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Out of bounds?


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slitth #1 Posted 08 January 2019 - 07:45 AM

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Does WoT need a Out of bounds mechanic?

From time to time, I hear about people getting into places on the map that is not intended to be used.

WG does a decent job of making this place hard to get to, but there are still a few ways to get in to some of the places.

 

But would it not be easier to make a Out of bounds mechanic? Something akin to the drowning mechanical.

So if you get into a place that you are not supposed to you get a warning to get out of the in X amount of time or you die.



Obi_Wan_Chernobyl #2 Posted 08 January 2019 - 08:00 AM

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WG's policy on that is along the lines of: if you can get there, then feel free to.

Jigabachi #3 Posted 08 January 2019 - 08:08 AM

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It used to be a real issue, but I didn't see anyone climbing some silly positions for a very long time.

Cobra6 #4 Posted 08 January 2019 - 08:54 AM

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View PostObi_Wan_Chernobyl, on 08 January 2019 - 07:00 AM, said:

WG's policy on that is along the lines of: if you can get there, then feel free to.

 

More like: "We can't be asked to properly design maps so we'll completely destroy the physics for all tanks making them slide off and spazz out on rocks to try and artificially prevent people from climbing".

 

See Also

 

Cobra 6


Edited by Cobra6, 08 January 2019 - 08:54 AM.


Homer_J #5 Posted 08 January 2019 - 09:40 AM

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View PostObi_Wan_Chernobyl, on 08 January 2019 - 07:00 AM, said:

WG's policy on that is along the lines of: if you can get there, then feel free to.

And I don't see an issue with that.  Take Sand River for instance.  For years the top third of that map was inaccessible.  Then physics came along and opened it up so they did the decent thing and made it part of the map.

 

View PostJigabachi, on 08 January 2019 - 07:08 AM, said:

It used to be a real issue, but I didn't see anyone climbing some silly positions for a very long time.

I see the occasional one getting into some 1337 position, usually in a completely useless place where all the action is beyond render range.  But useless players will be useless no matter what you do.



gpalsson #6 Posted 08 January 2019 - 09:45 AM

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View PostObi_Wan_Chernobyl, on 08 January 2019 - 07:00 AM, said:

WG's policy on that is along the lines of: if you can get there, then feel free to.

 

More something along the lines of "if you can get there feel free to do so but we will try to limit you doing so by making the rocks soapy and make tanks act ridiculous and unpredictable because that sure is the best way to prevent people from abusing retarded positions".

clixor #7 Posted 08 January 2019 - 10:28 AM

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I think it's WG's policy to just kill all mountaingoat positions. And if they can't do it by adjusting the maps they just put invisible walls there. Now a lot of players like to try these positions, and it was sort of a mini-game. But on the other hand often these positions couldn't be countered at all, so in the end i don't think they were helping gameplay.

Jigabachi #8 Posted 08 January 2019 - 10:29 AM

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View PostHomer_J, on 08 January 2019 - 09:40 AM, said:

I see the occasional one getting into some 1337 position, usually in a completely useless place where all the action is beyond render range.  But useless players will be useless no matter what you do.

Well. Adding an out-of-bounds-mechanic or adding invisible walls would fix it, but I simply think that we have more important stuff to complain about. And many of those things are just as easy to implement.



DeadLecter #9 Posted 08 January 2019 - 10:46 AM

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View PostJigabachi, on 08 January 2019 - 10:38 AM, said:

It used to be a real issue, but I didn't see anyone climbing some silly positions for a very long time.

People still go to the beach side on overlord and we have 12 tanks going swamp on lakeville so they may not go to  those stupid places we had before but they are still going to places they shouldn't go.



8126Jakobsson #10 Posted 08 January 2019 - 10:59 AM

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I don't like the sound of that suggestion. I do like the sound of this though:

 

 

Spoiler

 



doctorfrag #11 Posted 08 January 2019 - 11:15 AM

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View PostCobra6, on 08 January 2019 - 08:54 AM, said:

 

More like: "We can't be asked to properly design maps so we'll completely destroy the physics for all tanks making them slide off and spazz out on rocks to try and artificially prevent people from climbing".

 

See Also

 

Cobra 6

 

Light tanks can get sucked along by the rocks, only needs a little bit of the track to be touching , once sliding along the rock the tank is just uncontrollable.

Jigabachi #12 Posted 08 January 2019 - 12:02 PM

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View PostDeadLecter, on 08 January 2019 - 10:46 AM, said:

People still go to the beach side on overlord [...].

Oh... NOW I understand the suggestion!

Agreed. We need that. Definitely and asap!



eldrak #13 Posted 08 January 2019 - 12:33 PM

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View PostJigabachi, on 08 January 2019 - 07:08 AM, said:

It used to be a real issue, but I didn't see anyone climbing some silly positions for a very long time.

 

I saw a 13 90 on the mountain just north of the bridge on Mountain Pass just the other week. It could spot and keep the east valley locked down from a position with hard cover indefinitely.

slitth #14 Posted 08 January 2019 - 07:49 PM

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There are also some Panhard replays that shows a few questionable use of the speed boost.

Instead of limiting this aspect of the Panhard I would prefer some invisible walls or a fog of death to prevent mountain climbing



Bordhaw #15 Posted 08 January 2019 - 08:04 PM

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View Postslitth, on 08 January 2019 - 06:49 PM, said:

There are also some Panhard replays that shows a few questionable use of the speed boost.

Instead of limiting this aspect of the Panhard 

 

http://forum.worldoftanks.eu/index.php?/topic/696169-panhard-ebr-75-fl-10-–-changed-stats/



In_memory_of_Bud_Spencer #16 Posted 08 January 2019 - 08:05 PM

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View PostHomer_J, on 08 January 2019 - 09:40 AM, said:

And I don't see an issue with that.  Take Sand River for instance.  For years the top third of that map was inaccessible.  Then physics came along and opened it up so they did the decent thing and made it part of the map.

 

I see the occasional one getting into some 1337 position, usually in a completely useless place where all the action is beyond render range.  But useless players will be useless no matter what you do.

 

A couple of days ago I had a light of the southwest team on H8 (on the top of the hill) at mannerheim. Never saw this before.

slitth #17 Posted 08 January 2019 - 08:13 PM

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Walls it is then.
I had hoped that they would use a fog of death



PervyPastryPuffer #18 Posted 08 January 2019 - 08:21 PM

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View Postslitth, on 08 January 2019 - 07:45 AM, said:

Does WoT need a Out of bounds mechanic?

From time to time, I hear about people getting into places on the map that is not intended to be used.

WG does a decent job of making this place hard to get to, but there are still a few ways to get in to some of the places.

 

But would it not be easier to make a Out of bounds mechanic? Something akin to the drowning mechanical.

So if you get into a place that you are not supposed to you get a warning to get out of the in X amount of time or you die.

 

Yes, very much yes.

 

I know a game which used that mechanic, you had 20 seconds to return to the battlefield or you'd die. Funny thing is, the timer was affected by lag, so it almost never counted down to 0 before you died...you usually died at the 6-7 second mark. :D I can see that working PERFECTLY in WoT.


Edited by PervyPastryPuffer, 08 January 2019 - 08:21 PM.


Soup_Potato #19 Posted 08 January 2019 - 08:37 PM

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View PostPervyPastryPuffer, on 08 January 2019 - 08:21 PM, said:

 

Yes, very much yes.

 

I know a game which used that mechanic, you had 20 seconds to return to the battlefield or you'd die. Funny thing is, the timer was affected by lag, so it almost never counted down to 0 before you died...you usually died at the 6-7 second mark. :D I can see that working PERFECTLY in WoT.

 

What game was it? :D

 

Only ones I've exploited the out of bounds mechanics is Battlefield games. It was indeed a mini game to find routes outside of the map that you could complete in 10 seconds and then return to the battlefield to reset the timer. Damn good memories, especially from BFBC2.

 

For WoT invisible walls would be a choice to go with. For Overlord beach they could implement a tide mechanic for like first 5 minutes and then open that part of the map for game play for late game. (unrealistic suggestion I know)



slitth #20 Posted 08 January 2019 - 08:51 PM

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View PostSoup_Potato, on 08 January 2019 - 07:37 PM, said:

 

What game was it? :D

 

Only ones I've exploited the out of bounds mechanics is Battlefield games. It was indeed a mini game to find routes outside of the map that you could complete in 10 seconds and then return to the battlefield to reset the timer. Damn good memories, especially from BFBC2.

 

For WoT invisible walls would be a choice to go with. For Overlord beach they could implement a tide mechanic for like first 5 minutes and then open that part of the map for game play for late game. (unrealistic suggestion I know)

 

Why not use the barrage function from Frontline to deny the beach in Overlord




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