Page 16 of 24 FirstFirst ... 6121314151617181920 ... LastLast
Results 301 to 320 of 465

Thread: 10 Things I hate about WipEout Pulse

  1. #301
    Join Date
    Mar 2002
    Location
    Central Scotland
    PSN ID
    stin_wz
    Posts
    3,778

    Arrow

    I only had a few things to say but I just cannot argue about Pulse.

    1, just a few minor bugs which can be fixed!

    2, Online race, I hate other players who quits in a middle of a race! and I was forced to quit!

    3, My broken records which added to Wipeout.com which I want to aviod.

    4, Some Zone`s tracks are slightly a bit too bright. (makes my eyes go squint)

    5, Too many Barrel Rolls!

    That is all I can think of, but this game is really addictive.

    stevie
    Last edited by stin; 1st February 2008 at 02:36 PM. Reason: added

  2. #302
    Join Date
    Dec 2007
    Location
    Bedfordshire, England
    PSN ID
    Ash-Omen
    Posts
    142

    Default

    Just a few things that i hate, other than these a great game

    1. The 1 and only stuck on lobby bug
    2. The Dissconnectors
    3. Hud Glitch
    4. Alot of boring events to do in the campaign for eg venom speedlaps
    5. Retarded physics sometimes gettin stuck on ur side and randomly respawning
    6. being in 1st and hitting bombs >.<
    7. Only 5 custom skin slots
    8. I cant log into WipeOut-game.com on my psp gets session expired
    9. No online Eliminator mode
    10. No way of communicating online

  3. #303
    Join Date
    May 2007
    Location
    Team WEEEEEEEEEEE HQ
    PSN ID
    mdhay_wz
    Posts
    2,774

    Default

    I think gocam support may not have made it...

  4. #304
    Join Date
    Dec 2005
    Location
    Between the gloss and the reality, Japan
    Timezone
    GMT -6
    PSN ID
    kiTTun
    Posts
    1,964

    Cool

    I have to add this to the thread:

    I HATE the way my ship makes a "crunching" sound when it lands, even after such a small "jump" as the first curve of Fort Gale White, and even on sub-venom speeds in zone. Before Pure, anti-gravity ships did NOT crunch upon landing. If it was a huge enough jump, maybe a thunk or something, but never that horrid crunch sound. If that's what it sounds like, how come it is not damaging my ship, huh?

  5. #305
    Join Date
    Feb 2004
    Location
    Germany
    Timezone
    GMT + 1
    PSN ID
    sausehuhn
    Posts
    3,329

    Default

    It's because in the old WipEouts the craft floated back to the ground after a jump. In Pulse (and Pure too if I'm not wrong) they simply fall down like a stone. And a stone crunches when it lands

  6. #306
    Join Date
    May 2007
    Location
    Team WEEEEEEEEEEE HQ
    PSN ID
    mdhay_wz
    Posts
    2,774

    Default

    I loved the floatiness, made me think they were actually floating. I wish that is implemented in future.

  7. #307
    Join Date
    Dec 2007
    Location
    Herefordshire, UK
    PSN ID
    SalieriAAX
    Posts
    113

    Default

    Quote Originally Posted by Triple Lei View Post
    Hopefully it's not still in the North American version...
    I think it's likely that it will be. Like it or not it's hardly a bug or a burning issue with the game, and if they changed it then people using the US disc wouldn't e able to fairly compete against people with the European disc.

  8. #308
    Join Date
    Mar 2002
    Location
    Central Scotland
    PSN ID
    stin_wz
    Posts
    3,778

    Default

    http://www.wipeoutzone.com/forum/sho...0&postcount=29

    QirexAAX, there is the link for you.

    I`m presuming it will be fine.

    stevie

  9. #309
    Join Date
    Dec 2007
    Location
    Herefordshire, UK
    PSN ID
    SalieriAAX
    Posts
    113

    Default

    Oh, stin, I was referring to the suggestion that the north american release might change the way items are collected. Since American and European discs are to be compatible, I think it's very unlikely that anything about the game mechanics would change.

  10. #310
    Join Date
    Mar 2002
    Location
    Central Scotland
    PSN ID
    stin_wz
    Posts
    3,778

    Default

    Oh right!, that is a very good question!

    I thought you meant online game as compatable.

    Seriously, I do never thought of that but is it possible?

    stevie

  11. #311
    Join Date
    Jul 2003
    Location
    Melbourne, Australia
    Timezone
    GMT + 10
    PSN ID
    rejj
    Posts
    187

    Default

    There's only one thing I'd single out as a great dislike in Pulse, which was the same for me in pure: Barrel Rolls.

    I'm just not a fan of their addition to the gameplay mechanics. But then, I'm one of the few that truely prefer W3's hyperthrust mechanic. I loved that.

    Until about yesterday I played Wipeout games in first-person view. Unfortunately the barrel rolls are just too disorienting in that view, and the craft becomes too hard to control when you can't see where you are going. So now I've had to switch to chase-cam and pretty much learn to play the game all over again (it feels totally different) ... but at least I can see where I am going.

  12. #312
    Join Date
    Feb 2002
    Location
    Stockholm, Sweden
    Timezone
    GMT -8
    PSN ID
    zargz
    Posts
    2,147

    Default

    I don't like BRs as well but I wasn't a big fan of the shield for speed from wo3
    I think Colin said before that in wo3 shield for speed made the pitlanes practically a part of the track.

    I like the pitlanes, they give me the F1, WTCC feeling and the shaky feeling
    to have to complete a half or more lap to finally get to the pitlane
    in 2097 the pitlanes were a cool addition though I didn't like the instant carma! heh
    I mean the instant energy refill, it felt like .. what's the meaning in having a long pitlane?
    in wo3 they were perfect - depending on how much you needed you could (still can ) fly or crawl through them.
    as pointed out before the thrust system ruined them :s
    in fusion the slow down when going to pit was simply annoying.

    for me wo3/64 pitlanes with no thrust mecanics would be perfect.

    and hereby I end my 'bring back pitlanes with no thrust mechanics and no BRs' speech.



    all this said I think absorbing works ok.
    .
    Last edited by zargz; 5th February 2008 at 12:28 PM.

  13. #313
    Join Date
    Dec 2007
    Location
    Amsterdam
    Timezone
    GMT + 1
    PSN ID
    Chrono11
    Posts
    294

    Default

    BRs are hit or miss. I like them in small quanities, like one obvious one on a couple tracks. What I don't like, however, is how they can be abused and make TTing no fun. We had talk awhile back (maybe on this thread) about thrust mechanics. The best idea was a item consumption to thrust boost, or something like that. If anyone can find it and link that would be great. Pitlanes don't interest me. It would make it to F-Zero. In a game where getting into the track and pulling off the fastest line, pitlanes have no home.

  14. #314
    Join Date
    Feb 2002
    Location
    Stockholm, Sweden
    Timezone
    GMT -8
    PSN ID
    zargz
    Posts
    2,147

    Default

    If there are no shield/absorb_for_speed mechanics at all and the pitlanes are used Only for recharge
    then they actually become a long way around so the fastest lap will be to race the track without going into the pitlane.
    as it was the case in 2097 exept one track .. odessa may be it was ..

  15. #315
    Join Date
    Mar 2004
    Location
    East Lothian, Scotland
    PSN ID
    Rapier_Racer -OFW-
    Posts
    3,233

    Default

    Did the pit lane on Terminal (WO3) not also act as a shortcut? There were of course a few speed pads on the proper track so perhaps not. I felt it did though.

  16. #316
    Join Date
    Feb 2002
    Location
    Stockholm, Sweden
    Timezone
    GMT -8
    PSN ID
    zargz
    Posts
    2,147

    Default

    yes it did but my point is if there were no shield_for_speed in wo3 then for example in porto kora TT and even SR if not damaged,
    the fastest way would be on the track itself.

  17. #317
    Join Date
    Feb 2002
    Location
    Scotland
    PSN ID
    infoxicated
    Posts
    5,646

    Default

    Quote Originally Posted by Rapier Racer View Post
    Did the pit lane on Terminal (WO3) not also act as a shortcut?
    Yeah, that one on Terminal was in a poorly designed place - you could boost all the way through it if you didn't really need the energy, so it turned it into an uber shortcut.

    I think absorbing things works well, but open sided tracks and barrel rolls have essentially killed WipEout for me. I used to play it like a serious racing game, but how can I take it seriously when I have to perform four or five comedy barrel rolls per lap in order to get a good time?

    Barrel rolls and open sided track sections = The Day the WipEout Died.

    *deep breath*

    A long long time ago
    I can still remember how that WipEout used to make me smile
    And I knew if I had my chance
    That I could make that Qirex dance
    And maybe I'd be happy for a while
    But then Fusion made me shiver
    With every weapon it delivered
    Bad news on the doorstep
    I couldn't take one more lap
    I can't remember if I cried
    When I read about those open sides
    But something touched me deep inside
    The day that WipEout died

    So, bye-bye, Anti-Gravity guy
    Drove my AG in a TT
    But missed a barrel roll try
    And them good old boys were hopin' they could still fly
    Singin' this'll be the day that it dies
    This'll be the day that it dies

    Did you like the track above?
    Called Sol 2 - it's a test of nerve.
    If the Designer tells you so
    Do you believe in track intro's?
    Or do ya skip them cause you think they blow?


    ...I should stop there.

  18. #318
    Join Date
    Mar 2002
    Posts
    2,651

    Default

    Awesome! Post of the year already

    I`m now expecting a live performance at the convention with Pavel on guitar

  19. #319
    Join Date
    Dec 2005
    Location
    Between the gloss and the reality, Japan
    Timezone
    GMT -6
    PSN ID
    kiTTun
    Posts
    1,964

    Cool

    HURRAH! Big cheer for infoxicated!! Definitely post of the year, and it's only February!

    Why doesn't SL listen to you, I wonder...

  20. #320
    Join Date
    Feb 2002
    Location
    Scotland
    PSN ID
    infoxicated
    Posts
    5,646

    Default

    Quote Originally Posted by lunar View Post
    Awesome! Post of the year already

    I`m now expecting a live performance at the convention with Pavel on guitar
    I don't think we want to go there - it gets really ropey later on...

    Oh, and as I was back-quaked on that stage
    My hands were clenched in fists of rage




    I mean, apologies to Don Mclean, but it sort of writes itself almost!

    Medusa, Colin does listen to me a lot - hence the reason for the pack racing in Pulse and the relative parity in the teams. However, the genie is out of the bottle with regard to barrel rolls now. There is no going back.

    Plus, I think I'm in a minority of one of people on the team who dislike it.

Posting Permissions

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