CephalonFran Posted April 13, 2013 Share Posted April 13, 2013 Today I didn't make to the exit 5 times due to the new level tiles. How are we supposed to navigate through these mazes of stairs? Link to comment Share on other sites More sharing options...
Pixues Posted April 13, 2013 Share Posted April 13, 2013 (edited) Ninjas don't need stairs... Edited April 13, 2013 by Pixues Link to comment Share on other sites More sharing options...
Xoxile Posted April 13, 2013 Share Posted April 13, 2013 Sorry to hear you are having difficulties. Link to comment Share on other sites More sharing options...
lokozar Posted April 13, 2013 Share Posted April 13, 2013 Oh come on, you can't be serious. You complain about new content, because you don't get the layout the first few times? How about learning, as you do with every other new game, level, whatever? People these days... honestly. Link to comment Share on other sites More sharing options...
CheeseHasLeafs Posted April 13, 2013 Share Posted April 13, 2013 EXPLORE!! That's partly why games are fun. You're missing the point of new environs and tiles. Although it would be nice if the objective markers and waypoints had an 'altitude' or 'level' indication. Link to comment Share on other sites More sharing options...
se05239 Posted April 13, 2013 Share Posted April 13, 2013 I love these people! "OMG I CANNOT RUSH PERFECTLY ANOYMORES OMG BAD PATCH PLZ REMOVE" Link to comment Share on other sites More sharing options...
smithf Posted April 13, 2013 Share Posted April 13, 2013 I just posted something related in UI feedback. Basically, the waypoint is sometimes messed up in direction. My suggestion was to have some way of indicating whether the point is higher or lower than your position. Think that will at least help us to workaround the messed up position by at least knowing whether to search for a way up or down (for me, z-difference is the main reason for difficulty in locating where the waypoint is in the new levels, esp when the new levels have a larger z-variance.) Link to comment Share on other sites More sharing options...
Venarge Posted April 13, 2013 Share Posted April 13, 2013 (edited) Stairs are too hardcore and kill me all the time aswell.... delete the new content, now Edited April 13, 2013 by Venarge Link to comment Share on other sites More sharing options...
Katakuna Posted April 13, 2013 Share Posted April 13, 2013 You navigate them by learning the layout via experience. It's not hard, just play them and within a week -- probably less -- you'll know exactly where to go. Link to comment Share on other sites More sharing options...
ValhaHazred Posted April 13, 2013 Share Posted April 13, 2013 I love the new tiles! I do agree the waypoint could use a z-axis indicator though. Link to comment Share on other sites More sharing options...
Kindar Posted April 13, 2013 Share Posted April 13, 2013 I've only seen two in asteroid base (the big one with the vents below the catwalks with a wall run path leading to some platforms on one wall, and the cramped one with like 10 staircases and the room in the middle) but they were awesome, I did get lost exploring the first one, but it was full of parkour. I wanna see what else got added! Link to comment Share on other sites More sharing options...
Nensha. Posted April 13, 2013 Share Posted April 13, 2013 The giant cylinder like room with all the stairs in the asteroid base reminded me of Half-Life. It felt great. Link to comment Share on other sites More sharing options...
Winger-_- Posted April 13, 2013 Share Posted April 13, 2013 I really enjoyed these additions, they are brilliant. If only the objective tracker on minimap worked better... Link to comment Share on other sites More sharing options...
Mythless123 Posted April 14, 2013 Share Posted April 14, 2013 I love these people! "OMG I CANNOT RUSH PERFECTLY ANOYMORES OMG BAD PATCH PLZ REMOVE" This. Link to comment Share on other sites More sharing options...
FurryCreature Posted April 14, 2013 Share Posted April 14, 2013 Its funny because the new tileset has plenty of places to express your agility, as well as a corridor for those who are ninja-impaired. Link to comment Share on other sites More sharing options...
holdenagincourt Posted April 14, 2013 Share Posted April 14, 2013 I like the new tiles, but they do make it very hard to catch up to rushers. Link to comment Share on other sites More sharing options...
krt17 Posted April 14, 2013 Share Posted April 14, 2013 "My railroad is broken!!! HELP!!!" New tiles simply amazing. Link to comment Share on other sites More sharing options...
Sambit01 Posted April 14, 2013 Share Posted April 14, 2013 This thread = pointless. Link to comment Share on other sites More sharing options...
Vaskadar Posted April 14, 2013 Share Posted April 14, 2013 The indicators are a bit out of whack, but having the rooms' waypoints segmented a little could help with navigation. Right now, they could use a little work, but I still am very happy that there's more to each mission now. Link to comment Share on other sites More sharing options...
iamfusion Posted April 14, 2013 Share Posted April 14, 2013 Indicators don't work. Sometimes the levels aren't spawning exits.. etc etc The focal point look good of each room imo but the outer rooms/ corridors are incredibly samey :| Link to comment Share on other sites More sharing options...
FierceRadiance Posted April 14, 2013 Share Posted April 14, 2013 I've played a couple of new maps, or at least new uses of the existing tile sets. For the most part I like them. But that said, When we had collected everything we could, and kilt everyone we could find, spending an additional 15 minutes trying to find an exit did not fall into the category of having a good time. I definitely agree that if DE is going to expand the maps into the 3rd dimension, they need to update the objective marker with a 3rd-dimension tell. The easiest way might be to make change the amber color of the objective to a standard 2nd color for "above you" and a standard 3rd color for "below you". Link to comment Share on other sites More sharing options...
SFkenny Posted April 14, 2013 Share Posted April 14, 2013 (edited) I actually really liked that new room with the stairs. Lots of verticality, plenty of places to wall run. It's good, except... I managed to clip completely out of the map on the conveyor belt. According to my radar one of the enemies must have done the same thing, hence why I was trying to figure out where he went. The advisor said the map was clear but the waypoint still indicated there was an enemy. It didn't fix itself until I died when I clipped outside the map and fell into the void. It didn't take any serious effort on my part to make this happen, either- I literally walked right through the fence at the end of the conveyor and just kept on going, until eventually I fell off the end into the void. By the way, why the hell do I get a revive taken away for clipping outside the map?!? Shouldn't it just make me fall back into the level like when ordinarily falling into a place inside the level- screen fades to black, then you're back where you fell from? I feel a bit cheated having a revive taken away for a mapping design flaw. EDIT: Speaking of clipping, it seems the Tenno have a bit of a dislike for displacements and props. Yeah, it's a beta. But it's important to catch some footy of this stuff to make sure it gets ironed out before an official release. Edited April 14, 2013 by SFkenny Link to comment Share on other sites More sharing options...
smithf Posted April 14, 2013 Share Posted April 14, 2013 This thread = pointless. Indirectly, it could draw Dev attention to FIX THE WAYPOINT... Link to comment Share on other sites More sharing options...
Inez Posted April 14, 2013 Share Posted April 14, 2013 People regularly abort the mission when they see the giant new sections. Or they abort after 5 minutes of searching around. If having people regularly abort the mission was the design goal, then mission accomplished. Link to comment Share on other sites More sharing options...
FatRefrigerator Posted April 14, 2013 Share Posted April 14, 2013 TBH, I absolutely love the map extensions Link to comment Share on other sites More sharing options...
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