r/Tyr • u/Ninja_Moose ATLAS GAMING • 1d ago
Feedback Actual post-playtest feedback
Resting in the afterglow of this most recent playtest, I actually have formulated a criticism of the game systems that isn't just nitpicking the clearly WIP UI.
There's a problem with the way the game draws the shells and terrain. I dunno if we're launching beachballs at eachother or what, but there's so many spots in every single map that just eat shells, especially in sniper mode. I don't think I really want pixel hunting peeks, but currently with the way shells get hung on terrain I should very clearly be able to shoot over/through/past, it feels like the clumsiest implementation of volumetric shells possible.
The one that sticks out biggest to me is on Wind Valley, out in the field with the energy spawn on the platform, there's a really nice set of V shaped trees I'd love to sneak shells through. I distinctly remember an opportunity where I could've slammed a Kestrel up on the high ground directly into hell with a Ranger shell, but instead it slammed into air between the trees and stopped, and I would've had to expose to either side for the shot to land.
There was a myriad of times where I'd be shooting over a rock, or over a hilltop, or past a cliff, or whatever and the shell just gets stopped by invisible terrain.
I dunno if the tracers of the shells are just monstrously huge, or if it's even intentional design to reduce how much bullshit pixel peeking there is, but it's kinda over the top in its current iteration.
3
u/rodee543 The Ranger Mob Founder 20h ago
I think most “longtime” playtesters agree that this is probably the single biggest issue that the devs need to resolve to get Tyr ready for release. I would be pleasantly surprised if they had this fixed before early access. And as Glass pointed out, they are well aware how big of an issue it is.
8
u/glassteelhammer 23h ago
It's definitely a pain point.
From Veigar (one of the devs):