i think the reason the shadow is missing in that area is because the track appears darker, and is itself in a much bigger shadow
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i think the reason the shadow is missing in that area is because the track appears darker, and is itself in a much bigger shadow
I must be the only one here to notice this coz I normally listen to the music the first 2-3 days only
then i race without music both on single player and multiplayer :D
it's a bummer but as I said before not a biggie, although good if fixed for next time.
Welcome to Sokana - the classic welcome to every track (good for us to know how to pronounce them ;)) since wo64.
in Pulse it's connected to the music volume together with the short track intro.
so I can't hear The_Welcome which i find very cool and wipEout 8) nor the track intro.
talking about that, the intro is cool the first 2-3 times then I just skip it.
perhaps an 'intro on/off' option and the welcome being heard even if the intro is skipped would be a good way fore next one :)
cheers!
If you go to the playlist screen and turn all the songs off, but leave the music level at maximum, you'll still hear the track intros and the "welcome to..." bit.
:eek !!!
cheers!:+
Can we add a 3rd choice to player ? : swallow weapons, firing them or transform them in mini boost ( proportionnal to their impact : quake or plasma = mini boost will have a longer action than mines or shield.)
Maybe we can leave the BR on a side with that kind of system... but ...
Personnaly as you know i'm living very well with BR that is just a matter of adaptation. Every wipeout got his own new evolution like you described before, Colin. For me Fusion did impressed me the more with the new zone mode : truly a brand new fantastic mode which resume perfectly for me Wipeout : the neverending ultimate-speed quest. Then came pure with the 1st step into multiplayer : ok that was a bit underground through kai but for those who enjoyed those fighty moments we deeply thought multiplayer mode through online will be the new future challenge for Wipeout, the new step.
And here we are with Pulse, online infra mode deployed his wings and beginns to take off, ok everything is not perfect ( at least one thing to link to the original idea of this topic :g ) but hey! we are connected and we are flying ( high with Icaras :D...ok not yet but we are trying ;))
So for future i am very confident : wipeout won't have 4 wheels and won't glue to the track and will have insane speed : that 's all i want and very open to other new evolution :cowboy
How about this?
Attachment 192
Edit: If you can't still believe, watch this video.
Lags problem in infrastructure multiplayer is helpless.
One of Japanese player who got EU Pulse is playing
infrastructure multiplayer in this video. Too high lags...
And no alerts against other players' attack...?
Who in their right mind is going to be looking at their ships shadow and not at the next turn which is flying towards you at 800KM/h.
I think you're really blowing this VERY minor glitch WAY out of proportion.
Edit: Infact, I don't think there's a glitch there at all, the shadow is merely being hidden by either the engine wake, or a larger shadow by a building, in regards to online lag, yes, it is like that, but it's really not as bad as it looks.
hey hisho, good job with those pix :D
but I never notice the shadow while racing single player nor online - that is nothing man!
so I wouldn't worry too much about that.
something that should be fixed instead of this, imo is the possible cheats with them turbo and leech weapons :?
Looking at those pictures Hisho, I don't believe ther is a problem:
3)Surface is as dark as the shadow, so it won't appear
Metropia)No shadow, but thats not saying that the light source is close to the horizon so the shadow appears well behind the craft
4)There is a shadow in that pic, look carefully at the thrust wake
Shadow is hardly a deal breaker anyway.
I agree with the other folks, Hisho-- I don't think that you will even notice the shadow "glitch" in real-time play, if there is a glitch there :)
So far I have been impressed with the smoothness of online play-- and I am mostly racing European players whilst in my house in the U.S. I have not personally seen the kinds of lag that is shown in the video :)
It's definitely true, however, that if you are playing folks across the globe, from long ways away, your PSP won't be receiving information fast enough from the other players', and so the in-game estimates of where the other players are driving will be somewhat off. For example, U.S. gamers that have imported JUMP games (for the Nintendo DS) from Japan have found lots of laggy connections to deal with when playing the predominantly Japanese gamer community.
Wow! I think that's a GREAT idea Arnaud! Imagine there wouldn't even be a dedicated turbo pickup, just the chance to convert weapons into turbo power. So when you absorb a weapon, with the circle button, you get shield energy, but if you absorb it with for example L2 (PS3 controller), you fill up a turbo bar. Weak weapons give you little energy, strong weapons a lot. For example something as powerfull as a Quake or Plasmabolt would fill the bar all up, while it would take about 4 Mines or Rockets to fill it. Then, by pressing R2, you can release the turbo power, and depending on how full the turbo bar is, you get a longer or shorter boost! That would also split the community in different racing styles: agressive players who fire a lot, and purists who collect as much boost as they can! Colin, I hope you read this - I LOVE the idea!
Ridge Racer anyone? I dunno, but I'm not such a big fan of filling a nitro-bar and get the "ultimate boost" then. Sounds nice on paper, but I think it won't work ingame. Maybe it's just me.
it's nothing to do with Ridge Racer Max and its nitrobar you are using all of the bar in 1 time , you knwo it's like more or less a system ala W3O hyperthrust : you can get all the bar in one ( ermm limited to 25% ;) ) or you can 'spray' it like the mini gun online ( prrrt, prrrrt, prrrrt ) so only when it's needed and not the whole bar in one.
exactly! it's like a hyperthrust that doesn't draw from the shield but eats up weapon pickups instead!
I'm afraid that that's likely to be one of those ideas that _sounds_ really good, but doesn't end up working well in practice.
Looking at it from a game design standpoint, if a weapon pad can give you a boost, then there's no point in having boost pads. So making the change you describe would likely entail removing of boost pads. Which, while it could be really interesting, I think I prefer having to make the choice of the "speed line" or the "pickup line". It really makes the track itself have intrinsic strategy requirements, totally awesome in my book.
I think we all agree that adding "more speed" to the game is good, but we'll all probably also agree that it really has to be done correctly. Hyperthrust was great in W3O, but since absorb is awesome and we're keeping it we definitely can't go back to that old system, because again that would just turn weapons into speed. Not that "going back" is something we should ever be doing in WO anyway. 8 )
What we've got is the BR system, that while it gives us the 'more speed' that we're all after, I think we can all also agree that it could work better. Either more reliably, or whatever.
So we've got something that works, but there are some problems with the implementation, so it looks like what we really need is a totally different idea, much like what you're suggesting Arnaud, but unconnected to shield or track pads.
I propose something totally different. Pitch out BR, for all the reasons given, but replace it with another 'more speed' system: The better you are, the faster you go.
As long as you're flying at max speed, not scraping walls, not getting hit by weapons, flying a clean line along the track, your afterburner bar fills up. As long as you've got anything in the afterburner bar you can come off the gas and stomp back down on it and that'll turn on your afterburners for additional thrust and speed. Of course, the bar runs out and the system turns off, but you can also manually turn it off by again coming off the gas and going back on. So in this manner you can build up charge and store it for use in critical areas, or you can just burn it all on the straight, whatever you want. This gives us a 'more speed' feature that isn't connected to the pads or the shields in any way (and is therefore implementable) and isn't a 'hadouken' gimmick in any way/shape/form, no special key combinations or even additional buttons required. So it's still playable on the PSP and everything.
I think that's the kind of thing we should hope to see in the next iteration of the franchise, long may it live.
I agree with Task. The game wouldn't feel like Wipeout. Instead, players would be rushing item pads hoping to get lucky for a clutch extra boosts
I just read "pitch out BR"... So I agree too ^^
Seriously, the Barrel Roll technique is one of Videogames' history worst designs ever, right up there with Snaking in MK. Actually, it's one concept, button combination and effect, all the same, plus they're both extremely annoying. ^^
i agree Jay we may loose interest of the boost pads.
I like your idea to have a 'more speed feeling' without involving the track pad and shield but i don't like the way we need to release the X button and then immediately push it down ( ala the 'kick down' effect for automatic transmission cars) and 3 bars needs to be displayed on the screen ( speed one, shield and the afterburner one ) that is maybe too much ?
Boost pad is giving a fast trust in a minimum of time and then dicreasing so why not ( in extension of your idea : " As long as you're flying at max speed, not scraping walls, not getting hit by weapons, flying a clean line along the track" , ) maintaining this speed you got from the boostpad and then getting more speed again on the next pad ( if you don't hit wall, perfect line etc...) so you ll will have the choice of building your speed by racing a perfect line only limited to your habilities to handle high speed.
In that case no need to push buttons ( except constantly the thrust button :) ) and the speed feeling will be there.
Good idea asa! skip the double X press!
you took tasks idea one step further so allow me to take it one more.
how about we just keep the normal boost you get from the speedpads and just skip the BRs!?? http://geocities.com/zargz/leenden/lol.gif
you will get rewarded for a perfect line - the fastest time!
funny how taking the idea 2 steps further we get back to what it was before ;)
as they say:
http://geocities.com/zargz/leenden/old.gifit was better before!
:D
Bloody hell, zargz, you're as much of a minimalist and purist as me! :rock
Sorry to veer slightly off topic here but I wanted to comment here :)
Most members of the hardcore Mario Kart community (which is surprisingly large and dedicated) think that "snaking" (back and forth mini turbos) is what make time trialing so INTERESTING in Mario Kart Double Dash and Mario Kart DS. It does add nuance-- ordering of mini-turbos, the line through the course that allows the most mini-turbos, the speed of mini-turbos, the consistency of the mini-turbos. I think that much the same could be said about barrel rolls for time trialing in Wipeout Pure and Pulse.
My problem with snaking in Mario Kart isn't the technique per se, it's the terrible strain it puts on your hands to implement it. At one point I was somewhat highly ranked in Mario Kart DS (maybe 30th in the U.S. and 130th in the world, amongst perhaps 600-800 dedicated participants?) but retired to save my wrists. Barrel rolls, in contrast, just aren't that taxing on the hands-- at most we are talking about 5-10 per lap rather than dozens and dozens of mini-turbos in Mario Kart.
Personally, I think the main issue with barrel rolls are that they can't be consistently done in head-to-head races and multiplayer because of the framerate. For time trialing, however, they work well and DO add several layers of strategy and planning to the process.
Anyway-- I completely understand that some of you long-time wipers dislike the barrel roll, and I'm sure that coming Wipeout games will be good even if the mechanic is scrapped.
But I DO hope that, whatever takes the place of barrel rolls, adds a similar level of complexity and nuance to the racing mechanic. We do NOT want obvious perfect laps that can be achieved with a few days of practicing! (At least, not in my opinion :) )
''We do NOT want obvious perfect laps that can be achieved with a few days of practicing! (At least, not in my opinion )''
Oddly enough, though, that's exactly the way real-life present-day racing is. Coming as near as possible to doing perfect laps despite the competition getting in the way and altering your lines is the challenge real-life racers face, and find satisfying to achieve. And they don't even have the additional complication of weapons. It's been the typical situation of racing since the first closed-course automobile racing venues were opened in 1907. Brooklands being the more notable of them. Something about the simple concept must be fairly good. :)
Perfect laps may be obvious to anyone. The point in wipeout is to get a faster perfect lap. While it may take only days to master perfect laps, with some tracks you could argue that the absolute fastest perfect lap could take years to master. Ex. Portokora vs. Spilskinanke. I wonder how many in the forum consistently manage PL on Spilskinanke, nevermind have a perfect lap that they felt they couldn't improve on.
On the topic of racing complexity - isn't the whole idea of wipeout's racing complexity supposed to be centred on the speed? Faster speed class, more complex.:?:
Oops, it occurs to me that I shouldn't use the word "perfect lap" because of its historical use in Wipeout games to mean a lap in which you haven't hit any walls or opponents.
What I really mean is, the "ideal racing line that permits execution of a lap in the shortest possible time in the absence of other players or weapons fire." In the perfect world, there would probably be only one ideal racing line-- but because players differ in their skill levels and choices of ships, there may be multiple ideal racing lines.
If you look at older racing games that have a large following, one continues to see better and better lap times being achieved. Mario Kart 64 was released in 1996 but lap times and race times CONTINUE to be improved, even very recently. This is a testament to the complexity of the MK64 gameplay and the committed (obsessive?) driving by its fans.
The barrel roll adds incredible complexity to time trialing in Wipeout Pulse and Wipeout Pure-- the number and position of possible barrel roll locations is very high, and varies based on play style, pitch control and ship selection. Nearly three years following its release, I don't believe that lap and race times are anywhere near reaching a plateau in Pure.
But if there were no barrel rolls, and players only had to map out one turbo boost point ('shroom spots' as we call them in Mario Kart) and hit as many boost pads as possible, we would see most experienced players achieving similar lap times after several hundred attempts. Cursory study of the "Arena" forum page and the time trial pages indicates that this isn't the case. Hell, I am a relative n00b at Wipeout and recently submitted some no. 2 and no. 3 lap times in Pure that were achieved with the Zone ship, of all things ;)
I agree, Medusa, that speed per se adds difficulty and complexity to racing lines. But part of the reason is that, in Wipeout Pure and Pulse, speed increases air time, and hence opportunities for barrel rolls. Ideally, I would like a game that raced on Vector or Venom speeds, have many opportunities and strategies possible for obtaining faster lap times :)
This is another philosophy that I honestly haven't considered much :) My belief is that, ideally, there should be as much variation in possible strategy and execution as possible-- to provide incentive for continued innovation. But other folks may feel differently!
As simple as WO1 and WO2 seemingly are, the times continue to be improved after more than 11 years, and even the top pilots are well separated from each other despite some intense challenges in which a very large number of laps and hours have been put in. And that is without any change in the stats of the ships or consoles whatever. The challenge and extreme difficulty of making driver performance more perfect and more consistent is still there. I'm not even sure if the perfect lines have been found, since continued effort has managed to whack whole seconds off some times of these very old games just in the past few months. The longevity of their challenge and interest is really extraordinary. They're currently pushed to the side because there's a new game to explore, but their time for being played will come again.
Glad to hear that time trials are still active with the older games-- perhaps I am inflating the importance of barrel rolls :) I'm sure that SL will make sure that, whatever mechanic is used in future iterations of Wipeout, that it keeps the gameplay complex and interesting.
Off-topic here, but I am embarrassed to say that I never owned a PS1-- which of the Wipeout games would you recommend going back to first?
All of them. ;-) The thing is that all three offer a different challenge and are quite different in style. Personally, I recommend 2097/XL, but you better have a look at "which do you like best"-discussions from recent years.
I couldn't agree more with Lance: It is amazing to see how lap and race records can still be improved significantly after so many years. Personally, I come back all previous WipEout games every once in a while and have a go at some of my times. In terms of the joy, the challenge and the longevity of finding that perfect lap, that perfect race you simply don't need barrel rolls - likings and dislikings of this new mechanic aside.
Ben
with all the br-craze ... why don't you guys switch to zone? because zone is not only about the best lane, but also about focus over serveal minuts and your skills with inconsistent speed-classes.
Getting a bit in to the game, grid 10 now, and with the higher speed/classes,
Rapier in particular, the slight annoyance at BRs is growing in to a raging frustration!
just the fact that there's been problems with the implementation of this feature
in Both pure and pulse should be enough to eliminate it from the next game.
never mind the tekken combo needed to perform it and the cartoonish or 'unrel' mechanics of it ..
:bomb
For those who want to know their limits in term of highest speed they can handle : zone is definitely the challenge especially on Pulse.
With Fusion zone mode the speed was not increasing after zone 60
Zone mode of Pure was pretty boring due to tracks with no real interests.
Zone pulse simply rocks ( unlimited speed , tracks coming from the original game , 16 tracks !! ) and could be my beloved mode if i can't find good condition to play online ( with trusty WZ people who doesn't quit tourney in the middle and 2nd condition : no lag )
Zone is great yes, I hope those new tracks soon to be available for download, will have a great zone mode too. Zen FTW
One more thing I find a bit annoying in Pulse, especially because it's such a fast game:
The animation when you've picked up a weapon/item. It's not the animation itself, it's the time the animation takes till it really shows you the weapon.
When you're racing and you're in a fight or you need energy, you directly have to know which weapon/item you've picked up to make a fast decision. But to decide you need to know which weapon/item you've picked up and it needs too much time till you know it (even though it's already just a short moment) because of the animation.
I would get rid of the animation completely. No popping in, no drop-down, nothing. You fly over the pad and you can directly see what you've picked up. Just like in all WOs before Pure.
It's really an important element where functionality is over eye-candy.
Yes, Colin, that's a hint for WOHD ;)
I couldn't agree more...
An other thing i hate is the eliminator mode:bomb. At first I thought it was great and fun to play between the races in the grid, but in the higher speed classes, particularly phantom, it's just ridiculous. I doesn't feel like a test of skill, but test of how many quakes and repulsors you can get. Luck plays a big role, as you must hit ships with low shields. If they have much energy left when you are just softening them for the opposition, so theoretically you can hit with every weapon from every pad without getting a single kill.
I think it would have been better if they removed the superweapons and lowered the energy, so that when you hit someone, they die. That would, in my opinion, make the mode dependant on skill, and therefore more fun.
Eliminator mode? Uh, clearly it's not advertised as a mode that requires serious skill for a reason, on the other hand you do need some skill, the theoretical possibility you put fourth for an apparent lack of killing would be the result of the player in question NOT playing the mode correctly. Think a little more tactically, for example fall to the back of the pack when you pick up a quake, don't just fire off a good weapon as soon as you pick it up wait for the AI ships to fight each other then move in to finish them off and obviously ships get a little energy back after crossing the line each time so maybe wait a little before attacking them too. You can end up destroying ships with a missile, I mean any ship not just the ones with weaker shielding.
What you mean one hit kills? Oh yes how very skillful.
online games.
if I'm the last in a game coz everybody else has quit don't give me a DC! :bomb
I got 25 DCs now and for sure 20 I got this way ..
should be an easy fix with an
if
then
statment
Which all goes to prove that BASIC could solve everything.
didn't anyone say in here that you can wait 15 more seconds for the game to quit automatically and then it wouldnt count as a DC. on the left bottom of the screen you can see a clock counting backwards, if that time as passed it shouldnt be a DC anymore, dunno if it works though.
Exactly I thought it worked but it doesn't seem that way .. :?
aaargh! 27 DCs now..
ok, I'll try to remember that nr and check after but i almost 100% it doesn't work ..
anyone knows for sure?
coz I think there's a delay you can wait for the counter then you check and you don't have a DC
but after a few games it is there.
ya, im getting dc's for no reason as well. heck, i got 6 in the first hour online..