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View Full Version : Annoying things about WOHD that are not bugs



Aeroracer
17th September 2009, 01:46 PM
This thread is for aspects in the game that really annoy you and dehance play rather than enhance it but are not bugs, but rather how the game is.

my list is a s follows

Compulsory Ghosts on leaderboads

1.Downloadable ghosts on all tracks as a rule.Apart from a few generous players who do upload ghosts over the net this is a really annoying thing in wipeout.You try to get a top 10 record and miss it by miles cos you have no way of knowing what the player did to get that record.
In theory this can cause a situation where a greater player can lose to a lesser player who knows a BR trick or shortcut no one else knows which takes much skill from game and turns it into a knowledge game. Luckily many top players are generous in information sharing. But any game where the edge goes to someone who know a trick rather than their skill in the game has got to be annoying for many players.
In ridge racer you could download all ghosts of the records and see how they did it, not that it makes it easy as some moves are way to skillfull for most.

naff AI

I know elite is supposed to be hard but surely it can be made a little more realistic and not make the AI cheating as blatent.
Make thwm fly real racing lines make there ships handle properly
No more instant weapons, they must fly over pads like i do.

Wall collision

Need some serious sorting.
I really think they need to look at these silly plastic signs and plants and all the tiny little things that can make a ship flying at 800km/h suddenly stop dead and fly backwards..not only is it annoying, its totally naff.

I think wall scrapes are totally unrealistic and sometimes overly slow the ship down.

Not saying i want an easy track just mke it more realistic and not geared towards being annoying.I would like it so a crash could spin out your ship back to front, something thats more realistic.

Ship Damage

Wow..this suks so bad online sometimes.You get two ships that clash and and lock together and you lose upto 100% energy and blow up straight away.
Yet you can fly headon into a wall with a turbo and lose 10%..thats dumb.
Totally inaccurate dammage system imo.

these are elements in the game i think are rubbish.

just to end on a positive everything else is good and i stil love the game, i just think it could be improved upon and not so bichy to the player.

yeldar2097
17th September 2009, 02:03 PM
...I would like it so a crash could spin out your ship back to front...

For the love of god NO! I go through patches online where lag does this for me (and TCK seems to be able to do it deliberately ;) ). I don't want to have to worry even more about spinning 180 degrees than I already do.
Happened to me 6x in 4 races the other day, it's VERY annoying.

My additions:
Spectator mode - remove or fix, either way.
Lots more that I can't remember :)

Aeroracer
17th September 2009, 02:04 PM
lol..Ok drop the spin outs.if you cant handle them no one in the world can.

Connavar
17th September 2009, 02:06 PM
I agree, the ship-ship damage is a joke, it should be reduced by a huge amount,
like 90%. Sometimes I'm between 2 ships and I lose ALL my energy in about
5 seconds, and also when I'm taking risks by Barrel Rolling at 15% energy and
then carefully avoiding all the walls, it's SUPER annoying to have another online
ship collide with you and then BAM.

Wall collision = it's fine, because at least you're in control, just play better and
the problem's gone.

Spectator = why don't they implement a smooth system? If the answer is:
because there is lag online and not enough information to know the exact
orientation of all the ships ... then I say: let's add a DELAY, even a 5 seconds
delay, to the spectator, so the PS3 can gather enough samples for each ship
and then accurately interpolate the intermediary positions and rotations etc,
then it will look super smooth, albeit with a 5 seconds delay that nobody will
care about (how can you even know that there is a delay!)

finngers
17th September 2009, 02:17 PM
Don't really agree with you on the crashing thing but the spec mode fix would be nice along with the online ghosts thing

imo weapons should do more damage theres just not enough eliminations online :P

also when the 15 secs countdown is going down I think you should still be able to change ship

slimjim
17th September 2009, 02:18 PM
Wall collision

i tend to feel a little scrape can slow you down alot and ruin a lap maybe its just the way i pilot not sure if there is a set amout you lose for scraping the walls

karsten_beoulve
17th September 2009, 02:20 PM
the question is:

someone from SL do actually read our suggestions?

ACE-FLO
17th September 2009, 02:24 PM
they do come here from time to time, to get an idea of what they should attempt to fix in future patches... :) yeah, I think Collin Berry was visiting this site just a few days ago, If my memory serves me correctly. I always see that he is checking out the WipeoutHD thread!

Darkdrium777
17th September 2009, 02:50 PM
Well, that's the kind of thread I wasn't sure I wanted to make, because I'm unsure how it would resonate with the developers. I know some appreciate concerns and criticism to help them make the next game better, but some might not, so I'll start by saying the following.
WipEout HD is a great game, available for purchase at an incredible price. That is why I am a bit saddened that such a deal will never be available worldwide on blu-Ray, or so it seems.
But I said it before, there are many things I don't like about the game in it's current state, so it may get a little critical, just a warning :)
I'll start by the obvious flaws that possibly deter the use of the feature affected for most people, and then go on to stuff that annoys me probably more than other people (Not saying these things will not annoy other people, just saying I don't know if they do annoy other people.)

Voice chat

Since the 25 of september 2008, I have been unable to use voice chat in this game. Unfortunately, it appears to be an issue with the code and not my internet connection, as I was able to use voice chat perfectly well in Resistance Fall of Man online, which was a launch title for the PS3, and on a network connection about four times slower at that.
This is something that prevents the community from exchanging while in-game, and is definitely one of the most important features that has been bugged since the beginning. It prevents people from exchanging while racing, and therefore removes any opportunity of saying "nice shot", "****" or "good race."
Sure, we have text chat on the PS3 XMB, but WipEout HD was released and sold with Voice Chat advertised as supported but not functional. And then not everyone in the race is necessarily in the text chat room.

Online netcode

First, I realize this game doesn't have dedicated servers, so the situation will never be ideal. However it can definitely be improved, and massively, and if ever it is, it will remove many things and problems that show up only in the online mode.
There are many examples of games using peer to peer and online matchmaking, and still many that have much less apparent lag than WipEout HD. I can think of Gears of War, Unreal Tournament 3, Resistance Fall of Man, etc. And even Epic Games' games (Gears of War and Unreal Tournament 3) do not have perfect netcode, however it is much better and precise in that the position of other players has to update more frequently because it is a shooting game. If WipEout HD was to have as much precision, it would be much better online, and would probably solve two things:
1- Spectator mode. In it's current form the feature is useless, as the position of the ship usually has a "drift" of four meters or more from the actual position of the player, and it is also quite jerky it the movement.
2- Ship collisions online. This is ridiculous, you can lose about 40% of your shield energy because of lag and your ship getting stuck next to another ship from another player. If positions updated more frequently, and there was not as much drift, I believe there would be no such problem, or it would be much less serious.
Lastly, we know that Sony Liverpool and Evolution Studios are somehow working together. I have played Motorstorm online a little, specifically Pacific Rift very recently, and even that game has more precise netcode, or so I felt. Whenever another vehicle collided with me (which was quite rare), I heard the guy say he wanted to take me out over the voice chat (another feature that's working!)

Weapon power

The weapons slow you down too much, it's simple. Especially the Rocket, when you get hit by three of them. This was changed, there is no point in denying that. The gameplay becomes too reliant on weapons in single race, among the best players it is not rare that the one who won the race did so because he picked up a single missile at the beginning, and got rid of his opposition. Call me old fashioned, but weapons that stop you for about half a second are enough. That would be more like WipEout 2097/XL, and I believe it would make driving a much more important aspect than luck.

Level design

This is where it's important guys. If you can't fix the current stuff, at least make the rest future proof. You've no doubt seen by now that I found spaces in the game where there were certain respawn zones missing, allowing you to jump through walls and shortcut to another part of the track in Speed Lap. Since Speed Lap is a mode that is relatively glitch free (minus the Boost Reset that you attempted to fix, but is still not fixed!), you should concentrate on keeping it that way.
That means you need to refine your quality testing of the levels, and use a "preventive mind" approach to level design and placing the respawn zones.
What I mean by that is:
1- Make sure that no object, collision or wall has issues. Walls of the track should be continuously smooth for example, you should be able to grind around the track continuously without hitting a point where the ship rebounds. This is something you cannot currently do on Talon's Junction or Tech de Ra. Also, make sure there are no holes in collisions, for example in Modesto Heights Reverse, if you turbo after the mag strip to fly into the two 90 angled turns, and you hit one of the pedestrian overpass glass cylinders overseeing the track, you can enter it and stay stuck there, instead of simply rebounding off as you should usually do.
2- Place respawn zones in a smart way. This means all around the track, do not forget a single spot. Place them everywhere but make sure that they do not prevent people from doing something that is realistically possible, for example flying and landing back on the track. In some places on the original HD tracks, there are places where flying is prohibited by a respawn zone where there is no object in place, and in other places, you simply lift off the track a little to early, but still can land on the track, and there is a respawn zone preventing it (Not even a shortcut, it's that right turn before the magstrip on Metropia Reverse, too often you just touch the pillar on the right side and you respawn instantly when you shouldn't have to.)
In conclusion and hopefully summary: use collisions to prevent people from going through objects, and respawn zones to prevent people from flying off, falling off or going everywhere and shortcutting a track through a collision hole.
So make sure there are no oversights in level design, it is primordial for a glitch free game. The Zone Anulpha Pass glitch was obviously caused by the use of a respawn zone instead of a solid collision.

Splitscreen

You said at release that this would be like single player, except at 30 FPS instead of 60 FPS, but with no features removed.
First, it's obviously not running at 30FPS, it's more like 25FPS, or 20 something, barely sufficient for a fluid illusion of movement. Level geometry should be culled (removed) to attain sufficient framerate.
Second, a primordial feature seems to never be working: the boost start. I've never been able to do one, probably because of the abysmal framerate (though barrel rolls seemed to work fine, which is weird.) So yeah, next game: make sure it works. I love playing with my friends in split screen but it really falls short of the single player experience at 60FPS, with boost start and fluid motion.




All right, that's gonna be it for now because my laptop's battery is dieing. Plus I have a class.

yeldar2097
17th September 2009, 02:53 PM
I was wondering when you'd arrive DD :P

100% agree on all of that. I knew i'd missed something ;)

karsten_beoulve
17th September 2009, 03:12 PM
If i can dare, i would like some kind of "skill pairing" rooms, where the games puts together people with similar skills/rank and such.

lastly i'd like to have the times available on a webpage to be checked7printed and such.

beside that and the other suggestions (expecially ghosts of the champions!) i think all is more or less well.

Connavar
17th September 2009, 03:23 PM
Fully agree with you DD!

A netcode improvement along with voice chat would be fantastic ...

but even without I think it's already possible to improve (not really fix) the
ship collisions (how about completely removing ship-ship damage?)
and spectator mode.

superpj1
17th September 2009, 04:57 PM
when the countdown is going down I think you should still be able to change ship

I agree. When a hobby is full (8 players), the countdown begins automatically after 2 or 3 seconds, which makes it impossible for the players to change ship. This is VERY ANNOYING ! The only workaround is to go to the track selection screen to stop the countdown.

Fasty
17th September 2009, 04:58 PM
Seconding the complaint about slowing down too much when scraping against walls. It makes the game too stop/start and really saps the enjoyment out of screaming round the track, even if you are a bit hopeless and scrape a few edges along the way. The racer with the better line will still win, and the more rubbish amongst us will still have fun. Obviously if you hit an edge at too sharp an angle you should suffer a fair amount of speed loss though.

Aeroracer
17th September 2009, 05:14 PM
Wow @DD77... brilliant post he said what i was trying to say but said it in proper game terms plus added additional things that i agree with too. like voice chat is total naff.its double echos and i cant understand a word it pust me off my game.

The game is good but their are annoying aspects that need to be sorted.

crawdad62
17th September 2009, 05:24 PM
Echos? It sounds like the adults in a Charlie Brown show (sorry if that too old for some of you folks). I've never heard one thing in chat. Agreed it should be fixed. I say fixed because there are games that it works well in.

Spectator mode should just go IMHO. I think a lot of issues arise from its implementation.

Weapon damage is a bit over the top too. I'm pretty sure something must've been changed somewhere in an update. I don't remember being hit and coming to a screeching halt when it first came out.

KGB
17th September 2009, 05:45 PM
I wouldn't like voice chat to be working when your actually racing, as i was in a room once with two lads who obviously knew each other. All the time they were racing they were talking about what happened in school that day! Not only were they affecting my racing but they had had double maths that day which they hated. They did say over the airwaves "nice one kgb" which my son loved for some reason. I'm glad I have never entered a room like that again.

Everything else though I think Darkdrium777 has spot on

leungbok
17th September 2009, 06:20 PM
At the moment, the most annoying thing about Wipeout HD (and it concerns too, Fury and all the wipeout games), is the fact that i have no time to play. F***ing work to do 'till October. ;)

SaturnReturn
17th September 2009, 06:21 PM
The lack of weapons warnings annoys me. It even happens offline when in Detonator I can not be warned of bombs ahead and in Zone Battle not be warned of brand new barriers. Online it's ridiculously inconsistent.

The shield situation. If I get knocked down to almost zero shields, I can slow right now and gradually drift to the wall. Then even the slightest knock will cause me to explode in a giant ball of flame. Seriously? Does the ship need some crazy shield to handle a tiny little bump? Apparently in the future, the flower pots are made of stronger materials than the anti gravity battle/race craft. I don't even have a shield for everyday life, but I don't spontaneously combust every time I fall down, and it happens often! At least in real life if I did blow up then it would only happen once.:lol Certain ships seem kind of pointless because of the shield situation. I was getting destroyed by all the ramming while I was in Icaras the other day, so I tried Auricom. It made no difference at all.

Mines - still too many of these. I'm convinced that the big that caused them to stay too long on the screen still happens some times. The tracks are often too tight for them in my opinion because there are places where they just can't be avoided.

Rockets - overpowered.

Reach beam (decided that's what it's called now - not leech beam) - It used to reach forward and pull the opponents back just a little while also draining energy. Now it just sucks! Only gives about 8% too. I think it was fine before they made it an uber weapon that brought you to a complete stand still and then sent it right back in the opposite direction.

Spectator mode - pointless.

The time delay on weapons. Often I go over a pad, pick up a weapon and absorb it to survive. Or at least that's what should happen. Instead the weapon didn't materialise and I get blown up.

AG-Systems - Virtually everyone uses it. Those who don't use it in team games are basically an easy target, as I realised recently.

yeldar2097
17th September 2009, 06:56 PM
At the moment, the most annoying thing about Wipeout HD (and it concerns too, Fury and all the wipeout games), is the fact that i have no time to play. F***ing work to do 'till October. ;)

But you never know, they might fix it while you're away so it'll be even better when you return! :g

One more: The bgm for the fury menu needs to be longer (or include playlist playback :))

Lapped bombs can **** right off as well :nod

RedScar
17th September 2009, 06:57 PM
Saturn is Right, even if I have raced with AG-S since the start it is a bit OP.

Collisions, This ties into the net code but I Can't stand them. Nothing ruins my racing fun knowing that I died because I get stuck under someone on a longer turn and push into the wall killing 30 shield energy. I realize this is a racing game and physical contact is unavoidable, but when I lose more shield to laggy collsions then weapons there is a problem.

Darkdrium777
17th September 2009, 07:01 PM
Correction: the Leech Beam was always like it is now, it's only with the change with the Rocket that it started to pull people backwards and become over powered, as it even cancelled a turbo! So they changed it back. Yes, the Leech Beam remains virtually useless as it does not cover the energy expense in absorption or use for a single Barrel Roll.

Guys, I'm really happy for you and I'ma let you finish, but I have to post some of the best annoyances of all time! OF ALL TIME!

Right, now I'm plugged in and charging, so let's go on:

Online menus

First, let's start by the online game list. You have a way of listing every game available that is appropriate, you list the player, the race track, if the game has started or not, etc. However, the problem is that such information is only available for a fraction of a second! It keeps flashing back and forth, back and forth, to the point of driving you insane just because you can't read what the whole race is about in one second! My recommendation is to create stylish icons or even new categories to denote if the race is in progress, and what speed, track and etc it's played at. Sure, you can read this information right now, but damn it's tedious just having to wait for the little thing to flash back to what you want to read.
Besides, it makes the whole lobby look like some hyperactive disco party.
Then, you have added so many icons at the bottom that it has become so cluttered, and these too flash back and forth with the track list if it's a tournament, arrgh. Please, allow the option to check up in a list what the track (tracks) that are being raced are.
Conclusion: less flashing, more readable information, please.
Now it concerns the filters by which you can search. This part needs some serious extension. You have added in so many customization options in the new patches, yet we have about what, three filters? Friends, region and speed class? How about what tracks, how many laps, barrel rolls on or off, pilot assist, etc.

brb, gonna post more later (probably, if I can remember)

SaturnReturn
17th September 2009, 07:22 PM
I'm pretty sure it ever so slightly pulled people backwards before it became super powered. It was subtle, but I'm pretty sure it was there. Then after that update it pulled people to a virtual halt, so by comparison it felt like it did nothing before.

Darkdrium777
17th September 2009, 07:27 PM
No it had no effect, it just sucked energy. I am 100% certain. It's back at exactly where it was, and where it was like in Wip3out where the energy drain first appeared.

DISRUPTOR
17th September 2009, 07:29 PM
1.Records that work. With cheats and glitch times removed monthly.
2.Wall scraping is unrealistic and slows you down more than a head collision with a wall.
3.Ghosts available for all TT's and SL would help arrange to leaderboards into it's correct order and ensure all races, TT's and SL's are based on ability rather than secret Barrel Roll locations and shortcuts.
4.Damage collision is broken and needs reworking.
5.Ship to ship collisions are broken.
6.Remove or disable all small objects from the track that can stop your ship dead. Would they really make tracks with stupid little items on them to make you crash, for example a street light that over hangs over a track where you jump.Or a wingnut on the metalwork walls on tracks like metropia.

SaturnReturn
17th September 2009, 07:29 PM
OK. Well I still think I might be right. No matter. It is what it is now.

Aeroracer
17th September 2009, 07:38 PM
leech did pullback im sure of that. It does on pulse still. leech suks now..pointless weapon

Leech beam=absorb ..yummy.. yummy

Darkdrium777
17th September 2009, 07:53 PM
Leech beam does not slow down on Pulse, it only impairs vision because of camera effect. Anyways, this thread isn't about leech beam only (which is by far the smallest of weapons on the annoyance scale)

Aeroracer
17th September 2009, 07:58 PM
by the look of the thread it seem the same things keep popping up time after time.

but regardless of these bum issues we all gotta remember that wipeout is still to cool game cos we all still play it ..it just could be even better with a bit of attention from SL.

XBARNSTERX
17th September 2009, 08:15 PM
Leech beam did pull you back(i'm 100% certain), now it does **** all.
Online ghosts, my own ghosts glitch, in TT more so. Does anybody really want to download a ghost that glips 5 seconds ahead. I think not.
Rockets take the biscuit, too many mines/ bombs and shields seem to be all i pick up.
Ship collisions, fed up being pushed sideways into a wall because i cant maintain the path i want to take.
Spectator should be removed, totally useless IMO, and dull.
Back dropper bombs shouldn't effect those in the lead.
Lastly i agree with DD, online menus = to much info , not enough games.:?

Kyonshi
17th September 2009, 09:22 PM
I know its not a technical issue like most of the reports here are about, but i think its a considerable issue, regarding online playing and replay value. Without being actually annoying, it should be developed nonetheless for the following reasons.

WipEout HD/Fury in mainly based and conceived on online playing. No elborated story mode and no characters introduced, its not hard for anybody to point out the main purpose of the game. Therefore, in any multi-player, online game, you have proper identification of your character or ship, in the case of WOHD. I know this feature was already implemented in Pulse, and now im clueless about the fact it has been rejected for HD.

There's already in-game skins for every team, but there's only 3 and all are elaborated in very singular way according to the respective team colors and sponsors. Plus, the neon and silver skins are not that original, even less when everybody unlocked them and think its cool to show it... but everyone on the grid had the same idea.

Personal visual signature would acutally be very interesting for lots of players, its always fun to be recognized around, to develop something original about your virtual persona. Now some may ask "What's the use of this beside being only aesthetical? I would suggest having some images and elements of design, unique color shades, to be unlocked when reaching specific rank and other achievements on the track, may it be the current "Badges". Although lots of us have already got most of the badges and some are highly ranked, this would mean having new trophies, badges to win, or new in-game challenges to have a chance to win design elements.

If its not for the current WipEout title, custom skin design must be introduced in the next one at least.

@SaturnReturn

I'd like to differ about your opinion on Mines. There's actually 3 ways to get rid of them - Cannons, Quake and Shield. There's no reason to remove any amount of them, its not impossible to get rid of, and you must learn to avoid them. Plus, maybe Missile and Rockets; even if you can't blow all 5 Mines, you can at least save some damage with those weapons. Of course, everybody will learn to put them where they're the most lethal; on the narrow portion and/or the overpass on AP, the uphill on Ubermall, over the gaps in the tunnel on Vineta K, etc. But i say its part of the strategy! :) That's what WipEout is all about. If there wouldn't be no narrow track portions at all, people would learn to spread them wall-to-wall, and its already happening actually. One thing you're right though: Rockets are over-powered by the fact they slow you down ****ing too much, that's ridiculous beyond reason...

billychanxtr33m
17th September 2009, 09:34 PM
Leech beam does not slow down on Pulse, it only impairs vision because of camera effect. Anyways, this thread isn't about leech beam only (which is by far the smallest of weapons on the annoyance scale)
in pulse the leach beam had a pseudo disruption bomb effect where it would randomly jerk your ship around a bit. i dont know how it was when hd was first released, but when i first started playing the leech beam did slow people down a bit. now that it doesnt, it is completely useless in single race and only sorta usefull in its supercharged eliminator mode.

anyway darkdrium i really like your points, and ima let you finish, but kanye had one of the best YTMNDs of all time http://yotaylor.ytmnd.com/

my biggest beef that hasnt been mentioned is the cannon. it does no damage, and will only work if you have a flat enough track to not deflect the bullets away from your target. so really the only place where the cannon can be used as an advantage is the long strip around the start on anulpha pass.

for those complaining about weapon damage and lapped mines i think they come with the territory. if everything was puppies and kittens and nobody got eliminated during races where would the thrill be? lapped mines help keep the first guy to get some separation from just running a time trial and being insured the win. to put it harshly, if you dont want to get hit with weapons, go play another game.

@Kyonshi
i dont agree with you about custom skins. i think having no custom skins makes hd way more classy. most the user skins for pulse looked like crap anyway, and that was on a tiny screen. plus everyone would be running with the few skins that were actually good looking anyway so they wouldnt be good for identification. when you are within visual range of a ship you see the user name above it, ive never had trouble identifying my opponents.

and for the online; wipeout hd was a 20$ technical tour de force. you play through the grid, work on some hard trophies, and have leader boards for time trials ect... as far as im concerned, the fact that there is a stable online component with user ranks and badges is a bonus.

Darkdrium777
17th September 2009, 09:52 PM
Moar:

Off duty announcer/get your priorities straight!

Needs little explanation. The announcer sometimes omits to warn us about incoming weapons fire, and sometimes even the visual cue does not show up.
It's gonna be quite long because it concerns multiple game modes, and I'll skip lines to organize in paragraphs, but this all concerns the announcement and warnings until the next bolded title.

Detonator. If you read the forums frequently enough, you know that there is a problem in Detonator where the Bomb is not announced properly. Very often it is just the audio that is missing, but even sometimes the visual warning can be missing, my theory about that is incorrect spawning of the bomb inside a wall/off the track, etc. (Which should be fixed too if it ever happens!)

Single race. How many times have you been first, only to run into the bomb of the last place guy after a tight turn? I feel the announcer should still warn about the bomb, even after a few seconds it's been laid on the track. It should warn everyone until the bomb explodes. My suggestion for that to happen is this MS Paint art (I'll be selling it on eBay, 300$ minimum bid)

http://h.imagehost.org/0403/bombwarnradiustransparency.png

As you can see from this magnificent piece of modern art, there is some heavy symbolism employed that I will have to explain.
First, the blue vertical lines on either side are the track walls. Then, we have the grey circular object with the red cross as the star role: the bomb. Finally, we have two ships racing, one resembling Goteki 45 and the other some kind of Piranha; these have the cyan trails behind (Just like in the game!) Finally, the weird part is the red circle which appears to be all around the bomb (It is.) This circle is the key. This circle is special. I'll explain:
This circle is actually a spherical volume encompassing the bomb and part of the track before and after it. This spherical volume has the ability to detect ships coming in and going out of it. This spherical volume is the trigger to the announcer yelling for any pilot inside this volume: "OMG JC A BOMB. A BOMB. (http://www.youtube.com/watch?v=NG1qKzIsisU)"
This way there would be no **** up in Detonator, and no **** up in Single Race either, cause every bomb will give a warning, doesn't matter how much time it's been since the bomb was placed. That would be better.
It should be the same for Zone Barriers too. And MINES. Forgot Mines.
I hope you understand this fine piece of art.

Next, the quake. Ohohoho, it goes up to get the guys six seconds in front now does it? Except these guys get no warning whatsoever. It seems you've accelerated the quake and it moves at a faster speed, but didn't extend the warning zone in consequence (Actually, not seems, you did.) You should attach one of these lovely spherical volumes to the "wave" so it moves along with it, and it would warn everyone of the quake, everyone who is in range of that volume at least. That would solve the problem. :)

Now about those priorities, this would be the shortest part probably:
I don't care if I do a perfect lap, or eliminate someone, what I care about are weapons being fired at me. Right now, the announcer will prioritize these trivial announcements over say: "OMFG THERES A ****ING QUAKE BEHIND YOU!" You know, kind of annoying. Needs to be in reverse. Also, same for the new Zone Battle or whatever else, make sure that stuff that can hurt you is sent first in priority to you before say "Five Point One" or "You just killed JohnDoe, I bet he's really pissed off, and oh by the way nice perfect lap." and then kaboom you just got hit by the missile fired three seconds ago while you had a shield, "OH **** MISSILE, I'm so sorry. :("

Speed Lap and Time Trial energy restoration

Aigh't guys, this one's simple. Engage God Mode. No more of this % by % increase, 'cause on tracks like Sebenco where you can do 87 bazillion barrel rolls per microsecond, the energy goes down fast, and when you reach these fifteen (15, five plus ten), it goes DING! then back up to 16, then DING again, back up, DING, etc. In case you didn't figure it out, that DING is annoying. So yeah, God Mode that thing and just leave 100% on at all time.

SaturnReturn
17th September 2009, 10:09 PM
Kyonshi - What makes mines annoying for me is the quantity of them. Sometimes half the field gets them at the same time. Maybe that's more a weapons randomisation problem or something. I am getting better at avoiding them but in terms of narrow tracks I'm talking about places like Ubermall, where they can be dropped in places that makes them impossible to avoid. It wouldn't be so bad if you could slow down just a little and go round them, but often that leads to a load of ships running straight through you and ramming you through them at the same time. But if you hit them then you'll pretty much come to a stop and be rammed up anyway. I also don't really find there's much strategy in dropping them in the really obvious places. So yeah, not saying they shouldn't be in it at all, and maybe I really only find them so annoying when linked to the other issues, but they're still annoying.

Aeroracer
18th September 2009, 01:42 AM
wow @Darkdrium777 detailed post...really good..love a picture to make things simple:nod:nod

yeldar2097
18th September 2009, 02:48 AM
hooray for leech beam: it didn't, then it did, then it didn't. end of.

Another thing: Some people being solid at the start of a race when most others are ghosted. GRRR

IH8YOU
18th September 2009, 02:42 PM
Kill dead hosts, whether by a.d.d. or rank padding, sitting in a dead lobby sux. No controller activity within 5 minutes total, get punted from race / room.

Ditto Yeldars bit on leech beam. Useless / Sweet ( for 2 weeks ) / Useless yet again.

Motorsagmannen
18th September 2009, 08:18 PM
@finngers: the countdown used to work alright up untill the release of fury. but hosting a full room means you get mo time to change. if you keep idle at the track select menu only the other players are able to change :P

Kaede
19th September 2009, 12:29 AM
Concerning the "Off duty announcer/get your priorities straight!" (interesting), I would like to add something : maybe it could be useful to make the trigger bigger when playing in fast classes, smaller when you play at low classes ?
That could also be useful for the weapons sounds attenuation relative to distance, btw ? I haven't paid enough attention checking if the weapons sounds already work like that (I doubt so, though)

Darkdrium777
19th September 2009, 01:09 AM
There is a Doppler Shift effect in the game already, if you are wondering.

Reverb/Sound effects and modifications

This one will be short, but please make sure that anything you make in the future as a reverb effect is not as obnoxious as the effects you get when playing in 5.1 surround sound on the new WipEout HD Fury tracks.
I don't know if it's a bug, or if it's actually been implemented this way on the new tracks, but there clearly is a difference and IMO the new effects are intolerable as they completely mute out the music. So if you're playing HD tracks and Fury tracks alternatively, you have to keep modifying audio settings.

DawnFireDragoon
19th September 2009, 01:53 AM
i would definitely class the leech beam as something 'annoying about hd that are not a bug' in terms of not really been a great weapon and it's visual quality. i hope it doesn't re-appear in the next title.

crawdad62
19th September 2009, 04:48 AM
In Eliminator mode. If someone quits (or abandons the room) their ship is still live. I ran into the same two damned ships repeatedly since those to pu$$ys never even started the race. Of course by banging into them they float to different parts of the track so it's not something you'll be able to memorize.

Aeroracer
19th September 2009, 10:26 PM
@Kyonshi ...totally agree..custom skins and personalising your ship so its unique is without question the most asked for thing.

Not really what this thread is about cos its not in the game..but good all the same...


@Yeldar...100% correct lapped bombs from lapped losers must go...

to be honest any player who drops a bomb hoping the leader may hit it on the next lap is poor sportsman.

lapped losers cannot ever win by droping a bomb only annoy the leader and effect his/her leaderboard time it is impossible to catch up from that positon.

I got got lapped bombed 3 times by loser in one race it annoyed me so i sent message to tell him to stop it..he replied "F**k YOU B***H" we played again and lapped loser did it again so i parked up waited for him and just spent whole race following behind ramming and shooting..i managed to destroy him 4 times..wow it was fun..but he quit and sent me more abbusive emails later..

think his id was darkside:turd:turd or something like that..anyone who plays him please blow him off the track..theirs no need for abusive emails....ITS A GAME..

Vartazian
19th September 2009, 11:30 PM
Yeah theres this weird bug online I ran into the other day. It almost never happens but its very annoying.

Me losing. :/ SL please fix this.

;)

In all seriousness being in first and not having quakes called is VERY annoying.

BlochNWhitey
19th September 2009, 11:54 PM
One or two things from me.. the first bit of amphiseum where your ship bumps right at the end of the mag track. D;

Uhmmm, also, there absolutely needs to be a limit on how many times people can pick Sol 2 in online races, it's terrible.

Aeroracer
20th September 2009, 02:17 AM
lol@varti.....thats a serious bug your talking about their.....can we race agin soon..i need you to see if i have improved since last time..ive been practising still:)

Vartazian
20th September 2009, 06:55 AM
Yeah ill be up for a match. Ill fire up the AG SYS to get ready to take on a Feisar ;)

Sausehuhn
20th September 2009, 05:22 PM
Rumble

Yeah, it may sound like a minor issue to some, but for me it really got annoying. Normally I like rumble, but it's just over used for me. At Phantom the controller keeps shaking 9/10 of the race because damage and speed rumble sums up. Why does there have to be a rumble effect when I cross a speed pad?! I'm always like "what did I hit this time?". An option to modify the rumble effect is my wish here.

And I strongly agree about whats being said about the colision/damage thing. There's just too much fight on the track that can get you from 100% to zero within seconds whitout even drive incorrectly.

eLhabib
20th September 2009, 05:27 PM
Max, you do know you can turn the rumble off completely, right?
But I guess that's not what you meant, just a selection of events where it should rumble - which is impossible, sadly.

Sausehuhn
20th September 2009, 07:34 PM
Yep, I know. And I also did indeed turn it off, but as you said, that's not what I meant, though for me it's still better than HD's rumble at the moment.

DISRUPTOR
20th September 2009, 08:18 PM
Ship to Ship damage, when two ships fight for a racing line and their energy drains to zero in few seconds isnt such a bad thing. It can be used as a tactic for a ship with full enegy to take out a weaker ship by locking with it. The weaker ship always has the option to side shift or simply take their finger off the x button which may explain why SL has a sensitivity level for X.

Wall scrape damage on the other hand needs to be fixed as the dammage taken from them is too high.

Darkdrium777
20th September 2009, 08:54 PM
^facepalm

Come back and talk about the collisions in online races when you actually know what you are talking about.
There's no "tactic", no "skill" no nothing involved. It's just terrible lag and everyone suffers from it, to the point that you can actually lose online races because of these collisions and the fact that all your energy is drained 1/4 into the first lap.
And yeah, steering away or slowing down doesn't work, you still get sucked up by the ship that's hitting you. I tried that multiple times, trust me, you can't do **** about it. You just have to hope you make it through and don't end up being pushed through the track or off the wall, or destroyed.

Aeroracer
20th September 2009, 08:58 PM
I can see what disruptor is saying..thats if you got full energy and you think other ship may not have go in lock ships and they may end up blowing up.

scummy but probally happens all the time.

Right about no skill required just a guess of their energy level is all i think is needed.

DISRUPTOR
20th September 2009, 09:04 PM
@darkdrium777 well it worked well when i blew you off the track last time i was in a game with you. your energy must of been a little lower than mine.

A little more respect in the forums darkdrium, even if I am wrong which I am not, their is no need to adopt that shitty attitude with me whoever you may be.

Thx

Darkdrium777
20th September 2009, 09:14 PM
Oh it works well did it? Want to try again? It's been a few months after all.
We'll see if it works well.

btw: you are wrong: it's lag, not you. You don't have control over lag. You might want to push me off, and yes, in that case it might appear that you have succeded with just the push you give, but on the other side, the ship is still pushing the other player because of the lag. So while you are back to driving normally, on the other side it doesn't appear as such.

Vartazian
20th September 2009, 09:17 PM
Disruptor. Your Wrong. Plain and simple its a lag issue.

I wouldnt try attacking DD777 either, hes one of the best of the best.

Amorbis
20th September 2009, 09:22 PM
Unfortunately I have to disagree with you, Disruptor. Ship collisions take off far too much damage, especially when there is so much lag which makes it almost unavoidable. I might agree with you if the game's online was more stable and the damage was toned down slightly but at the moment ship scraping damage is more annoyance than anything else.

Bashing is also an issue too, in a lot of my races I get bashed around the track and I possibly fall off or are destroyed where the other ships are unaffected. This happens to other people as well. I'm guessing this is because of lag, too.

DISRUPTOR
20th September 2009, 09:36 PM
I dont think you understood what i was saying.

Yes it is a lag issue.
No you can not ram another ship off the track or out of the way, it is all lag and luck.

Yes you can lock up with another ship and both lose your energy in a few seconds.So when I have full energy and I believe another ship has not I will if I can make as much contact with the ship with the intention of making their ship explode before mine does by drainig off both our energy bars.


No personal attack intended to darkdrium, his attitude in his post was insulting and i answered back likewise.

Lance
20th September 2009, 09:39 PM
Which would make both of you wrong instead of just one. No further such remarks from either of you, please, or the infractions will start.

Aeroracer
20th September 2009, 09:51 PM
regadless of if this is a tactic or not dosn't interst me.. the damage taken from ship to ship and lag issues is way to great and can spoil many games for all skill levels of players. this point has been raised by many.:rock:rock

Vartazian
20th September 2009, 09:55 PM
My Poor little AG SYS is a Ship Magnet. She gets pushed around by all you big bullies :(

Darkdrium777
20th September 2009, 09:56 PM
Ok, it seems I misunderstood what DISRUPTOR meant.
I thought he was saying that collisions online were fine and shouldn't be modified (which is a lie, they are most certainly not fine for anyone, thus my reaction.)
He says that you can hit other ships to try and get them out of the way. Ok, that's something valid. However there are still problems with that in online races (In offline races it works) so it should still be slightly modified.
All in all, it comes down to lag, because like I explained earlier the ships positions on your screen in online races does not necessarily represent the actual position of the players in the race. So there's the problem of trying to hit another player and actually hitting them.
And then, there is the damage output, which is way too high. Sure, like DISRUPTOR said, you can deal lots of damage this way, but it is still incorrect compared to offline races where the damage dealt is much less, so this should be modified.
Finally, there is the fact that steering out of such a lock is nearly impossible, I have tried this many times whenever it happened as many others no doubt, and it doesn't seem to work. This should also be modified as to be correct and just like in offline races where it is possible to steer away from other ships colliding with you.

So sorry for the misunderstanding.

Lance
20th September 2009, 09:59 PM
~~I thought he was saying that ~~~

IIRC, did not DISRUPTOR state at the time of joining the WZ a non-maleness of identity?

Darkdrium777
20th September 2009, 10:03 PM
I don't know... If that's the case I'm doubly sorry I guess... ;)

Lance
20th September 2009, 10:04 PM
Triply.

Vartazian
20th September 2009, 10:51 PM
Gawd Lance, splitting hairs now are we? ;)

Lance
20th September 2009, 11:19 PM
No.

`

Darkdrium777
21st September 2009, 12:33 AM
`I see a split hair right there! :g

Lance
21st September 2009, 02:42 AM
No, that was just a bug.

-----

I was a touch too subtle. A sometime failing of mine.

Darkdrium777
21st September 2009, 04:40 AM
Waaaait, I think I got it.

DarkdriumSorrySorrySorry

That it?

Lance
21st September 2009, 07:27 AM
No. But I think just possibly it would be good to return to topic. :g

I am nothing if not enigmatic.

abukii
21st September 2009, 03:13 PM
I have another small annoyance with WipEout. (Getting back on-topic), if you destroy another craft in WipEout by collision, leech-beam or any other "non-lethal" way (ie- drain the ships shield to [below] 0), you dont get points for a kill, but it most definitely counts towards your overall deaths. Not that I care, but its as if the stats pay no mind to a kill this way. Collisions and LB's are a couple of the many strategies in game.

NightArh
21st September 2009, 07:05 PM
Russian Translation is like... in cheap pirate russian edition... I hate it. It is so stupid. For example track Sol 2 was translated as Соль-2 (Salt-2) Thats stupid cos the track is powered with solar energy but not with the salt :lol\

SL do not translate proper nouns please... It looks very sad

ProblemSolver
23rd September 2009, 08:53 AM
I want to add the following remarks:

a) Most of the respawn-walls are annoying while playing ZONE. For example,
the respawn-walls placed next to the stepped-section on Syncopia are miss
placed. Likewise, on Syncopia and on many other tracks (but not all), there
are respawn-walls aligned with the edges of the track. On Syncopia it is
virtually impossible to grind upon an edge and not getting respawned
immediately. In general, most respawn-walls aren't even necessary in ZONE
mode, most of them are too close to the track.

b) The camera zooms out while getting into higher zones. While this is ok
till zone 100 it becomes quite too much from 120 onwards. Same holds for
the sensitivity of the airbrakes (they become too sensitive).

c) The Zone Battle HUD is far too big.
d) The Zone Battle AI crashes into one's craft for no reasons, esp. at start.
e) There is a transparency issue with the Zone Barriers when they are arranged
behind each other (they can't be differentiated).

f) While being low of shield (in standard races) someone suddenly gets a
quake. This happens quite too often and isn't any coincidence.

Vartazian
27th September 2009, 09:17 AM
PS point f is BS and you know it. You just are looking for something to justify your constant deaths. Dont go below 15 HP. Problem solved. (PUN INTENDED)

Thats just like saying "The Amount of rockets that hit me when someone is behind is absolutley unnerving! Fix rockets!"

Also you stated to me "I barrell roll too much" Which furthers the point that its not the quake thats the problem.. its you.

Now complaining about the SLOWDOWN is another story.

abukii
27th September 2009, 06:50 PM
Im not sure if this is a bug or not...but it IS annoying as all hell. Ill start a race on 'elite' difficulty, finish first, only to get a 'skilled' trophy. This (seriously) has happened over 20 times...and is driving me absolutely nutz!!:bat

ProblemSolver
27th September 2009, 08:39 PM
@Vartazian: Dude, grow up. Point (f) is not about me nor about whether I get
eliminated from a quake or not. You can read, can you? Well, I just simply
said that there is a certain dependens in being low-of-shield and a quake as
a pickup. You may likely never experience this as often, but if one is below
15 or 10 at the end of a race, a quake is rather likely to happen. This happens
quite often to me; about five times out of ten.

I'm currently looking into whether there is also a shield-pickup / quake
relation. It seems that when a quake is incoming the first or second item pad
is, more likely, a shield. But I'm not sure about this, but I noticed this while
trying to counter the incoming quake while being low of shield.

Aeroracer
27th September 2009, 09:07 PM
@problem solver

to be honest i have noticed strange coicindences quite a lot in races..when i have weapons shot at me the first pad i fly over usaully has something useful to counter this..Is this deliberatly programmed into game or is it my imagination..who knows ..but it seems like it might happen...


new annoying thing..i get hit by weapon and as soon as i slow i use a turbo boost to counter it... my speed picks up but then i slow down again from the effects of the weapon that hit me prior to turbo boost..thats so crappp.:turd

yeldar2097
27th September 2009, 09:20 PM
respawning after hitting 5 mines then having to wait 10 years to get going again.

Probably been mentioned but it still annoys me.

Koleax
18th October 2009, 12:39 AM
The camera zooming effect after going over a speed pad. This should be an option.

The most annoying thing is that it makes me feel like I'm slowing down for a second. It must look better on a larger screen. Perhaps it will look incredible in 3D.

As it stands now it's a pretty cheap effect for a Wipeout game. Speed pads in Fusion look classier by comparison, 2097 doubly so.

ProblemSolver
18th October 2009, 12:51 AM
... Perhaps it will look incredible in 3D. ...
It won't because it's an 2D post-processing effect, it's not 3D in any way.
Likewise, the 2D HUD will also not look right in 3D.

Kyonshi
18th October 2009, 01:03 AM
respawning after hitting 5 mines then having to wait 10 years to get going again.

Really? Dont we only respawn when destroyed of going off-track?

I agree with you though, restart after being hit by weapons if ****ing too slow... even worst if you eat all 3 rockets in the ass. This is just dumb. Im not saying removing any after-shock from weapon impact, but waiting for an eternity to restart is just too much. Being slowed down ONE single second is more than enough.

IH8YOU
18th October 2009, 01:07 AM
It's pretty common to get destroyed and/or go off-track after being hit with weapons fire. Your craft stops responding for a moment - usually just long enough so that you fall off the track. When you respawn - you now have to wait before you can start accelerating. (due to the previous weapons fire)

I know exactly what Yeldar is speaking of - and it's brutal.

I miss the 1.XX weapons power - 1.3+ weapons started using steroids. Although the 1.3 leach beam actually worked (and only then)! Why that got dropped is beyond me.

Koleax
18th October 2009, 01:14 AM
Is that 1.XX weapon a Pure/Pulse thing? It made me think of Fusion and its ships with varying weapon strengths.

Vartazian
18th October 2009, 01:24 AM
The Tri Rocket can be exploited very well if done right at a start of the race You just Pin your craft one way and fire, instant 3 hit KO. I agree though it should be toned down.

Aeroracer
18th October 2009, 02:53 PM
@yeldar and ih8you....i agree can be to punishing..hit by weapon on sol2 drift slllllooowlly off the track..start a slow skydive ..eventually respawn and accelerate..loses 5 seconds easy maybe upto 7 seconds..

yeldar2097
18th October 2009, 03:01 PM
I got a great video of this happening on metropia reverse: just after the mag i got shot by something or other then hit 5 mines then got respawned by some rammage (as you do)
upon respawn: .....erm....hello...?...has my X button broken or what...hello?...?...ah...there we go...

SaturnReturn
18th October 2009, 03:17 PM
It's even worse when you respawn right on top of a bunch of mines and/or a bomb dropped by others as they flew past. That's happened to me a good few times.:(

Aeroracer
18th October 2009, 03:27 PM
metropia..when you hit a little rivet nut in the wall.fly backwards then float off into the air..knock out a barrel roll to try and make something happen..eventually respawn on the track..

that for me is the most annoying respawn in the game cos it shouldnt even be a crash as a ship going 800kmh hitting a rivet on a wall would just go past...



mkae L2 a respawn button for online races so we can bypass broken crash respawn sequences..

press the button and that it.

IH8YOU
18th October 2009, 03:37 PM
What I hate the most about WOHD is the Fury Track Weapon / Speed Pad activation radius - it's so different from HD.

Honestly - that's the sole reason I don't fly the new tracks - it's just so annoying to me - the level of inconsistency between the pads - even on different Fury tracks.

Aeroracer
18th October 2009, 04:35 PM
@ih8you

i didnt know about that..obviously i have not played on th fury tracks too much to pick that up.:nod

Kyonshi
18th October 2009, 04:39 PM
Oh well of course, if you fall off the track after drifting away from weapon impact, respawning sucks... I thought that Yeldar meant respawning after weapon impact without taking in account you fell down off the track...

Another hugely annoying thing that should be corrected is the almost empty shield energy we got after being destroyed... That's incredibly stupid. Its already so punishing to be destroyed, and consequently having to wait so long to finally starting to accelerate again, that the freaking shield energy should be replenished COMPLETELY, period.

Aeroracer
18th October 2009, 04:47 PM
it might be annoying to get killed and be respawned with a tiny bit of energy..but in my oppinion its much more annoying to blow someone off the track only for them to have a full bar of energy and chasing you with your half bar of energy and really giving them an advantage over you.

its hard and cruel but healing your ship can generally be done with a bit of spacing between other ships so you can get all the pads to fix your ship...:nod

XBARNSTERX
18th October 2009, 05:20 PM
Yeah get destroyed an get full energy back as a reward.
That makes sense :D

Kyonshi
18th October 2009, 07:05 PM
Again Jasmin, i beg to differ.

Being destroyed is more than enough to compromise a course. Adding low energy respawn to that is ridiculously useless. There's no sense to that. Rarely someone got back to me after i destroyed them, because they lost too much time and positions having to watch the carcass crashing on the track, respawning and regaining top speed, even with Goteki 45. Unless its 2 vs 2, racing and being destroyed in a full grid imposes so much hazards for the victim to get back to the perpetrator that its unlikely it will happen. Im not saying it never happens, its just what we can generally see in this situation.

Now lets say you've been destroyed and respawn in a mine line, a bomb, lost rockets shot by someone, or getting caught in a Quake wave... BOOM, destroyed again. Wow, that's so much fun. You see what i mean?

Respawning with full energy bar is far from being a reward. And a low energy bar is nothing of a challenge, its an awful pain in the ass. I've seen top dogs quit after being destroyed multiple times because of the issue i'm speaking of, the same people that would say quiting is for losers and that the real winners never quits, even when all hope is lost :) Yes, i think its important to finish your race even when its a complete mess, but there's a limit at some point.

Koleax
18th October 2009, 08:08 PM
The low energy respawn just makes it all that more important not to be destroyed in the first place. That means fewer BRs, more absorption, and saving shields. Add better sideshifting and evasions, including turbo-ing away from missiles. Shoot mines to get through them or even risk following another player so they'll take the hits. Remember to pay attention to the pickups the others have in the HUD and try to see what they're planning. There's so much depth and complexity to this game.

Aside from annoyance, the first impression I had upon noticing the slow recovery is that Wipeout is really living up to its namesake this time.

Kyonshi
18th October 2009, 11:41 PM
I know how to play WipEout dude, don't worry. Im sure you do as well.

You can't always absorb pick-ups after a recovery. Lets say you're stuck between 2 players, which often happens, and the one in front picks up everything. You're not getting anything to replenish and you have a high probability of encountering drop weapons to blow you up again. In the momentum, the guy behind you will pick the respawning item and augment much more the chance to be blasted away, again. Resulting in a huge chance of you quiting the race :lol

You cant always turbo away from missiles, those have a damn long range. You can always evade the threat by quickly negociating a chicane, but this wont be the case everytime. Again, you still gotta pay attention to what's happening behind, while monitoring your energy bar and navigating your craft on the pace-maker. Combine all of these issues at Phantom Class and im sure you won't have the same vision of the problematic ;)

Finally, weapons hints are not always on, so that last statement cant be considered.

Sure, WipEout have a hardcore learning curve and is unforgiving. But still, everything is a question of dosage, and here i find the punishment unnecessary excessive. Like i said, being destroyed is punishing enough and appropriate. I could have another way of seeing things with all the experience i accumulated in WipEout games over the years and accept this issue, but frankly i think its too much.

If this feature would be corrected by implementing a full bar after being destroyed, im convinced it wouldn't break the complex gameplay structure and would be beneficial for the sake of pure fun. Take in consideration that it wouldn't mean automatic Comeback King badge ya know, you'd still have to climb up the hill again ;)

Aeroracer
19th October 2009, 12:27 AM
i respect what your saying but when i blow up a better player he will always catch up..even more so when he has a full health bar..As it stands i have a chance as his limited to no BR's until he heals..

XBARNSTERX
19th October 2009, 02:01 AM
There should be a no respawn mode i think.
This is the way campaign is , maybe online should be too?
IMO i think it would be better:D

I still would say 30% is a fair amount to regain from an elimination.
Enough for two barrels with careful driving, an its more than likely you'll have absorbed by then.

Koleax
19th October 2009, 02:24 AM
Yeah, I was mainly writing for a general audience there, sorry. :)

Maybe the slow recovery from weapons is a bit much, but I actually feel that the low energy respawn is very lenient and even a little unfair in the other direction. When I hear "contender eliminated" I'm used to thinking it means just that. They are gone from the race and their return is unthinkable because their ship just blew into a million pieces. [Edit: Just saw Jade's and Barnster's posts, who seem to agree.]

Hearing that phrase used to be quite satisfying back in 2097, especially after a well-timed plasma bolt, but now I just think about how that person will continue to affect the race behind me. Call me old school, but I want to send first place to DNF now and then, especially when it's someone who arrogantly thinks he deserves first because he's good in speed lap.

Maybe that didn't test well in beta, because when people lose, they still want to play, so they compromised with the low energy respawn. Too bad, really. I think online races have lost a sense of dramatic tragedy because of that.

Maybe they could allow a no-respawn option and a full health respawn? It would be interesting to see what people would prefer. It would complicate the leaderboard situation, but I don't know why they even keep track of multiplayer race times. They don't really mean anything. They don't keep track of Zone Battle and Eliminator scores. Keep single player race times, though, since the AI is the same.

The chance of me quitting a multiplayer race will always be zero. It doesn't even cross my mind.

Darkdrium777
19th October 2009, 03:22 AM
Koleax: Unfortunately, welcome to a year ago when I found out that "Contender Eliminated" didn't mean the same thing as it usually did.
Why is there a respawn? Because they couldn't make it work without bugs when the game host was eliminated and felt like leaving the game.
They said they would work on an option some time in the future. Welcome to the present, one year later.

Vartazian
19th October 2009, 03:29 AM
Just upset all the time arent you DD777?

In my opinion all the things they say they would do and what they actualy did totally outweighs the former.

Koleax
19th October 2009, 06:04 AM
Bugs, eh? I wonder what other annoying things about WOHD that are not bugs are actually because of avoiding bugs.

What happens when the host leaves in the middle of a race now? Does the whole race end?

Kyonshi
19th October 2009, 06:11 AM
With more than 2 players, nothing happens to the race if host leaves. Another player is selected by the game to host when everyone get back to pre-race screen. If its a 1 on 1 race, the race ends if the host leaves cuz you cant race alone actually :lol

Koleax
19th October 2009, 06:30 AM
What a strange problem, then. I wonder if it's related to spectator mode and its respective weirdness, which may also be related to why we can't save replays.

Or, all these considerations could just be indications that no one actually worked on this area.

Darkdrium777
19th October 2009, 07:01 AM
Just upset all the time arent you DD777?Where did I say I was upset? :lol
Ahh never mind. I'm sure you'll find some way to make me say stuff I didn't say :D

Vartazian
19th October 2009, 08:15 AM
No you just have this Really Snide way of getting your point across. And I know for a fact that Lance picked up on it too. Just enjoy the game for what it is?

Darkdrium777
19th October 2009, 08:28 AM
Right. I have played WipEout for well over 300 hours but have not enjoyed a single moment of it?

Please don't be ridiculous :D

If I didn't enjoy the game for what it is (A damn fine racing game mind you, and one of the last few challenging games and worth owning if you have a PS3), why would I be here?

But of course, selectively go ahead and read my posts... Never mind the fact that I praised the game multiple times in the past for the amount of content, the graphics, the challenge, and the overall quality. Stating it could still be better is apparently soooo wrong that I am not allowed to do so by some rule you made up in your mind.

WipEout HD can still be better than what it is. Look at how good it is. Imagine that, but better. Can you picture how incredible that would be? Why do you think I push for that often? Exactly, because it would be incredible. Mind blowing. Out of this world. WipEout HD is so close to perfection. Imagine it being perfect. Don't you even want that?

Why am I not simply saying this then? Because it's been over a year, and the treatment given to us loyal fans has been far lower than sub par. Sure, we got DLC, but not a peep since then. How long did it take to get the leaderboards fixed? Yeah, a few months, and they are fixed only because the blu-ray version has come out. I feel we've been treated like **** to be honest, and for a very long time. Pulse (where's mah DLC), and then HD (hello, bugs?). I'm starting to think Sony doesn't really care, so sorry if I go on with my comments about it having lasted a year.

Oh and lastly, you're not so much better mister BigMouth. You've angered a fair share of the members here yourself. Like to Lance, I will suggest you actually try and have something to back yourself up. :) Good night.

Aeroracer
19th October 2009, 04:25 PM
wipeout does have bugs but nothing near the quantity many other games have.

the only thing i dont understand is game makers always seem to get plonkers to test their games...now if SL gave wipeoutzone members a copy of hd and fury to test before they released it i bet their would be no bugs left..which means better finished product and less money spent fixing broken stuff for sony..

i noticed this issues many times before with other games.

Darkdrium777
19th October 2009, 06:16 PM
Indeed jasmin! I completely agree with this. It's a proven thing that beta testing only makes a better product in the end. Unfortunately the practise is uncommon because it's hard for a business to hand out freebies and still be viable. But yes, the few bugs in WipEout HD would have been eradicated completely had many expert players been exploring the tracks throughout the development process. You can never have enough testers, and though the actual job of being a video game tester sucks (Repeat a thousand times walking into this wall), a beta tester is fun. You get to play the game and give your feedback to the developers, an awesome feeling. You are actually contributing to the game. This is really good, unfortunately outside of indy studios the practise is quite uncommon and only done for really big budget titles (Of which WipEout HD isn't a part of, though it can certainly rival with them!)

Kyonshi
19th October 2009, 10:08 PM
EA studios don't use beta testers. They don't have the slightest ****ing idea of what that is. The best they can think of is that its an early prototype VCR of the 80's.

Aeroracer
22nd October 2009, 12:01 AM
my biggest gripe at moment is some of the crap crashes and ridicalous delays in respawn..


why not have L1 be respawn button in game..that way all crashes are fair and we dont have to get those really crap glitch crashes like hitting a tiny screw in the wall on metropia fly backwars and float up off to the moon for a long voyage...:nod

and also why are wall scrapes so punishing..if im gonna crash i always chose head on colllison over a wall scrape as i wont get punished as much..this is silly IMO :nod

Koleax
22nd October 2009, 12:52 AM
Are you talking about the 2nd last turn in Metropia, where you're going uphill after the magtrack? Or maybe right away at the beginning (http://img.photobucket.com/albums/v718/psients/wohd_20091011_194211.jpg)? Do you know how to get flying in the area right before the magtrack because I've been trying and trying! It'd be a great spot to take pictures. :)

Aeroracer
22nd October 2009, 01:14 AM
to be honest there quite a few mystical kiler rivets in the walls on metropia

ProblemSolver
26th October 2009, 02:10 PM
Ok, I cought myself now for the third time, while lapping the first two or three laps on a
Phantom Speed Lap session, thinking that I was actually racing on Rapier to the extent
that I had to quit the session to look whether it was Phantom or not. It always was. xD

Koleax
26th October 2009, 03:41 PM
Subsonic is the new Phantom. :P

il_mago_di_Doz
27th October 2009, 12:54 PM
Ok, I cought myself now for the third time, while lapping the first two or three laps on a
Phantom Speed Lap session, thinking that I was actually racing on Rapier to the extent
that I had to quit the session to look whether it was Phantom or not. It always was. xD

Believe it or not I always wanted to ask you if you feel "slow" when racing on Phantom since I saw your records in zone mode. Now there's no more need to ask. :D
Btw I'd love to run regular races in Zen :+:+:+

ProblemSolver
27th October 2009, 04:53 PM
@Koleax: Subsonic would be cool, but I think it's too fast to be played
well on any track, for example Chenghou and Sebenco.

@il_mago_di_Doz: Yeah Zen / Super Zen would be an ideal speed class
for WipEout. The reason not having Zen as a speed class just yet is simply
due to a lack of testing on how everything behaves while racing at that
speed. From my ZONE experience I can tell that at least Zen would fit quite
nicely for regular races. Up to my point of view there is 'only' one issue, i.e.
the regular crafts are not usable at Zen / Super Zen at the moment, likewise
their Zone Battle counterparts, which do behave rather odd and need a lot
of tweaking to make racing at this speed fully enjoyable. However, there is
already a proof that racing at Zen / Super Zen would work out quite well. The
ZONE craft is a proof of concept. Just imagine using the ZONE craft (or a
similar craft, a slight modification thereof) in regular races with weapons
enabled running at Zen / Super Zen. That would be awesome. :+

MetaKraken
27th October 2009, 05:10 PM
The only thing that annoys me in Wipeout HD is trying to beat Zico countless times :mad:. The last turn is luck-based, whether you land a barrel roll or not. Plus, not even my Piranha Fury can beat the unbeatable Zico :(.

Aeroracer
27th October 2009, 08:15 PM
i wouldnt say the last onto the bridge barrel roll is all luck..i can do it 1 in 5 times in the tspeed lap..i would neer use it in a race though..

to do it i pitch up high fly as right as possible to the wall on the approach and aim the nose of the craft exactly at the right side edge on the bridge..
the ship may seem like it will miss the bridge but it wont.

oh...btw i do the Br LRL not RLR..im not sure but i think doing it that way makes the ship br the otherway round making the bridge bit easier..but you need to check it out..

:)

MetaKraken
27th October 2009, 09:01 PM
i wouldnt say the last onto the bridge barrel roll is all luck..i can do it 1 in 5 times in the tspeed lap..i would neer use it in a race though..

to do it i pitch up high fly as right as possible to the wall on the approach and aim the nose of the craft exactly at the right side edge on the bridge..
the ship may seem like it will miss the bridge but it wont.

oh...btw i do the Br LRL not RLR..im not sure but i think doing it that way makes the ship br the otherway round making the bridge bit easier..but you need to check it out..

:)
Yeah, but no matter how hard I try to land a barrel roll form a shorcut, nothing seems to be helping me on beating Zico. I can't help but get nervous by looking at the bridge, because it can lead to two problems, either I land a barrel roll off course, or land a barrel roll incorrectly at the bridge, thus my Piranha Fury won't receive a speed boost, so.. yeah that can suck for me :(.

Aeroracer
27th October 2009, 10:02 PM
well keep trying..remember you only need to do it once..

new tip...jus remembered..when i failed to do the roll onto bridge i would crash ship off the edge and respawn..it saves time and allows you too learn the roll.

good luck im sure next time you post here you will have the trophey..:)

lagoonalight
29th October 2009, 05:35 PM
Wow, these are the exact same suggestions that I have been wanting ever since I quit way back when. I still love the game but I have stopped trying for records a long time ago because things just became tricky barrel roll based. I would love is even some of these things were implemented. Great list and I hope they are listening!