Edited by Inkarnus, 01 August 2013 - 12:17 PM.
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Public Test 1.2.16 - 01-Aug-2013 - Feedback
#201
Posted 01 August 2013 - 12:07 PM
#202
Posted 01 August 2013 - 12:10 PM
Edited by Inkarnus, 01 August 2013 - 12:12 PM.
#203
Posted 01 August 2013 - 12:11 PM
tsula, on 01 August 2013 - 12:00 PM, said:
It's not a question of aiming. I couldn't care less for it. This is what bothers me. Look at 1PV of how much can you look left and right of you mech. Now in 3PV tell me if you'll be able to see much clearly an enemy mech coming from your left and right.
Squid von Torgar, on 01 August 2013 - 09:52 AM, said:
Check this out.
1st shot 1st person...here is what I see
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now in 3rd person (note I haven't moved)
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Now, look at these images. Look at 1PV, tell me if you can see where the enemy position is. Now, look at 3PV. Clear enemy position. Unfair advantage. I would say so.
Relic1701, on 01 August 2013 - 09:54 AM, said:
To me this is a SIGNIFICANT advantage for those using 3PV.
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On a secondary note, the camera is too high to be able to see the legs of the mech, and with the removal of the mini-map, it actually made it harder to coordinate upper and lower body parts.
Now, tbh, having no mini-map available is a good thing for the reduced HUD in 3PV, but having the camera slightly lower or angled down more may help those still having difficulty walking and moving.
#204
Posted 01 August 2013 - 12:12 PM
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#206
Posted 01 August 2013 - 12:16 PM
- Which Mech(s) did you use for this test?
Atlas(es) - What improvements would you like to see with 3rd person view?
- Any additional comments or concerns.
Add a spotlight like at the car dealerships when they have a sale to the drone for night maps.
#207
Posted 01 August 2013 - 12:17 PM
Krivvan, on 01 August 2013 - 12:12 PM, said:
Only allowed setting?
Should I quote you when we got exact confirmation from devs that FOV slider will be implemented?
And let's not forget the cockpits are all designed with higher FOVs in mind, no question about that.
#209
Posted 01 August 2013 - 12:19 PM
Mech's used: Highlander 733, Stalker.
All graphic settings set to Max except Anti-Aliasing off.
Screen resolution: 3840 x 720 (full screen)[3 monitors]
Testing 3Pv at max zoom in 733;
1. As target radical moves onto target there was a "jump" in the radical as it moved onto the enemy Mech. Went from outside the right shoulder to bounce into the arm area. This was the same for all areas of the target, there was a jump into the target as I panned through it. (only happened in 3Pv as I checked both views to confirm what I was seeing.)
Did notice the loss of 3Pv (pushed into 1Pv) when drone was "clipped" by terrain in back of Mech. (this is listed as an issue, and indeed true.)
Did see that drone was able to slightly view over hill in front of Mech, switched between 1Pv and 3Pv to check observed crest clearance.
Tested on Caustic valley in crater looking down into both slope valleys.
1. Very little additional view but still saw more that I could from the 1Pv location.
2. It was easer to make sure that my arm weapons were clear of the crest and able to fire on target.
3. Did not know you could shoot down the floating drone till after reading this thread. (would have helped in match to eliminate a Enemy mech's "overview", and cause that pilot some confusion during the view changeover.)
It appears that changing your "user config" FOV may have a significant advantage on "just what you can see" from the drone. This may need to be addressed from the dev.'s and if using the 3Pv have a set POV distance locked in. (I am running 65FOV [for 3 monitors] and in a few Mech's could not see below the Mech's waist when not using zoomed view.)
Testing Stalker in 3Pv:
Similar observations from this Mech but not as pronounced,
1. found some confusion when moving as no indicated path shown for where legs are currently pointed. (no dotted arrow from mini map) Needed to use the "F" key to bring legs in line with view.
2. If this 3Pv is to help new players with the chassis and leg coordination when moving it is not working. (needed to stay un-zoomed to see where legs were last pointed and could not see legs from some angles.)
Stayed in 3Pv till engaged with Enemy then moved to 1Pv for combat, may just be accustomed to that view now but still found it better for close combat. (additional testing required, inconclusive results at this time.)
Having the mini map sensor devices gone in 3Pv is good, as that should be a pilot on cockpit benefit. (the whole neural helmet connection thing)
*-[Although from canon the helmet did give the pilot a 270 degree view with no obstacles, like a wide screen display.]
Standing by for further testing,
9erRed
#210
Posted 01 August 2013 - 12:20 PM
Let's face it, as it is currently implemented, it looks, acts, and feels like a piece of module equipment (UAV). If it quacks like a duck and looks like a duck, for all considerations, it might as well be a duck.
#211
Posted 01 August 2013 - 12:22 PM
Adridos, on 01 August 2013 - 12:17 PM, said:
Should I quote you when we got exact confirmation from devs that FOV slider will be implemented?
And let's not forget the cockpits are all designed with higher FOVs in mind, no question about that.
Changing FOV in the cockpit isn't a big deal since the rest of the cockpit obscures your view (although I have no idea how people stand higher FOV cockpits, they make me gag).
Changing FOV in 3rd person hugely exaggerates the problems that people are complaining about. One should not be able to change the FOV in 3rd person, and showing screenshots with the non-default FOV while complaining about the FOV being too large is a bit silly.
#212
Posted 01 August 2013 - 12:22 PM
#213
Posted 01 August 2013 - 12:23 PM
ShadowVFX, on 01 August 2013 - 12:20 PM, said:
Let's face it, as it is currently implemented, it looks, acts, and feels like a piece of module equipment (UAV). If it quacks like a duck and looks like a duck, for all considerations, it might as well be a duck.
Add the ability for it to be shot down, and I'd find this to be a perfectly fine way to fit it into hardcore mode.
#214
Posted 01 August 2013 - 12:26 PM
- Which Mech(s) did you use for this test?
- What improvements would you like to see with 3rd person view?
- Any additional comments or concerns.
#215
Posted 01 August 2013 - 12:28 PM
#216
Posted 01 August 2013 - 12:34 PM
Jenner JR7-D(S), Spider SDR-5D, Trenchbucket TBT-5J, Circada CDA-3M, Yen-Lo Wang, Ilya Muromets.
What improvements would you like to see with 3rd person view?
- Slightly slower transition between modes would prevent constantly swapping between the two for best of both worlds play style.
- Button moved away from F4 to prevent people from being tempted to suggest using the alt key at the same time. (sure we lost at least one player due to that)
- Jump jet reticule shake, being so painfully obvious in standard view, isn't really clear in 3rd person. Could do with being a lot more obvious, some how, to make it less confusing to new pilots who start in this mode.
Any additional comments or concerns.
Very happy about PGI's implantation of 3rd person, seems to be pretty balanced with the advantages given to people not playing in training mode once they get the hang of how things handle.
One thing I didn't expect, looking at your own mechs is just so damn awesome, and is responsible for the number of different ones I tried. Nice to be able to see the chassis and colour schemes we've spend our hard earned c-bills on.
Overall: Two thumbs up and a stupid smiling face.
#217
Posted 01 August 2013 - 12:37 PM
Niko Snow, on 31 July 2013 - 01:10 PM, said:
- Which Mech(s) did you use for this test?
- What improvements would you like to see with 3rd person view?
- Any additional comments or concerns.
1. Hunchback 4H, Blackjack BJ-1, Trial Victor
2. A slightly longer transition time when switching from 1st to 3rd person view would be helpful in discouraging twitch players from using 3pv as a "peek mode". The advantages of 3pv would be further negated if players had to really "commit" to a view mode for a given period of time.
3. There was a slight geometry clipping issue with the Hunchback when torso twisting. Looked like some of the geometry that extended from the hunchie's pelvis into the internal area of the torso was showing on the outside when the torso was twisted beyond 45 degrees or so.
#218
Posted 01 August 2013 - 12:41 PM
Overall, I expect 3PV to be abused by experts rather than helping any new players get better.
#219
Posted 01 August 2013 - 12:47 PM
Centurion-AL
What improvements would you like to see with 3rd person view?
Any item outside of the field of view of first person view should not be rendered, and the drone should be able to be shot down.
Any additional comments or concerns.
As seen in this post there seems to be quite an advantage to players in 3rd person view. They can look around corners without fearing to be shot and they can not see the legs of the mech they are piloting (Which was the reason to use it in the first place).
#220
Posted 01 August 2013 - 12:53 PM
It is easier for me to tell who is within 250m using seismic than it is using 3PV.
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