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I do think the new roads are more realistic, but at the same time, fundamental problems with how the simulation runs cause huge problems with the new roads that would not be an issue with a real bridge, not to mention the fact that many of the scenarios, especially those involving jumps, are unrealistic scenarios to begin with. Considering how weak the road panels can be, I really don't see how it will be possible to complete some of the levels under budget and I especially don't see how how we can complete some of the levels without anything breaking. (This was already an issue in the levels with jumps before, but now it is an even bigger problem.) At this point, I prefer the old roads, but that could change if the other issues I mentioned here are addressed.
http://steamcommunity.com/sharedfiles/filedetails/?id=704818948
We need the ability to either lay steel/wood/cables over road panels of the same length, or the road panels need to be strenthened to the approximate strength of steel. This would reflect the fact that in real bridges, roads almost never are used as structural members to support the weight of the bridge itself. Instead, roads are only used to support the live loads (cars, trucks, trains, people) that are placed upon it, and the roads transfer this load to rest of the bridge structure.
In that situation there are other options to prevent the road from breaking. The break in this case is caused by the left half of the bridge bouncing up and down a bit, compressing the road. So building additional structure that prevents the bouncing is the best way to go about it. For example some additional wood triangles do the trick: http://imgur.com/Da9J1mO
You can also place the hydraulic somewhere else, for example lifting the left tip of the bridge. There it doesn't cause all the stress to go on a single road piece.
Personally I like that the new roads encourage you to look into the cause of any breaking instead of just throwing steel on the area until it holds.
P.S. Did you hack this game to get all of the achievements? I see you have gotten all of the new achievements, and yet the leaderboard shows that you never played 3-5. Not to mention the fact that your budget on some other levels like 6-11 seems impossibly low.
I got the levelcompletion for the achievements before the leaderboard score collection began. All my scores are legit, just not necesseraly with obvious solutions. If most of my scores seem low that is because I specifically played the levels where I had a very low cost solution to get on the leaderboard.
I agree with the majority of points you're making, the only thing to keep in mind is that with Poly Bridge we are aiming for a slightly more 'playful' approach to bridge-building (hence the jumps and unrealistic scenarios), however that's definitely no excuse to overlook some of the core building principles.
We're currently looking at two ways to improve the current issue with roads being too weak, primarily because as you say they're left to hold lots of the dead-load, something that doesn't happen in the real world.
Option A) Give players a reinforced road material, which would be more expensive but have a strength similar to steel
Option B) Allow a secondary strut to be placed over an existing road piece (wood/steel/cable/rope) to reinforce it
Increasing the base strength of the normal road is not really an option as it would open up the possibility of building shorts low-hanging arcs of road only that need virtually no support and can hold the load of lighter vehicles, which is something I'd like to avoid.
I will be experimenting with the two options above in the coming days, if you would like to be more closely involved in the process please email me at patrick@drycactus.com as we do run a private internal beta for this stuff.
In regards to the initial gravity causing too much stress (similar to suddenly removing all the temporary structures suddenly) I'm not too sure how to mitigate that, one idea that was tossed around is to avoid breaking the structure for the first, lets say, 0.5 seconds so it has time to settle, but we haven't had time to test this yet.
As a side-note, we have an internal way of verifying leaderboard submissions and banning specific players, and I can vouch for Jaso (one of our internal testers) that his solutions, while pretty unorthodox and not very 'realistic', are indeed genuine.
If you have more feedback or suggestions please let me know, it is highly appreciated.
Thanks,
Patrick
In regards to "bridges" involving jumps, I am completely okay with them not being realistic, but we need to be able to solve them without the road breaking, which is something that I am not sure is possible right now in some levels. I want to get 100% of the achievements in this game!
Here's a quick example:
http://i.imgur.com/rOV7TYj.gif
Could you elaborate on what you mean by "but also overlaying hydraulics over top of bridge truss members" ?
If we have a hydraulic and another truss type connecting two joints, the secondary truss would always break as the hydraulics move, but perhaps I'm misunderstanding ?
Thanks!
http://steamcommunity.com/sharedfiles/filedetails/?id=705027664
If you look on the left, I had to create some unnecessary members because I was not permitted to lay the hydraulics over top of the bridge truss. Let me know if this makes sense.
I'm aiming to push out a new build later today with this reinforcement mechanism for everyone to try out, thanks again for the useful feedback.
You can find more details in the announcement http://steamcommunity.com/games/367450/announcements/detail/591476480763775068
Thanks!
Edit: I also noticed that we still can't place hydraulics over other truss members. Will this be changed in another update?