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[Mega Update!] In Response To Paul Dismissing 3Pv Scouting Exploits As Ray Tracing Errors


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#141 Monky

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Posted 27 August 2013 - 04:58 PM

I think I'm done trying to fix it, I've said everything I can say. Between Russ' non apology and Bryan's non update, it's clear the PGI team do not wish to communicate with the people who care about the game. Signing off.

#142 Monky

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Posted 28 August 2013 - 04:50 PM

Ok, looks like PGI is -starting- to budge in a healthier direction with at least a poll on what people would like in 12 mans as far as 3PV. It looks like the photobucket has surpassed it's bandwidth for now so I will try and transfer the images to imgur for now.

#143 Mista Whizzard

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Posted 28 August 2013 - 04:56 PM

PGI discovered polls?

Now lets get em into the launcher before players log in and we're cooking!

#144 Tesunie

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Posted 28 August 2013 - 06:05 PM

View PostMonky, on 28 August 2013 - 04:50 PM, said:

Ok, looks like PGI is -starting- to budge in a healthier direction with at least a poll on what people would like in 12 mans as far as 3PV. It looks like the photobucket has surpassed it's bandwidth for now so I will try and transfer the images to imgur for now.


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 Frenchtoastman

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Posted 28 August 2013 - 10:54 PM

View PostMonky, on 28 August 2013 - 04:50 PM, said:

Ok, looks like PGI is -starting- to budge in a healthier direction with at least a poll on what people would like in 12 mans as far as 3PV. It looks like the photobucket has surpassed it's bandwidth for now so I will try and transfer the images to imgur for now.

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.


#146 Skadi

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Posted 29 August 2013 - 05:34 PM

View PostStandingCow, on 21 August 2013 - 01:13 AM, said:

I am apparently out of likes... but I will fix that once my quota returns!


Brb making alt accounts.

#147 Hexenhammer

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Posted 29 August 2013 - 06:13 PM

I've always wondered why can't they render mechs only if you would see them in 1PV.

Problem solved.

No clue if its even possible.

#148 Monky

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Posted 29 August 2013 - 06:18 PM

View PostHexenhammer, on 29 August 2013 - 06:13 PM, said:

I've always wondered why can't they render mechs only if you would see them in 1PV.

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 Tesunie

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Posted 29 August 2013 - 08:04 PM

View PostHexenhammer, on 29 August 2013 - 06:13 PM, said:

I've always wondered why can't they render mechs only if you would see them in 1PV.

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 Monky

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Posted 29 August 2013 - 10:02 PM

Well it seems that twitch has removed -some- of the videos I've been recording (thankfully not the important ones) for some reason. Not sure why, maybe par for the course as I'm new to twitch, but I've uploaded the 3PV fixes and Jumpsniping expliots to youtube so hopefully they won't be deleted from there. Removing references to the other videos from the OP until I can (if I can) get them restored. OP is also updated with re-uploaded screenshots since photobucket reached the bandwidth cap

Edited by Monky, 29 August 2013 - 10:04 PM.


#151 M4L4R3K

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Posted 30 August 2013 - 10:20 AM

View PostTolkien, on 21 August 2013 - 08:41 AM, said:

+1 internets to you for putting the lye to the claim that these problems are a camera bug.


I thought 3PV was the camera bug :D

#152 Tesunie

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Posted 30 August 2013 - 04:44 PM

Here is what I saw when I (kinda but not really) used 3pv.

Normal view.
Posted Image

Normal camera operations to stop peeking. Observe how the camera "hugs" the mech closer and prevents you from looking over the obstruction?
Posted Image

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.
Posted Image


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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