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Thread: When the first download content will be released?

  1. #661
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    Quote Originally Posted by blackwiggle View Post
    One of those tracks will be for the zone specialists I suspect .

    Probably the one that was from the JAP issue of W03 or W03SE after you got past a certain level.

    what you mean with for zone specialist? that you think will be tracks like prototypes without a " real " enviroment, and only playable in zone mode?
    neontronic enviroment style?


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    Prototype version of the ships would be great too ^_^

    Maybe the DLC developpement was only started after a certain amount of copies of the game were sold. So maybe it was only in developpement for the previous 6-4 months ? with a smaller team ?

    Please, Eliminator and Team mode ray:

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    Yes yes eliminator please

    In my opinion, dont really need any more ships, there is already is a **** load of theme available, which is great.

    We need more tracks.... cough cough "Vertica" is quite a nice match with eliminator mode. [and god no more of those sh i tty turning ones please]

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    12 is a load of ships?!!

    in any of other racing games there are up to 30 vehicles...don't know if 12 is a so ****ing load of vehicles

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    There should be three or four tracks primarily dedicated for the ZONE
    mode, at least. The ZONE mode has a lot of potential on its very own that
    isn't fully explored yet. If SL does it right, then the ZONE mode can become
    something very unique in the future.

    Despite the standard tracks are quite good, most of them aren't built for
    high speeds. But don't get me wrong here, I don't want to see tracks that
    are mainly straights. Quite the contrary is the case. But building good
    tracks for ZONE requires some good knowledge about curvature such that
    those tracks / curves become a pure joy to race at different speeds. And I
    also want to see well placed ramps, tunnels, and whatsoever.

    Imagine a track with different stages (routes) were each stage has its own
    difficulty (depending on speed) and were each stage is geometrically
    connected with another stage that only becomes "accessible" at a give
    speed or by taking a certain risk.

  6. #666
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    please NO!

    made instead another kind of zone mode, a further mode into the zone iself

    what's the sense in make new tracks only available for zone mode , when every tracks already can have its zone-rendered counter-part?
    this is crazy, this is even add something it's take away in that way, zone it's only a mode of the game, NOT THE GAME

    why sacrifing the opportunities of develop some unexplored kind of environment, maybe balancing the over-abused metropolitan environment,instead, whit tracks that have neon lights , virtual reality effects and vivid colours than cause you headache and blood loss from your eyes after 15 minutes of intese playing, for " environment"? ( not to despise or decry zone mode, i love it, but i prefer " reality " enviroments )

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    12 ships is already a lot i think.
    If you compare with other unrealist games, there may be more vehicules but each one is set for a particular "league". So each véhicule cannot take part in every races/league.
    And in realistic games (GT & co) they modelize existing vehicules but differences between some of them are nearly inexistant apart from the design.
    And wipeout policy doesn't seem to be to create several designs for each caracteristics (well ... don't count Harimau >_<).

    More skins would be simple, as the skin editor. But more ships ... I don't see why.



    @ProblemSolver > it makes me remember a track in the first wipeout, which took part in an icy environment. The track divides into 2 roads 2 times during the lap, and each section is not symetrical to the other. On the contrary, one is longer but straighter (good for high speed), and one was shorter but with more hairpin-like corners).

    Expert will probably recognize the tracks i speak of.



    PS : despite it's not in the WipeOut spirit, I would like tracks which leave the urban style and takes place in nature, in order to complete the existing environment. Pitch is not very used in urban tracks but could be very usefull on wild environnement.
    A virtual track could be also very nice.

    In fact, those talks make me remember of the Cyber Formula 1st season spirit. With Nature, Urban (sometimes both) and even virtual tracks.
    Last edited by Sch@dows; 10th May 2009 at 07:08 PM.

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    you dont see why more ships? i tell you why
    why there are 2 excluded teams , many fans favourites, i do not talk about new teams i talk about tigron and van uber, many people miss them so it's unfair to leave these fans without their favourites teams anymore, i did understand that in wipeout pulse , but in HD whose objective is to sum it all up beetwen the 2 psp games, i don't

    you talkin about silverstream, the track in WO that was made of artificial crystal, set in greenland

    i'm totaly in accord with U , i've repeated many many times: MORE NATURE ENVIRONMENT
    would be cool, personally the vision of future wipeout offer is uber-cool but what's about nature? do not exist anymore in 23 century?
    sincerely after a while i grow pretty bored of always the same jam

    good examples are blue ridge, vertica, vostok reef, tech de ra, platinum rush even staten park if you want, bring them in HD!
    Last edited by darkfaerytales; 10th May 2009 at 07:58 PM.

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    Of course, I'm pretty sure that van uber and tigron will come soon enough (what's the point not including already existing ships and earn money ?!).
    But I dont see why there will be more than those 2 (somes peaple were talking about more teams).

    I liked one of the tracks in Fusion where part of the lap was on earth, and ships rising smoke (or maybe I though so ^_^).
    I also like the concept of Fatal Inertia were the pitch was necessary in order to achieve a good race.

    Why not taking the good ideas where they are, especially when they are in the previous version of the game >_<

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    ok friend i'm even more in accord with you, the tracks you're are talking about is florion heights, ONE OF MY FAVOURITES even if i have never played wo fusion, but that damn effect of sand and dirt rising when ships pass over is ASTONISHING, some time ago i've think about to open a thread to ask SL or some technical people who have some game developing knownledge if such kind of effect would be possible mantaining the costants 60 frames per second

    actually in wo hd pitch do the difference in precision and sharpness of turns as well

    the 2 miss teams would be truly a GIFT, it's a must
    another easy way to " buff up " the racers box is to reintroduce the concepts
    so basically you mantain all the 12( 14 ) teams , but you can choose from 2 different ships, but with the same stats, each teams

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    I don't see why we can't expect 8 tracks. It makes perfect business model sense to release 4 DLC packs with 2 tracks in each. Eliminator mode and all the rest can come as free upgrades. Paying for modes seems meh in my mind. All I want are tracks. TBH I think we have enough crafts. I say they should balance the other crafts that are not widely used instead.

    PS: AG-SYS is over powered!!!!! It shouldn't be knocking my Auricom aside for starters

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    Quote Originally Posted by darkfaerytales View Post
    some time ago i've think about to open a thread to ask SL or some technical people who have some game developing knownledge if such kind of effect would be possible mantaining the costants 60 frames per second
    Particule effect are very CPU/GPU consuming.
    If I remember correctly, one guy from SL confirmed it in a thread talking about the variable resolution in order to maintain a 60 fps framerate.

    Edit : I found it :
    Quote Originally Posted by captaingrim View Post
    ...
    The main thing here is that, based on our understanding of the technology at the time, we wrote the engine then tried to use it to do as much as we could in the available time. Certain types of thing, such as particle effects can vary in rendering time exponentially depending on how big they are drawn on the screen, meaning that sometimes the rendering cost would shoot up drastically to levels that were impossible to render at 60Hz. This is just a fact of life with modern day GPUs and you see the same effect on ANY platform.

    So in those situations, we throttle to smooth out the lumps. But these are exceptions... you need to look at the "flat" performance of the game under normal situations to really judge the performance...
    Last edited by Sch@dows; 10th May 2009 at 09:11 PM.

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    again with this issue about balancing
    so the 12 teams aren't balanced enough? god...if it were for some people it ends like in first wipeout with only 4 teams that are one the anthitesis of the other, without any kind of variety or interesting solutions in the mix

    i say, god, its their work to make good games, and balance things, if they at SL aren't able to re-insert 2 cut out teams without balance them with other teams, well it's better they close down the studio and all them find another job

    what's all this fear of bring back those teams 'cause it can turn things un-balanced?


    shadows so we cannot hope in some tracks with weather variation like rain or snow? or even some dirt/smoke rise effect?

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    I think rain or snow, without splash could be easily done (I think there was a track in pure and pulse were it was raining).

    Well a don't think it's not possible to do the dirt/smoke effect since there is already a similar effect with the rockets. But have multiple ships in front of you rising all those particules ... I don't see how the current engine could handle that without a drastic decrease of framerate.
    Maybe a patch to the engine could do the job now that the PS3 hardware is better understood but I've never seen anything like that in an upgrade. It was always for a new game.

    But don't be fooled, I'm not a SL developper or anything (well I do work in application devloppement but nothing like games >_<). I could be wrong (and hope so).

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    We really could use some new tracks and skins (no new ships, I think we all know that we just stick to our favorites anyways)

    Quote Originally Posted by Axel View Post

    PS: AG-SYS is over powered!!!!! It shouldn't be knocking my Auricom aside for starters
    You are right in being the most wrong person in the world. I hate the fact that as a AG systems player after playing for months on Moa Therma as AG systems practicing over and over on speed lap phantom class (im only 143 or something place globally now but was in the top 20s for a while) I play once as Fiesar to with in the second lap beat my AG-systems score and for the past 2 days in frustration trying to beat myself with AG-systems. AG is over-rated by people who think it is over powered. It isn't.

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    The "perfect" DLC option in my opinion:

    The indicates the reverse version exists, so there is less work required for these tracks as there does not need one to be created.

    These first two packs come out first if they can't be all released simultaneously, because they have the two remaining ships.

    Tigron Enterprises pack:

    Ship:
    Tigron

    Tracks:

    Arc Prime
    Basilico
    Orcus
    Exostra Run
    Modesto Heights

    Grids:

    Tigron grid, arrange it like in Pulse where you had the Harimau/Mirage/Icaras/Auricom grids. If there will be Zone, choose Arc Prime, Basilico or Exostra, for the others it seems less well designed. Forward tracks preferred for PurE tracks.

    Menu skins:

    Tigron Enterprises skin

    Van Uber Racing Development pack:

    Ship:
    Van Uber

    Tracks:

    de Konstruct
    The Amphiseum
    Edgewinter
    Khara Descent
    Sinutcit

    Grids:

    Van Uber grid, arrange it like in Pulse where you had the Harimau/Mirage/Icaras/Auricom grids. For Zone mode, de Konstruct, Amphiseum or maybe Sinucit, although any seems to do really (Maybe less Edgewinter.) Forward tracks preferred for PurE tracks.

    Menu skins:

    Van Uber Racing Development skin

    The following pack contains all the "natural reserves" of WipEout, so all track with an emphasis on integration with the natural environment.

    Harimau Nature pack:

    Tracks:

    Vertica
    Platinum Rush
    Tech de Ra
    Blue Ridge
    Staten Park

    Grids:

    Name it after the sponsor if you can find one, each track at Rapier, Phantom, choose among Single Race, Time Trial or Speed Lap. Zone on Vertica and Staten Park only (Blue Ridge = suicide, Platinum Rush the same, Tech de Ra there are IMO two turns preventing it), maybe one or two tournaments thrown in at Rapier and Phantom. Forward tracks preferred for PurE tracks.

    Menu skin:

    'Earth Day' skin or whatever environmental sponsor you can find, so maybe this pack can be free for all to download (And therefore promote environmental conscience )

    The following pack either done in the neo-tronic style (You've already got Zone, use some graphics as base perhaps) like the Classics 2 in PurE (NOT Classics 1 please) or done with real environments like the other tracks. No "reverse" tracks if possible please.

    Classics pack:

    Tracks:

    Altima VII
    Porto Kora
    Odessa Keys
    Manor Top
    Vohl Square

    Grid:

    Oldschool Challenge: Each track at Phantom speed, in only one mode among Single Race, Time Trial, Speed Lap, one tournament with all tracks at Phantom, Zone on each track but Manor Top (Because all those ' |_ ' turns will suck). Forward tracks only (The same as in PurE therefore)

    Menu skins:

    Neo-tronic style
    Last edited by Darkdrium777; 11th May 2009 at 03:12 AM.

  17. #677
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    man, it would be a dream!
    you have a wonderful imagination
    i love you

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    Quote Originally Posted by darkfaerytales View Post
    please NO!
    Well man, I guess you didn't spent that much time with ZONE.

    Quote Originally Posted by darkfaerytales View Post
    made instead another kind of zone mode, a further mode into the zone iself
    Yeah for sure. There are lots of possibilities. But! Due to the simplicity
    of the ZONE mode, it is rather easy to skew it up. So if ever, they have
    to really think twice of whether they release a new (sub-)mode or not.
    For example, I don't wanna see a mode were you will collect items or
    whatsoever to gain some points or energy.

    Quote Originally Posted by darkfaerytales View Post
    what's the sense in make new tracks only available for zone mode , when every tracks already can have its zone-rendered counter-part?
    Read my last post again. But there is more to it. Developing high-speed
    tracks for ZONE may eventually lead to a higher speed-class for the
    current crafts, which are not able to run at ZEN, SUPER ZEN, ..., or
    SUBSONIC speed due to their mechanics (they wouldn't even stick on the
    track). The mechanics of the zone craft is totally different and adapted to
    very high speeds, but it has its limits, too.

    High speed is a nice thing, but let me tell you something. Usually, as
    higher the speed (in a game) as more unrealistically the controlling
    mechanics becomes, since taking a hairpin at 2000km/h is very
    unrealistic. Hence, one has to cheat on the controls (physics) to allow
    for such maneuvers. This sux! I mean look at F-ZERO, that is a fun
    fast-paced ARCADE game but I for myself like the physical touch of
    WipEout HD even more. A lot of ppl say that F-ZERO is the faster
    game, maybe, but its a pure arcade game. WipEout HD not only put
    a lot of emphasis into the tracks but also into its craft's mechanics.

    However, that isn't to say that we don't wanna have a faster game at all.
    Btw; PHANTOM is quite too slow for a lot of speed-freaks. Anyways, here
    is the problem; Building very enjoyable non-trivial high-speed tracks
    and high-speed crafts that have a non-trivial mechanics / physics is like
    squaring the circle. Balancing both is quite a tough job to do and requires
    a lot of testing. And up to my point, the ZONE mode does exactly this and
    it might be a forerunner for a higher speed class to come. I mean, SL can
    get a lot of important data out of the leadboards of all the tracks under
    the ZONE mode. There are a lot of interesting ratios for each track.
    Additionally, the zone craft mechanics can be analyzed to check what it
    takes to build a craft for higher speeds. And I can tell you, they have
    adapted the mechanics of the zone craft multiple times. The biggest change
    was introduced with v1.30. But also v1.40 changed the mechanics slightly
    (less over-steering on strong airbrake use).

    Quote Originally Posted by darkfaerytales View Post
    this is crazy, this is even add something it's take away in that way, zone it's only a mode of the game, NOT THE GAME


    Quote Originally Posted by darkfaerytales View Post
    why sacrifing the opportunities of develop some unexplored kind of environment, maybe balancing the over-abused metropolitan environment,instead, whit tracks that have neon lights , virtual reality effects and vivid colours than cause you headache and blood loss from your eyes after 15 minutes of intese playing, for " environment"? ( not to despise or decry zone mode, i love it, but i prefer " reality " enviroments )
    The current ZONE mode is only a first (actually a second) try. However, I
    I want that mode to stay 'computerized' the way it is. I even want it to see
    more effects. For example, I want to see a full specular reflective theme
    utilizing spectral color stripes.

    Well, if you're not into the ZONE, then you might not get what I'm taking
    about. xD

  19. #679
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    Darkdrium's list looks awesome, that would most definately be the dream DLC pack
    I also miss the custom menu themes from Wipeout Pure. The ability to change the lobby music would also be great, since I'm getting very tired of hearing the same loop over and over. Adding Van Uber and Tigron to roaster is much wanted, and as for other ships I think all we need is some new skins. And last, more stats! I know this is alot to ask for, but it's just a wishlist. Not an absolute requirement for me to play. I still love this game very very much and the series has always had a special place in my heart. I'm really looking forward to see what SL has up it's sleeve.

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    Before anyone further comments on why I didn't include tracks like Gare D'Europa or others, it's because I'm using only PurE and PULSE, which is the base for WipEout HD tracks. Therefore the tracks need not be recreated completely, compared to Gare D'Europa for example. Less work = DLC in our hands faster (And in bigger quantity).

    Also, for Tigron and VU packs, the tracks I chose may not seem logical: for some it is indeed pretty arbitrary, others it's because it has all those ads for the team in it. Also, I tried to take tracks with most straights under VU because it's "Van Uber Racing..." while more industrial tracks under "Tigron Enterprises."

    Of course, this doesn't mean I won't be happy if Gare D'Europa shows up in HD. That would be awesome

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