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Thread: Changes to the ZONE mode : v1.30

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    Default Changes to the ZONE mode : v1.30

    I've spent a few hours to find out that most of the changes are for the
    worse.

    the good:
    - the color schemes now change like in the pre-build version, awesome!
    (big halo effect, but can't be recorded as a photo, why?)
    - the zone craft integrates at start

    the bad:
    - the color scheme of MACH1 got some pebbly equalizer effects, a really ugly
    design choice (has to be seen in motion)


    - the color scheme of SUPERSONIC got some Lemmings walking on
    top of the equalizer's amplitude seen on billboards
    (nice thought, but it completely offsets the color scheme for SUPERSONIC!)


    - the color scheme of SUPER ZEN has a bug on its equalizer, which can be
    clearly seen a few meters in front of the craft, anyways watch it in motion


    the very bad:
    - all color schemes now suffer from an overexposed white haze, almost
    completely eating away the contrast, half of that might be enough
    - the piep sound on low-shield has changed, it doesn't hold up until
    zero energy, which takes away a lot of the thrill near the end of each
    run before the craft is going to disintegrate

    the ugly:
    - the zone glitch is still on and also the leaderboard hasn't been fixed

    Despite the halo effect is pretty cool it doesn't compensate for the bad
    things. There is also no new color scheme upon entering zone 100.

    All in all, I feel rather sad....

    Did they ever tested the update?


    EDIT0: About the new handling of the zone craft.

    First off, I took my time to really explore how the handling has changed
    for version 1.30. I will give a simple physical explanation of the changes,
    despite I don't know if SL has implemented it in that way, but at least it
    feels a bit like that. I think they use a mix of physics and tweaks to make
    the game fun.

    In a closed physical system (one without external forces) the angular
    momentum is conserved / constant over time. For example, assume that
    the craft rotates about its vertical axis by its very own, then the angular
    velocity will increase if you pull the weight of the craft closer to the axis
    (similar to the angular acceleration of an ice skater). The same effect gives
    mid-engine racing cars a better conering agility, since they can change
    direction much faster, but they suffer from other problems due to this
    effect (i.e. an increase in instability on braking from very high speeds).

    From a physical point of view, the weight distribution of the zone craft has
    changed such that you can corner much better now. It's much easier now
    to change direction of the zone craft which equally leads to a better control
    of its stability (or the lack therof).

    What does that mean? Well, running into very high zones requires you to
    make a good prediction of where the craft goes next and likewise adjust
    the steering accordingly. With version 1.30 you now need a less good
    prediction for running your current records, because you can now adjust
    the steering much more quickly. Otherwise stated, you can now run a few
    zones more without changing anything. On ANULPHA PASS I've found out
    that this translates to an increase in 10 zones. However, that rule of thumb
    doesn't hold for very high zones, like zone 120, because the new steering
    behavior diminishes much faster as the speed increases. Anyway, it helps.
    Before version 1.30 I stated that zone 125 would be my limit superior, not
    knowing if I could ever attain it. But now I'm rather confident to do a 125.
    Talking about zone 130 is a bit too early yet, but....
    Btw; I did the current 120 zone record with version 1.26.

    All in all, the new handling will have some interesting consequences, such as
    - more people will get the zeus trophy
    - zone 100 should be no problem for those who can run zone 90+

    Having more guys in the hundreds increases the likelyhood of getting a
    new color scheme upon entering that zone!
    Btw; Due to the new handling, turn 1 on ANULPHA PASS is a bit easier
    now (up to a given speed, of course). Counter-airbraking the craft on
    the exit of turn 1 works much faster now, which leads to an incease in
    stability. And you can even damp down a 'pendulum motion' of the craft
    much more quickly.

    Personally, I like the changes whereas the new handling feels a bit too
    arcade now, but it will add to the fun coz WipEout HD never wasn't meant
    to be a simulation.

    One more thing. Due to the new handling, the ZONE leaderboard is
    invalidated by any means. I would voted for a full reset!


    EDIT1: Be sure that they have removed even more from the ZONE mode.
    Here is another example; What about that funky synthesizer inside the tunnel
    of MOA THERMA after the overpass? Hasta la vista!
    Last edited by ProblemSolver; 6th May 2009 at 03:11 AM. Reason: Hasta la vista!

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