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Dead Mech Still Targeted



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#21 Deathlike

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Posted 07 May 2013 - 01:16 PM

This is actually not a bug, but a "feature".

http://mwomercs.com/...ost__p__2329767

The only cue you need to be paying attention to is the "Player X killed Player Y"... that's the only way to confirm.

If you're near the target, the action of the mech falling down is an indication of its death.

There should be better cues though to make this more obvious though.

#22 QuaxDerBruchpilot

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Posted 07 May 2013 - 01:17 PM

View PostJax514, on 07 May 2013 - 11:48 AM, said:

Hey guys,

This is not an issue it is as design so people are able to see where they killed the enemy mechs.

Cheers


Well .. is it some kind of sport at PGI to implement "features" noone asked for?
As for the explanation for this "feature" - I'm sure there are other ways to show off this information. And basically - what do I need this information for? If I don't know which part of the enemy mech I've been targeting just a second ago, it's maybe time to move on to another game.
Just my 2 ct.

#23 Dishevel

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Posted 07 May 2013 - 01:19 PM

It is not a bug it is a feature.
I have to be careful here because ....

This is a BAD feature. It wastes our ammo, our heat and our precious time in battle.
In my opinion there is no feature you can add here that makes up for the problems it causes.

Also. As others have stated. This is the kind of thing that needs to be put in patch notes.
If you are unsure of what should and should not go into patch notes let me be of service here.

If there is a change that people will notice and post about within 24 hours of the patch.
You should be the ones letting us know about it.
This will make the players feel like someone is communicating with them.
This is a good thing that will build community. Community is a good thing that will drive people to play your game.
More people playing will cause more people to buy stuff which will make you money.
When you make money our game can get better.

Make yourself rich and tell us what is going on.

#24 BlackBeltJones

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Posted 07 May 2013 - 01:21 PM

Apparently this is not an issue. Stop having an issue with this non-issue.

#25 VXJaeger

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Posted 07 May 2013 - 01:37 PM

Mostly annoying feature, but can live with it.

#26 HRR Mary

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Posted 07 May 2013 - 02:42 PM

I don't know who thought of that "feature", but it's not integrating itself properly in the gameplay. You should change the brackets' color so that a player won't be firing again on a dead mech.

Personnaly, I hate that "feature" already, and I'm wondering if it has been a community suggestion. If not, I would petition to remove it immediately.

#27 FrostCollar

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Posted 07 May 2013 - 02:53 PM

In the games that I've died in since my last post I've already spectated through the eyes of a few friendlies that innocently unloaded into dead targets a few times. My opinion of this change has not improved.

#28 Henchman 24

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Posted 07 May 2013 - 03:01 PM

I have to agree that if this 'feature' is to stay, perhaps it should have been thought through a little more before implementing it.

Like have the targeting box turn black/grey/chartreuse....pretty much ANY color other than RED for an active threat.

Nobody actually asked for this in any great measure, and not once since last June have I heard anyone opine that they would like such a paltry 'feature'. So if you guys are going to waste time on 'features' like this...at least give them some serious pondering, and then some testing.

Distracting 'features' that aren't absolutely needed, being slapped in while still buggy, or in a state of Half-Dev'd is lame this late in the game(no pun).

#29 FrostCollar

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Posted 07 May 2013 - 03:02 PM

View PostHenchman 24, on 07 May 2013 - 03:01 PM, said:

Like have the targeting box turn black/grey/chartreuse....pretty much ANY color other than RED for an active threat.

This is the key. If PGI wants this feature, dead mechs should not look like active mechs. Not for two seconds, not at all. It's confusing.

#30 Tragos

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Posted 07 May 2013 - 03:04 PM

Actually there is feedback. The second the target dies the killmessage pops up. Watch your screen guys. The target dies - killmessage appears - red stays - target falls to the ground, you have 2-3 seconds to watch where you hit him - target disappears. First ~3 matches it was a bit strange, afterwards it was quite nice.

#31 ccccc

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Posted 07 May 2013 - 03:54 PM

View PostJax514, on 07 May 2013 - 11:48 AM, said:

This is not an issue it is as design so people are able to see where they killed the enemy mechs.


I don't get it. There is no useful information in this for me or my team members. The opposite is true: The game now displays the same signal for active and inactive targets. I mean, it's obvious that players would like to distinguish between those. So this is a strange design decision in my opinion too.

#32 Dishevel

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Posted 07 May 2013 - 04:04 PM

View PostTragos, on 07 May 2013 - 03:04 PM, said:

Actually there is feedback. The second the target dies the killmessage pops up. Watch your screen guys. The target dies - killmessage appears - red stays - target falls to the ground, you have 2-3 seconds to watch where you hit him - target disappears. First ~3 matches it was a bit strange, afterwards it was quite nice.

I have to tell you. I rarely look there.
I am focused on the threat. Period.
I am looking at the target for movement cues and aiming, the paper doll to decide where to hit him, and the minimap to get some situational awareness. In active combat I will never read chat nor look to see if I am getting more c-bills.

There is IM(NSH)O this change ...
Costs my Team Heat.
Costs my Team Ammo.
Costs my Team Time.

This change was done without communicating it to us. (Patch Notes Please Use Them)

Most of all.
This change was a change in HUD behavior!
Why we do not have a full coding freeze on the HUD with all hands familiar working on the plethora of bugs to be found there I have NO IDEA!

This is nothing but proof that the HUD bugs (Regardless of what we are being told) are on a back burner.
If you are tracking down a series of bugs in a certain area of code, you lock it down. Making changes to it every patch makes
it loads more difficult to see what is going on.

HUD people should have a task right now. It should be to fix the HUD. Not implement new unneeded features.

#33 Spunkmeyer

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Posted 07 May 2013 - 04:22 PM

Constructive suggestion: make the red targeting box flicker and go out as soon as the mech is destroyed to eliminate targeting confusion. But please don't make the targeting sound effect flicker too, that would be too annoying.

#34 Thuraash

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Posted 07 May 2013 - 04:37 PM

I, too, like this change. It's cool to be able to see how the enemy died.

Suggestion to improve it:

Like others suggested, change the target box and radar indicator on a disabled 'mech to grey immediately upon death.

#35 Black Templar

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Posted 07 May 2013 - 06:03 PM

this "feature" is indeed very confusing, because the indicator stays red and you are not really able to tell if the target is dead or still running. i liked the old design. ever heard of "never change a running system?" :)

#36 jay35

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Posted 07 May 2013 - 06:05 PM

Annoying new bug. Much wasted ammo and attention because every indication is that the mech is still alive until the red targeting box goes away.

Edited by jay35, 07 May 2013 - 06:07 PM.


#37 BlackBeltJones

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Posted 07 May 2013 - 06:10 PM

View PostJax514, on 07 May 2013 - 11:48 AM, said:

Hey guys,

This is not an issue it is as design so people are able to see where they killed the enemy mechs.

Cheers

Not sure if English is the primary language in this case but the statement bugged me all day but now I realize that this could be PGIs ultimate fix for all bugs.
Us: Dear PGI what about the bugs
PGI: This is not an issue.
Us: I think those were the droids we were looking for.

#38 Zaptruder

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Posted 07 May 2013 - 06:59 PM

On one hand, yes it's neat to see what part of the mech you've blown out.

On the other, it's really annoying wasting dwindling ammo on mechs that are already dead.

Suggestion: Put a big cross through mechs that have just died. Make it super obvious.

#39 FrostCollar

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Posted 07 May 2013 - 07:02 PM

View PostTragos, on 07 May 2013 - 03:04 PM, said:

Actually there is feedback. The second the target dies the killmessage pops up. Watch your screen guys. The target dies - killmessage appears - red stays - target falls to the ground, you have 2-3 seconds to watch where you hit him - target disappears. First ~3 matches it was a bit strange, afterwards it was quite nice.

In the heat of combat, kill messages can be hard to see. It's still very annoying.

#40 Pac Man

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Posted 07 May 2013 - 07:06 PM

View PostJax514, on 07 May 2013 - 11:48 AM, said:

Hey guys,

This is not an issue it is as design so people are able to see where they killed the enemy mechs.

Cheers


Well, It wasn't mentioned in patch notes, and it isn't very helpful in the least. I'd formally request some talk about removing this feature, or altering it. I don't mind seeing the Paper-doll of my enemy for a few seconds after I kill him, but having my targetting remain on him after he's dead causes lots of problems. The obvious of course is shooting at a dead thing and wasting heat and ammo, but the other side of it is hitting things on the other side of a unexectedly falling 'Mech, like teammates.

If this is a feature, it's very unhelpful. If it needs to stay in, can it be disabled via Options toggle? I'd much rather it just be removed completely.





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