[Mega Update!] In Response To Paul Dismissing 3Pv Scouting Exploits As Ray Tracing Errors
#141
Posted 27 August 2013 - 04:58 PM
#142
Posted 28 August 2013 - 04:50 PM
#143
Posted 28 August 2013 - 04:56 PM
Now lets get em into the launcher before players log in and we're cooking!
#144
Posted 28 August 2013 - 06:05 PM
Monky, on 28 August 2013 - 04:50 PM, said:
To be fair, though the advantage is still there, I noticed with my Jenner that when I was looking near an obstruction nearby, the camera zoomed onto my shoulders. But when I looked down a little, I could see over the obstruction. If they can fix that and have that camera hug more on the mech (like how I suspect it should) I think a lot of issues could be resolved (not all). Just saying... (though other ideas are never bad, as mentioned before.)
#145
Posted 28 August 2013 - 10:54 PM
Monky, on 28 August 2013 - 04:50 PM, said:
Sadly, it's looking like that poll is mostly an excuse for them to say the vocal minority "OK'ed" them to perminantly make anything other than 12mans mixed 3PV/1PV que. A vote of "no" means you don't want 12man 1PV only, while a vote "yes" (as later iterated in the full explanation below the poll) means you are saying it's fine with you if smaller groups and PUGs are always mixed 1PV&3PV as long as 12mans are purely 1PV.
They left no option for anyone who wants smaller groups and/or PUGs to have a 1PV/hardcore que. Their poll is missleading and bias in its current state.
There was a player created poll that included the same options as Bryan's AND the necessary other options. It had no offensive content and yet It was deleted without warning or reason. There was a follow-up created similarly. It has recently been deleted as well. In their short life-spans, these player-made polls garnered a sizeable spread of votes.
Don't vote in Bryan's poll unless you've read his explanation beneath it, and truly want 1PVonly/hardcore mode OUT OF THE GAME for PUGs and premades under 12. If you DO want a 1PV only que throughout the game, don't vote..if you already have, you can delete your vote.
Edited by Frenchtoastman, 28 August 2013 - 10:58 PM.
#147
Posted 29 August 2013 - 06:13 PM
Problem solved.
No clue if its even possible.
#148
Posted 29 August 2013 - 06:18 PM
Hexenhammer, on 29 August 2013 - 06:13 PM, said:
Problem solved.
No clue if its even possible.
Doing it the 'easy way' from an engineering perspective would mean the second you see a mech in 3PV, you would get framerate chug while your machine loads the mech in (you can see this on match startup - the whole screen blinks for every mech that loads in). The 'hard way' would be to put some kind of visibility filter over mechs that shouldn't be visible - however this still leaves things like explosions, weapons fire, dirt tracks, etc intact and although most enemies aren't going to be firing when they're not in contact with at least one of your teammates - it doesn't mean they're spotted or targeted. Additionally, each cockpit would have to be mapped or at least a standard decided on that works with most cockpits so that there isn't extra info leak, as well as a method of detecting it.
That's not to say it can't work, as those things are highly situational, and tracks are honestly really hard to spot even at high resolution at any distance but it would depend on it being capable inside of CryEngine. Given there is IIRC an invisibility cloak option for the characters in Crysis games I can't imagine it's not.
Edited by Monky, 29 August 2013 - 06:19 PM.
#149
Posted 29 August 2013 - 08:04 PM
Hexenhammer, on 29 August 2013 - 06:13 PM, said:
Problem solved.
No clue if its even possible.
One problem, and this is a perspective one, what would "new " players (the intended crowd of players 3PV is aimed at) react when they can see over a building, see it's safe, and then "dash out" only to find the entire enemy team behind that building ready to kill them? They would be complaining about how they just "appeared" out of no where. They "hacked" the game and teleported there to kill them.
I do not think this suggestion would work to be honest. Not saying it isn't a decent idea, but I don't think it would work.
We need to (essentially do the same thing) make it so the camera wont show that extra data, instead of having "ghost" vision. We have "ghost" heat, I don't need "ghost" vision (even in 3pv) to suddenly be in the game. If the camera can see it, then let it be seen. Limit what the camera is able to see, so it can't see over things.
When I have some game time, I'll have to take some photos of the current system of how this is intended to work (and fails). I'll try to do this tomorrow, but I can't say I'll even get on my computer tomorrow. Gonna be a fairly busy day...
#150
Posted 29 August 2013 - 10:02 PM
Edited by Monky, 29 August 2013 - 10:04 PM.
#152
Posted 30 August 2013 - 04:44 PM
Normal view.
Normal camera operations to stop peeking. Observe how the camera "hugs" the mech closer and prevents you from looking over the obstruction?
3PV in it's broken state. Observe how I can see over the obstruction by looking down? The camera should still be "hugging" the shoulders of the mech. This is what I feel is the larger problem, for the most part. They fix this, it might prevent most of the "peeking" options.
Now, I am not saying that there isn't more that could be done or that 3pv is perfect as is (far from it). However, I do think that PGI thought this out, but the system is currently "not working as intended". Among other issues I've already mentioned.
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