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#1

Eternal Rise's Suggestion Warehouse.

Archive: 13 posts


Alright, So I have a lot of suggestions spanning a wide range of topics. All of the suggestions I will make are valid, Some I have posted elsewhere, but they won't get attention while buried. My suggestions will include, but not be limited to; Sackbots, Power-ups, the Material tweaker, level limits and maybe even a few added danger ideas. (we'll see.)



First sector. Power-Ups.

Climbing gloves: You're seeing a lot of Sonic based levels and other such things. Why do we not have a power up that allows us to grab onto a wall, and then climb it by holding up. The grappler is a rather poor power up for such things and, additionally, the climbing gloves would be a much better Aesthetic. Better yet, configure the Power Gloves to allow for surface-walking when an object is immovable (yes, left and right too, instead of having to swing jump.).

Grav-boots: Like the gloves, only offering a game mechanic more similar to PREYs wall walking (I have a list of other examples if you would like) The boot would be settable (Ie, walk on metal only or Walk on chrome only) Boots would only be able to walk up a sloped section (90 corner = no go) and the jump away distance could be set. (how 'high" a player could jump before loosing Grav-assist)

Athletes Foot: Yes, it is named just for the lols, but no, it is not a trolling item. Athletes foot would increase a players natural running speed and jump height by amounts set on the power up (Yes, jump height can be done with gravity, but that effects everything else as well and ruins the Falling Aesthetic.

Raptor Claw (or just about any vicious animal): A power-up which brings new OOMPF to your smacks. Can be set to Dangerous or powerful (Kill or throw further)

Hazard Suit: Protects the wearer from a set hazard type (Electricity, Gas, Fire, Plasma, Explosions) Checklist style configuration so you could set exactly which hazards it protects from. Additionally, the option for an air reserve time limiter would be pretty cool too (the suit must be removed within 20 seconds of the reserve running out, much like if you are under water

A mod to the Diving Tanks: Add an Air Time Control ^.^ So we can make em think their safe, then show em they're not.

The Undernator: Yes, I know you have the creatanator. Yes, its great for some pretty cool stuff as is.. But I for one would like to see a generator which can pop an object out DIRECTLY under me. Great for say, making your own ladder as you jump or taking a break in a hard jumping section. Come on, you all know it would have some awesome implementations.

Digger: How awesome would it be if we had a tool to dig through destructible mats? No, I don't mean firing a rocket or bomb at it, I mean non explosive, directional digging. it would work, in level, much like a (set shape) material placer with triangle held down. Shape and size of hole made could be adjustable. Far better than an R1 dig or a tag sensor dig.



Second Sector. Sackbots

We've all likely come to terms with just how annoyingly under-logiced these cute companions are. Fact is, they can barely figure out how to follow you or shoot a createnator, Let alone do something remotely advanced.

here are some suggestions to improve that.

Sackbot Logic mod; Learning: Like the behavior section, this would be tweakable. A sackbot's ability to learn. Sackbots can't differentiate between a support object and an attack object. For instance, I found a way to make a path with some pretty cool implementations. Can a sackbot use it? no. even hostile they'll make it like.. five pannels, then aim the CN at me and fall right off the flying glass path. I think it needs to learn there... A controlinator, A sackbot, A calamity. These stupid things really need the ability to map out a controlinator and actually use it of their own AI.

Sackbot Survivability: Water fries their circuits.. yes.. funny funny. We should have been given, from day one, the ability to turn that off. its stupid for any situation really.. if we wanted a sackbot to die from water, we could work around with a water switch and a destroyer. Yay you.

The rest.. well.. thats all in the Hazard Suit.



The Material Tweaker. Sector three

Okay.. there is only one complaint I have about this. WTF is up with it being able to make destructible indestructible when what we wanted was Indestructible made Destructible. Seriously MM... that should have been more the purpose of that setting..



Sector Four.

Level Limits: I agreed with the 20 limit on LBP1. With LBP2 it becomes a problem. Old LBP1 levels take up slots, New LBP2 Sub-levels take up slots.. It really limits what one can do. LBP1 should not count towards your cap, and sub levels need a count tweak.. they arn't levels, they are a part of the main level. I know this cap is to help keep down trolls.. but it is a detriment to those of us who want to create super levels or level complexes. One level can be as much as 5 slots with its sub levels.. So what? we should only be able to have 4 decent levels before we have to start deleting? come on.



Sector 5. Random

Sparks: Personally, I'd like a function like any other projectile, capable of creating spark splashes or sprays (Short circuiting or a welding torch for example)

Projectile Adjustability: The ability to turn their spawn/impact sounds off would be nice. or make water be able to flow and only explode on contact with water..

Generator Object tweaking: The ability to tweak properties of an object to be generated (ie; Change the color of a plasma ball) It'd be really handy, instead of having to set it all up outside then cap it in.
2011-02-23 17:05:00

Author:
Eternal_Rise
Posts: 113


Sector Four.

Level Limits: I agreed with the 20 limit on LBP1. With LBP2 it becomes a problem. Old LBP1 levels take up slots, New LBP2 Sub-levels take up slots.. It really limits what one can do. LBP1 should not count towards your cap, and sub levels need a count tweak.. they arn't levels, they are a part of the main level. I know this cap is to help keep down trolls.. but it is a detriment to those of us who want to create super levels or level complexes. One level can be as much as 5 slots with its sub levels.. So what? we should only be able to have 4 decent levels before we have to start deleting? come on.
LBP1 levels don't use up level slots for LBP2 levels. You get 20 levels for LBP1, 20 levels for LBP2. Anything made on LBP1 doesn't take up your slots for LBP2. Both games combined gives 40, 20 per game. That's how creators such as Luos_83 and Comphermc are making new levels even though they filled (or at least almost filled) their 20 slots for LBP1. So unless you're remaking all your LBP1 stuff, the argument for LBP1 slots taking up space on your LBP2 Earth isn't a valid one.
2011-02-23 22:18:00

Author:
Moonface
Posts: 310


Sackbot Survivability: Water fries their circuits.. yes.. funny funny. We should have been given, from day one, the ability to turn that off. its stupid for any situation really.. if we wanted a sackbot to die from water, we could work around with a water switch and a destroyer. Yay you.


This is such an original question, I may kill myself. The thing is, if Mm could have easily implemented swimming sackbots, they would have. Since they haven't, assume there's something that fundamentally goes wrong, and it would mess up the game. Do you want a messed up game, or land-locked sackbots? Your choice.



Level Limits: I agreed with the 20 limit on LBP1. With LBP2 it becomes a problem. Old LBP1 levels take up slots, New LBP2 Sub-levels take up slots.. It really limits what one can do. LBP1 should not count towards your cap, and sub levels need a count tweak.. they arn't levels, they are a part of the main level. I know this cap is to help keep down trolls.. but it is a detriment to those of us who want to create super levels or level complexes. One level can be as much as 5 slots with its sub levels.. So what? we should only be able to have 4 decent levels before we have to start deleting? come on.

Like Moonface said, they are seperate, therefore your argument is invalid.



The ability to turn their spawn/impact sounds off would be nice. or make water be able to flow and only explode on contact with water..

Water physics are notoriously hard to do. It's pretty obvious why they didn't implement that.



Sackbot Logic mod; Learning: Like the behavior section, this would be tweakable. A sackbot's ability to learn. Sackbots can't differentiate between a support object and an attack object. For instance, I found a way to make a path with some pretty cool implementations. Can a sackbot use it? no. even hostile they'll make it like.. five pannels, then aim the CN at me and fall right off the flying glass path. I think it needs to learn there... A controlinator, A sackbot, A calamity. These stupid things really need the ability to map out a controlinator and actually use it of their own AI.

When you can balance developing extremely complex AI algorithms with developing the rest of a game, you let me know, and I'll pass your newly legitimized complaint along to Mm.



Climbing gloves: You're seeing a lot of Sonic based levels and other such things. Why do we not have a power up that allows us to grab onto a wall, and then climb it by holding up. The grappler is a rather poor power up for such things and, additionally, the climbing gloves would be a much better Aesthetic. Better yet, configure the Power Gloves to allow for surface-walking when an object is immovable (yes, left and right too, instead of having to swing jump.).

Grav-boots: Like the gloves, only offering a game mechanic more similar to PREYs wall walking (I have a list of other examples if you would like) The boot would be settable (Ie, walk on metal only or Walk on chrome only) Boots would only be able to walk up a sloped section (90 corner = no go) and the jump away distance could be set. (how 'high" a player could jump before loosing Grav-assist)

Too specific, and can't really be used for a large variety of levels effectively.



Athletes Foot: Yes, it is named just for the lols, but no, it is not a trolling item. Athletes foot would increase a players natural running speed and jump height by amounts set on the power up (Yes, jump height can be done with gravity, but that effects everything else as well and ruins the Falling Aesthetic.

This can be done with sackbots.

But Yofig, I dun't wanna use sackbots!

Deal with it.



Moral of the story: Threads like these only spawn flame wars. Please, no.
2011-02-24 03:57:00

Author:
Yofig
Posts: 288


This is such an original question, I may kill myself. The thing is, if Mm could have easily implemented swimming sackbots, they would have. Since they haven't, assume there's something that fundamentally goes wrong, and it would mess up the game. Do you want a messed up game, or land-locked sackbots? Your choice.




Like Moonface said, they are seperate, therefore your argument is invalid.




Water physics are notoriously hard to do. It's pretty obvious why they didn't implement that.



When you can balance developing extremely complex AI algorithms with developing the rest of a game, you let me know, and I'll pass your newly legitimized complaint along to Mm.




Too specific, and can't really be used for a large variety of levels effectively.




This can be done with sackbots.

But Yofig, I dun't wanna use sackbots!

Deal with it.



Moral of the story: Threads like these only spawn flame wars. Please, no.
Actually Yofig, People like you start flame wars. Your "your argument is invalid"s go on partials from my strong points. Why not just say "I'm on a horse, your argument is invalid"?

All of the programming, sackbot wise is either already present in other parts of the game, or readily available in open source coding.

Yes, water physics are notoriously hard.. but do you know what isn't hard? Making a ball roll down a hill. Look at the water genius. Whats that shape? Oh.. its a sphere.. yeah... there's a challenge.. now whats next.. oh yes.. explode on contact with water... hmm... how could I do that if I where one of MMs devs.. gee... I wonder if the coding is already there for something that senses water.....

Nothing too specific about either of those power-ups, nor hard to implement. You know why there are no levels based around them? because they're not there.

Yes, you can make a sackbot run fast.. congrats on noticing this.. but that is only one part of a power up. You can make a sackbot generate stuff, does this mean the creatinator shouldn't exist? oh.. that was well thought through.

Swimming physics and motion.. already there..

Moon slots.. Dude.. that still only leaves you with 4 good levels worth of publishing space.

The physics for water.. Lets see.. a material that has the qualities of water.. What is needed for that... It must alter gravity within it.. okay... I can see the physics for that.. You must be able to pass through it.. hmm.. is that there with holograms? oh.. and the water appearance.. hmm... I wonder if they have more complex stuff on skins..

Sackbot learning. Alright, this could be a tad bit hard... IF THE PROGRAMMING HAND'T HAVE BEEN IN USE FOR YEARS. Funny thing.. Adaptive AI.. not something new. Adapting it may take their team what.. a few hours? oh no.. thats time they could be yapping. *le cry*

Please.. if you are going to try to flame me.. at least go with a counterpoint that has some validity. You sir, have no leg to stand on.
2011-02-24 19:52:00

Author:
Eternal_Rise
Posts: 113


@Yofig: Took the words right out of my mouth.

@OP: You obviously know little to nothing on the matter as you think its so simple to make anything, thruth is, it isn't.
I may not be a genius either, but at least know the basics and people who do know on the matter, trust me, things may seem simple to make, they aren't.

So unless YOU can tell Mm exactly, step-by-step how to code and get everything into the game, no, not just say "Oh just make water into a shape," but tell them step by step how to code it, I wouldn't insult the devs if they cannot make a complex feature you want if I were you.

Its not an easy job, hey cannot "poof" anything they want into existance (at least not if they want it to work properly) and even if they can, if its too glitchy at the moment, it won't pass QA, thus won't be released until fixed or not at all.
2011-02-24 20:06:00

Author:
Silverleon
Posts: 6707


@Yofig: Took the words right out of my mouth.

@OP: You obviously know little to nothing on the matter as you think its so simple to make anything, thruth is, it isn't.
I may not be a genius either, but at least know the basics and people who do know on the matter, trust me, things may seem simple to make, they aren't.

So unless YOU can tell Mm exactly, step-by-step how to code and get everything into the game, no, not just say "Oh just make water into a shape," but tell them step by step how to code it, I wouldn't insult the devs if they cannot make a complex feature you want if I were you.

Its not an easy job, hey cannot "poof" anything they want into existance (at least not if they want it to work properly) and even if they can, if its too glitchy at the moment, it won't pass QA, thus won't be released until fixed or not at all.

Hey, if you can get me the coding, the programs their using, and their art team, sure. oh, and well you're at it, maybe a little pay for what their going to be makings money off of?

I don't have official background, but I am no ignorant defender. I indicated each of the sections coding would need to be pulled from, and the water projectile already has the qualities for my suggestion, just requires a modification on the destruction coding.

Point is, They have the coding all there. its not some abstract concept with a great deal of potential issues.. its a non glowing water graphiced hologram with an internal gravity modification field. I could set something up with workarounds that would look close.. but it would be glowing.. and I personally find that glowing water is just.. something no sackboy should be entering.

Give me one point I made that you feel is a complex issue. I will break it down for you. Won't even talk down to you on it. If MM staff care to come here and make counter points, By all means do. I'd quite like to converse with a dev. Obviously that won't happen, Devs are always "busy" with something. You know.. making DLC when there is still a lot of work to be done on the base.. stuff like that.
2011-02-24 20:22:00

Author:
Eternal_Rise
Posts: 113


Climing gloves:
Would be great. All those people who complain about ceiling swinging/grabbing could simply hold R1.
Plus it would look awesome too.
Grav-boots would also make for some interesting levels.

Hazard suit:
Possible with sackbots, but an invisibility tweak for them would be nice. (ex. so charmander doesn't have to be set on fire)
Could be a handy powerup with normal sackboy play.

Sparks:
You could do this with emitters/animation I think.

Projectile Adjustability:
Heck yes. The water destroy sound is annoying/distracting.

Also also agree 100% that MM should add the already existing tweaks to other objects/gadgets before working on any new DLC.
2011-02-24 20:45:00

Author:
midnight_heist
Posts: 2513


Climing gloves:
Would be great. All those people who complain about ceiling swinging/grabbing could simply hold R1.
Plus it would look awesome too.
Grav-boots would also make for some interesting levels.

Hazard suit:
Possible with sackbots, but an invisibility tweak for them would be nice. (ex. so charmander doesn't have to be set on fire)
Could be a handy powerup with normal sackboy play.

Sparks:
You could do this with emitters/animation I think.

Projectile Adjustability:
Heck yes. The water destroy sound is annoying/distracting.

Also also agree 100% that MM should add the already existing tweaks to other objects/gadgets before working on any new DLC.

Thank you *wipes my forehead* i was starting to wonder if there was a single person smart enough to realize these are suggestions for future implementation instead of trying to tell me how hard simple features would be.

Also, the hazard suit work around of a sackbot has so many inconsistencies and takes up a good deal of logic space (therm heat) the idea of making it a power up would mean that, like the air tanks, it could be used under water. Also.. you can't make a sackbot survive gas... Believe me.. I've tried.
2011-02-24 20:49:00

Author:
Eternal_Rise
Posts: 113


Sector Four.

Level Limits: I agreed with the 20 limit on LBP1. With LBP2 it becomes a problem. Old LBP1 levels take up slots, New LBP2 Sub-levels take up slots.. It really limits what one can do. LBP1 should not count towards your cap, and sub levels need a count tweak.. they arn't levels, they are a part of the main level. I know this cap is to help keep down trolls.. but it is a detriment to those of us who want to create super levels or level complexes. One level can be as much as 5 slots with its sub levels.. So what? we should only be able to have 4 decent levels before we have to start deleting? come on.

i was thinking about this the other day (forgive me, i don't have the game yet, or a PS3 for that matter), but couldn't you just open another account and call it Eternal_Rise 2
2011-02-24 21:17:00

Author:
GribbleGrunger
Posts: 3910


There's a "multi-quote" button on the lower right corner, just press it on every post you wanna uote and simply quote the last one, all will appear in a single post.

Also I didn't say the ideas were complex for me, I meant they were complex to make in general.
2011-02-24 21:28:00

Author:
Silverleon
Posts: 6707


i was thinking about this the other day (forgive me, i don't have the game yet, or a PS3 for that matter), but couldn't you just open another account and call it Eternal_Rise 2

not really viable, due to the hours of play required on both LBP1 and LBP2 just to get the mats for a secondary.
2011-05-26 04:08:00

Author:
Eternal_Rise
Posts: 113


Great suggestions now people need to learn not to continuously sand bag the OP's ideas.2011-05-30 01:45:00

Author:
ktmbillyjr
Posts: 177


not really viable, due to the hours of play required on both LBP1 and LBP2 just to get the mats for a secondary.

Well... can't you just back up both of the Profiles on a USB stick from the Origonal Account, make a new PS3 Account ((Which uses different Save Data)) then make a New PSN Account? Upload the Origonal Profile on the new account and play? Or is there something in the Profile that only makes it Compatible with each PS3/PSN Profile?
2011-06-23 23:42:00

Author:
Unknown User


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