Page 7 of 24 FirstFirst ... 3456789101117 ... LastLast
Results 121 to 140 of 465

Thread: 10 Things I hate about WipEout Pulse

  1. #121
    Join Date
    Sep 2007
    Location
    Folsom, California, USA
    Timezone
    GMT -8
    PSN ID
    BARTgai
    Posts
    350

    Default

    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

  2. #122
    Join Date
    Feb 2002
    Location
    Stockholm, Sweden
    Timezone
    GMT -8
    PSN ID
    zargz
    Posts
    2,147

    Default

    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
    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 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!

  3. #123
    Join Date
    Jun 2005
    Location
    Hanging in the air in the same way bricks don't
    Posts
    45

    Default

    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.

  4. #124
    Join Date
    Feb 2002
    Location
    Stockholm, Sweden
    Timezone
    GMT -8
    PSN ID
    zargz
    Posts
    2,147

    Default

    !!!

    cheers!

  5. #125
    Join Date
    Mar 2002
    Location
    Le Havre. FFF team base
    Timezone
    GMT + 1
    PSN ID
    Asayyeah -OFW-
    Posts
    4,008

    Default

    Quote Originally Posted by Colin Berry View Post
    I do however like the idea of the player having a boost system at their disposal.
    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 ) but hey! we are connected and we are flying ( high with Icaras ...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

  6. #126
    Join Date
    Dec 2007
    Location
    Aichi, Japan
    Timezone
    GMT + 9
    PSN ID
    HISHO-JP-
    Posts
    86

    Default

    Quote Originally Posted by BARTgai View Post
    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
    How about this?
    shadow_problem.jpg
    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...?
    Last edited by HISHO[JP]; 25th December 2007 at 12:15 PM.

  7. #127
    Join Date
    Oct 2005
    PSN ID
    technicolour
    Posts
    134

    Default

    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.
    Last edited by Fascia; 25th December 2007 at 11:57 AM.

  8. #128
    Join Date
    Feb 2002
    Location
    Stockholm, Sweden
    Timezone
    GMT -8
    PSN ID
    zargz
    Posts
    2,147

    Default

    hey hisho, good job with those pix
    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

  9. #129
    Join Date
    Feb 2002
    Location
    West Bromwich
    Posts
    261

    Default

    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.

  10. #130
    Join Date
    Oct 2006
    Location
    Upstate NY, USA
    Timezone
    GMT -5
    PSN ID
    Frances_Penfold --ofw--
    Posts
    923

    Default

    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

    Quote Originally Posted by HISHO[JP] View Post
    One of Japanese player who got EU Pulse is playing infrastructure multiplayer in this video. Too high lags...
    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.
    Last edited by Frances_Penfold; 25th December 2007 at 03:49 PM. Reason: clarity

  11. #131
    Join Date
    Jan 2005
    Location
    Vienna, Austria
    Timezone
    GMT + 1
    PSN ID
    eLhabib
    Posts
    4,395

    Default

    Quote Originally Posted by Asayyeah View Post
    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.)
    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!

  12. #132
    Join Date
    Feb 2004
    Location
    Germany
    Timezone
    GMT + 1
    PSN ID
    sausehuhn
    Posts
    3,329

    Default

    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.

  13. #133
    Join Date
    Mar 2002
    Location
    Le Havre. FFF team base
    Timezone
    GMT + 1
    PSN ID
    Asayyeah -OFW-
    Posts
    4,008

    Default

    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.

  14. #134
    Join Date
    Jan 2005
    Location
    Vienna, Austria
    Timezone
    GMT + 1
    PSN ID
    eLhabib
    Posts
    4,395

    Default

    exactly! it's like a hyperthrust that doesn't draw from the shield but eats up weapon pickups instead!

  15. #135
    Join Date
    Feb 2002
    Location
    Toronto, Canada
    Timezone
    GMT -5
    PSN ID
    WZ_Task
    Posts
    1,598

    Lightbulb

    Quote Originally Posted by Asayyeah View Post
    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 ...
    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.

  16. #136
    Join Date
    Dec 2007
    Location
    Amsterdam
    Timezone
    GMT + 1
    PSN ID
    Chrono11
    Posts
    294

    Default

    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

  17. #137
    Join Date
    Feb 2007
    Location
    vienna
    Timezone
    GMT + 1
    PSN ID
    phl0w
    Posts
    372

    Default

    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. ^^

  18. #138
    Join Date
    Mar 2002
    Location
    Le Havre. FFF team base
    Timezone
    GMT + 1
    PSN ID
    Asayyeah -OFW-
    Posts
    4,008

    Default

    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.

  19. #139
    Join Date
    Feb 2002
    Location
    Stockholm, Sweden
    Timezone
    GMT -8
    PSN ID
    zargz
    Posts
    2,147

    Default

    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!??

    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:

    it was better before!



  20. #140
    Join Date
    Feb 2002
    Location
    florida
    Posts
    9,850

    Default

    Bloody hell, zargz, you're as much of a minimalist and purist as me!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •