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Duel at Dawn Invisible Wall
Kanimal:
--- Quote from: RearAdmiralZill on February 25, 2013, 09:33:15 am ---You cant really blame anyone but yourself then for running your ship into the map edge. I know the spot you are talking about, and it can be pretty unforgiving, but remembering a spot on the map that you cant go around else you get grinded into debris should be pretty easy.
--- End quote ---
While I agree that it's not hard to remember once you know about it, it feels like something that shouldn't be occuring. It takes away from the experience. I think there should be a soft boundary that allows you to temporarily go beyond the map edges. After a certain period of time you ship is destroyed if you remain out of bounds.
RearAdmiralZill:
--- Quote from: Kanimal on February 25, 2013, 11:16:35 am ---While I agree that it's not hard to remember once you know about it, it feels like something that shouldn't be occuring. It takes away from the experience. I think there should be a soft boundary that allows you to temporarily go beyond the map edges. After a certain period of time you ship is destroyed if you remain out of bounds.
--- End quote ---
These are technically soft boundaries that push you back into the correct area. I find that a lot more user friendly then a timer followed by your destruction because your boat didnt want to cooperate after you go out of bounds. The wind on some of the maps would also not help things when youve strayed too far.
Dual at dawn is the smallest map in the game. 99% of other matches, if youre hitting the map edge, you dont really know the game yet.
Kanimal:
I think inexplicably losing control of your ship because of an invisible wall is less user friendly by a long shot. If you can't get your ship under control within 30 seconds of going 'out-of-bounds' or whatnot I don't know what to say. Outright destruction as a penalty would probably be harsh, but there are other options.
And they are hard boundaries as they do not allow you to pass through and I didn't get a bounce back effect, it's just stops the ship. It is definitely an edge case as you said, but edge cases still have to be dealt with. It's especially bad with DAD because they often start you very close to the trap as it were.
RearAdmiralZill:
We can agree that destruction is a bad move to make, but other options remain. The introduction of wind to that map was a mistake in my opinion due to its cramped quarters. Having much control in there while still keeping pinned to the enemy is no small feat. It does bounce you (its very slight, and easiest seen while spectating a match) but if you keep ramming into the edge you will just drag along it until you hit a corner.
The borders there could stand to be expanded a touch to better accommodate 4 ships as if im not mistaken it was initially designed as a 1v1 map and then made a 2v2. The introduction of wind there has really changed the dynamic of the map. I apologize if i came off brash, as it sounded like at first you just didnt care for map edges at all.
Captain Smollett:
I thought I'd chime in here, since to be honest, this has actually always bothered me a bit as well. As a fairly experienced pilot I learned the hard way that you can't make it around that particular debris; the problem is that unfortunately it looks as if you can. I can't tell you how many times I tried to go around it to get an advantageous position on my enemy only to be inexorably slammed into the wall. Now in the scope of things this is admittedly a very minor issue in an otherwise brilliant map; but in a perfect world I'd love to either be able to go around the object in the first place or have a physical barrier that visually shows the pilot the impossibility of the maneuvers so it's never attempted at all.
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