Tesunie, on 24 August 2013 - 08:10 PM, said:
I do understand where you are coming from, and I agree. However, on the flip side, it should still be as useful as 1pv in combat, otherwise you only hinder people who do choose to use 3pv (maybe because they are new, or they just like to see their own mech as they play the game). It should be as useful as 1pv. Either try to make it work the same with the same advantages as 1pv, or you need to except that it's going to have advantages over 1pv, but should have some disadvantages to counter the advantages.
I think that 3pv will have some advantages no matter what you do to it, unless you make it practically useless. So, if it's going to naturally have advantages with it's use, what disadvantages does it have/can be given over 1pv? I think a black circle would hinder it's use in the game into uselessness. If you can't use it for combat at all, new players will only be disgruntled/confused even more, and more advanced users would never use it. An unused feature is pointless to have around. Blurring the edges to have the center of the circle you drew be completely clear and slowly fade into a blur around the circle might be more of a hindrance. You can still see over and around some things, but the blur will only show you something is moving, not what is moving or be able to accurately align fire before you can truly see the target (like example jump sniping from above). (If you desire, I'll make a screenshot of what I am thinking.) (PS: I am concerned that the blurred edges would provide the desired effect, but might induce motion sickness problems. Might have to be looked into before I can press this suggestion too far.)
Personally, I feel that the removal of the minimap was a very smart move that helps to counter the advanced visuals by blinding you to the larger picture. The flow of relevant information is reduced to what I feel is an equal amount. The data lost from sensors (C3 computer, team position data, Seismic, exact nav data, etc) is replaced with extra visual advantages (can see a little (if the camera pan worked right) over that building or the sides of that building, etc).
The problem is the inherent advantages of 3pv that can not be overcome, no matter how cleaver one tries to program it. You can't remove too much of that advantage otherwise it becomes a hindrance and much worse that 1pv. 3pv can and never will be able to be treated or act like 1pv. I just don't think it can happen (from my current thought lines). If you feel it can, I'd love to be convince otherwise. However, I just don't feel you can make 3pv act the same as 1pv with no advantages or disadvantages at all. I think it's going to be a matter of balancing the advantages and the disadvantages to make it a fun alternative way to play the same game. The problem is to make it as fair to use as 1pv, while realizing it is also always going to be different.
It seems like we're generally talking about the same thing, which means we're on the right track - however I think a few of the things you talk about can be overcome
1. The screen filter. Combining my idea with your idea about blurring for a somewhat more forgiving navigation tool while preventing wide field of view multimonitor setups from having excessive info is a great tool. Blurring the edges to a point, and then going all out blackout would be acceptable, so long as it takes into account a high enough blur to make it so side peeking around corners is not viable. It -does- need blackout at some point for the above mentioned wide perspective multi monitor setup however.
2. Addressing top peeking without preventing the 3PV player from seeing what's right in front of them. This can be addressed by capping the maximum camera elevation like I discuss in the video, but altering the pitch of the camera. A camera at an equal level to the mech's top line can't reveal info beyond a ridge etc. but tilted DOWNWARD a ways allows the pilot to see more of their feet while seeing in front of their mech. The top most section of the view should not go below the horizon, and aiming up should still be viable so players can look up, but those should both be capable of being satisfied.
Combining those with the less forgiving ray tracing features I mention by adding shoulder traces should be entirely feasable and resolve all of the problems encountered so far.
Personally, on the minimap, I am favorable to it being added in in a reduced functionality mode - close up to the mech's surroundings, to help players realize they might be backing up into a mountain/building their 3PV camera doesn't reveal, while still blinding them to the larger picture like you suggest. Keep in mind, a quick flash of the map by pressing the B key already restores any situational awareness currently lost - making handicapping people by removing the map a really ineffective method that is more newbie unfriendly than veteran unfriendly.
Edited by Monky, 24 August 2013 - 08:36 PM.