Maotti_Nor wrote: »ZOS_GinaBruno wrote: »Yep, we are aware and it's not intended. We're still working on a fix for it, which will likely be included in the next major update.
So this is what it's come to? Yet you can gladly make new Crown store fluff constantly?
lordrichter wrote: »Notice how none of the devs are commenting on this anymore...?
You do realize that this is because they have said what they intend to say, right? They are still working on it and that the fix will likely be in the next major update. I am fairly certain that nothing that has been said in here really changes that answer. All we would get is the same answer, maybe with different words. The comment from Gina was an announcement, not an invite to an active discussion.
I can't say I agree with the "drive by" announcements, but that is the way they do it. Looking on the bright side, at least they made the announcement.
Working on a fix that takes 3 months and probably won't work or break 5 other things because their quality testing is non existent or completely incompetent. Yay we're so lucky that the decided to drip feed us this info from their proverbial teat.
But seriously...
Physics observations for @ZOS_GinaBruno (I don't know who at ZOS is more appropriate to tag for engine/physics issues, so sorry that this isn't technically going to the right person): Is it safe to say it's a physics engine issue? I was noticing some shifts in how collision is handled.
Before Imperial City / Orsinium (I forget which), I would sometimes hit certain bits of landscape or decoration in such a way that I would propel forward at a surprising speed for a very short period of time. I remember amusing myself by "tripping" over some bit of fence that was angled just so and zipping along for about a second before it went back to normal speed. I would also sometimes be able to leap off of rocks angled just the right way for a boost to jump momentum. None of it actually helped me in any way, the momentum was horizontal only and provided no real extra air time, and it actually felt a little natural in the case of the rock boost.
After that major update, I didn't seem to notice the jump boosting anymore. I also noticed the start of the "slow floaty fall" trend when attempting to jump up onto certain angles of terrain (usually boulders). I can't say I gave much attention to other forms of boosting (I never went back to the above-mentioned fence, for example). It became something of a large annoyance, as "missing" a landing spot meant watching your character flail helplessly in the air for numerous seconds until the physics engine sloooowly dragged them back to 'flat' ground.
After the Thieves Guild update, the above issue with floating falls continued, and I noticed a problem with mounted momentum. Frequently, I would run into nigh-invisible (especially from horseback) bits of terrain or collision that would drop my mounted momentum to zero. I would then have to build momentum back up, breaking my stride. As well, certain jumps (predominantly, standing against a low wall or similar obstacle and attempting to jump up on top of it) seem to be harder to execute, requiring taking a handful of steps back before trying again. My sister gets particularly frustrated at this, as she doesn't re-adapt as quickly when it comes to physics changes, so I'll hear her pounding on the space bar to try and get over what she thinks is just a simple, shin-high obstacle and somehow failing.
So in sum, the current issues as I've observed appear to be...
- Some collision (notably on some boulders) is angled in such a way that attempting to jump on them enables the "roof drop" physics, resulting in a "slow floaty fall" effect.
- Jumping mechanics are not correctly calculating the arc of the player's collision box on certain low objects, preventing them from climbing up them until the take a running leap at it.
- Horses (and possibly players) lose all momentum when encountering certain collision "bumps" (previously, the engine would give a certain amount of forgiveness for these bumps and allow the player to maintain momentum as long as they could get over/around it within a certain span of milliseconds). These bumps can range from small inclines or declines to seemingly invisible changes in terrain.
I hope this is helpful when it comes to refining the movement/speed/physics for the next major update. I know a lot of players (myself included) aren't terribly happy at that news, but reworking the physics engine is kind of a big undertaking that could potentially break the game even more, so I can understand why it's something you don't want to release in an incremental patch.
bottleofsyrup wrote: »Physics observations for @ZOS_GinaBruno (I don't know who at ZOS is more appropriate to tag for engine/physics issues, so sorry that this isn't technically going to the right person): Is it safe to say it's a physics engine issue? I was noticing some shifts in how collision is handled.
Before Imperial City / Orsinium (I forget which), I would sometimes hit certain bits of landscape or decoration in such a way that I would propel forward at a surprising speed for a very short period of time. I remember amusing myself by "tripping" over some bit of fence that was angled just so and zipping along for about a second before it went back to normal speed. I would also sometimes be able to leap off of rocks angled just the right way for a boost to jump momentum. None of it actually helped me in any way, the momentum was horizontal only and provided no real extra air time, and it actually felt a little natural in the case of the rock boost.
After that major update, I didn't seem to notice the jump boosting anymore. I also noticed the start of the "slow floaty fall" trend when attempting to jump up onto certain angles of terrain (usually boulders). I can't say I gave much attention to other forms of boosting (I never went back to the above-mentioned fence, for example). It became something of a large annoyance, as "missing" a landing spot meant watching your character flail helplessly in the air for numerous seconds until the physics engine sloooowly dragged them back to 'flat' ground.
After the Thieves Guild update, the above issue with floating falls continued, and I noticed a problem with mounted momentum. Frequently, I would run into nigh-invisible (especially from horseback) bits of terrain or collision that would drop my mounted momentum to zero. I would then have to build momentum back up, breaking my stride. As well, certain jumps (predominantly, standing against a low wall or similar obstacle and attempting to jump up on top of it) seem to be harder to execute, requiring taking a handful of steps back before trying again. My sister gets particularly frustrated at this, as she doesn't re-adapt as quickly when it comes to physics changes, so I'll hear her pounding on the space bar to try and get over what she thinks is just a simple, shin-high obstacle and somehow failing.
So in sum, the current issues as I've observed appear to be...
- Some collision (notably on some boulders) is angled in such a way that attempting to jump on them enables the "roof drop" physics, resulting in a "slow floaty fall" effect.
- Jumping mechanics are not correctly calculating the arc of the player's collision box on certain low objects, preventing them from climbing up them until the take a running leap at it.
- Horses (and possibly players) lose all momentum when encountering certain collision "bumps" (previously, the engine would give a certain amount of forgiveness for these bumps and allow the player to maintain momentum as long as they could get over/around it within a certain span of milliseconds). These bumps can range from small inclines or declines to seemingly invisible changes in terrain.
I hope this is helpful when it comes to refining the movement/speed/physics for the next major update. I know a lot of players (myself included) aren't terribly happy at that news, but reworking the physics engine is kind of a big undertaking that could potentially break the game even more, so I can understand why it's something you don't want to release in an incremental patch.
I also think it's something with collision, as I noticed the same things. Another example is inside places with thresholds on the ground in doorways (like the Orsinium back), I used to be able to just run over them no problem. With TG I get stopped trying to go over them and have to jump. With the forward momentum not working with jumping, it takes a few tries.
Movement speed is roughly 10-15% lower, this is a fact and I don't remember ZOS even mentioning that they're aware of this, much less an ETA on its fix...
@JaneNaria "Floaty Falling" is such a good term for that amazingly annoying phenomenon
phreatophile wrote: »Really don't see the point of "First world problems" as a response.
Are you saying that having our characters 10% perma-snared isn't a big deal? That a laughable lack of commitment to QA is just fine. That an unforced error that will not be fixed is just fine with you. That we should simply tolerate this garbage because there are starving people somewhere. Seriously, what gives? I'd guess that any problem in a MMO is a first world problem. So ZOS gets a pass because in the planet wide sense its no big deal. I can't argue that in that sense this isn't small potatoes.
OK, you make a great customer (and a better mark), if you find nothing worth complaining about because... reasons.
Let's not kid ourselves, this is never getting fixed. 3 months for a runspeed bug...if they intended to fix it they would have.
I doubt it's more than a simple global setting for base runspeed, in a single player game it would be one line in the dev console. Lets say, for the sake of argument, this is 100 times more complex in this case, still pretty easy. Easy if there is any intention to fix it.
In a few months, when another shiny gets released we'll all be used to this.
You're right, I should have used a meme of a tinfoil hat. You guys have to re-read what you guys wrote, you sound like the bank lost your life savings. Its ok and as for a customer I don't sub here, I play a free game, and the dev team is small so since its free and they have a little team and a lot to do, I cut them some slack. If it was a p2p game and I had a sub that would be different.
Also while I'm white knighting here (I think thats what you kids call it) you know whether to fix a bug or make a cash shop item is not in the hands of a dev team right? The parent company make's those decisions. If you gotta lose your mind over this focus on the company, not the devs, they dont make those calls.....
.... and run speed is two words.
I can verify all of the aforementioned has and still occurs. The most frustrating one being the "floaty falling", tremendously inconvenient when maneuvering in pvp during any battle.
ZOS_GinaBruno wrote: »Yep, we are aware and it's not intended. We're still working on a fix for it, which will likely be included in the next major update.
bottleofsyrup wrote: »I can verify all of the aforementioned has and still occurs. The most frustrating one being the "floaty falling", tremendously inconvenient when maneuvering in pvp during any battle.
I hate that. Sometimes it'll do it long enough for me to AFK to get something to drink and get back.
[snip]
Personofsecrets wrote: »why the heck did speed have to be screwed around with in the first place?