Public Test 1.2.16 - 01-Aug-2013 - Feedback
#121
Posted 01 August 2013 - 10:46 AM
I really think the added horizontal field of view is detrimental to light mechs who relied on playing off an enemies blind spots and cockpit limitations.
The drone was a great way to balance things out.
I still think that there is too much info up on the 3pv HUD. Since you are now the drone instead of the pilot, mech damage should be removed ( being able to see your own mech sparking an smoking should be enough to get the gist). Same with weapon cool downs and ammo counts. I'm fine with the little weapon status lights around the reticule.
#122
Posted 01 August 2013 - 10:47 AM
AL Centurion
Yen-Lo-Wang Centurion
Trebuchet (forgot which variant. I'll look it up when I can)
3rd Person:
I used it only briefly. I could not get a complete feel for it because of the low frame rates I was getting (12-18 throughout matches. It's usually in the 30s) so I couldn't evaluate very well how it impacted my game. I thought the amount visible was acceptable and didn't seem to go past my view from the cockpit if I use shift to move the pilot's head in 1st person on the horizontal, probably more vertical though. Aiming was not intuitive compared to first person because of camera position, which is something I would expect since it isn't at cockpit level. I don't plan to use it so it doesn't bother me. With practice I assume I would get used to it like other 3rd person games.
First impression is that it won't break the game. Team dynamics are so much more important than anything else for winning in MWO that it probably won't matter about view. I still don't want it in the game on principle but it won't keep me from playing. But you already know that don't you
#123
Posted 01 August 2013 - 10:48 AM
Edited by Jack Lowe, 01 August 2013 - 10:49 AM.
#124
Posted 01 August 2013 - 10:48 AM
Raven, Cataphract, Jenner
Improvements:
None that I can think of.
I foresee this being a view for "commanders". It allows for a little more tactical awareness without it seeming to break anything. I felt that it was very awkward in combat, but that's not necessarily a bad thing. My thought is that first person should be superior in that regard.
#125
Posted 01 August 2013 - 10:48 AM
From a light’s point of view, the third person camera was good to scout at the beginning of the match because of the height and FOV bonus, however, beyond that it proved of no use to me. The lack of the mini map (especially when it was equipped with seismic sensor) and the blinking drone above my mech caused me to lose too much situational awareness and become too visible than if I just stayed with the first person view.
Improvements I’d like to see:
- As some have commented, aiming was harder but it definitely wasn’t impossible. It would be nice if you could use your arm weapons in third person view.
- Some kind of graphic when the camera is deployed, maybe a little door in the back of the mech opens and shoots the camera drone out?
- The ability for the camera drone to be shot down. In first person view, whenever you are hit in the face by weapons, lasers light up your cockpit and ballistics and missiles rock your cockpit around, there is currently no equivalent in third person view.
- What about including ECM? An ECM set in counter mode could create a static effect for the camera, partially disabling it by visually making it harder to see as well as removing some additional information or even displaying incorrect information?
All in all, I would use third person view (as a light mech) occasionally, but first person view would be my primary combat view. I can’t say because I didn’t try it, but I think I would use the third person view more often in bigger mechs.
#126
Posted 01 August 2013 - 10:50 AM
BUG
the Battlemap appears before the 3pv zooms back to 1pv.
-activate 3pv
-turn on battlemap, B-key
-turn off battlemap. b key again
-F4 to zoom back to 1pv
-> the big battlemap appears and zooms slowly into the small minimap.
#127
Posted 01 August 2013 - 10:50 AM
Battlegrid is cut in half, not sure how was tested at all without noticing that.
frame rates cut in half.
Not sure how you can honestly ask peole to give you input on how features work when the performance is so crappy. Fix that and then ask. Upgrade your servers or something.
SERVER PERFORMCE MAKES NOT WORTH PLAYING
From all the treads Ive seen with people begging for everything from new maps, modes, weapon ballance (no one will ever be happy with that) CW and so many other things. Never seen anyone begging for this. Not sure what the point of it is.
#128
Posted 01 August 2013 - 10:50 AM
2.I don't think this game needs 3rd Person View
3. Good Option for viewing after death or spectator mode ( f.e. in tournaments)
#129
Posted 01 August 2013 - 10:52 AM
- Which Mech(s) did you use for this test?-- Ilya Muromets
- What improvements would you like to see with 3rd person view?-- Id like for the camera to be at one side of the mech, giving up a significant portion of fov.
- Any additional comments or concerns. --Im against the mechanic. It breaks the simulator feel of the game and makes it more arcadey instead. Using 3pv gives a significant advantage by seeing over hills and around the mech. There is no strong disadvantage in long range combat aiming. Locked arms hit just as well and the reticule is stiffened allowing easier placement of shots. Using 1pv is therefore a hinderance in at least half the time played.
I do not believe splitting the ques is a sufficient solution given the promises made at founder period and the segragation of playerbase it will cause.
#130
Posted 01 August 2013 - 10:53 AM
- 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.
"Hardcore" is bad name for normal difficulty.
It was bad idea to add 3rd person view from the start. It can't be balanced. One or other view will always have advantage.
#131
Posted 01 August 2013 - 10:54 AM
- Which Mech(s) did you use for this test? Raven 2x and 4x, Jenner
- What improvements would you like to see with 3rd person view? I do believe that 3pv should have downsides (or preferably be separate from a all 1pv mode) but I'm not sure I like the no mini map. I don't want a alley to not notice me needing help because he is in 3pv and I think no mini map makes that a little more likely. I also think that maybe there should be a little bit more delay when switching view modes, might help with people just switching back and forth real quick to get a peek without being spotted.
- Any additional comments or concerns. Every launch (except for the first) would search for a match, cause my screen to flicker for a minute or two, and then go back to the home page with no failed to find match message. I also noticed that my frame rate kept dropping every match. My system is outdated but I usually get close to constant 30fps. But in the test server with graphics turned a little lower I was getting 25fps and each match would have more and more slow downs to the point that on my last match (caustic) I was getting 5fps at times.
Edited by dario03, 01 August 2013 - 10:58 AM.
#132
Posted 01 August 2013 - 10:55 AM
-on testing grounds i was able to "peak around corners" and see the enemy mech(cant see him in the cockpit view)
Did it help with visual awareness as to the position of your torso to your legs?
-no. because in the game(fighting) u r not looking at the mech. i was looking to enemy and my crosshair :-)
There is a hovering camera drone above a Mech using 3rd person view. This helps with situations where “you can see him if he can see you”.
- it is possible to spot enemy mechs in the "mist" because of the blinking red light. it is possible to see the light blinking at really long ranges
#133
Posted 01 August 2013 - 10:55 AM
Anyway, PGI maybe you should add something like the orientation HUD element that Battlefield etc. uses for tanks for your 3PV (see bottom):
#134
Posted 01 August 2013 - 10:55 AM
Using that mech I definitely didn't see much if any of an advantage over first person. Sometimes it helped identify direction of fire from the sides/behind more than 1PV can. However in a close up fight (nose to nose) I found it more difficult than being in first person.
The lack of arm movement, mini map and some of the other HUD elements I feel balances it.
My gaming background includes many sims (flight sims mostly) and I do have a bias towards 1PV for a more immersive experience. I also love to see the thing I'm piloting from the outside time to time and the mechs look and animate great.
As long as it stays similar to this (with pro's and con's) I welcome the feature. I can bend a little if it means more people will play.
That being said, as long as we stay away from some things like free look, invisible cockpit or anything else that might tempt you guys away from developing these gorgeous cockpits (and having them functional) I'll be game.
On that note, adding an animated 3D model IN the cockpit would also help people new to the game orient themselves. I posted on this yesterday here. http://mwomercs.com/...rd-person-view/
#135
Posted 01 August 2013 - 10:56 AM
- Which Mech(s) did you use for this test? - Dragon, Quickdraw
- What improvements would you like to see with 3rd person view? - Faster switch between 1st and 3rd person view.
- Any additional comments or concerns. - Had some crosshair issues thats all
#136
Posted 01 August 2013 - 10:58 AM
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 Iilya Muromets #2 I will not use it, had no intention to. #3 Weird visual, felt like "mech on a stick"
#137
Posted 01 August 2013 - 10:58 AM
Dataman, on 01 August 2013 - 10:45 AM, said:
I forgot to take shots while Bryan Ekman used 3rd PV, but it looks similar to Mw4 3rd PV, more or less.
THe most annoying thing I got from this was that 3PV will still be usable in "advanced" mode or whatever but it will just be destructible. Please, PGI, no 3PV in the advantaged or hardcore mode, please please please don't do it.
#138
Posted 01 August 2013 - 11:00 AM
make it so you choose which view mode you drop in and then you're stuck in it, so no "play in 1st person but switch to third to see around corners" stupidity
alternatively, give it a cooldown
#139
Posted 01 August 2013 - 11:00 AM
Sturmspetz, on 01 August 2013 - 10:52 AM, said:
- Which Mech(s) did you use for this test?-- Ilya Muromets
- What improvements would you like to see with 3rd person view?-- Id like for the camera to be at one side of the mech, giving up a significant portion of fov.
- Any additional comments or concerns. --Im against the mechanic. It breaks the simulator feel of the game and makes it more arcadey instead. Using 3pv gives a significant advantage by seeing over hills and around the mech. There is no strong disadvantage in long range combat aiming. Locked arms hit just as well and the reticule is stiffened allowing easier placement of shots. Using 1pv is therefore a hinderance in at least half the time played.
I do not believe splitting the ques is a sufficient solution given the promises made at founder period and the segragation of playerbase it will cause.
I wouldn't mind an 'over the shoulder' adjustment, either. Just to keep down on the pure utility for scouting. In combat, 3PV doesn't bother me. Would not recommend splitting queues, except for CW (which ideally should be hardcore only. incidentally, having a hardcore designation opens up other things we could remove for simulation purposes...consumables? Speed caps? Mech tree?)
#140
Posted 01 August 2013 - 11:00 AM
While in 3PV my K2's arms would be locked to torso, and when aiming near boundaries between world and sky the reticles would bounce dramatically causing a dead zone where I could not shoot at targets cresting a rise.
I did not notice either this bouncing reticle or the arms being locked while in the Jenner or Raven.
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