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Thread: WipeOut Pure is better than WipeOut Pulse

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  1. #30
    Join Date
    Jun 2016
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    Quote Originally Posted by MrSmadSmartAlex View Post
    It's absolutely true.
    absolutely not. so you say Moa Therma is boring yet there are no serious bugs so according to you there should be nothing wrong with it. oh but you never said it was bad so that doesn't count? i never said any track in Pulse was bad either so honestly i have no idea what you are getting at.

    Quote Originally Posted by MrSmadSmartAlex View Post
    The bridge does kind of suck (except on Venom... which means it's not an objective flaw), yes, but it hardly ruins the entire track, because you can simply not go on it. And even with that flaw, O7 is still way better than boring Moa Therma.
    of course its an objective flaw, every track should be designed to work well on every speed class, especially Phantom (some say the definitive WipEout experience). so yea the bridge on Outpost 7 objectively fails in this regard.

    and Moa boring? how?

    bends (vertical and horizontal change)? check
    decent number of speed pads? check
    BRs? check
    interesting visual design (ocean, islands, futuristic buildings, NO CLUTTER)? check

    really i'm not sure what you need Moa to be to not be boring. narrower? its not supposed to be hard to play. a track doesn't need to be hard to play in order for it to be hard to master.

    and no don't say hard/obstacles/pain/suffering is what makes a great track because that is crazy. Moa Therma has its place even for veterans. its one of the few tracks where you can make 2 perfect laps but have vastly different times. the difference? racing line, its crucial on a wide track like Moa.

    A.I. too easy? theres a mod for that

    Quote Originally Posted by MrSmadSmartAlex View Post
    Well that's just your perception. It's not obvious, because I never found it confusing at all. The White run is one of the simplest tracks in the game, but still has a few interesting corners and barrel rolls. The Black run is quite tricky, but well designed. What's wrong with the split? The use of the magstrip is simple and effective - you either use it to go low or stay off it to go high, and it wasn't clear which was actually faster for quite a long time, which is great (in the end it turned out that you can swerve off the magstrip at the right moment to start a high risk barrel roll chain on the top section). Compare it to Moa Therma, which you've praised for its effective use of magstrips - well what effect do those magstrips actually have? A big loop that doesn't serve any real purpose in terms of gameplay (even less than the bridge in Outpost 7).
    i read enough posts of people complaining about the visuals on De Konstruct to feel confident in my statements. i don't really have a problem with the layout of the white run per say but the split on the black run is so underwhelming. a narrow corridor? really? that whole area seemed like an afterthought. like they added it after they designed the original layout. let me clarify, there is really nothing wrong with it! but its underwhelming in design! it could have been better. i can imagine better. you can't?

    the loop on Moa is a visual element that looks nice

    the bridge on Outpost 7 is a gameplay element that no one wants to go on and gets in your way

    not sure why you are trying to compare elements with different purposes.

    Quote Originally Posted by MrSmadSmartAlex View Post
    @Al
    Barrel rolls get less responsive when the CPU is struggling, but I find they're still possible on ofw with other ships onscreen, you just need to start the motion earlier (sometimes just before you've actually left the ground! ). But yeah, the emulator lets you set the clock speed higher than 333MHz. Not tried that for myself yet, but if it works, you can probably get constant 60fps.
    interesting, yea the problem does not exist on the emulator (PPSSPP). after 30+ hours on PC i haven't encountered that bug. the emulator runs the game at 60 FPS by default, i find that interesting because we know on a real PSP with OFW the game uses 222 MHz and its definitely not 60 FPS. more like 40-50 FPS depending on the mode. using CFW and 333 MHz we see around 60 FPS but the emulator should by default use 222 MHz yet the game runs at a perfect 60 FPS which i find to be strange. even the CFW PSP @ 333 MHz probably has drops under 60. there should be some kind of drop or fluctuation if it was true emulation (and no applied FPS cheats), mimicking the refresh rate of the real PSP at 222 MHz.
    Last edited by applepiejr; 23rd July 2016 at 11:57 PM.

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