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Thread: Changes to the ZONE mode : v1.30

  1. #21
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    @zargz
    Yeah, right. Well, I don't care about in-game ads. as long as they aren't out
    of place.

    @BornToBeMild
    "Everything else on that list is nitpicking." Hm? I did some serious runs
    yesterday and the Lemmings-thing is definitely distracting.

    Quote Originally Posted by RagnaRock View Post
    in a future update they could let us choose what
    color scheme we want to use...
    Why not releasing an in-game editor to build our own color schemes, sharable
    online? There are various mathematical formulas that would produce
    outstanding color schemes.

    Here are some reasons why they didn't have implemented a new color
    scheme for zone 100 just yet;
    - only four people in the world are able to enjoy it atm
    (that's obviously not true, see the reverse tracks )
    - building a new color scheme may require a new epilepsy test
    - too expansive xD
    - no ideas xD

    I would love to see a color scheme in the style of tunnel 1 at VINETA K
    (under normal race conditions). A chrome color scheme with some major
    spectral colors should look pretty fantastic. But let me tell you something.
    I would already be satisfied with a standard shaded and culled wireframe
    model as a new color scheme, if they can't effort a chrome one. xD
    I have so many ideas. Look! Imaging for example a color scheme that
    depends on how close you are to a wall and which at the same time
    depends on the craft's shield energy! That should get pretty intense on
    the end of a run and may likewise help you by seeing how the colors
    change back for good once your shield regains some energy due to a
    perfect zone.

    Quote Originally Posted by RagnaRock View Post
    im afraid im gona miss the old scheme after i make the update...this way we
    could always revisit it.
    Na, no old schemes atm.

    @Darkdrium777:
    My description includes the airbrakes as well. And, I never really use
    sideshifting in ZONE, because their usefullness diminishes rather quickly
    on very high speeds. Why? Well, sideshifting makes the rear of the zone
    craft unstable!
    Those hidden respawn walls suck hard. Most of the time I could recover
    by my very own. These respwan walls should only be at places where they
    are definitely needed.

  2. #22
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    Quote Originally Posted by ProblemSolver View Post
    ... But now I'm rather confident to do a 125.
    quod erat demonstrandum

  3. #23
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    Ugh. I got up to Level 69 at Anulpha before my talent ran out. I'm starting to think I'll never get Zone Zeus.

  4. #24
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    You think wrong

    (I was stuck there too. You will get it eventually, pretty soon even, sooner than you think Just keep at it, if you die and don't do it, repeat at least one more time.)

  5. #25
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    On Anulpha Pass I'm hitting some invisible bump in the middle of the upper-deck since 1.3, and this thing has the capability to launch. It's only happening after subsonic - but it's definitely happening. Before I'd hit a bump if I got too close to the sign posts that are on the right side of the deck - but now it's happening even when I'm right in the middle.

    I too, am also losing my lines after the white-flashes between zones.

  6. #26
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    @ Problem Solver - Congrats on Zone 125. Not sure how your eyes cope with it after zone 80+.

    @ the Zone in general - decided (after some chats with my Zone pal) that I need to learn the tracks again. I'm still getting to around the same number of Zones I was getting before but just making more mistakes. Sure it won't take me too long to learn them again and hopefully maybe able to improve my scores on some tracks.

  7. #27
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    Wow, zone 125!!!
    ProblemSolver, I think you solved a problem, now go and solve the 15 others!

    (and great ideas about the color effects, I hope SL gives you a call
    for the next zone update, since you're obviously the #1 specialist in the
    world, having played the mode to death)

    After reading your impressions, I decided to give Zone mode a try on AP, but
    after a 3 months break, I couldn't play correctly anymore, died at zone 72.

    However I did notice a few things:
    - ship physics is worse than before, because it's uglier, instead of flying, the
    ship is now bouncing, see it's like a kangaroo now.
    Just because of that, the zone looks less impressive to me, but probably
    improves ship stability so it's easier to beat zones (which is good to me).

    - new lighting effects when going to a next zone speed, pretty well done but
    a bit too overbright maybe; if you look at the ship it gets additional effects
    as well
    Last edited by Connavar; 13th April 2009 at 11:37 AM.

  8. #28
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    Quote Originally Posted by silverfox073 View Post
    @ Problem Solver - Congrats on Zone 125. Not sure how your eyes cope with it after zone 80+.
    I keep my eyes shut. xD

    Quote Originally Posted by silverfox073 View Post
    @ the Zone in general - decided (after some chats with my Zone pal) that I need to learn the tracks again. I'm still getting to around the same number of Zones I was getting before but just making more mistakes. Sure it won't take me too long to learn them again and hopefully maybe able to improve my scores on some tracks.
    I noticed a similar effect. On my 125 run (one day after update 1.30) I did
    fewer perfect zones than before on my 117 - 120 runs, about 85 instead of
    89 or 90. Thing is, the new handling allows for a quicker action but will
    ultimately lead to more steering as well as counter steering in general.

    Quote Originally Posted by Connavar View Post
    Wow, zone 125!!!
    ProblemSolver, I think you solved a problem, now go and solve the 15 others!
    Ehm ... 14. xD

    Quote Originally Posted by Connavar View Post
    (and great ideas about the color effects, I hope SL gives you a call
    for the next zone update, since you're obviously the #1 specialist in the
    world, having played the mode to death)
    Yeah I would really spend some quality time for enhancing the ZONE mode.
    I think, we are at the beginning of what the ZONE mode might evolve into.

    Quote Originally Posted by Connavar View Post
    After reading your impressions, I decided to give Zone mode a try on AP, but
    after a 3 months break, I couldn't play correctly anymore, died at zone 72.

    However I did notice a few things:
    - ship physics is worse than before, because it's uglier, instead of flying, the
    ship is now bouncing, see it's like a kangaroo now.
    Just because of that, the zone looks less impressive to me, but probably
    improves ship stability so it's easier to beat zones (which is good to me).
    The new handling has its advantages as well as disadvantages. Up to my
    points, it pays off on higher (high) speeds if you are on the right side of
    the track and if you also got fast relexes. However, as you have said, the
    craft now bounces off from the walls in a rather odd way. It seems like that
    the momentum of the craft has no effect on an impact, making it bounce
    like a massless particle. One of the key skills in ZONE is to know how to
    break away from a collision with a wall! And since the collision code is
    kinda odd (in general) the new agile steering behavior worsens the problem
    even further. So you need very fast relexes to counter act that problem.

    Quote Originally Posted by Connavar View Post
    - new lighting effects when going to a next zone speed, pretty well done but
    a bit too overbright maybe; if you look at the ship it gets additional effects
    as well
    Yes, all in all, it's too bright.

  9. #29
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    I'm kind of hoping Problem Solver doesn't turn his attention to the other 14 Zones ..... !!

    Since the update I have played quite a bit of Zones. Once you get used to the different handling capabilities it is possible to go further. On both forward and rev AP I can get into the 80s now and I'm sure if I practiced them more I would be heading towards the 90s.

    However, also got to 67 on VinK where I was struggling to get to subsonic before the update and since the update have made subsonic on both metropias, ubermalls and got to mach1 on both moas.

    for those after Zone Zeus its worthwhile putting in a bit of time and effort into it as I think its more likely to happen than before.

  10. #30
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    Quote Originally Posted by silverfox073 View Post
    I'm kind of hoping Problem Solver doesn't turn his attention to the other 14 Zones ..... !!
    Ha!

    Well, I don't rush through each tack just to set a new record or whatsoever.
    I usually like to get the most out of each track in term of an exhilarating
    feeling. If you stick to a given track a bit longer, then you can see
    different faces of that track and you might be able to read off that face by
    finding new racing lines or new rhythms around corners.
    Getting perfect laps at very high zones (with respect to each track) is
    rather breathtaking. And also keeping the craft under control on very low
    energy ... pumps up the feeling.

    Quite unfortunately, SL has removed that *ding*, *ding*, *ding* sound on
    very low energy, which now takes away some of the thrill torwards the end
    of each run. With update 1.30 the craft suddenly stops and disintegrated
    without any indication.

    Quote Originally Posted by silverfox073 View Post
    Since the update I have played quite a bit of Zones. Once you get used to the different handling capabilities it is possible to go further. On both forward and rev AP I can get into the 80s now and I'm sure if I practiced them more I would be heading towards the 90s.

    However, also got to 67 on VinK where I was struggling to get to subsonic before the update and since the update have made subsonic on both metropias, ubermalls and got to mach1 on both moas.
    Yeah right, I forgot that one can also improve on mid speeds. But if you
    consider the full potential of a track as well as of the craft, then the new
    handling shows off on their limits.
    Last edited by ProblemSolver; 5th May 2009 at 04:29 PM.

  11. #31
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    Thanks Problem Solver, I may try that method. I usually have a couple of goes on 1 track before moving onto another. I get frustrated with myself if I don't improve on the 2nd run through.

    Someone else has suggested just concentrating on 1 track for a week and then moving onto others.

    I also miss the countdown of the energy critical. Its very tricky to try and see how much energy you have when past Zone 50 without bouncing off walls or messing the lines up.

    I find I'm at my best on Zones when I've played for a couple of hours. Doesn't seem to matter which track I'm on but sometimes I feel invincible. Shame it doesn't happen to me that often but practice definitely helps ..

  12. #32
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    Dont worry about the energy countdown. Whether you know how much energy you have or not doesnt really make a difference as there are no other factors like opponents getting in the way to take into account. Just concentrate on avoiding the walls.

  13. #33
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    Quote Originally Posted by silverfox073 View Post
    I'm kind of hoping Problem Solver doesn't turn his attention to the other 14 Zones ..... !!
    Quote Originally Posted by ProblemSolver View Post
    ... Well, I don't rush through each tack just to set a new record or whatsoever. ...
    Hey silverfox, you kinda remind me to have another look on all the other
    leaderboards. I stumpled over the one of CHENGHOU PROJECT (CP)
    that pictured me in position 6. I raced CP back in januar just for fun.
    Anyways, as I was looking at the leaderboard a voice told me that
    there is something wrong with that picture. I thought; "Ok, lets tinker
    around with CP to get some relax of MOA THERMA." After an hour
    I found myself in position 1. LOL xD

    Quote Originally Posted by YouAreFubar View Post
    Dont worry about the energy countdown. Whether you know how much energy you have or not doesnt really make a difference as there are no other factors like opponents getting in the way to take into account. Just concentrate on avoiding the walls.
    Psychologically the countdown is of great value in ZONE.
    It intensifies your tension and you also get a clear information of your
    shield's energy. The best thing is, if you do a perfect zone under such
    circumstances then the frequency of the countdown changes to a lower
    state. Very helpful!

    Signaling the "final" condition of the craft via a proximity sound is of
    utmost importance. Any HUD is useless in such a situation. And that's
    even true in all of real life (see airplanes for example).
    Last edited by ProblemSolver; 6th May 2009 at 08:35 AM. Reason: small corrections

  14. #34
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    patch 1.40: The Lemmings are gone. xD
    Last edited by ProblemSolver; 8th May 2009 at 08:38 PM. Reason: patch 1.40

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    Quote Originally Posted by ProblemSolver View Post
    patch 1.40: The Lemmings are gone. xD
    So what does the supersonic color scheme look like now? Does it look like it did before v1.30 or is it changed to something new?

  16. #36
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    i got there for the 2nd time ever today
    looks so good i nearly died
    ....i wish i was a ProblemSolver...

    EDIT: looks pretty much the same as it did for me the first time around, only i had more time to take in the scenery...

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    Well, for what ever reason (I guess, they had to celebrate something), SL
    changed with version 1.30 the equalizer one can seen on all the billboards
    of the SUPERSONIC color scheme. However, with version 1.40 we got the
    original equalizer back (the one without the Lemmings xD).

    With version 1.40 I also recognized a slight change in the "dynamics" of the
    zone craft. On high speeds (depending on the track) you will recognize that
    the craft is a bit less likely to oversteer on being hard on the airbrakes.
    However, I can't really judge whether this effect is due to a change in the
    dynamics or simply due to a better recognition of the inputs. But I guess
    the game handles the inputs a bit better now. Quickly releasing an airbrake
    seems to be getting registered a bit faster. I recognized this effect because
    I had to counter airbrake (to straighten out the craft) a little less than before
    on some given sharp turns.

  18. #38
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    So, the Lemmings are gone forever for me!!! I mean, if I deleted the game and downloaded it again I would get 1.26 and the auto update makes it 1.40 so 1.30 is impossible to get, right? Ah well, I don't think i would have fought the way up to supersonic anyway, just to see a few lemmings...

  19. #39
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    Yes, they are gone for everybody of us.

    (on the record: I don't dislike them, they were simply placed at the wrong place.)

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