THMPR Demo is LIVE! Hop in then give us your feedback!

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Estender

Deepscanner
Jul 26, 2016
55
63
18
Planet Tölva
#4
1) C-menu should be hold-to-use instead of toggle-to-use, and use only the mouse instead of current buttons+mouse, which makes it confusing in the heat of the moment.
2) Can't select the call-downs while flying.
3) Crater should be modified to accommodate for the new fluid movement, like, make the mech roll or slide after the impact, or cut the pause between the landing and moving.
4) Air dodge should be on shift by default, switching with the glider, since the thumb is busy holding spacebar, while the little finger is completely free, and to use the glide you need to release the space anyway, so it seems to be an efficient change.
5) If you use the glider right after the booster, it doesn't cancel it, but still wastes the glider's cooldown.
6) Remove, whatever the action is, from the right mouse click, and replace it with the zoom from alt.

7) The most important, please consider combining the thumber holding resources PLUS being able to pickup the drops. Because otherwise there's gonna be much less incentive to protect the thing on, you know, it's way back.
 
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Likes: Sy and Damiv

PIghead Elderberry

Kaiju Slayer
JUMBO KAIJU SLAYER
Jun 4, 2017
248
510
93
CA USA
#5
Posted in other thread (oops):

Not having to press "E" is the right way to go.

RESOURCES
Swoop pick up - YES!

Popping resources out we have to grab adds lots of fun to process.

Could we DEEEEEPSTRYKEEE and collect resources in AOE process?

RED/GREEN
I get "GREEN" for calling a thumper, but it says "Another thumper is already nearby" and I can't place it - I should just see "RED" since I can't place it. It should only be green if I can place it.


JETPACKING
I still feel really sluggish with strafing, and while the dash to side works better is still feels a bit slow as well.

Afterburner is really slow feeling still.

GLIDING
I like the way the green wing trails show when we will start to stall out. Very nice.


THUMPER
Bigger would be better.

I like the way he walks around drilling and popping out resources vs. staying in one spot and just drilling there. This gives him some personality and makes the whole thing more fun.

His drill should poke into the ground - it kind of just barely touches it right now. EDIT: Sometimes it penetrates, other times it does not! Mostly it does...

It would be nice to be able to call thumper while jetting/gliding...

I should be able to ride / stand on my thumper as he walks around.

EXCELLENT - I AM JUST FOLLOWING HIM AROUND AS HE WALKS ABOUT DRILLING AND GETTING ALL WARM AND FUZZY - EXCELLENT --- OOO WARM AND FUZZZY FUZZZZZZZZY AND WARM

=====
GENERAL STUFF

I always have a problem with Shift-Ctrl actions as I don't have six fingers - so it would be nice if we did not have to do that combination.

As far as radial menu - I like the option that all of the radial menu can be a keystroke and does not have to be mouse selection.
 
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Jan 28, 2017
2
4
3
#6
After using the T.H.M.P.R if you use the glider pad and place it right ontop of where it will land the T.H.M.P.R does not walk around and just stands ontop of the glide pad and mines
 
Likes: antiqwiz
Jan 26, 2017
53
152
33
26
Portugal
#7
So, I'm back from fiddling around with the demo and here's what I have to say:
- I expected the THMPR to be bigger. Not sure if this is because of the art demo, but truth is, when piloting the Omniframe, even though there's a squishy human piloting it, as a player, I don't feel like I'm the size of the squishy human. I feel like I'm the size of the Omniframe. So I'd say it wouldn't be a bad idea to scale things up a little (or scale the player down, as it may). I believe I heard Grummz say that he's planning on both increasing the size of the THMPR and decreasing the size of the omniframe compared to the human (an excellent move, as one of the things I disliked on the Mk.II redesign is the size).

- Jetpack control feels great. However, I wish that we could quick-dodge even while we're not holding space (as long as we're sufficiently in the air, naturally). It helps in maneuverability and feel.

- The floating crosshairs still bother me a little. Feels excessive to have both the moving reticle AND the bloom at the same time, however I'm not gonna form an opinion yet as it may just be a matter of habit.

- As much fun as I had doing totems, it can get pretty annoying when you can't shake off someone who's above you, since you can hardly move. With PvP that's not an issue, but I can foresee people getting stuck in pretty tough spots because of griefers. Not sure how this would be solved though, since I don't want toteming to go away.

- The quick-select menu for the THMPR is great, but I feel like it should either be a little smaller and more transparent, or moved away from the center of the screen. Also it shouldn't be a toggle. I feel like these changes would make it much easier to access (Monster Hunter World has a similar quick menu and it works wonders).
And, uh... you guys kinda missed the chance to put the jump pad on that menu instead of the Z key.

- This might be the nitpickiest of nitpicks, but the fact that the player's gunshot sounds play much louder from the left speaker (more noticeable when the view is zoomed), while it makes sense (that is the side of the screen the character is in), really, really bothers me. Reminds me of those Youtube videos that messed up the stereo channels and all the comments are "my left ear loved this video!". Maybe it's worth the adjustment to make the audio source closer to the center so that we hear player created sounds from both ears equally, since we're supposed to be the person inside the omniframe and we should be hearing things from their perspective.

- As for resource collection, naturally it's still early to talk about that, but I do hope you have some sort of prompt or feed that shows up when we pick up a resource so we know exactly what we picked up. Just something to consider.



Other than that, I had a ton of fun! I'll keep fiddling around with the demo and if necessary I'll edit this post. Good job everyone!





If you drop THMPR on top of rocks it can mine in 1 spot and you do not need to worry about enemies :p
The mighty return of the XP Valley!!!
 
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D34dFish

Omega Founder
Aug 29, 2018
3
6
3
#8
When gliding and looking straight down and moving your mouse as to look behind you, the mech looks like it's falling on its back without going in that direction.
 

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
7,730
10,079
113
Island of Tofu
#9
lookout.jpg
A strange item attached to my rear i do not know what it is but there is something in the sky ....
the thumpr is arriving!

Did not really like the voice she sounds like my annoying teacher that i once had this irritated me but the thumpr was very pleasant and chuckled while drilling in random spots

When the thumpr goes away it would be great if it just turned into a ball and wooshed back into the sky.

Also was wondering can the thumprs have a carrying pod to fill by the mek pilot this carrying pod on the thumpr back could indicate a quick scan of the resource and to either dump it or store in the carrying pod.
 
Jan 26, 2017
4
17
3
31
#10
A few of my thoughts:

-Assault Rifle fire, while it feels a lot better than the last build, feels a bit like going to be fighting the weapon's behavior more than the enemies i'm shooting. I think having weapon bloom while the reticle jumps around a bit is a bit much and should really be one or the other (i'd prefer just bloom).

-The ability to call down a Thumper should be more clear in the calldown holo. If its green it should work, so maybe make it red for obstruction and pulsing red for another thumper nearby?

-Really like the changes to the jetpack and dodging. I do wish I could dodge anytime I'm airborne instead of just when I'm actively using the jetpack though. Also having a dodge key in addition or as an alternative to double tap would be fantastic.
 

Damiv

Commander
Jan 26, 2017
7
17
3
#11
Assult Rifle definitely needs work. It has a habit of just straight up vanishing during animation transitions. The accuracy feels pretty bad for an AR type of weapon, this is more the kind of accuracy I would expect from a minigun. Ammo counter and other UI elements would always be useful. AR also has some hit registration issues, especially at close range. AR shots lack the feeling of impact and power.

Thumper threw me off at first since I didn't expect it to wander around, or to pop out resources. My preference would be for it to either stay in one spot and pop out resources, or move around harvesting. Not both. I have to spend so much time chasing after the Thumper instead of killing things. I feel like this is also going to cause problems for any engineer/summoner type frames. We will either need very long range pets, or mobile ones we can manually direct and assign escort targets to.

Ideally I'd like to see two different build paths for a engineer type frame where we can specalize in either long range pets or mobile ones.

Jump pad should be on the call down menu like the thumper is.
ADS should be right mouse button by default.

Deepstryke would feel so much better if it was a targeted action instead of defaulting to directly below your current location.
 
Jan 31, 2020
1
1
0
#12
not sure if it was covered But I watched the latest test stream, the gun that grummz was using sounds more like an energy weapon than a ballistic one, if it hasnt already been said, id like to suggest making it have a bit of a thudding sound when firing, perhaps use high calibre modern weapons as a reference? and perhaps make all ballistic weapons have a sort of thudding sound
 
Jul 27, 2016
149
299
63
Massachusetts
#13
I am just catching up now on the twitch recording. I can't wait to jump in and play with this, alas, work is my top priority.

Anyways, when Grummz mentioned the THMPR would have an emoji face that changes, it made me think of something - I'd love to have a tiki themed THMPR where the emoji faces are all variations of tiki masks. And the color scheme can be colors like a tiki mask or totem. I'd buy that! :)
 
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Skube

Firstclaimer
Hypedration
Jul 26, 2016
112
408
63
www.youtube.com
#14
The Gun feels great, Jetting control also feels good, dashes are cool but makes using Afterburner pretty useless.

The Mech calldown is so awsome!

A few bugs/glitches/exploits I encountered:
-I deepstryked with the assault rifle in my hand
-Drilling animation and sound didn't play but resources came out.(The Mech was standing still)
-Sometimes Mek would drop with no deploy animation i.e. It would fall and stand immediately.
-The laugh sound seems too short (emote is longer then laugh audio)
-If you press "V" and "Space" rapidly you can get really far.(Tested with a keyboard macro) Thanks to UndeadPsycho

Edit: Another thing I forgot for some reason downloading the builds is always really slow for me It took me 2.5 hours to download at 100 kb/s my speed is about 90-100 Mb/s and i download 46 GB game in less then 2 hours the same day

Good Job Grummz and the EM-8ER TEAM keep up the good work!
 
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Faeryl

Omni Ace
Staff member
Community Manager
Kaiju Slayer
Jul 26, 2016
901
2,604
93
Planet Earth, USA, East Coast
discord.gg
#15
First, I'd like to say . . .


I LOVE THE THMPR MINING DEMO!!

The movement feels AWESOME overall!!
- I like the way the jetpacks feel when I go up and move around - fast!!
- The strafing while jetpacking is SO AWESOME!!
- The gliding is soooo much FASTER and AWESOME!!
- The accidental sliding is BACK, HOORAY!! I don't know if it was intentional, or maybe just me. I could not produce any sliding in the last demo without using the "Slide on Demand" feature.


The THMPR is AWESOMESAUCE!!
- I love when mining for resources they pop out for you to collect!!
- The random laugh emote is adorable!
- I don't know if it's intended, but I love that we can calldown the THMPR onto a rock or coral and the THMPR doesn't fall off!!



Now, for a few important bits I noticed:

1) There's no sound on the jump pad when a player steps onto it any more. Is that working as intended or bug?

2) I don't seem to be able to produce that satisfying stall sound when gliders go into "stall mode". Also, the gliders don't appear to stall long enough to make that sound in order for a player to get an indication to make a correction.

3) The crosshair and gun don't line up when you're up close, face-to-face with a Tsi-Hu. I'm not sure if this part is working as intended, or still a WIP (Work In Progress).

4) The one thing I did not like so much is the sound the THMPR makes when he walks. I realize it is probably a place holder but, is he meant to sound like a hollow tin can? In my mind, I envision him having more of a solid metal "clank" sound when he walks because he's so big and heavy.

That's all I have for now.


EM-8ER DEV TEAM: ALL OF YOU DID AN AWESOMESAUCE JOB!!

ONWARD AND UPWARD TO THE PLAYABLE MOCKUP, GO GO GO!!
 
Jun 29, 2019
6
15
3
#16
I don't know if this was reported for the last gun demo or not. When shooting instead of shooting where the gun is actually pointed it shoots what the cross-hair is looking at. So let say you're shooting at any enemy and something behind you gets in the way like a tree or rock instead of shooting your target you'll hit the tree or rock instead.
Screenshot (83) - Copy.png Screenshot (81) - Copy.png

This was posted on discord on how you could fix it:
IAmJohnGalt#8860 on 12/13/2019
Actually there is a way to fix that odd angle shooting, it consists of using 2 traces instead of 1, 1 trace comes from the camera, that one give the 2nd trace the location to send another trace from the muzzle of the gun to, that way its still using the accuracy of the first trace since its not effected by the animations of the character or the gun, while still not allowing "weird angle shots if there is something in the line of sight of the gun
Looks Like This
Untitled - Copy.jpg
 
Jul 27, 2016
149
299
63
Massachusetts
#19
As I was waking up today I had a thought. I know there is probably some confusion over this game not being PvP, since I heard Grummz explaining that point quite alot during the demo, and the fact that the demo login screen says PVP right on it. So I was thinking back to the Star Trek TNG holodeck. In there, no one could get hurt because "safeties were on" all the time. But there were instances where "safeties were off" and people got shot and killed. So I'm thinking, instead of the demo having a little checkbox that says PVP, which can be confusing, what if the demo had a check box that said "Safeties Off". That tells the player "ok, this is a PVE game, but the safeties are off so I might get hurt". Let's take this a bit further to the after-kickstarter game. I realize the (simplified) reason why we don't want PVP is because balancing the frames would be a nightmare, not to mention subtracting from PVE gameplay. But what if there was a place, somewhere outside of the colony, where the MEK "safeties were off". May be there are other players in there with better weapons or armor, or maybe players with similar weapons and armour but more highly skilled. PVP? well, sort of, but not balanced PVP. More like a no-holds-bared cage match; a NULL-SEC area; or... a holodeck with the safeties off.
 

Skube

Firstclaimer
Hypedration
Jul 26, 2016
112
408
63
www.youtube.com
#20
I thought Dashes use fuel, while the afterburner does not.
I'm looking at it from a point of building my set of abilities, in Firefall Afterburner was always in my abilities to get away from enemies quickly and travel faster but with air dashes occupying a slot with afterburner isn't very good idea if i can put something else there and still retain some kind of a getaway ability which is cool but questions the necessity of the ability
 
Likes: Pandagnome
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