Mooley
04-26-2004, 12:43 AM
:D
This is a in non-seriousness thread since there really hasn't been anything new to talk about in a while and being on painpills I decided to adress other menial concerns for my entertainment. Stress concerns.
This might actually be a valid subject as the thread progresses as others might bring up their stress concerns on w/e they experience in the game they play ( Either t1 or t2.) they could be relative to T:V or w/e.
So lets see.
This one is pretty universal had has already been addressed but it carries over more than just terrain for me. Stoping on terrain of course but not only that, I experience a good deal of the time that I get stuck or hindered on walls in t2 a lot. This was never really an issue in t1 though but in T2, {because I still play for the enjoyment that tribes is and skill is still involved in that game however you choose to not think so), but getting stuck on walls and on seams that are there but not supposed to be there causes slowdown or even abrupt stupid stoppages! This makes my blood pressure rise significantly and I find it more than retarded. Also, the way bases are made in t2 just aren't designed to be intuitive at all. getting stuck on ledges or little bumps in or around the base. For people that lag a bit or aren't lpb's, think issues grows significantly. Just a lot of unecessary annoying nuances in the game that is T2.
My biggest issue is just getting stopped on anything that is in T2. In short, not only terrain but wall and floor structers or what have you.
I was wondering if this kind of thing was due to maybe the engine or collision detection or physics or w/e and how has irrational worked to sharpen or clean up these issues? I figured Tribes is kind of unique to this kind of problem of surface friction stoppages since we do more than hopping, running and walking but are in constant motion with sking and all.
Also, I was wondering, is there anyone doing a designer diary with irrational? I believe I've read almost everything there's been in print unless I missed something. I'd like to know what the designers at irrational think of the game (tribes) themselves in their own opinion. Like when they first got the project. Things like, how much of the game would they really like to compromise if they weren't to be swayed by community opinion what so ever. What they're take on tribes is or maybe should be in their eyes. How much of that influence are they bringing into the game without compromising to much? Things like that.
How is base design being done? It's good news to hear that bases will actually serve a purpose in T:V so I hear but is there a little more insight into how base design will be better?
How many game types are there and when will we get to hear about more?
When's the next big news event again btw?
Anywho, like I said, I'm high, bored and tired of reading the same threads. Anything new? Anyone with stress concerns in t1/t2 that would like to know if they're being looked at in T:V?
GG!
This is a in non-seriousness thread since there really hasn't been anything new to talk about in a while and being on painpills I decided to adress other menial concerns for my entertainment. Stress concerns.
This might actually be a valid subject as the thread progresses as others might bring up their stress concerns on w/e they experience in the game they play ( Either t1 or t2.) they could be relative to T:V or w/e.
So lets see.
This one is pretty universal had has already been addressed but it carries over more than just terrain for me. Stoping on terrain of course but not only that, I experience a good deal of the time that I get stuck or hindered on walls in t2 a lot. This was never really an issue in t1 though but in T2, {because I still play for the enjoyment that tribes is and skill is still involved in that game however you choose to not think so), but getting stuck on walls and on seams that are there but not supposed to be there causes slowdown or even abrupt stupid stoppages! This makes my blood pressure rise significantly and I find it more than retarded. Also, the way bases are made in t2 just aren't designed to be intuitive at all. getting stuck on ledges or little bumps in or around the base. For people that lag a bit or aren't lpb's, think issues grows significantly. Just a lot of unecessary annoying nuances in the game that is T2.
My biggest issue is just getting stopped on anything that is in T2. In short, not only terrain but wall and floor structers or what have you.
I was wondering if this kind of thing was due to maybe the engine or collision detection or physics or w/e and how has irrational worked to sharpen or clean up these issues? I figured Tribes is kind of unique to this kind of problem of surface friction stoppages since we do more than hopping, running and walking but are in constant motion with sking and all.
Also, I was wondering, is there anyone doing a designer diary with irrational? I believe I've read almost everything there's been in print unless I missed something. I'd like to know what the designers at irrational think of the game (tribes) themselves in their own opinion. Like when they first got the project. Things like, how much of the game would they really like to compromise if they weren't to be swayed by community opinion what so ever. What they're take on tribes is or maybe should be in their eyes. How much of that influence are they bringing into the game without compromising to much? Things like that.
How is base design being done? It's good news to hear that bases will actually serve a purpose in T:V so I hear but is there a little more insight into how base design will be better?
How many game types are there and when will we get to hear about more?
When's the next big news event again btw?
Anywho, like I said, I'm high, bored and tired of reading the same threads. Anything new? Anyone with stress concerns in t1/t2 that would like to know if they're being looked at in T:V?
GG!