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Shinspikes
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Post subject: Same problems with down jumping platforms Posted: Tue Jul 24, 2012 12:47 am |
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Joined: Sat May 19, 2012 5:48 am Posts: 45
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After playin the pc beta version, I thought going down platforms was greatly improved. Now that I've played 1.01 on ps3, it hasn't been fixed. I still get accidental jumps while tryin to go down platforms. On the pc, it works so much smoother. I only had one accident on pc. This still exist on ps3. My friends have the same problems.
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DraftingDave
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Post subject: Re: Same problems with down jumping platforms Posted: Tue Jul 24, 2012 6:06 pm |
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Joined: Thu May 31, 2012 11:20 pm Posts: 204 Location: Seattle
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Shinspikes wrote: After playin the pc beta version, I thought going down platforms was greatly improved. Now that I've played 1.01 on ps3, it hasn't been fixed. I still get accidental jumps while tryin to go down platforms. On the pc, it works so much smoother. I only had one accident on pc. This still exist on ps3. My friends have the same problems. The PC is smoother because Jump and Down are different buttons, so there's no room for confusion. On Consoles, the game has to decide whether you're trying to jump or go down. From what I can tell on the Consoles, if you press jump and down, it will determine if you “can” drop, if you can’t, it will jump. Versus the PC, where if you can’t, it’ll do nothing. I think the problem lies with the Platform Edges. Edge----> 0---------0 <-----Edge You can’t fall through the edges (intended?). So if you are pressing Jump and Down, but are slightly on the edge, it will jump instead. This happens to me a lot in the Station Anti-Gravity Room. I think an easy solution would be to use the L or R trigger to Fall instead of Jump + Down.
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D4vyCrockett
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Post subject: Re: Same problems with down jumping platforms Posted: Tue Jul 24, 2012 9:51 pm |
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Joined: Tue Jul 24, 2012 6:45 pm Posts: 43
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DraftingDave wrote: Shinspikes wrote: I think an easy solution would be to use the L or R trigger to Fall instead of Jump + Down. I like this idea. Either that or down+jump either drops or does nothing (no jump). Though that may confuse people.
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DraftingDave
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Post subject: Re: Same problems with down jumping platforms Posted: Tue Jul 24, 2012 10:56 pm |
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Joined: Thu May 31, 2012 11:20 pm Posts: 204 Location: Seattle
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D4vyCrockett wrote: DraftingDave wrote: Shinspikes wrote: I think an easy solution would be to use the L or R trigger to Fall instead of Jump + Down. I like this idea. Either that or down+jump either drops or does nothing (no jump). Though that may confuse people. The problem with that is, sometimes you are aiming down, while jumping with the Ranged Nauts. I do this a lot with Lonestar and Clunk.
_________________ In-depth discussion on the Ranking System viewtopic.php?f=6&t=3438PSN: D4V33D05 (the 0 is a zero)
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Lydian_C
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Post subject: Re: Same problems with down jumping platforms Posted: Wed Jul 25, 2012 12:42 am |
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Joined: Mon Jul 23, 2012 11:14 pm Posts: 694
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Some optional extra functions (like drop down as mentioned, and maybe one that made you turn around and stand still for easier kiting) and the option to remap them like in the PC version would be very appeciated. This seems to happen a lot when playing Coco.
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Shinspikes
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Post subject: Re: Same problems with down jumping platforms Posted: Thu Jul 26, 2012 1:37 am |
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Joined: Sat May 19, 2012 5:48 am Posts: 45
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Some great ideas here. I hope its just a control thing, that could be fixed easily. Like, it only reads drop if the analog is pointing down exactly, and if you have it slightly tilted, it won't read. Kinda dumb, but I'm hoping its that, and hoping "that" gets fixed.
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Joost
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Post subject: Re: Same problems with down jumping platforms Posted: Thu Jul 26, 2012 10:52 am |
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Joined: Thu Apr 23, 2009 5:45 pm Posts: 3666
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Shinspikes wrote: Some great ideas here. I hope its just a control thing, that could be fixed easily. Like, it only reads drop if the analog is pointing down exactly, and if you have it slightly tilted, it won't read. Kinda dumb, but I'm hoping its that, and hoping "that" gets fixed. I agree that this could be improved, but the specific solution you are suggesting here is actually a pretty bad idea. We have done a lot of playtesting, and users very rarely push the stick exactly in a certain direction. Especially in the heat of battle, users are incredible imprecise. This would result in a lot of users often accidentally not being able to downjump.
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Shinspikes
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Post subject: Re: Same problems with down jumping platforms Posted: Thu Jul 26, 2012 11:09 am |
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Joined: Sat May 19, 2012 5:48 am Posts: 45
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Joost wrote: Shinspikes wrote: Some great ideas here. I hope its just a control thing, that could be fixed easily. Like, it only reads drop if the analog is pointing down exactly, and if you have it slightly tilted, it won't read. Kinda dumb, but I'm hoping its that, and hoping "that" gets fixed. I agree that this could be improved, but the specific solution you are suggesting here is actually a pretty bad idea. We have done a lot of playtesting, and users very rarely push the stick exactly in a certain direction. Especially in the heat of battle, users are incredible imprecise. This would result in a lot of users often accidentally not being able to downjump. Oh no Joost, thats exactly what I meant. I know we don't push it exactly down, so I figured the problem must be that it only accepts the exact down input.
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Joost
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Post subject: Re: Same problems with down jumping platforms Posted: Fri Jul 27, 2012 1:44 pm |
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Joined: Thu Apr 23, 2009 5:45 pm Posts: 3666
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Ah, in that sense. No, it accepts quite a wide range. Although we have seen users being off 90 degrees of where they though they were aiming, but there is a limit to how much we can compensate...
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Cryokinesis
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Post subject: Re: Same problems with down jumping platforms Posted: Fri Jul 27, 2012 9:26 pm |
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Joined: Tue Jul 24, 2012 6:37 pm Posts: 62
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I like the idea to fall down with R1... Edit: Oh, i meant fall down with R2 of course, R1 is occupied by the teleport.
_________________ "Disclaimer: Pants may contain actual hammer." LOL, need that shorts in real life.
Last edited by Cryokinesis on Thu Aug 02, 2012 12:08 pm, edited 1 time in total.
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