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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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Jetpack's vertical momentum issue

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 Jetpack's vertical momentum issue 
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Trilandian
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Joined: Mon Mar 19, 2012 2:28 pm
Posts: 485
Post Re: Jetpack's vertical momentum issue
Spinebuster wrote:
I agree, the physics dont necessarily break the game, they just make it so its not as enjoyable. The gameplay issues are the ones that break the game.

The game has loads of potential to be a great game but it feels like it should be in early beta still with all the work that needs done.

I think it's pretty much a forum-wide consensus that T:A should have remained in beta for many more months, even a year, maybe.

Don't know if it was stupidity on Hi-Rez's part, thinking that it was "ready" (which would require an inbred, swamp-dwelling redneck level of stupidity), or greed, wanting more people flooding into the game on the pretext that it's "out of beta".
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Mon May 07, 2012 2:35 am
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starlinvf

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Joined: Wed Dec 16, 2009 6:31 am
Posts: 1478
Post Re: Jetpack's vertical momentum issue
Trilandian wrote:
Spinebuster wrote:
I agree, the physics dont necessarily break the game, they just make it so its not as enjoyable. The gameplay issues are the ones that break the game.

The game has loads of potential to be a great game but it feels like it should be in early beta still with all the work that needs done.

I think it's pretty much a forum-wide consensus that T:A should have remained in beta for many more months, even a year, maybe.

Don't know if it was stupidity on Hi-Rez's part, thinking that it was "ready" (which would require an inbred, swamp-dwelling redneck level of stupidity), or greed, wanting more people flooding into the game on the pretext that it's "out of beta".


They wanted to make this year's season for the eSport league they got into.... which was mostly Starcraft from what I read on their site.
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Mon May 07, 2012 5:00 am
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Trilandian
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Joined: Mon Mar 19, 2012 2:28 pm
Posts: 485
Post Re: Jetpack's vertical momentum issue
starlinvf wrote:
Trilandian wrote:
Spinebuster wrote:
I agree, the physics dont necessarily break the game, they just make it so its not as enjoyable. The gameplay issues are the ones that break the game.

The game has loads of potential to be a great game but it feels like it should be in early beta still with all the work that needs done.

I think it's pretty much a forum-wide consensus that T:A should have remained in beta for many more months, even a year, maybe.

Don't know if it was stupidity on Hi-Rez's part, thinking that it was "ready" (which would require an inbred, swamp-dwelling redneck level of stupidity), or greed, wanting more people flooding into the game on the pretext that it's "out of beta".

They wanted to make this year's season for the eSport league they got into.... which was mostly Starcraft from what I read on their site.

You mean they rushed the release to get into the NASL?!? Jesus Christ...
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Mon May 07, 2012 5:14 am
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starlinvf

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Joined: Wed Dec 16, 2009 6:31 am
Posts: 1478
Post Re: Jetpack's vertical momentum issue
Trilandian wrote:
starlinvf wrote:
They wanted to make this year's season for the eSport league they got into.... which was mostly Starcraft from what I read on their site.

You mean they rushed the release to get into the NASL?!? Jesus Christ...


The release date given the current state of the game couldn't have been pure coincidence. When the release announcement was first made, the forums were pretty upset. And while the motives are understandable, it makes the months they spent dragging ass while they were doing design revisions all the more embarrassing. I even dare say that was the plan all along, and completely underestimated tester criticism to the original design concept (like physics among other things).
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Mon May 07, 2012 5:46 am
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hvcterr
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Joined: Thu Jun 16, 2011 3:41 am
Posts: 1567
Post Re: Jetpack's vertical momentum issue
Just to nitpick, that's not a "vertical momentum" issue, it's a "vertical thrust" issue.
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Mon May 07, 2012 5:53 am
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starlinvf

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Joined: Wed Dec 16, 2009 6:31 am
Posts: 1478
Post Re: Jetpack's vertical momentum issue
hvcterr wrote:
Just to nitpick, that's not a "vertical momentum" issue, it's a "vertical thrust" issue.


But can you really call it "thrust"?
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Mon May 07, 2012 6:01 am
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hvcterr
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Joined: Thu Jun 16, 2011 3:41 am
Posts: 1567
Post Re: Jetpack's vertical momentum issue
You might argue there's no mass for it to expel, but by the same token the maps have no actual planet below them, so the same goes for "gravity", and the whole thing is really just a simulation anyway...

Let's just say that the problem involves acceleration of the character, rather than the current velocity, or even the velocity times mass.
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Mon May 07, 2012 6:05 am
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Oroibahazopi


Joined: Mon Jan 30, 2012 9:26 pm
Posts: 1139
Post Re: Jetpack's vertical momentum issue
Given that the equations of motion of a body under the force of gravity and experiencing wind resistance have been solved for hundreds of years I don't understand why they aren't used more often.

I could write them out pretty compactly tbh, including some ski friction.


Mon May 07, 2012 6:10 am
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Trilandian
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Joined: Mon Mar 19, 2012 2:28 pm
Posts: 485
Post Re: Jetpack's vertical momentum issue
Oroibahazopi wrote:
Given that the equations of motion of a body under the force of gravity and experiencing wind resistance have been solved for hundreds of years I don't understand why they aren't used more often.

I could write them out pretty compactly tbh, including some ski friction.

Don't bother trying to talk science at Hi-Rez, you'd break their brains.
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Missing/Broken Features - tinyurl.com/TA-MaBF
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Varying unlock costs - tinyurl.com/TA-HRWTVUC


Mon May 07, 2012 7:50 am
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hvcterr
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Joined: Thu Jun 16, 2011 3:41 am
Posts: 1567
Post Re: Jetpack's vertical momentum issue
Meh, I'm not happy with several aspects of the physics engine, but I do want to emphasize that game programming is like theater. You craft an illusion as best you can, but a lot of the props will be fake if you look at them close up, and the set-pieces are really just single flimsy walls, etc. A "real" physics engine isn't always what you need.

The problem with T:A is that the illusion has worn thin in areas and the audience can see tell-tales that shouldn't be visible.
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Mon May 07, 2012 11:56 am
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