[T:V] Stress concerns.

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!

Sir Lucius
04-26-2004, 01:02 AM
To combat stress your character should get fatigued every 2 hours or so in which case you must rest out of the game or at an inn for 5 hours and until you do you lose speed and flag captures only count as 1/4 a cap.

Mooley
04-26-2004, 01:33 AM
lol

Shoddy
04-26-2004, 07:49 AM
* Terrain dead stops are likely gone. Its a new game from the ground up so it's not so much getting rid of the problem in T2 as making sure the new game doesn't somehow end up with the same symptom. They've talked about how there's a partial sphere under your feet used for collision detection, so not only do you not get stuck on flat terrain, but you can slide up stairways. I haven't noticed getting stuck inside bases in T2 other than from my own poor movements, but I think there's a similar sphere above your head and a cylinder around your body so my understanding is that shouldn't be a problem in T:V.

* No designer diary, but note the dev tracker link off the TribalWar main page. If it goes back far enough, you'll see some long posts by experimental talking about movement and collisions. You might also want to get the dev team intro vid that Beren did for TribalWar, and the video from the January press conference where KP and Ed Orman (I think) talk at length (too long apparently) about the game.

[I don't think they're being swayed overmuch by community opinion at this point. They are sticking to plan pretty much, because they have a heavily scripted single player campaign and messing with the game too much would mean reworking the single player a bunch.]

* The single player has extensive indoor environments. Bases are designed according to the theme of the tribe that "built" them. See the January press conference vid. Unknown how much of this will find its way to multi player, but I'm guessing we'll see at least 1 predominantly indoor CTF map like Gorgon, or at least a mixed map like Minotaur.

*Game Types:
Here's a rough summary of some of the game types we're currently considering:

CTF - In the past, CTF has been the game type of choice for many Tribes gamers, so we definitely support that. CTF plays best with 12-24 players, depending on the map, although fun can still be had with more or fewer players than that. In Tribes CTF, capturing the flag is of course the primary objective, but there are also secondary objectives like destroying the enemy's generator and sensor grid.

Sport (unnamed) - We have a sporty game type with a ball and goals. Tossing around a ball in a game where everyone is flying around with jetpacks can be lots of fun. This is a more demanding game type in terms of player skill. It tends to work best with smaller teams. Since it's challenging to get good at it, we expect it will attract a smaller hardcore audience.

Territories (unnamed) - This is a game type in the style of Capture and Hold (from the original Tribes game), Day of Defeat, BF1942, Onslaught and PlanetSide. We play lots of games here at Irrational and we're quite happy to extract some of their goodness for injection into Tribes. We're still working on maps for this game type, but we suspect it'll be well suited for 14-32 players.

Unnamed - A game type to support smaller numbers of players where the focus is on pure combat.

Unnamed - A new game type we're working on that is inspired by some previous Tribes game types like Team Hunters, Find and Retrieve, Capture and Hold, and a little bit of CTF.

* Next event: E3, May 12-14

* Bored reading threads: all this stuff was posted here multiple times

Amadeus
04-26-2004, 08:00 AM
Isn't there a dev diary on IGN? :shrug:

Oxide
04-26-2004, 08:06 AM
Designer diary is available at IGN (http://pc.ign.com/objects/497/497075.html?ui=gamefinder ).

edit: :lol:

jsut
04-26-2004, 08:26 AM
They've talked about how there's a partial sphere under your feet used for collision detection, so not only do you not get stuck on flat terrain, but you can slide up stairways. I haven't noticed getting stuck inside bases in T2 other than from my own poor movements, but I think there's a similar sphere above your head and a cylinder around your body so my understanding is that shouldn't be a problem in T:V.


i'm pretty sure experimental said they were just using 2 partially overlapping spheres for collision detection now instead of the cylinder that is used by most games.

Amadeus
04-26-2004, 08:44 AM
i'm pretty sure experimental said they were just using 2 partially overlapping spheres for collision detection now instead of the cylinder that is used by most games.
I think the correct term was the 'capped cylinder'. Anyway, the fact that not only will there be no terrain stops, but you can ski upstairs if you want to remains.

Got Haggis?
04-26-2004, 09:16 AM
To combat stress your character should get fatigued every 2 hours or so in which case you must rest out of the game or at an inn for 5 hours and until you do you lose speed and flag captures only count as 1/4 a cap.

:rofl:

kirby6510
04-26-2004, 10:07 AM
Once your stress meter hits the top you auto ctrk-k

Darkfire
04-26-2004, 10:26 AM
lol

jsut
04-26-2004, 10:43 AM
I think the correct term was the 'capped cylinder'. Anyway, the fact that not only will there be no terrain stops, but you can ski upstairs if you want to remains.

from ign's dev diary (http://pc.ign.com/articles/496/496551p2.html)


The collision detection was completely rewritten treating the players as two overlapping spheres instead of a cylinder. This is fast and robust enough to allow the player to walk on virtually any object and stops the player catching on rough edges as they move around over complex geometry.

either way would work fine i'm sure, but there's the quote.

Amadeus
04-26-2004, 12:00 PM
K. I don't read the dev diary (maybe I should start though :D)