The Resource Scanning & Mining Demo coming Tuesday, November 17th

Thorp

Omni Ace
Jul 27, 2016
123
327
63
California, CA
#21
1) I was initially confused why I could not call a THMPR down then I realized I was not near a scanned resource node. While I understand there is no reason to call a THMPR down without scanning a resource node, I can't help but feel like the restriction is unnecessary.

2) Scan Visual Effect:
+The Yellow expanding circle is neat
+The sound of the scan's punch is good
+The ping sound when a resource node is discovered is nice though it does feel a little cartoony

-The scan radius is too large. Part of the fun of scanning in Firefall was the hunting. I feel like players should have to track down nodes using triangulation or other strategies like Hot/Cold, Guess/Check. When players caught the scent of a node there was anticipation and added thrill in wondering how big the epicenter could be and what the payout would be.

-The scan results are uninspiring. Em8er is pre-pre-alpha and has proof-of-concept visuals but I hope that the current scan visuals evolve to resemble a sort of topographical representation. Firefall's scan hammer produced a colorful and visual topographic representation of the resource nodes. Players were able to follow the visual graph to hunt down the epicenter of the resource node. The biggest problem I had with Firefall's scan hammer visual was the visual obstructed terrain and it lingered too long. [example vid] All in all I believe Em8er's scan needs more visual representation of what is nearby and add a bit more color...pizzazz.

~ Can the scan visual and results be multiplayer please? Firefall was a bit tedious in that players had to individually scan the area to see the scan results. Of course keeping the scan results singleplayer encourages player to player communication however there's little value/bonding from this type of communication. Continually players won't always want to see the scan visual so perhaps only show multiplayer scan visuals when the player is in "scan mode".
 

Skube

Tsi-Hu Hunter
Jul 26, 2016
47
164
33
#22
Just want to add something.
After watching Skubes' Resource Scanning YouTube video I realized that I REALLY love the soft background music playing.
The style of it fits the mood perfectly. Just wanted to point this out to the Devs as it really pulls you into the immersion of the game and maybe add something like this to the next Demo?
Grummz has mentioned that they are working on music with Firefall's Original composer Michael Bross!
 
Oct 15, 2019
5
29
13
#23
I was playing yesterday and noticed a glitch that could be pretty significant.

When gliding, it is possible to scan. Your mech will actually make all of the motions as if he is driving the spike whilst he is moving through the air. Furthermore, this action results generates scan results successfully.

I found this when I tried to to see if the mech drop to the ground when the scan was initiated.

The next issue I found was in deploying the Thmper mech. I found it very difficult to find any place on the map that would allow for the deployment. Especially in hilly or elevated terrain. In other instances, I was on fairly level ground and the indication color was constantly red. When I clicked anyway, I was usually able to deploy the mech despite the negative indicator.

One thing I could recommend as an addon/module is a targeting system that would, in essence, paint an area of interest/focus for the Thmper to concentrate their mining efforts. This way he's not wandering around the map aimlessly gathering whatever he's standing on. Also, something along the lines of a prospecting marker could be deployed in the center of the area of interest. Wherein, the Thmper would stay within a defined radius. Similar in concept to the original scan hammer and Thumper setup in Firefall.

Just some food for thought. Can't wait for the crafting demo to come out. Seriously, my most anticipated part.
 
Oct 15, 2019
5
29
13
#25
Got another report for everyone.

Tried again this evening and found another discrepancy in the demo.

If anyone has noticed the islands just beyond the main island, I found that you can travel to them and land on them. I tried mining on them only to find that the hotspot always spawned right under my feet. When I called in the Thmpr, he never moved and stayed in the exact spot that he fell into. He would turn a little bit here and there. But, never moved.

Another little bug I can report, and I'm not sure if this is planned for the future, is that you don't take water damage or drown when you submerge below the surface of the water. I think this area would make an excellent addition to the game. Perhaps necessitating a re-breather module or the like to commence operations under water.

I had one final thought on the mining as well. I agree with one of the previous posters about seeking out the center of a mining node. That really made it a lot more fun to go hunting for resources. However, having a single highest tier node at any time was rather off-putting for many players and wound up creating a massive conflict to get to it. My thought would be to spawn several high tier nodes that people can home in on via scanning. However, they would need a high tier mining tool for their Thmpr in order to extract said materials. Like we had the tiers in Firefall, something similar could be implemented here to limit the number of people who can access an area or feature without having earned that access. This could also be use as a means promoting player pogression in the same fashion that we had in Firefall, with people who had put in the work reaping the rewards of their efforts with better equipment and stats. Doing something like this could also prevent scammers from getting ahold of high value materials with brand new characters and performing cash sales.
 
Nov 24, 2020
1
3
3
#26
I was playing yesterday and noticed a glitch that could be pretty significant.

When gliding, it is possible to scan. Your mech will actually make all of the motions as if he is driving the spike whilst he is moving through the air. Furthermore, this action results generates scan results successfully.

I found this when I tried to to see if the mech drop to the ground when the scan was initiated.

The next issue I found was in deploying the Thmper mech. I found it very difficult to find any place on the map that would allow for the deployment. Especially in hilly or elevated terrain. In other instances, I was on fairly level ground and the indication color was constantly red. When I clicked anyway, I was usually able to deploy the mech despite the negative indicator.

One thing I could recommend as an addon/module is a targeting system that would, in essence, paint an area of interest/focus for the Thmper to concentrate their mining efforts. This way he's not wandering around the map aimlessly gathering whatever he's standing on. Also, something along the lines of a prospecting marker could be deployed in the center of the area of interest. Wherein, the Thmper would stay within a defined radius. Similar in concept to the original scan hammer and Thumper setup in Firefall.

Just some food for thought. Can't wait for the crafting demo to come out. Seriously, my most anticipated part.
Yea I noticed that while you scan, you can move any direction while you're still kneeling down. Not sure if during the scanning emote, you should be staying where you initiated the scan?