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ProblemSolver
9th April 2009, 01:55 AM
I've spent a few hours to find out that most of the changes are for the
worse.

the good:
- the color schemes now change like in the pre-build version, awesome!
(big halo effect, but can't be recorded as a photo, why?)
- the zone craft integrates at start

the bad:
- the color scheme of MACH1 got some pebbly equalizer effects, a really ugly
design choice (has to be seen in motion)
http://img407.imageshack.us/img407/2884/wohd20090408223916.th.jpg (http://img407.imageshack.us/my.php?image=wohd20090408223916.jpg)

- the color scheme of SUPERSONIC got some Lemmings walking on
top of the equalizer's amplitude seen on billboards
(nice thought, but it completely offsets the color scheme for SUPERSONIC!)
http://img179.imageshack.us/img179/7202/wohd20090408224224.th.jpg (http://img179.imageshack.us/my.php?image=wohd20090408224224.jpg)

- the color scheme of SUPER ZEN has a bug on its equalizer, which can be
clearly seen a few meters in front of the craft, anyways watch it in motion
http://img139.imageshack.us/img139/1060/wohd20090408223519.th.jpg (http://img139.imageshack.us/my.php?image=wohd20090408223519.jpg)

the very bad:
- all color schemes now suffer from an overexposed white haze, almost
completely eating away the contrast, half of that might be enough
- the piep sound on low-shield has changed, it doesn't hold up until
zero energy, which takes away a lot of the thrill near the end of each
run before the craft is going to disintegrate

the ugly:
- the zone glitch is still on and also the leaderboard hasn't been fixed

Despite the halo effect is pretty cool it doesn't compensate for the bad
things. There is also no new color scheme upon entering zone 100. :(

All in all, I feel rather sad.... :(

Did they ever tested the update? :(


EDIT0: About the new handling of the zone craft.

First off, I took my time to really explore how the handling has changed
for version 1.30. I will give a simple physical explanation of the changes,
despite I don't know if SL has implemented it in that way, but at least it
feels a bit like that. I think they use a mix of physics and tweaks to make
the game fun.

In a closed physical system (one without external forces) the angular
momentum is conserved / constant over time. For example, assume that
the craft rotates about its vertical axis by its very own, then the angular
velocity will increase if you pull the weight of the craft closer to the axis
(similar to the angular acceleration of an ice skater). The same effect gives
mid-engine racing cars a better conering agility, since they can change
direction much faster, but they suffer from other problems due to this
effect (i.e. an increase in instability on braking from very high speeds).

From a physical point of view, the weight distribution of the zone craft has
changed such that you can corner much better now. It's much easier now
to change direction of the zone craft which equally leads to a better control
of its stability (or the lack therof).

What does that mean? Well, running into very high zones requires you to
make a good prediction of where the craft goes next and likewise adjust
the steering accordingly. With version 1.30 you now need a less good
prediction for running your current records, because you can now adjust
the steering much more quickly. Otherwise stated, you can now run a few
zones more without changing anything. On ANULPHA PASS I've found out
that this translates to an increase in 10 zones. However, that rule of thumb
doesn't hold for very high zones, like zone 120, because the new steering
behavior diminishes much faster as the speed increases. Anyway, it helps.
Before version 1.30 I stated that zone 125 would be my limit superior, not
knowing if I could ever attain it. But now I'm rather confident to do a 125.
Talking about zone 130 is a bit too early yet, but....
Btw; I did the current 120 zone record with version 1.26.

All in all, the new handling will have some interesting consequences, such as
- more people will get the zeus trophy
- zone 100 should be no problem for those who can run zone 90+

Having more guys in the hundreds increases the likelyhood of getting a
new color scheme upon entering that zone! :)
Btw; Due to the new handling, turn 1 on ANULPHA PASS is a bit easier
now (up to a given speed, of course). Counter-airbraking the craft on
the exit of turn 1 works much faster now, which leads to an incease in
stability. And you can even damp down a 'pendulum motion' of the craft
much more quickly.

Personally, I like the changes whereas the new handling feels a bit too
arcade now, but it will add to the fun coz WipEout HD never wasn't meant
to be a simulation. ;)

One more thing. Due to the new handling, the ZONE leaderboard is
invalidated by any means. I would voted for a full reset!


EDIT1: Be sure that they have removed even more from the ZONE mode.
Here is another example; What about that funky synthesizer inside the tunnel
of MOA THERMA after the overpass? Hasta la vista! :(

Darkdrium777
9th April 2009, 02:14 AM
- the color scheme of SUPERSONIC got some Lemmings walking on
top of the equalizer's amplitude seen on billboards
(nice thought, but it complete offsets the color scheme for SUPERSONIC!)

- the color scheme of SUPER ZEN has a bug on its equalizer, which can be
clearly seen a few meters in front of the craft

1. Lemmings: Probably the only way you can get free DLC. They advertise inside the game. Or maybe it's just a choice, in which case it's pretty stupid I agree.

2. Mip map generation error (most likely). Fixable definitely, they just need to redo the textures.

FatScarf
9th April 2009, 03:31 AM
my argument against your points: most of them are simple errors and in no way going to stop you from having a good game of Zone.

also, the Lemmings thing being in-game advertisement, you're joking right? It's obviously a nod to Psygnosis, publishers of the original Lemmings games and in my opinion it verges on a neat little easter egg.

minor things make you sad, and that makes me sad. have some fun in wipeout or GTFO.

Darkdrium777
9th April 2009, 05:15 AM
Remember you are talking to the guy who does Zone 120... :|

And yeah, EXCUSE ME for lemmings. I haven't been playing games this long. It's still stupid (IMHO).

ProblemSolver
9th April 2009, 06:02 AM
lol@FatScarf


my argument against your points: most of them are simple errors and in no way going to stop you from having a good game of Zone.
I never said that the given changes are going to stop me from having a good
game of ZONE.



also, the Lemmings thing being in-game advertisement, you're joking right? It's obviously a nod to Psygnosis, publishers of the original Lemmings games and in my opinion it verges on a neat little easter egg.
I played Lemmings 17 years ago, but advertising Lemmings that way would
be pretty sick, yeah right. Anyways, an easter egg that way isn't really
useful either. Problem is, the given green and blue colors don't blend with
the overall color scheme of SUPERSONIC producing a discontinuity leading
to a distraction of vision. One will clearly feel that something is odd with
the given scheme.



minor things make you sad, and that makes me sad. have some fun in wipeout or GTFO.
rofl

phaeton_pl
9th April 2009, 06:34 AM
After an update my eyes are getting fu..ed after zone 35, just too much light and flashing. I have to change my TV settings because its too bright. The stronger light flash while changing named zones make my eyes closing for a second which ends up crashing into the wall.
Mach1 seems to be a lot easier right now as you have much better visibility, it seems to be the only good thing after the update.

Vartazian
9th April 2009, 09:13 AM
First zone in a Long time on Ven K Forwards Yeilded a Much higher score

From 10th ----> 6th without doing a zsone on Ven k for probably about 3 weeks. I like the handling increases. you dont have to rely on Airbrake so much to take the Chicanes.

I like the Flare Effect in the changing of zones. give more of a Virtual Reality feel like your entire enviroment is changing.

@ProblemSolver

I look but I fail to see this "Halo" effect and Equallizer changes... Elaborate?

AnErare
9th April 2009, 09:50 AM
Hmmm, all this may need me to install some kind of backlighting behind my display to counter the increased white levels, if they'll affect my eyes... I won't be able to play before friday evening sadly but am already highly anticipating the mentioned changes.

ProblemSolver: nice to hear they've added another scheme for 100+ :D

ProblemSolver
9th April 2009, 10:55 AM
@ProblemSolver
I look but I fail to see this "Halo" effect and Equallizer changes... Elaborate?

For example, race up to ZEN or SUBSONIC pause the game and go
into photo mode. You will recognize that the picture is more pronounced in
colors. And this was the situation before the update. If you continue the
game you will see a sudden increase in white levels all over the place. I
guess, this new "feature" is combined in some way with the new transition
effect. Btw; If you go into photo mode when the transition effect takes
place you won't be able to see it in that mode either.



ProblemSolver: nice to hear they've added another scheme for 100+ :D
Nope, there is no new scheme. :(

zargz
9th April 2009, 11:12 AM
I did actually like the Huge ads for other games in the original wipEout also the Puma ads in Pure :nod

BornToBeMild
9th April 2009, 12:34 PM
the ugly:
- the zone glitch is still on and also the leaderboard hasn't been fixed



Very disappointing.
That should have been first on the list of Zone tweaks.

Everything else on that list is nitpicking.

supersocks
9th April 2009, 01:42 PM
I told you there's hidden Lemmings minigame in every wipEout. ;)

silverfoxy
9th April 2009, 01:49 PM
Only had a couple of Zone races since the update.

Not too keen on how bright it gets when you change each zone (i.e from rapier to sub phantom to phantom to zen etc).

The screen gets really bright and white and it has been throwing me off line quite a bit :cold

AnErare
9th April 2009, 02:39 PM
ProblemSolver: hm ok, I've misread that bit in your first post...

RagnaRock
9th April 2009, 07:05 PM
in a future update they could let us choose what color scheme we want to use...

im afraid im gona miss the old scheme after i make the update...this way we could always revisit it.

mangaroo
9th April 2009, 10:00 PM
Only had a couple of Zone races since the update.

Not too keen on how bright it gets when you change each zone (i.e from rapier to sub phantom to phantom to zen etc).

The screen gets really bright and white and it has been throwing me off line quite a bit :cold

As sexy as it is, it throws me off too, in fact it felt like for at least one fraction of a second the entire screen was completely white, although maybe i was playing in a dark room and my eyes took the flash badly...but i don't think so!

komatos
10th April 2009, 12:36 AM
Didn't seem to bother me much. Seems a little brighter but to me overall it just seems like a standard transition effect used to change from the previous color to the next color scheme. Not a strobe effect on my LCD 720p HDTV anyways.

ProblemSolver
10th April 2009, 02:57 AM
I have added something to the OT:
About the new handling of the zone craft.

Darkdrium777
10th April 2009, 05:45 AM
You should add something about the airbrakes in Zone too.
I'm no Deep Blue but I found that sideshifting makes you travel much further in the air when you do it to get off of the overpass on Anulpha F. Like, you skip the whole track and go directly into the respawn wall if you're not careful. :o
Before this didn't happen, you just dropped down on the track.

Maybe it's just me, but this situation never showed up for me before which is why I think something is up... :?

Avenger2197
10th April 2009, 06:50 AM
I've noticed the airbrakes being touchier too. Sideshift being different? haven't noticed. Overall I'd say Zone is a lot better now, what with the craft actually taking corners like a high handling ship. Well done, SL!

ProblemSolver
10th April 2009, 11:07 AM
@zargz
Yeah, right. Well, I don't care about in-game ads. as long as they aren't out
of place.

@BornToBeMild
"Everything else on that list is nitpicking." Hm? :naughty I did some serious runs
yesterday and the Lemmings-thing is definitely distracting.


in a future update they could let us choose what
color scheme we want to use...
Why not releasing an in-game editor to build our own color schemes, sharable
online? There are various mathematical formulas that would produce
outstanding color schemes.

Here are some reasons why they didn't have implemented a new color
scheme for zone 100 just yet;
- only four people in the world are able to enjoy it atm
(that's obviously not true, see the reverse tracks ;))
- building a new color scheme may require a new epilepsy test :(
- too expansive xD
- no ideas xD

I would love to see a color scheme in the style of tunnel 1 at VINETA K
(under normal race conditions). A chrome color scheme with some major
spectral colors should look pretty fantastic. But let me tell you something.
I would already be satisfied with a standard shaded and culled wireframe
model as a new color scheme, if they can't effort a chrome one. xD
I have so many ideas. Look! Imaging for example a color scheme that
depends on how close you are to a wall and which at the same time
depends on the craft's shield energy! That should get pretty intense on
the end of a run and may likewise help you by seeing how the colors
change back for good once your shield regains some energy due to a
perfect zone. :)



im afraid im gona miss the old scheme after i make the update...this way we
could always revisit it.
Na, no old schemes atm. ;)

@Darkdrium777:
My description includes the airbrakes as well. :nod And, I never really use
sideshifting in ZONE, because their usefullness diminishes rather quickly
on very high speeds. Why? Well, sideshifting makes the rear of the zone
craft unstable!
Those hidden respawn walls suck hard. Most of the time I could recover
by my very own. These respwan walls should only be at places where they
are definitely needed.

ProblemSolver
11th April 2009, 03:47 PM
... But now I'm rather confident to do a 125.
quod erat demonstrandum (http://wipeoutzone.com/forum/showpost.php?p=121134&postcount=141
)

RJ O'Connell
12th April 2009, 06:25 AM
Ugh. I got up to Level 69 at Anulpha before my talent ran out. I'm starting to think I'll never get Zone Zeus.

Darkdrium777
12th April 2009, 06:45 AM
You think wrong :)

(I was stuck there too. You will get it eventually, pretty soon even, sooner than you think ;) Just keep at it, if you die and don't do it, repeat at least one more time.)

IH8YOU
12th April 2009, 07:31 AM
On Anulpha Pass I'm hitting some invisible bump in the middle of the upper-deck since 1.3, and this thing has the capability to launch. It's only happening after subsonic - but it's definitely happening. Before I'd hit a bump if I got too close to the sign posts that are on the right side of the deck - but now it's happening even when I'm right in the middle.

I too, am also losing my lines after the white-flashes between zones.

silverfoxy
12th April 2009, 08:16 AM
@ Problem Solver - Congrats on Zone 125. Not sure how your eyes cope with it after zone 80+.

@ the Zone in general - decided (after some chats with my Zone pal) that I need to learn the tracks again. I'm still getting to around the same number of Zones I was getting before but just making more mistakes. Sure it won't take me too long to learn them again and hopefully maybe able to improve my scores on some tracks.

Connavar
13th April 2009, 12:29 PM
Wow, zone 125!!!
ProblemSolver, I think you solved a problem, now go and solve the 15 others!

(and great ideas about the color effects, I hope SL gives you a call
for the next zone update, since you're obviously the #1 specialist in the
world, having played the mode to death)

After reading your impressions, I decided to give Zone mode a try on AP, but
after a 3 months break, I couldn't play correctly anymore, died at zone 72.

However I did notice a few things:
- ship physics is worse than before, because it's uglier, instead of flying, the
ship is now bouncing, see it's like a kangaroo now.
Just because of that, the zone looks less impressive to me, but probably
improves ship stability so it's easier to beat zones (which is good to me).

- new lighting effects when going to a next zone speed, pretty well done but
a bit too overbright maybe; if you look at the ship it gets additional effects
as well :)

ProblemSolver
4th May 2009, 11:07 PM
@ Problem Solver - Congrats on Zone 125. Not sure how your eyes cope with it after zone 80+.
I keep my eyes shut. xD



@ the Zone in general - decided (after some chats with my Zone pal) that I need to learn the tracks again. I'm still getting to around the same number of Zones I was getting before but just making more mistakes. Sure it won't take me too long to learn them again and hopefully maybe able to improve my scores on some tracks.
I noticed a similar effect. On my 125 run (one day after update 1.30) I did
fewer perfect zones than before on my 117 - 120 runs, about 85 instead of
89 or 90. Thing is, the new handling allows for a quicker action but will
ultimately lead to more steering as well as counter steering in general.


Wow, zone 125!!!
ProblemSolver, I think you solved a problem, now go and solve the 15 others!
Ehm ... 14. xD



(and great ideas about the color effects, I hope SL gives you a call
for the next zone update, since you're obviously the #1 specialist in the
world, having played the mode to death)
Yeah I would really spend some quality time for enhancing the ZONE mode.
I think, we are at the beginning of what the ZONE mode might evolve into. :)



After reading your impressions, I decided to give Zone mode a try on AP, but
after a 3 months break, I couldn't play correctly anymore, died at zone 72.

However I did notice a few things:
- ship physics is worse than before, because it's uglier, instead of flying, the
ship is now bouncing, see it's like a kangaroo now.
Just because of that, the zone looks less impressive to me, but probably
improves ship stability so it's easier to beat zones (which is good to me).
The new handling has its advantages as well as disadvantages. Up to my
points, it pays off on higher (high) speeds if you are on the right side of
the track and if you also got fast relexes. However, as you have said, the
craft now bounces off from the walls in a rather odd way. It seems like that
the momentum of the craft has no effect on an impact, making it bounce
like a massless particle. One of the key skills in ZONE is to know how to
break away from a collision with a wall! And since the collision code is
kinda odd (in general) the new agile steering behavior worsens the problem
even further. So you need very fast relexes to counter act that problem.



- new lighting effects when going to a next zone speed, pretty well done but
a bit too overbright maybe; if you look at the ship it gets additional effects
as well :)
Yes, all in all, it's too bright.

silverfoxy
5th May 2009, 09:41 AM
I'm kind of hoping Problem Solver doesn't turn his attention to the other 14 Zones ..... !!

Since the update I have played quite a bit of Zones. Once you get used to the different handling capabilities it is possible to go further. On both forward and rev AP I can get into the 80s now and I'm sure if I practiced them more I would be heading towards the 90s.

However, also got to 67 on VinK where I was struggling to get to subsonic before the update and since the update have made subsonic on both metropias, ubermalls and got to mach1 on both moas.

for those after Zone Zeus its worthwhile putting in a bit of time and effort into it as I think its more likely to happen than before.

ProblemSolver
5th May 2009, 05:06 PM
I'm kind of hoping Problem Solver doesn't turn his attention to the other 14 Zones ..... !!
Ha!

Well, I don't rush through each tack just to set a new record or whatsoever.
I usually like to get the most out of each track in term of an exhilarating
feeling. If you stick to a given track a bit longer, then you can see
different faces of that track and you might be able to read off that face by
finding new racing lines or new rhythms around corners.
Getting perfect laps at very high zones (with respect to each track) is
rather breathtaking. And also keeping the craft under control on very low
energy ... pumps up the feeling.

Quite unfortunately, SL has removed that *ding*, *ding*, *ding* sound on
very low energy, which now takes away some of the thrill torwards the end
of each run. With update 1.30 the craft suddenly stops and disintegrated
without any indication.



Since the update I have played quite a bit of Zones. Once you get used to the different handling capabilities it is possible to go further. On both forward and rev AP I can get into the 80s now and I'm sure if I practiced them more I would be heading towards the 90s.

However, also got to 67 on VinK where I was struggling to get to subsonic before the update and since the update have made subsonic on both metropias, ubermalls and got to mach1 on both moas.
Yeah right, I forgot that one can also improve on mid speeds. But if you
consider the full potential of a track as well as of the craft, then the new
handling shows off on their limits.

silverfoxy
5th May 2009, 05:19 PM
Thanks Problem Solver, I may try that method. I usually have a couple of goes on 1 track before moving onto another. I get frustrated with myself if I don't improve on the 2nd run through.

Someone else has suggested just concentrating on 1 track for a week and then moving onto others.

I also miss the countdown of the energy critical. Its very tricky to try and see how much energy you have when past Zone 50 without bouncing off walls or messing the lines up.

I find I'm at my best on Zones when I've played for a couple of hours. Doesn't seem to matter which track I'm on but sometimes I feel invincible. Shame it doesn't happen to me that often but practice definitely helps ..

YouAreFubar
5th May 2009, 11:26 PM
Dont worry about the energy countdown. Whether you know how much energy you have or not doesnt really make a difference as there are no other factors like opponents getting in the way to take into account. Just concentrate on avoiding the walls.

ProblemSolver
6th May 2009, 02:40 AM
I'm kind of hoping Problem Solver doesn't turn his attention to the other 14 Zones ..... !!

... Well, I don't rush through each tack just to set a new record or whatsoever. ...

Hey silverfox, you kinda remind me to have another look on all the other
leaderboards. I stumpled over the one of CHENGHOU PROJECT (CP)
that pictured me in position 6. I raced CP back in januar just for fun.
Anyways, as I was looking at the leaderboard a voice told me that
there is something wrong with that picture. I thought; "Ok, lets tinker
around with CP to get some relax of MOA THERMA." After an hour
I found myself in position 1. LOL xD


Dont worry about the energy countdown. Whether you know how much energy you have or not doesnt really make a difference as there are no other factors like opponents getting in the way to take into account. Just concentrate on avoiding the walls.
Psychologically the countdown is of great value in ZONE.
It intensifies your tension and you also get a clear information of your
shield's energy. The best thing is, if you do a perfect zone under such
circumstances then the frequency of the countdown changes to a lower
state. Very helpful!

Signaling the "final" condition of the craft via a proximity sound is of
utmost importance. Any HUD is useless in such a situation. And that's
even true in all of real life (see airplanes for example).

ProblemSolver
8th May 2009, 09:34 PM
patch 1.40: The Lemmings are gone. xD

multibodydynamics
10th May 2009, 07:59 PM
patch 1.40: The Lemmings are gone. xD

So what does the supersonic color scheme look like now? Does it look like it did before v1.30 or is it changed to something new?

yeldar2097
10th May 2009, 10:06 PM
i got there for the 2nd time ever today :D
looks so good i nearly died :dizzy
....i wish i was a ProblemSolver... :P

EDIT: looks pretty much the same as it did for me the first time around, only i had more time to take in the scenery...

ProblemSolver
12th May 2009, 03:10 AM
Well, for what ever reason (I guess, they had to celebrate something), SL
changed with version 1.30 the equalizer one can seen on all the billboards
of the SUPERSONIC color scheme. However, with version 1.40 we got the
original equalizer back (the one without the Lemmings xD). :clap

With version 1.40 I also recognized a slight change in the "dynamics" of the
zone craft. On high speeds (depending on the track) you will recognize that
the craft is a bit less likely to oversteer on being hard on the airbrakes.
However, I can't really judge whether this effect is due to a change in the
dynamics or simply due to a better recognition of the inputs. But I guess
the game handles the inputs a bit better now. Quickly releasing an airbrake
seems to be getting registered a bit faster. I recognized this effect because
I had to counter airbrake (to straighten out the craft) a little less than before
on some given sharp turns.

multibodydynamics
12th May 2009, 11:25 AM
So, the Lemmings are gone forever for me!!! I mean, if I deleted the game and downloaded it again I would get 1.26 and the auto update makes it 1.40 so 1.30 is impossible to get, right? :( Ah well, I don't think i would have fought the way up to supersonic anyway, just to see a few lemmings...

ProblemSolver
12th May 2009, 01:43 PM
Yes, they are gone for everybody of us.

(on the record: I don't dislike them, they were simply placed at the wrong place.)