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Thread: Fury Expansion Comments/Minor Complaints

  1. #21
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    Quote Originally Posted by RidgeTop View Post
    -The ships, although they are very nice looking and have improved stats, they are simply replacements for the old ships. ... idk just seems like SL took the easy way out with the ships while invalidating their previous designs. ...

    -The Zone exclusive tracks all seem to have a very similar abstract design above the track, you would think it would not have been too hard to switch it up a bit.
    I disagree.

    "idk just seems like SL took the easy way out ..." Jesus, are you serious?
    Just try to design a craft out of blades and make it good looking. It's much
    easier to design a craft that will have a smooth surface.

    The similarity you experience is part of the fractal nature of the idea behind
    those structures. I've never seen any game that has tried to use such things
    and make it good looking. I'm even impressed that it actually fits together.

    About the pad radius. Why should it be any bigger than what the physical
    size actually is? I don't get it.

    Anyways, I have some complains as well.

    Within the craft selection screen there is too much HDR applied. Same
    holds for the crafts on the track. And I also don't like their strong surface
    specularity. It's a bit too much. Further, the white outline of the Zone
    Battle skin is likewise a bit too much. Half of its size would suffice.

    Another thing I don't like is the sharp projected shadow of a craft. It doesn't
    blend with the environment, setting the craft out of place. However, the
    shadow is just fine for ZONE.

    Last but not least, the non special tracks lag a bit too much in ZONE, and
    someone has forgotten to put the color scheme for zone 100 into the game.

  2. #22
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    @ PS - Regarding the pad radius, the point is that I can normally catch a pad as long as part of my ship goes over it, but on the new tracks, the center of my ship pretty much has to cross the center of the pad in order to catch it. It's different than it was.

  3. #23
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    I agree,something has changed regarding the speed pads.

    The new craft seem to bounce around [vertically] a bit more than the old,maybe the sensitivity of height of the craft in relation to the pads, and if you actually get a speed boost has been changed.

    The only other explanation I could think of that might be a cause is the actual footprint of the craft has been changed.

    As most of the new craft [and Fury as a whole] seems leaning more towards Zone modes,it reminds me of something Problem Solver used to describe the handling of the Zone craft in relation to the normal craft pre FURY.

    That was to liken the handling of the Zone craft to that of a ice skate ,where when running on flat the skate will be like so || but when cornering it will be like \\ or // ,so a smaller portion of the blade is in contact with the surface, if you imagine the craft perched above those lines and tilting in the same direction as them ,you would realize that only approx a portion of the crafts surface area would be running over the pad while turning, maybe not enough of a portion to get a speed boost.

    I'm sure he will chime in and explain it better than I can.
    Last edited by blackwiggle; 28th July 2009 at 02:55 AM.

  4. #24
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    Side shifts went wonky again since 2.0 - they had just fixed it and my lap times got so much better - but sadly, is no moar.

    The weird issue where I'll shift left - but the ship will go right is back. (and vice-versa) Seems to happen more when I'm doing more control inputs (recent barrel rolling and/or weapons activity seem to amplify this anomaly) And side shifts seem to have less effect on turning when successful - and they do miss intermittently.

    I know most will write this side shifting business up to nit picking - but my racing style relies heavily upon side shifting.

    I am happy with BRs being fixed - but I miss the good ole days when both worked.


    Also noticed the smaller activation radius on the weapons / speed pads - but only seeing it on the new tracks. I'd have no beef - if not the other tracks still operate differently. Just too inconsistent. Wreaks havoc on your brain when trying to establish racing lines. Then you get used to it - and upon returning to original HD tracks, you waste speed trying to hit the old pads dead center. (if that makes any sense)

    3 Lap VK Flash race - seen that a few times since 2.0 (not just Fury) - but I've yet to see any of those times post to the leaderboards.

  5. #25
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    I really like Fury as it is, the tracks are great, very technical and offers a great challenge on navigation and ability. If you wanna get good at this game, Fury is the way to do it. Eliminator is just the greatest mode to grace a WipEout game (although it has been featured in previous titles). Ship design is out of this world, very original and straight-out of a cyber-punk dream! Best purchase in video games i did since a long time!

    But there's just one thing i cant handle and endure; Zone Battle. Jesus this mode is so boring... Don't get me wrong, i aint saying this because i cant pass ZB races. I do understand how it works. I can win races, even on Elite (after couples of tries i can admit). But its just... boring. Pass on the energy pads, accumulate it, and speed up through zones. Oooooo joy. And like this isnt enough trouble to avoid mines and bombs on an Elite or online regular race, we have to compose with countless "barriers" that stop you for an eternity and sucks you out of energy. You can pass through by creating a shield, but then you're out of energy and get back to square one trying to catch up the leader which is already at zone 19.5 on a target of 20. No weapons, no items, no nothing. It just sucks.

    SL guys, no offense but, if you were short of ideas, you could have just designed more regular tracks instead of pulling out this "Zzzzzzz" fest.

  6. #26
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    Teeny niggle - I left Wipeout Fury running last night while doing other things ... even when I'm not playing it's nice to look up sometimes and see the camera floating about the different tracks - but last night it went to Vineta K about four times in a row. I can't remember it doing that before, although I could be wrong - in any case it would be better if it cut away from the menus to a different track each time.

    Thing is that I'm so happy with Wipeout Fury that I really had to think extremely hard to think of a single fault with it. At the moment I'm finding Detonator and Zone Battle to be a bit of a puzzle - but that's my own problem, not the game's - at the end of the day they provide more variety, and even if I'm not so keen on them now, then they provide something different to do in the future.

    So yes - 99.99999999% happy

  7. #27
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    Quote Originally Posted by ProblemSolver View Post
    Last but not least, the non special tracks lag a bit too much in ZONE, and
    someone has forgotten to put the color scheme for zone 100 into the game.
    What colours do you suggest? A gradient from black to black with a black eq?

  8. #28
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    He'd probably still find a way to navigate it

  9. #29
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    Quote Originally Posted by Crob View Post
    What colours do you suggest? A gradient from black to black with a black eq?
    Supersonic looks like a whit pearl on Zone tracks
    Before, we have gold for Superphantom

    So, something that reminds diamond would fit perfectly, with the track like zone battle crafts...

    What dya think ProblemSolver? (it's time to get the color scheme of your dreams)
    Last edited by Spece2goin; 28th July 2009 at 10:28 AM.

  10. #30
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    If I could change just one thing about Fury, I would throw out Talon's Junction and put in... pretty much anything else ^^ I've tried, but I cannot bring myself to like or enjoy that track. Everything else is great tho.

  11. #31
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    Damn, Talon's is a good track
    and beautifull btw...

    the challenge is for SpeedLap on phantom : find a BR!

  12. #32
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    Turbo with nose up off the bump right after the mag strip, if it's anything like pulse you should be able to score a br, though the absence of an ECS cage could make things a little more difficult.

  13. #33
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    My main complaint is..... why Talons Junction? Why? It could have been Koltiwa, Burgertown, Vertica.....

    btw the BR from Pulse is quite simple to do, and I found 6 more also

    My other complaint is - why do the new tracks feel so great with the new ships and why aren`t there more new tracks than this!

  14. #34
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    Talon's Junction just doesnt have that great "flow" that the other tracks do... I'm not feelin' it for whatever reason.

  15. #35

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    I disagree - I thought I was gonna dislike Talon's Junction like I do Vineta K, but playing it last night I was really enjoying it. The chicane has a really nice feel to it.

  16. #36
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    burgertown? what kind of a name is that?
    mewants gare d'europa - best.track.ever

  17. #37
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    Quote Originally Posted by LOUDandPROUD View Post
    @ PS - Regarding the pad radius, the point is that I can normally catch a pad as long as part of my ship goes over it, but on the new tracks, the center of my ship pretty much has to cross the center of the pad in order to catch it. It's different than it was.
    I noticed this too, thought I had vista pads offline for a while ...glad to know it's not just specific to me

    I have a complaint about Modesto fwd, a few times BRing after the hill I've fallen straight through the track on landing (or not landing as the case may be), this has only happened offline in speed lap a few times but it really messes with your mind!

  18. #38

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    On the whole I think fury is excellent but...

    I had also got the feeling it was harder to hit speed and weapon pads, but thought I was probably imagining it.

    In a couple of places on Talon's Junction (I think!) and maybe one other track I find the combination of blue lighting, blue track and blue speed pads means I can't see the speed pads in certain places. I haven't memorised where they are yet so I constantly miss them.

    I am really not fond of the new ship designs, the HD ones look like sleek anti grav craft but the Fury craft give me the feeling I am driving some horrendous Fast and the Furious body kitted car now, I might have to switch to internal view!

  19. #39
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    Excellent feedback, breadhead. The blue-on-blue-within-blue is somewhat challenging . Though I will adjust. And I second your thought on the new ship design. Somewhat overengineered and too heavy bodyshoped - but not all. I like the Fury Mirage. But currently I'm back for my classic favorites, viz. Feisar, yellow.

    One very minor complaint on the ship loyalty. It was a time consuming, painfull but also very helpful to get 100k for all ships before fury hit the store. Now it should be a piece of cake with eliminator and stuff around. Estimate ~5x faster. So where's the challenge here?

  20. #40
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    I appreciate fury but some minors complaints :[LIST]

    _ it regrettable that the ships fall always as much heavily after the jump (with the sound which goes with) ,vertical inertia, think there for the next opus please the guy!!! ,
    _the design of the ships in fury, succeeds when we admires them on screen of selection but definitely much less from the back when we plays with external view , not very aerodynamic... (contrary of the ships of HD) ,
    _and the circuit tech de Ra, graphically very in lower part (rocks and global lighting in particular )
    _minor framedrop and tearing
    Last edited by loxy; 28th July 2009 at 07:50 PM.

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