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#1

Player costumes + Overheating = *facepalm*

Archive: 16 posts


Currently, it seems to be the case that player costumes can cause community levels to overheat. This has undesirable effects, such as players getting kicked out of groups and refused level entry.

Firstly I would ask, why wasn't this addressed before release? It seems like a pretty important issue. After all, multiplayer is at the heart of LBP. I've heard stories of people creating levels only 3/4 full and still having players kicked for their costumes overheating.

Solution suggestion: Factor the data toll of player costumes into the level creation thermometers. Whatever the high-average is of player costume data size, subtract it from the current thermometer limit. It would remove a lot of guess work, provide truer creation guidelines, and help to eliminate forced group kicks.
2011-02-26 23:06:00

Author:
Wayward
Posts: 120


Is that what's going on? My level is just a bit above 3/4's and I was trying to test it with 4 players (hasn't been published yet) - but we had to try several times cause it kept kicking players. One of them was even dressed as nothing more than the original sackboy.

And, of course, we keep getting load screens all over the place.

It was unfortunate LBP2 launched with such huge problems with regards to community issues. Those loading screens killed the community play early on. And I still have problems all the time joining friends.

The game is amazing - but it's such a downer that the community aspect of the game continue's to put people off, or cause us not to be able to play with friends.
2011-02-26 23:33:00

Author:
CYMBOL
Posts: 1230


Strange enough, I dont have no problems in LBP2. I dont know why or how.2011-02-27 23:44:00

Author:
Waffleboy0
Posts: 22


A Sackbot costume in one of my levels is so complicated that it takes up five small bars of thermometer. >.<2011-02-28 00:14:00

Author:
Leafy101
Posts: 154


A Sackbot costume in one of my levels is so complicated that it takes up five small bars of thermometer. >.<

That is mighty impressive!
2011-02-28 01:00:00

Author:
Wayward
Posts: 120


New thermo prevents console from crashing, costume rendering is extra processing and as players also have them they can't be ignored2011-02-28 11:27:00

Author:
Shadowriver
Posts: 3991


Meh, this is pretty unfair to us costume lords :S
now levels will expect us to ware low level simple costumes in order for us to play them?
weak man. *mew
2011-02-28 11:38:00

Author:
Lord-Dreamerz
Posts: 4261


Well, it must depend on the speed/reliability of your internet connection too. When my internet service is "down" (or the one of any player in my party) we get many and lengthy loading screens, lots of lag interfering with movement/physics and we often get kicked apart. When everybody's connection is working fine, it all runs smoothly, even in complex levels. That considering I have a costume with loads of decoration stuck in it and my usual party buddies use a neon suit, a disco-sack and a shiny-glossy Tron costume.2011-03-08 00:05:00

Author:
SnipySev
Posts: 2452


No matter how you put it,
the fact that you cannot invite people in near overheating level is just bogus.
2011-03-08 16:29:00

Author:
Luos_83
Posts: 2136


I have a series of three very intricate (full thermo, lots of sequenced stuff) levels that all tie into one another for a continuing story. Every single time I have completed one with another online player they get kicked during the level transition. Fortunately in my case, the level series is designed (and can be enjoyed) as a single player experience. I can't imagine the level of frustration this would cause it I created say, a series of MP minigames, connected by a hub world.

Regardless of my co-player's costume, I cannot seem to bring them into levels in create mode (with a 3/4 full thermo) if loading them from my pod as they are kicked in the transition. Oftentimes, I am not allowed to invite them into my create mode either; as I get a message that states that my level is overheating (regardless as to whether this is the case or not).

I am sure that Media Molecule is looking into this, and will have a fix at some point in the near future. I know they want this game to be absolutely as fun as it has the potential to be... I also know that QA on a title like this must be atrocious! I was a video game tester at Bungie and Microsoft Game Studios for a few years, we struggled isolating bugs there, and the titles I worked on had nowhere near the potential complexity of LittleBigPlanet!
2011-03-08 17:32:00

Author:
Unknown User


I I am sure that Media Molecule is looking into this, and will have a fix at some point in the near future. I know they want this game to be absolutely as fun as it has the potential to be... I also know that QA on a title like this must be atrocious! I was a video game tester at Bungie and Microsoft Game Studios for a few years, we struggled isolating bugs there, and the titles I worked on had nowhere near the potential complexity of LittleBigPlanet!

But it's not even a bug. MM said they put the code there to help almost full levels from acting odd
from to many people being in a full level or something along them lines.

so unless they just change their minds, sadly it's most likely gonna stay. Sadface.jpg *mew
2011-03-08 17:36:00

Author:
Lord-Dreamerz
Posts: 4261


I just think its a way to force us creators to keep levels smaller and compact for when we make series.
on that note the "every creator has 20 slots, thats enough for even the most something creators!" is also bogus.
There are allready many people who made additional accounts because they dont want to use up all the slots on their original acc.
but meh.. nothing we can do about it.
2011-03-08 17:42:00

Author:
Luos_83
Posts: 2136


Ah, so that explains it!

I really wanted to try Splapp-me-do's "Sackro Machines Championship" with a friend but he kept getting booted when we tried to follow a course link. Pretty embarrassing that a multiplayer MM Pick can't actually be played with anyone else. Just how full is the thermo allowed to go...will this happen for levels where the thermo is full but you haven't gotten the overheat warning? Is there a specific overheat warning for this...if not MM needs to add one!
2011-03-08 17:58:00

Author:
fullofwin
Posts: 1214


Wait, so if the level uses too much thermo, it causes problems in multiplayer? That sounds pretty annoying... and my latest level is at the breaking point in terms of thermo, I guess I'd better look into that.

Does anyone know much free thermo there needs to be?
Does the type of object filling the thermo matter? (i.e., whether it's too many sackbots, too much logic, too many corners, too many materials, too many sounds, etc)
2011-03-08 18:06:00

Author:
Gilgamesh
Posts: 2536


Wait, so if the level uses too much thermo, it causes problems in multiplayer? That sounds pretty annoying... and my latest level is at the breaking point in terms of thermo, I guess I'd better look into that.

Does anyone know much free thermo there needs to be?
Does the type of object filling the thermo matter? (i.e., whether it's too many sackbots, too much logic, too many corners, too many materials, too many sounds, etc)

Here's what i know.
make sure level don't go past 3/4 full.
make sure the level is not laggy.
want a fast way to tell? upload the level and play it online and see how long the level takes to load,
if it takes more then 40 seconds there's a high chance it'll kick 1 or more players.
that's all i understand about it~ *mew
2011-03-08 18:40:00

Author:
Lord-Dreamerz
Posts: 4261


they should make a bit of the thermo differently coloured to show that there is the multiplayer buffer thermo.2011-03-08 18:50:00

Author:
ll_ye
Posts: 236


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