News: TW Official T:V Review

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experimental
05-17-2004, 12:29 AM
Uh, that's still linear.

New = Old * 2

If it was New = Old^2 then it would be exponential.

its a linear relationship with the previous value, but the overall effect on your speed is an exponential curve. read my post again, and then the other post where i note that this is just speculative, the current implementation is just:

newVelocity = oldVelocity + boostVelocity (in direction of travel)

cheers

experimental
05-17-2004, 12:33 AM
Ok, it is a major slowdown that is unexplainable from a rope attaching to an object perspective and is awkward. Does not follow normal conventions of physics.

i believe the e3 build still had a bug where the rope resisted compressing if you were travelling at speed and grappled in front -- this is fixed in the current build, the grappler generally is not meant to slow you down too much, its meant to take skill to use it (otherwise it breaks etc.)

ConfigSys.boy
05-17-2004, 12:35 AM
Good write up Col.

I did notice one thing though... something I mentioned Fri night during Tribes Talk...

The final outcome after 44 minutes of play was 11-17 (with a final cap in the last minute by IGA after we were kicked off the machines because E3 was closing).

What was it I said about that impending match up? Oh, thats right, now I remember...

http://www.texas-ec.org/Images/1100f3.jpg

WarBuddha
05-17-2004, 12:37 AM
i believe the e3 build still had a bug where the rope resisted compressing if you were travelling at speed and grappled in front -- this is fixed in the current build, the grappler generally is not meant to slow you down too much, its meant to take skill to use it (otherwise it breaks etc.)

So what would cause it to break?

Iced
05-17-2004, 01:08 AM
thanks for the read. I am definitly now wanting to play the game.

Iced
05-17-2004, 01:09 AM
So what would cause it to break?

would be cool if someone could shoot ur rope (or chain, whatever), which caused you to lose your weapon (because its now broke) and you fall in a differnt direction.

KineticPoet
05-17-2004, 01:15 AM
So what would cause it to break?
A strong enough force causes it to break. This works out quite well. The goal is to tune it so that if you manage to grapple someone who is flying past you at high speed, he gets tugged back a bit and you get tugged forward a bit but the cable breaks.

It also needs to be possible to pull away from someone who has grappled you.

It's alse supposed to require skill if you want to do something like grapple behind a fighter. You'll have to "ease in" to it and make sure you don't let yourself stray off course.

We've discussed options like being able to shoot the grapple connection point to force it to disconnect,
KP

Wulfen
05-17-2004, 01:29 AM
Thanks for the info guys.

I definitely have concerns about direction but am anxious to see the beta. Please give us a big map. :)

nSpectre
05-17-2004, 01:29 AM
Hmmm... I wonder if I could clothes-line someone and watch them flip head over heels through the air... :D

Wulfen
05-17-2004, 01:35 AM
I found I used the Energy Pack more often than any other and was subsequently mocked for it by the Irrational guys.

Well, isn't that wonderful. : \

One nice feature about the mines was that your team mates can run over them and not die (no more newbies not noticing the mine and you getting kicked for TKing). Also the mines are rather large, making them easier to see.

Question: If your teammates can't set the things off, why make them as big as they look in the pics? They look huge, and IMO, mines that are easily visible kind of defeat the purpose.

[THE]Perrin
05-17-2004, 01:43 AM
The mortars, I agree, need some work. As Col mention, the explosion is weak (easy to fix, no worries.) The second, damage. I watched.. (Daerid, was it? Nonentity?) in heavy, lob at least six morts into a small room that had an enemy light or medium with a shield pack (and the flag). With six mortars he couldn't take him out. :huh: Then he went back a second time, with like results :huh: :huh:.

Damn, 2 out of the three without hitting the right guy. :p

Aestis
05-17-2004, 02:00 AM
First of all, I'd like to say that's an awesome review.

However, *THE WAY COLOSUS DESCRIBED IT* was in fact linear. I drew this to prove that because experimental was saying relationship was in fact exponential, which it is not. *THE GAME'S ACTUAL MECHANICS* most likely work entirely differently. This graphic is only to prove that I am right that *COLOSUS'S DESCRIPTION* was of a linear relationship and not an exponential one

http://upload.serverseed.com/pictars/linear.jpg

Colosus
05-17-2004, 02:02 AM
*shrug* I am by no means a physics expert, but I know what I like to see in Tribes. :-)

Scuzzle
05-17-2004, 02:03 AM
nerd.

Aestis
05-17-2004, 02:04 AM
Yeah, that was nerdy, but I want my programmers to understand math

Musashi
05-17-2004, 03:00 AM
col = pussy

experimental
05-17-2004, 03:09 AM
think in terms of x/y, not old/new - you are describing the relationship to the previous speed, rather than the overall effect on the speed, where the lower axis (x) is the number of times you've gone over the jump pad, which is how i explain it.

so um. i give up on explaining this one... we're both right though, in our own way ;)

back to work.

Ixiterra
05-17-2004, 03:10 AM
Perrin']Damn, 2 out of the three without hitting the right guy. :p
All you Californians look the same.

Makasuro
05-17-2004, 03:28 AM
nerd.

You bastard, we were supposed to hang out Saturday night, what happened to those plans?

Aestis
05-17-2004, 03:35 AM
think in terms of x/y, not old/new - you are describing the relationship to the previous speed, rather than the overall effect on the speed, where the lower axis (x) is the number of times you've gone over the jump pad, which is how i explain it.

so um. i give up on explaining this one... we're both right though, in our own way ;)

back to work.

It's a function. Call the axis what you want, x/y, old/new. It's meaningless in that context. If you want the overall effect on the speed you could simply normalize it, but that doesn't change the shape of the curve or the nature of the relationship.

I am describing the speed related to the previous speed, yes. I thought that's how they said it worked. The faster you hit it, the more boost it gave?

What are you talking about the number of times you've gone over the pad? I never saw anything about the number of times someone has used the pad being a factor in the boost it gave.