1. #1

    Default Remove the structure next to hackterms in outposts

    Simple enough request : remove the structure next to hackterms in outposts.
    Simply leave the terms where they stand.

    Here are the reasons that make me think my request is valid :


    It doesnt promote fairplay pvp. People use it to clip around and become un-targetable, ultimately avoiding death.


    It adds nothing useful to the game. Removing them will not remove anything from the game either.


    Last but not least, it's fugly.

  2. #2
    deals legshoots Powerpunsh's Avatar
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    Do you mean that generatorthing?
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  3. #3

    Default

    Posting from phone so no means to add a screenshot. Will add one later.

    But I mean the structure that is passtrough, next to the hackterm, in all hackrooms in outposts.

  4. #4

    Default

    Quote Originally Posted by Powerpunsh View Post
    Do you mean that generatorthing?
    I believe that is the structure he is talking about. I agree 100%. If removing is out of the question at least make it solid if that is possible.

  5. #5
    Xpertz William Antrim's Avatar
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    Agreed
    "dulce et decorum est pro patria mori"

  6. #6

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    Very good request.... just annoying when people start to run through it if they are below 50% health and start to heal up cause you cant tell where they r running.

  7. #7
    The REAL Walker
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    AGREED!!!!!!
    Same with some trees.
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  8. #8

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    Quote Originally Posted by MayhemMichael View Post
    ...at least make it solid if that is possible.
    We've been looking into this for a while now. We need to do some internal testing to make sure they behave how we assume they will. If it's not, we'll look at alternative options.
    Quote Originally Posted by Dropout View Post
    AGREED!!!!!!
    Same with some trees.
    It seems like "some" is the key word here. Do you find its all of one type of tree (a specific model) or just the occasional tree that has this issue? If you can identify specific trees to us in the Bug Reports forum, we can see what we can do.
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  9. #9

    Default

    Agree'd totally. There are 1 or 2 now that are solid iirc

  10. #10

    Default

    Some trees have a huge hitbox compared to their graphics.

    The one in blackhill next to hackroom entreance comes to mind immediately.

  11. #11

    Default

    Quote Originally Posted by Trivaldi View Post
    We've been looking into this for a while now. We need to do some internal testing to make sure they behave how we assume they will. If it's not, we'll look at alternative options.

    It seems like "some" is the key word here. Do you find its all of one type of tree (a specific model) or just the occasional tree that has this issue? If you can identify specific trees to us in the Bug Reports forum, we can see what we can do.
    Just let us know when to pop on test server if the dev team needs any help.

  12. #12
    Xpertz William Antrim's Avatar
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    I would guess retail server is best to examine the tree problems. Next time you're out and about grab some screen shots.
    "dulce et decorum est pro patria mori"

  13. #13

    Default

    101% AGREED!!. please remove.

  14. #14

    Default

    Quote Originally Posted by Trivaldi View Post
    It seems like "some" is the key word here. Do you find its all of one type of tree (a specific model) or just the occasional tree that has this issue? If you can identify specific trees to us in the Bug Reports forum, we can see what we can do.
    Id say its mainly the large trees that are the problem here. Their is also a small thin white tree @ blackhill that has a force field about 100x to big right at the ramp going into the hackterm.

  15. #15
    Huckle Beare' Doc Holliday's Avatar
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    they dont seem to fit in with the game to me compared to some structures. i would just can them for now and let the art team find a suitable replacement.
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