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View Full Version : Dear Team 17, a rational look at your new physics..


Mataro
28 Aug 2010, 03:59
Let me start by saying I'm not the oldest Worms player ever. Nor am I the most dedicated. I hadn't even heard of Shoppa. I played for hours and hours and hours with a core group of friends. And I had fun.

I made an account to post purely about this. Because I had heard you guys are really listening to your community, and because I don't see a lot of people voicing their opinions about the new physics in a reasonable way. There's a lot of people complaining about their rope being underpowered. And a lot of others saying "suck it up."

Anyone here with any sense of reason knows that change is a must to keep things fresh. But the physics as they currently are, are.. Invariably clunky. Worms don't slide any more. On a decent slope, it used to be a reasonable strategy to aim for the head with the shotgun and push them down. But on an 80 degree slope, I keep seeing worms come to a halt after only slipping a few pixels. I don't think making the terrain ice would solve anything.. But truthfully speaking, the worms just feel a heck of a lot heavier than a tiny poop-machine without a spine amidst a maelstrom of explosions should. Worms don't ricochet off terrain quite like was so characteristic of them. They move slower, and grip the terrain too much in general. They also shed momentum much too readily (indeed, I feel this is the biggest gripe with the new rope mechanics). If they maintained momentum a bit more, slid a little more, and weighed just a tad less, you'd have the perfect compromise between a classic feel and a more robust system.

In summary, I remember reading that the system was "more robust" and "reduced 'WTF' moments".. But in my first few matches alone I've had numerous moments where I could do nothing but sit there and wonder why enemy worms had the properties of particularily sticky molasses.

Did I have fun? Certainly. Could we be having more fun, as a community? I definitely think so. But who knows, maybe I'm alone with this. You, the developers, are the ones making this game after all. But if you really are paying attention to the community, let's see what the majority says, once, and for all.

All in favor, say "Aye."

Skeeter
28 Aug 2010, 10:22
Nades i have noticed when thrown look like they are magnets and stick to worms especially in the head area. Defo not how nades should be. In WA they were great they rolled how they should but in this game they feel like a ton weight and bounces once or somit then sticks to somit.

Draconis
28 Aug 2010, 11:30
I voted "nay". Things are fine as they are and worms do slide, shotgunning worms into land mines is something I've done successfully a million times in the 27 hours I've played.

Darkspark
28 Aug 2010, 14:26
Physics are pretty bad. The mines are always the right way up. Even if they land upside down, they seem to spin in midair, and right themselves.

Rope knocking is really really hard. You can't guarantee when you'll knock a worm.

MonkeyforaHead
29 Aug 2010, 00:14
Literally the only time I have seen a worm 'slide' for more than a few pixels is when they go flying after an explosion, and impact the land at an angle that doesn't bring them to the traditional head-first dead stop. And when that happens it's like they're suddenly in an ice rink, there's no stopping them.

Then when you try to, for instance, dragonball someone, they won't go anywhere.

I think if they slid around anywhere near as much as they did in W:A there would be a few too many water-related deaths, since the worms themselves are a bit bigger in relation to the landscape -- but just a wee bit more slip 'n slide than there is now would be welcome.

Kjatte
29 Aug 2010, 00:20
What you should keep in mind is that the physics are different and perhaps not as "light", but the game it self is balanced to those new physics. Just relearn how to play Worms this time! I think it is a good thing! ;)

MtlAngelus
29 Aug 2010, 00:58
What you should keep in mind is that the physics are different and perhaps not as "light", but the game it self is balanced to those new physics. Just relearn how to play Worms this time! I think it is a good thing! ;)

The problem with this physics, as I see it, is that the game no longer lends itself to hilarious accidents like W:A. You know, accidentally setting off a domino effect of bouncing worms, mines and exploding barrels. :p

Kjatte
29 Aug 2010, 01:04
Ah.. I if that is the case then I agree ;-)
I havn't played it all that much yet. It was fun to see my name in the credits though :-)

Skeeter
29 Aug 2010, 01:11
I think WA physics were pretty spot on, felt great, played great. Seems like a broken physics engine in WR it just doesnt feel right like i mean WA seemed more realistic than WR physics.

Mataro
29 Aug 2010, 01:29
Literally the only time I have seen a worm 'slide' for more than a few pixels is when they go flying after an explosion, and impact the land at an angle that doesn't bring them to the traditional head-first dead stop. And when that happens it's like they're suddenly in an ice rink, there's no stopping them.

Then when you try to, for instance, dragonball someone, they won't go anywhere.

I think if they slid around anywhere near as much as they did in W:A there would be a few too many water-related deaths, since the worms themselves are a bit bigger in relation to the landscape -- but just a wee bit more slip 'n slide than there is now would be welcome.

I've seen Worms slide a bit after a good explosion, but for smaller explosions like grenades and such I've seen them fly a few feet and stop sliding on a nearly sheer face where they most definitely should have continued on. Dragonball and Firepunch respectively used to be great for knocking a worm a calculable distance sideways or up on over something. Now, you can pretty much effectively guess that they will not go anywhere, much less where you actually wanted them.

Community seems pretty split on this so far. But my time with prior Worm games, at least 50% of Worm fatalities were from drowning. The skill came in wedging yourself in a smart place where A; your enemy can not knock you into the wide blue puddle, B; where they have difficulty dealing copious amounts of damage to you, and C; where you can do reasonable damage back/still knock enemy worms around. I remember countless scenerios where Worms on bridges would slide into mines and barrels and fly around grouping up half a dozen Worms and it was just hilarious fun. And one can't say "that's just luck, that's not skill, and that's what they're trying to get away from.." because the physics were as such that you could actually calculate how to make things like that happen, which made it a skill to be able to make such domino effects happen. Things to that extent just don't really occur any more.

As for there being too many water related deaths with the physics being a bit more classic, it all comes with the terrain you're on. Playing on island terrain? Gonna' be more drownings. Playing on double-cave terrain? Gonna' be less. Sure, lighter, bouncier physics would have a hand in this. But no more so then they ever have.

Pino
29 Aug 2010, 02:35
...dragonball... /thread :P

DrMelon
29 Aug 2010, 10:15
Physics are pretty bad. The mines are always the right way up. Even if they land upside down, they seem to spin in midair, and right themselves..

They are supposed to do that now.

The physics in this game are like Pisto's Aliased Bounces wormkit module - where it actually rolls along the slope average, instead of bouncing off the pixels in the slope. However, it seems a little like the gravity is set to "high" instead of "medium". Everything likes to be at the bottom of the map, moreso than usual - making it hard to send worms flying over higher pieces of terrain to reach new, mine-infested lands.