1. #1
    xzamplez's Avatar Senior Member
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    Mar 2014
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    Breakable Objects

    I feel like you guys have heard enough about all the aspects of the game that make it an unfinished product. What I want to talk about is something specific that dumbfounds me every time I encounter it; From HD all the way to the current installment.

    WHY are breakable objects physical!? Why does any level designer or QA tester think that having something so blatantly inconsistent is acceptable in any form? Literally every time you come into contacts with a breakable item, there is a chance your run will be slowed down, or even ended by the fragments hitting your rider or getting stuck in your bike.

    A Pretty Good Wall is the worst example of it so far. As if the tire glitches weren’t enough randomness, you’ve decided to add to it with this terrible ‘feature’. It ruins the track.

    Make a hit box and have the objects go decoration only. Stop prioritizing form over function. It’s bad principle for level design.
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  2. #2
    QcChopper's Avatar Senior Member
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    Mar 2012
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  3. #3
    I had a diamond run ruined on Lights, Camera, Action by a shard of glass getting stuck in my bike near the end...fuming!
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  4. #4
    Seriously!
    Usually on Greek Grapes I just smack into the board debris and fault in that bin right at the beginning. Why is there even a board there?
    I've also lost more multiplayer races than I care to recall by getting flipped randomly in the tunnel by the board debris in Below Bucharest.
    These are just two examples that come to mind right away, this issue occurs A LOT in any Trials game.
    It's a gripe that's been with me since HD as well. I don't understand why they won't make debris from broken objects not collide with your bike/rider.
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  5. #5
    Yeah the glass in Lights Camera Action, the wall in Below Bucharest, and the string lights in A Pretty Good Wall, have all cost me losses in MP. Very frustrating.
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  6. #6
    As soon as I read the title I knew A pretty good wall would get at least one mention. It's terrible and punishes you in such awkward spots where it's hard to avoid those hanging things. I've faulted on that track more times than I deserve.

    As for regular physics-based obstacles, they really went all-in with those in Rising. While most of them are straightforward enough that you can predict them easily, I hope the DLCs tune it down a bit, but who am I kidding.
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