accessible to a mech so that running into one during battle isnt a death sentence. In stead you would move up it, see that your moving up it  and can take additional  action to make sure you dont continue going up and get stuck.

Some of the community maps do imo a very good job. The one with all the mesas, is a perfect example. Its wide open enough that running smack dab into one of those mesas almost never happens and iirc they are modeled so that you kinda bounce off them?<maybe not, but its really not an issue since there is enough room between them>
Yet at the same time, they offer ample cover for manuevers and fire protection. Kind of like an exponentially better version of the mw4 collisium map.

I understand the logic of terrain, just sayin that if terrain is a bitch, then less clutter, the better.

ps. destructible  assets are only good for this mod imo by the bases for target practice.

Offline General_Armchair

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Re: Terrain.
« Reply #6 on: February 05, 2012, 02:47:30 AM »
I just wanna put in my 2 cents about terrain.

Small stumps and rocks that can stop an 80 ton assault tank in its tracks are annoying.

Offline AlfalphaCat

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Re: Terrain.
« Reply #7 on: February 05, 2012, 08:14:11 AM »
See, Meka, I have the exact opposite opinion of terrain.

Take for example your reference to the stuff in the middle of Sandblasted.  Do you know how many times I have lost pursuers by using my epic piloting skills by running through them at full tilt while dodging the little buildings?  Many many. :)

I see terrain awareness as something that separates the men from the boys.  While I will admit that aim is more important than piloting in this game, but too few hone their driving skills and it costs them sooner or later.

Not that I don't ever run into shit, while in the heat of battle.  I do it all the time, but it's really my fault and not the maps.

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Offline Snow Gibbon

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Re: Terrain.
« Reply #8 on: February 05, 2012, 08:16:46 AM »
I see terrain awareness as something that separates the men from the boys.  While I will admit that aim is more important than piloting in this game, but too few hone their driving skills and it costs them sooner or later.

Not that I don't ever run into shit, while in the heat of battle.  I do it all the time, but it's really my fault and not the maps.

+1
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Offline Quintilian

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Re: Terrain.
« Reply #9 on: February 05, 2012, 10:24:39 AM »
I tend to agree with you AlphaCat. That said, I have to admit to being annoyed when my tanks bounce off objects that are not visible.
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Offline cyofee

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Re: Terrain.
« Reply #10 on: February 05, 2012, 11:23:43 AM »
What, you don't like your tank flying full speed through a flat valley, rocking out to "Paint it Black", to suddenly have the an invisible bouncing betty placed by terra herself, flip your tank onto its back?  YOU DON'T KNOW MAN, YOU WEREN'T THERE!

Sounds legit brah.


In all seriousness, this isnt something we can easily fix as its mostly engine limitations. The only thing we can do is try and keep maps relatively clutter free - but then you get less eye candy. Unless you want featureless, very flat terrain, this is unfortunately an unfixable problem.
Death Valley has a bunch of invisible hovercraft stoppers, without any visible eye candy.