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Besides which, I am not asking for more rendering I am only asking that the reset counter is disabled, because there is so much unused map that I want to fly around already that I simply cannot for fear of not being able to get back in time.
Thanks for sharing your point of view. While I don't really think this is the single biggest criticism from the community, we have indeed seen this being suggested a couple of times.
We will likely create some bigger environments in the future, but there's always going to be a limit as Boof69 explained.
Other games use invisible walls, or put you on islands, easy but effective! Personally we don't enjoy those tricks and instead want to provide an immersive experience, by designing a world outside the fly zone, and giving the levels a sense of place. The outside zone is a zone you should not fly in, but can do so for a short time instead of restricting you would an invisible wall.
So, why did we design so much worldspace outside the fly area? You can fly 27m per second, so giving the player 5 seconds to fly outside the map means we have to design the level more than 100 meter outside the fly zone. In order to not show the borders, this means the actual edge of the environments has to be even further. Currently the actual edge of the environment is about 3 times further as the edge of the flyzone in all directions. These areas outside the flyzone are not designed to be explored and only look good from one side.
Liftoff is not an open world game. We design our levels to be both performance friendly and enjoyable to explore. They should be more than big enough to do everything you would do in real-life with a race quad.
In my "real-life race" quad I routinely range considerably further than the area that liftoff allows, and to be completely honest the constant anxiety of finding myself drifting outside of the flight area and my subsequent failure to even re-orient myself within the allowable time, let alone make my way back, has actually broken my immersion such that I simply no longer play this game.
Which is a shame; it would be a 5 second update to make this an ini hackable option for players like myself... But it seems your explanation for not providing this flexibility essentially comes down to "we decide what constitutes an immersive experience, not you" and any evidence I provide to indicate you are, in this instance, actually contravening your own design goals... is somehow dismissed as not being valid.
If this cannot be changed in future updates, I'm sad to say, I don't think I will ever play this game again, and find myself feeling that my money has been wasted. I sincerely respect your rationale and design philosophy, however in this instance you would create an extremely happy player by allowing me the flexibility to play the game the way I want to, which is stress free and happy.
Please reconsider :)
I guess it wouldn't work for people with slower computers because I think on the lowest settings, video artifacts are turned off. But it would be my perfect world solution 🤔
That said, actually by far the most relevant reason for limiting map size is that the game wouldn't be universally playable anymore if we made maps bigger. Design choices are never made because developers think they're smarter than their players or because they like to get on their nerves. Fact is: when the choice is between bigger maps or generally playable maps, the latter gets our preference.
That's something we've tried and experimented with. On paper this sounds like a great idea but in practise having a quick transition between fly area and outside area looks very strange and is more annoying than enjoyable. It makes you instantly blind whenever you get near the border. Again keeping in mind you can fly 27m per second, this means if we make the noise transition happen within an area of 10 meters around the border (and thats a lot of space) you'll get completely blinded in less than halve a second of time.
Trust me, part of developing a game is trying out as many things as possible, and eventually going for the best option. Challenges like how to deal with borders are things we worked and experimented on for weeks.
Whenever you reach technical and practice limitations during game development you know that some players won't mind the results of these limitations while others do. When a level environment has borders you know that, no matter how big you really make the environments, it will always annoy some players. If we we make our environments twice as big I can guarantee you that we'll still get the same (rare) complains about this from time to time.
At the end of the day, we as developers know and appreciate the fact that we do our best to provide the best solutions to every challenge. We've actively pushed the limits on how big we can make environments by making each new environment bigger than the last one. I'm also happy about the fact that complaints about the environment size or not that common, a couple of remarks every few weeks or months. Compared to reports of players not able to run the game as a result of us pushing the limits is far bigger matter and more concerning to us.
The players who bought Liftoff to do virtual drone racing have more than enough space to fly in Liftoff, those who are more into exploring and hope for an open world game will be disappointed.
I don't think there's a real need to further discuss this, I can't think of any difference in result a continuation of the conversation can bring. I will end with a quote I've used many times on these forums:
Thanks for understanding! :)