i always wait the 40sec after a SR or tour. just in case ;)
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i always wait the 40sec after a SR or tour. just in case ;)
I cant think of 10 - only 5....
1. Screen Tearing
Especially evident on Phantom Moa Therma using in-cockpit view.
2. Loading Times
Load times are so bad people are turning the music off. Why oh why do you insist on not allowing us to run the game from the Memory Stick, its crazy.
3. Corrupted Custom Skins on Ghosts.
4. Freezing
5. Cant upload without Wi-fi
Maybe they are afraid people would cheat online :pQuote:
Why oh why do you insist on not allowing us to run the game from the Memory Stick, its crazy.
I waited and played the game a lot, so I wouldn't jump to conclusions or make mountains out of molehills but there are a few things that may break the game in the long run, for me at least.
1. Unacceptable framerate. Makes my eyes bleed and single races unplayable, due to the fact the airbrakes' effect seems to be calculated via frames, like BRs, which makes its usage too random in heavy traffic with heavy ships. I don't know what you guys are playing to say it's super smooth, definitely not Pulse...
2. Excessive loading times compared with completely annoying loading screens can't be beneficial for a game that has always been about style. Who's idea was this, I wonder...
3. Freezing. Although it's got nothing to do with how the game plays, it results in my not switching the game back on and doesn't really cast a positive light on a 40€ product.
4. Wi-Fi only updating. Admittedly not game breaking but annoys the hell out of me when I set a new record but can't upload it.
5. BRs are still in it. This made Pure uninteresting after a while. Having a good run get topped by one where could squeeze in another BR because you were "awarded" some airtime by not sticking to the racing line and bounce off a ledge or something is just ridiculous. Maybe it's just me, but racing WO2097 and 3 I always had that feeling that I could reach my limits over and over again, always clocking a few hundreths or mere tenths around my best time. Pure and Pulse totally ruined that feeling since a BR often made good runs seem random and not reproducible, leaving me asking where one could pull off another one of those BRs.
So, that concludes my 5 reasons. There're little things, obviously, no game is perfect but the mentioned 5 hinder the game from being up there with 2097 and 3.
While I definitely rate Wipeout Pulse highly, thus far (18 out of 24 tracks unlocked) I am enjoying it more than Pure, there are however some niggles that I find are hampering my enjoyment. Some just plain frustrate me to the point of not wanting to play anymore until after I've calmed down later on in the day.
1.The load times. Probably an understandably unavoidable result of higher quality graphics and/or MP3 music loading (some of my custom tracks are 20MB in size), it still reduces the amount of time I spend playing during a session with the game. I'm more likely to switch off after three or four tracks/attempts than feel compelled to ace that speed lap/time trial NO MATTER HOW LONG IT TAKES, just because of the amount of waiting in between. I lose a lot of my 'focus' or 'mental momentum' on a track/challenge as all it takes is those crucial extra seconds of waiting for me to zone out and think about something else. If/when they release a digital download version, you should be able to restart a race as quickly/instantly as in Wip3out.
2. The recurring 'advice' messages during loading. I think they should only come up if you're loading a Venom event, as that's more likely to be being played by a rookie or beginner, who'll appreciate the tips. I hate being told 'do you know about boost pads?' on my Nth attempt at any event, especially if I'm on Rapier or Phantom. Perhaps a more refined system could be used on Wipeout HD, whereby it can offer you specific advice about the ship you're using/the track you're about to race on (like the best way to tackle a particular corner), or even a combo of advice depending upon what ship/event/track. The way it is now is unintentionally patronizing after several hours of play, especially as you're viewing the load screens more often this time.
3. Some narrowly missed opportunities for greatness in Photo Mode. Looking at some of the pictures already posted here, I am aware that some truly spectacular shots can be captured using Photo Mode. However, I am disappointed at the control we're given over the camera positioning. Several times now, I've gone into Photo Mode, moved the camera around, noticed that what I'm looking at would make an awesome shot - but only if I could only zoom out/in a bit further, something which is only allowed in the track-side view which is of course, a fixed position camera. I would have loved it if we had more freedom over the camera positioning, a simple combination of the camera movement ability and the zoom in/out function would have done the trick. I'm interested in why it wasn't done this way actually...I'd have thought that was the ideal format for a Photo Mode.
4. The 30 track limit on your own MP3s. I have a 2GB stick...that means I can store thousands of tracks. I would have loved if everyone of those tracks were available if I transferred them all to the WIPEOUT folder. I realize this cap on imported tracks could be down to reducing loading times though.
5. The tracks lack some of the 'pizaz' and identity of tracks from earlier games. Many tend to feel/look the exact same, full of neon signs and metal-gray tunnels. I was underwhelmed by Basilico and Platinum Rush, especially the latter. I wanted it to be better than Wip3out's P-Mar Project, but it felt much too claustrophobic and is over before it begins.
Perhaps a more intimate appreciation of the individual quirks on each track will come with time, but for now I'm failing to warm to a lot of them. On the flip side however, it means any tracks that do display a greater attempt at individuality (such as the 180 corner and end of track launch on The Amphiseum White, the 90 degree half-track mag-strip on De Kostrukt, the unbarriered corner on Arc Prime White that gives the impressive moonlit vista over the city and the downwards drop in Metropia Black) are all the more relished, but they're just small sections of brilliance within otherwise perfunctorily designed tracks. I also miss track splits/division - they were in many of the tracks from Wip3out, and I missed their inclusion in Pure and I'm missing them the more in Pulse.
6. Track length. Most are far too short. I understand that the game is for a hand-held system and the onus is on playing for brief spurts whilst on the train/bus or sitting on the toilet, I can't help but feel it may be to do with the fact that they had to be designed with black/white runs in mind, and thus had to be cropped for an easier design process. It lessens the effect of the fact there's 24 tracks instead of 8.
7. A few things about the mag-strips. I can see straight away that the designers wanted to avoid making some of the same mistakes as Fusion, but it feels like as a result they've been too timid with their implementation. Most of the time they're just used on the undulating straight sections. I would have preferred if there was a more tactical element to them, like the part in De Konstrukt Black where a division in the track means taking a left keeps you on the lower level, where just moving slightly to the right (where there is no mag-strip) launches you up onto a higher tier. Scattering small patches of normal, non-mag strip surface on the sideways/upside down sections on a track for when playing Eliminator, could possibly have added more to the mode. Another thing that bothers me is that despite there being glass/see through sections of track, they're all on the flat sections. It reduces the impact of flying sideways/upside down on a mag-strip if all you can see is dark blue beneath you. How much better/more vertigo inducing it could have been had you been able to see through the mag-strips the same way. It could have definitely improved on the 'track individuality' angle if the player was more acutely aware of which way up their ship is.
8. Classic tracks. Less of a 'hate', more of a concern. Will we be getting them this time? Is it really too much to ask for incarnations of past tracks this time or was that something only considered for Pure, because it had been such a long time between games at that point, so is it 'too soon' to be getting shiny VR versions of Sol 2 or Ubermall?
9. Prospective downloadable content. Again, more a concern than a dissatisfaction, but I am a bit concerned about the fact that for now, it looks as if only 4 packs are planned. I probably just need reassuring that the content within each pack is going to be worthwhile (especially if we're to be paying for them this time (or not, I dunno if we are)), and not just 1 new track + 1 new ship per pack.
10. The menu design. This time it's not skin-able as far as I can tell, and it's all a bit glib and depressing. Nothing exciting about them. Were Designer's Republic involved this time or not? Looking at this game's menus leads me to presume that they were not.
11. The game's intro. No where near as rousing as Pure's or as cool as Wip3out's. It almost feels like an afterthought.
12. No concept art for when you get a gold! I really used to love finishing challenges on Pure to acquire them. These, for me, were the real reward. I sorely miss them in Pulse, as I'm convinced that there was just as much, if not more fascinating artwork produced during development of Pulse.
Now despite all these gripes, I ****ing love Wipeout Pulse. As with everyone else, I only post these ingratitudes so that they may help with further refinement of the formula for future games in the series.
Objection. ;) I do agree, the intro is _far_ less _remarkable_ than Pure's, which I consider the best WO intro ever, but it's still stylish as hell and sort of throws you right into the action. It looks great, it sounds great - take away "Welcome to WipEout Pulse" and it's actually one of my favourites from the series. Whereas I should add I never thought WO intros to stand out in a remarkable way from other racing games' intros - with the exception of W3O.
Ben
First off, I want to say GREAT JOB on Pulse Studio Liverpool. I think its an amazing game and in my opinion the best Wipeout game to date. I own all the original releases of Wipeout 1-Pulse and this is definately a dream come true for Wipeout fans. BTW, I'm in the US and imported just so I could play early, but will also purchase a US copy when its released, just to play through again. Thats how much of a WO fan I am.
As for compliments, and complaints, I only have 2 main complaints:
1. Intro music is terrible for a Wipeout game, especially after Wipeout PURE's extremely cool intro music. PULSE's intro music makes the game theme seem kind of corny. Its too high-pitched in my opinion, and as an electronic music fan and producer, I think there are so many more better selections that could have fit it better.
2. Hard AI is just too crazy with the weapons still. Its bad enough when playing a single track to try to get the gold, but when you play a tournament, its a flip of the coin sometimes of what spot you'll place in. Not from your skill of racing, but from how much you get pummeled with missiles, shockwaves, bombs, and mines. This is the same issue I had in PURE and could really make the game frustrating due to you being defeated by random attacks rather than your own lack of skill.
Otherwise, FANTASTIC GAME! I can't stop playing it, and I really commend you guys on a job well done. I'll actually be purchasing a PS3 just to play Wipeout HD when its available. Keep up the good work, and keep me in mind for soundtrack work in the future. I've posted it before, but I'll post it again. Check out my myspace music site, and listen to my song "Anti-Gravity" which is actually a dedication to Wipeout. Also in my "Musical Influences" section on the side you will see a few Wipeout pics, as Wipeout is the game that started my love of electronic music.
http://www.myspace.com/dimenzionalshift
Hey Lord_Khan, good to see you again-- glad your AUS import finally arrived :)
Heh, just noticed that last night for the first time-- quite jolting. I have only seen it on Moa Therma at phantom speeds, however.
Try turning off the music ALL THE WAY (i.e., both by turning music volume to 0% AND by manually selecting all of the tracks off)-- this helps a lot with load times and reducing UMD spinning, and improves the framerate to some degree, I think.
Are you serious? It improves the framerate???
I will need to check that out - shame im having to turn the music off as soon as I get a wipeout version with custom soundtrack.
Well, I'm not completely sure-- there's no easy way to quantify the framerate. But the game feels somewhat "smoother" to me without music, and maybe easier to execute barrel rolls? It could just be my imagination.
There's no question, however, that it improves the load times and dramatically reduces UMD useage. Make sure you manually select OFF each song in the soundtrack-- don't just turn the music volume to 0%. Basically, you should only have the UMD drive running when you first load a track-- from then on, you shouldn't experience any UMD useage and you will find very fast re-load times if you re-start the race. This works in Wipeot Pure as well-- it even removes the damn sleep mode glitch!
You may also want to experiment with turning the HUD off, especially for time trials, where you don't really need it. I haven't decided if this has an effect on the game or not.
I'm hoping some of y'all will try this and see what you think-- curious to know if it's just my imagination :)
Likewise man. Yeah, it was really cool that the game came on Christmas EVE! Talk about the best Christmas gift evar. lol.
I can't stop playing. Just got to Grid 5 last night (Hard difficulty only), and tearing up the tracks with my long time friends at Team Qirex. :)
BTW, I'm Lord_Khan on the Wipeout stats site, and playing online. I'm still learning the Pulse tracks, and developing my skills on them but will be ready to play some more in-depth online soon.
I used to love Tech de Ra .. not anymore.
too many BRs on the bridge. :?
If I want a skateboard game I'll buy one of them Tony Hawk's games.
yes this ramp-jumping part reminds me of a certain snowboarding game where "you gotta trick to boost." Overall Pulse handling is brilliant and BRs are not always excessive, but in places it`s going to be "Wipeout: Tricky"
"Frontside 180 Iffy Stiffy to Late Experimental Air!"
Haha I used to love SSX.:)
To rock around to rock around it's tricky, it's tricky, tricky tricky tricky!!!
Your boost is full, use it!!! :rock
You guys are hilarious :lol
What I want to know is how deliberately SL put these little grinding opportunities in some of the tracks-- it must have been on purpose, right?
Wasn't that Airblade?
I hate pulse because:
Not enough to race campaign. I have completed Phantom Grid 4 yesterday, after 9 days of owning it.
OutPost 7: I just hate it.
No zoom on most photo mode angles.
No cockpit lines.
Too - weapons friendly on eliminator.
Not enough tracks.
I don't think the 'average' gamer will be completing it in 9 days though.
@Rapier Racer: I'm not average, I'm an addict!
@zargz, when I say that there isn't enough tracks, I mean that there may be black and white runs, but they are just the same apart from they are opposite and they have two or three changes. I'm still happy with it like that, but I feel like something's missing.
From Japanese deep "wipers"
Attachment 213
Some translated word may be wrong...sorry
Hard << Medium ...?
Hard AI should use weapons more than current for the heated race.
Another one is "Plasma is not 1-hit killer".
Is Plasma not 1-hit killer even Eliminator mode too?
The plasma bolt hasn't been one hit kill since Wipeout 3, it's just an extreme damage dealer now. I'll have to check Medium and Hard at Phantom class, but from what I've seen earlier in the game, Hard is definitely harder :)
It really couldn't be a one hit kill in the hands of the AI. It would be ridiculously frustrating. As it is, in combination with something else, it can still be lethal.
No, he's right, he said "hasn't been since...", so he's refering to Fusion, Pure and Pulse not featuring an instant kill Plasma.
I think they built those little ramps to make things a bit easier for newcomers. While a solid wall would be better to prevent those stupid grinds, it would also stop you dead if you lost your line. The little ramps (and there's lots of them throughout the tracks) on the other hand give you a second chance: React fast enough, win back control over your ship and you won't lose too much time in a race. Also the average gamer would never think of riding those walls for additional BR opportunities, it's way too risky. Unfortunately though, SL should've thought more about the better gamers practicing hard to make the very best out of such "unlucky" track designs, i.e. exploit the game wherever possible. It's just another aspect of Pulse's trying to cater to casual gamers. :brickwallQuote:
how deliberately SL put these little grinding opportunities in some of the tracks-- it must have been on purpose, right?
I know I am gonna be slaughtered for this, but anyway.
I hate the Rapier and Phantom speed class. They are just too fast for me. I am not much of an online player. But even the sparsly Rapier races in the first eight grids bugger me.
BTW I get 6 hours of gameplay with my psp slim and light and a phat 2200 mAh battery. That is a cool thing.:hyper
MarcoM - I totally understand what you mean about the Speed Classes.... i find Rapier "Just about" doable, and only on certain tracks, and i've only tried Phantom once and whilst it was fun, it's not something that i aspire to.... yet! :)
Having said that, i am finding that the more i play, the better i get & the easier the faster classes become. I personally like the slower classes though because i get to see more of the fantastic track design & all the detail in the surroundings etc.... something you don't really have a chance to take in when you're flying along at a Zillion Miles per hour! :dizzy
play more zone and phantom will seem slow
:mr-t
i'll second you on that, Yee Seng
:p
Haha, that's exactly what happened to me. I've made a nice custom grid for Zone with all white/black zone tracks that have the objectives:
Gold: reach zone 35
Silver reach zone 30
Bronze: reach zone 25
to try and eventually reach Zen on every track. 8)
After a few gold medals, going back to Phantom seemed like racing in Flash. :hyper
....
To stay on topic. Maybe it was already mentioned and discussed, seeing as we're on page 19. But I'm really sad about the bombs not staying on the track forever. It added sooo much to local races with fewer persons. I'll never forget the legendary "offers one cannot refuse" when placing bombs on the Anulpha Pass shortcut. What quake.. a bomb was often the sweetest and meanest thing one could get racing in last place in Pure. It allowed for dramatic changes of lead and gave people in the rear a big say in the result.
Why oh why do bombs explode by themselves now. :(
Hope there'll be a way to fix it and other little annoying tidbits in the future.. maybe. :?
edit: god, I really do mix the words "bomb" and "mine" in wipeout. I always meant bombs. Corrected.
edit 2: out of respect to the authors, I apologize for only having posted about negative aspects of the new title as of now. It's that when one grows up with Wipeouts, he starts to take the ever present anti-grav awesomeness of the series for granted and only notices flaws. Pulse is still a brilliant!!1 http://pretep.konzole-slovenija.com/...s/icon_car.gif
AI does not use "barrel roll".
Barrel roll is one of important technics since Pure.
So I think high level AI (Hard and Head-to-Head) should use it if shield energy is enough.
AI does not use "rocket start".
They starts faster than player in high level, but no turbo SE and turbo effects(*1).
So AI does not use rocket start, it's only "faster start than player".
Zone mode graphics
I like Pure's zone graphics better than pulse's...
There's no "AI Eliminator". I wanna see AIs fight which is harder than "AI Race".
But AI always absorbs weapons to recover energy if they took heavy damages.
So I can't destroy them! :brickwall
(*1):"turbo effects" means "Two new thrust trails appear to the right and left of the main trail behind ship when a Boost powerup or pad is utilised"
as you know I think that BRs suck in general but yes, I agree
it's lame that AI don't use them same as quake, plasma, energy wall and cloack in wo2 and 3.
In that aspect (the AI using same weapons as you) wo1 is still The Best!
talking about weapons, I'm glad repulsor and shuruken were left only for eliminator.
especially shuruken! what's a ninja weapon doing in a race game?
and what's it with it going through your ship and going on to damage other ships?
we got the quake for that and you can bounce the missiles of the wall that way too.
imo if a weapon hits you then it's used, shouldn't go on to hurt other ships.
repulsor is ok I think but the blast radius should be much smaller
like the width of the track and a couple of ship-lengths forth and back.
imo :)
I'm really enjoying Pulse at the moment and it certainly makes commuting on the train fly by. :o
Anyway, not sure if it has been mentioned before, but I think I've found a minor audio/programming bug in the Eliminator Mode. So far all of the Eliminators I've played require you to reach 10 kills to win. However, I've noticed that when the total kills of all the ships reaches 7 then the anouncer says something like '3 kills remaining'. I presume this should occur when your own kill number reaches 7, which it currently doesn't.
Has anyone else noticed this? I definitely remember this happening on 2 occasions. Certainly not as annoying as the BR bug that is present in the game.
Also does anyone know whether PSP games can be patched by the downloadable packs coming out, or by a stand alone patch? Have any other PSP games in the past have received patches? The PS3 obviously allows this, but is a more locked down environment, and I guess PSP patches could create more issues where by hackers could exploit them and ruin online gaming further?
Hi Admiral, welcome to WipeoutZone. :)
I've noticed the thing in Eliminator mode that you mentioned. Quite a few times, even early on in the Eliminator race, it will say "3 kills remaining" when there's obviously more.
I think this "bug" has been observed by a few people now, and not sure if it's something that's patchable or not, but this is definitely a good place to find out. :g
I agree with this. The limited-duration bombs shifts the balance of power that much more to the current leader-- who in Pulse can quickly become unstoppable once he/she is 3-4 seconds ahead.
Perhaps SL concluded that tracks become too littered with bombs and mines if there isn't a clear time duration assigned to these. That would make sense. But I am curious to know the effect of making the duration somewhat longer, e.g., long enough for a last place racer to create bombs that would affect the next lap for the first place racer.
It does seem like there needs to be some sort of equaliser for those at the end of the pack. Anyone who gets an early lead has a serious advantage in Pulse. The bomb timing is just part of that.
Agree with you there Dogg, re: the early lead thing. Once someone has a good (3-4 Secs) lead, it's very hard to catch up. Add to that the squabbles among the rear of the pack where weapons are flying all over the place and you just can't get out of it (Unless you're lucky enough to pick up plenty of boosts). :)
What makes this even more annoying is the seemingly "Random" grid positioning at each race start. There doesn't seem to be ANY logic in it whatsoever as far as i can make out.
Having said that, i still absolutely LOVE Pulse, and Pure, and play both as much as i can. :g
In terms of having some sort of "equaliser", or handicap for players at the back of the pack, I think it'll become very frustrating for good players.
I used to play Ridge Racer, which had that very option (defined by a 1-3 star rating) and found it was very unrewarding for those players that had put hours into learning how to play the game better than the next guy.
I entirely agree. It would make sense, in a tournament, if the leading players would start at the back of the grid (this would, in my view, pose a fair challenge to all players) but I suppose if it's random there can be no complaints.Quote:
What makes this even more annoying is the seemingly "Random" grid positioning at each race start. There doesn't seem to be ANY logic in it whatsoever as far as i can make out.
Typhy
P.S. I know the issue with having to wait 50secs before the next track loads has been said many times before, but I actually don't mind it - seems a perfect opportunity to go a make a nice cup'a before the next race.
As a longtime Mario Kart player, it's somewhat disorienting to be playing a game that so seriously favors the leader-- Mario Kart is obviously built on the opposite premise, that the leader needs to work hard to stay there. That said, skilled karters can easily whip inexperienced racers-- the handicapping system just makes things a bit more interesting in races amongst advanced players. For example, sometimes it is worth dropping to second place in a race to pick up the better items (shrooms and red shells). And certainly, the leading karter has a big old target on them for the blue shells ;) It's so sweet to pull of a blue-shell dodge with a perfectly time mini turbo 8)
Not saying that Wipeout needs to adopt this sort of gaming mechanic-- it's never (I don't think) been part of the franchise. But it really does play differently, with the first 10-20 seconds of a race being CRITICAL for determining the lead. Not of course that there isn't a lot of skill involved in obtaining and maintaining the lead...
P.S. I actually agree with Typhy, most of the time the 50 second delay doesn't bother me-- I get up, clean up the living room, lift some weights, run dishes to the kitchen, take a leak... it's surprisingly useful!
Well I'm not a great player by any means and frequently get my ass handed to me online. But there have been a few times I got an early lead and just breezed through the race not knowing what happened to the competition. And that's not exactly satisfying either. I'm sure those people who get an early lead would like a bit of competition.
It's really not about the racing, but the weapons. And, as the weapons have created the problem, I reckon the solution lies there too. Mario Kart (though I find the blue shells awfully cheap) is a good example of helping people at the back by giving them better weapons. That could be applied to WO in some way.
That or simply do what the racers want - really pull back massively on the weapons throughout the game.