Casardis Posted August 15, 2013 Share Posted August 15, 2013 There's no reason for it to even be here. More often than not, I find myself swinging loots and materials (sometimes mods) with a single Orthos swing (destroying the crate and swinging the items away at the same time). It seems there's collisions only in the fraction of second that the loot pops out, whether from enemies or crates. Hitting the items after they've landed on the ground rarely propulse them. This is really annoying, especially since even bullets can push them away now (I never experienced that before patch 9.5). I have no idea why this aspect is implemented, other than maybe allowing Vauban's Vortex to catch them (even then they could change the line of codes to make it exclusive to Vortex). Link to comment Share on other sites More sharing options...
SkyValkyrie Posted August 15, 2013 Share Posted August 15, 2013 While it is a nuisance, I'd rather the DE's focus on fixing glitches like the infamous "portal loop". Link to comment Share on other sites More sharing options...
Casardis Posted August 15, 2013 Author Share Posted August 15, 2013 (edited) Trust me, I'd rather they fix lots of other issues as well. Just to name a few breaking ones, the void door stucking, all the "falling through the universe" glitches, and the list goes on. That's not the point here. I'm just sharing some issues in terms of how things are implemented, and in this case, it's not a bug. They WILL focus on fixing bugs, that we already know. That doesn't mean people like me shouldn't voice our opinion on some minor issues so that they can still be looked at inbetween the big things. This is why I keep on sharing bugs in the appropriate section when I encounter, whether they are big or small, so that it is KNOWN and it's on the list. However, again, this here isn't about bugs, but just a little feedback on a mechanism they implemented for reasons that I don't understand, which doesn't create anything more than a little nuisance. It still is one. Edited August 15, 2013 by Casardis Link to comment Share on other sites More sharing options...
ZyloWolfzan Posted August 15, 2013 Share Posted August 15, 2013 I just want them to make Resources re-spawn if they fall off cliffs. As it stands, they'll fall all the way down to the bottom of the pit, while we, and mod drops, respawn on the map after about five feet of fall. It has screwed me out of far too many resources. signed that needs to be fixed. Zylo the Wolfbane Link to comment Share on other sites More sharing options...
Casardis Posted August 15, 2013 Author Share Posted August 15, 2013 Indeed this can easily be implemented since even orbs didn't respawn before (they do as of some recent updates). Resources should have been from the start. Even respawning them, however, won't help when you swing them 3 times across the Earth into an unreachable spot, just by tapping "E" once. Link to comment Share on other sites More sharing options...
stacey69 Posted August 15, 2013 Share Posted August 15, 2013 I'm sure when they are all pissing themselves laughing as they make the game in real time within the game engine they even remember what people say here. Link to comment Share on other sites More sharing options...
-Kittens- Posted August 15, 2013 Share Posted August 15, 2013 (edited) Resources should have NO impulse reaction. Ever. At All. They should drop where they spawn straight to the floor and if they fall from in mid air off a cliff, they end up where everything else that did would. Not only is it completely unnecessary extra work for the host and the engine in general, it does not add excitement or "visceral reward", it's just completely annoying, like the sound of thousand nails on a chalkboard. They should spawn where they drop with exactly zero physics interaction other than dropping down. Edited August 16, 2013 by -Kittens- Link to comment Share on other sites More sharing options...
Casardis Posted August 27, 2013 Author Share Posted August 27, 2013 Today I've experienced my Braton shooting a Miter Blade part across the map with a single bullet, after Kril was defeated on Phobos. This is quite ridiculous, especially since you can still do this mistake even if you stop shooting quickly after the boss' death. So yes, I completely agree with you Kittens. I have no idea what they were thinking when they put that in. Even though it's not a huge bug or whatever, I think it's still an important aspect to look at, especially since it can take away fun from the gameplay experience. Link to comment Share on other sites More sharing options...
-Kittens- Posted August 27, 2013 Share Posted August 27, 2013 Pretty sure like most devs, they thought it would add "incremental excitement", just like the differing FX when you kill enemies with certain mods equipped. Problem is, in a procedurally generated game with procedurally generated environments, all it does is add incremental frustration and annoyance. Link to comment Share on other sites More sharing options...
notlamprey Posted August 27, 2013 Share Posted August 27, 2013 I've said it before in other threads, but "loot physics" should never have happened. I can completely understand wanting to test it and see if it's cool, but everyone has known for a long time now that this isn't cool. For everybody at DE, sorry if we keep harping on this and shredding your beloved game, but this is really a problem for lots of people and it doesn't seem like a difficult fix. Link to comment Share on other sites More sharing options...
Casardis Posted September 16, 2013 Author Share Posted September 16, 2013 (edited) Loot physics are even worse now. Items shot when they are still in the air after destroying containers have even worse physics. When hit, it can fly away so fast that it seems to literally disappear. This happens to all orbs (including Navs) and mods that are still in the air after they are dropped. This is especially annoying with Navs. You don't want to melee because it may hit it across the map, but you also have to be careful with shooting at times, if you have an auto-firing weapon with increased firing rate. Orbs can keep on ROLLING on the ground now. Just a slight annoyance, but the point is that my mind is completely brain-farting when I wonder what they were thinking in the first place. How hard is it to simply make loot STATIC? Edited September 16, 2013 by Casardis Link to comment Share on other sites More sharing options...
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