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


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#81 Jacmac

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Posted 23 August 2013 - 01:44 PM

View PostDrDXZ, on 23 August 2013 - 01:08 PM, said:


because why the **** else does it zoom in at 0-20m away from an object. use your thinking brain. test it out yourself on every single mech you own. They're not going to make **** up about a ray trace bug, when there is no ray tracing occurring.


Give your brain a chance, I did test it on day one. You don't know where a ray trace bug may or may not be coming from any more than I do. What you are describing as a feature could simply be a design flaw, not a bug in an intended feature. I don't remember seeing any technical documentation regarding where the ray tracing is calculated to and from or that there was any ray tracing at all being done to prevent viewing of objects that should be hidden. Yes, they very well could be making stars up to explain it all away.

#82 DeadlyNerd

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Posted 23 August 2013 - 11:53 PM

[bump] justice and all that ****

#83 Comguard

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Posted 24 August 2013 - 12:28 AM

Ah, you can see that the founders are most disappointed.

Understandable. Another week, another broken promise by PGI. Amateurs.

#84 Monky

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Posted 24 August 2013 - 04:00 PM

After doing some brainstorming I am going to combine a few ideas into a video demonstration that I think -can- fix 3PV so that it does not provide any of the problems we are seeing here.

Going to post it when I am able but should be up tonight.

#85 Tesunie

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Posted 24 August 2013 - 06:10 PM

If I may add in my two c-bills worth...

Though I agree that 3pv can provide benefits along line of sight and personal visual situational awareness, I find that by having a lack of minimap and sensors helps to balance the scales. You get to see more around you, but you can't see where your team is, what they are doing, and any quick references on where things they are targeting are.

Basically, 3pv is great as a solo player worried only about their own selves. 1pv doesn't provide such benefits to oneself visually, but provides far more information to the player to help promote and encourage team play. And as anyone will tell you, team play almost always trumps solo play.

(PS: Also, everyone can see your little blinky camera floating above that building, so a competent player using 1pv only could see the camera, know where you are, and then start to run around and flank you. Sure you saw them approach, but then you also saw them take a different route. Without Sensors, you might not notice people when they flank you. This is by no means saying 3pv doesn't provide some benefits, but I'm just saying that there are also benefits for being in 1pv as well.)

#86 Monky

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Posted 24 August 2013 - 06:13 PM

You can bring up the minimap at any time by pressing B if needed. At any rate, the map itself isn't a solid argument, it is much more beneficial to newbies than veteran players. In fact my coming proposed fix will demonstrate that. Additionally, the reason the drone doesn't matter wether it's visible or not is demonstrated in the video in the OP, people do not fire at you when it is used properly. I only took incidental LBX fire and a single laser swipe while I was poptarting with 3PV, I took actual damage only once I engaged on a level playing field.

Edited by Monky, 24 August 2013 - 06:16 PM.


#87 Tesunie

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Posted 24 August 2013 - 06:17 PM

I think the problem most people are complaining about isn't 3pv itself, but the ease of which one can blend the two together to gain the best of each world.

Maybe instead of having it change over as a button press, it was an option you have to go into the options menu to change? Like how throttle decay is and arm lock (as I'm not about to just press and hold the shift key the whole game), or even the video settings of the game. If you had to stop the game for a few minutes to change from 1pv to 3pv and then back, it would be impractical to change views in mid fight.

Could that be the main route cause of the problem?

#88 Monky

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Posted 24 August 2013 - 06:22 PM

The ease of blending the two can be mitigated somewhat but it isn't an ideal fix; really kind of a lazy one. There is a much more comprehensive fix for this which could turn out to be really cool and elevate the function of 3PV for navigating (its intended purpose) while dropping its usefulness for exploiting (its actual effect) but I'm having trouble getting twitch.tv to upload the video properly, as soon as it's up I'll show ya.

#89 Tesunie

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Posted 24 August 2013 - 06:23 PM

View PostDrDXZ, on 22 August 2013 - 09:23 PM, said:


there is a nice little feature they didnt' tell anybody about (bad at communication? or hiding it in case of exploit)

Where if you're cursor/mech is in front of a nonmech object, 0-20m away, you're 3PV drone zooms in on the mech. This is put in place, so that if you got your face behind agiant rock 0-20m away, you can't see over it.

In the case of the notorious spider "i see everythign" picture, the spider has his cursor at 7m. Yet the 3PV camera does not zoom in like its supposed to. Under intended conditions the zoom is to such a degree, that at the greatest effect, you will only see the shoulders of the spider (see screenshot later in post).

I'm willing to say a good number of these ridiculously incriminating screenshots are taken with the bug in effect. (any image, where cursor is 0-10m but you can still see legs on the spider is where bug is occuring) Bug is brought on by pointing cursor downward, and as such, you will find that in these images from the OP, the cursor is always pointed downward;
Spoiler



This is what is supposed to happen. Cursor says 5m, legs do not show. The camera zooms in when your cursor is <20m, cannot peek over it.:
Posted Image

BUG: Cursor reads 6m legs are showing. this bug occurs when I pointed my cursor down. I am in the same position as in image above.
Posted Image

While even with the 0-20m zoom working properly, there is still quite a tactical advantage, though the 0-20m zoom gets rid of a good amount of it.

Even though PGI failed to communicate (big suprise) that they put that thought into the 3PV system. Furthermore they did not proplerly implement it as we can all see there are many bugs. In this instance, its almost always possible to bypass the 0-20m zoom by looking down.

And of course, PGI tells people there is a bug to a feature nobody knows exists, as a result they sound like complete idiots.



Actually... I distinctly recall them saying that they would have the camera hug the mech closer when you approached terrain to try and prevent people from looking over terrain. Apparently this feature is not working as intended.

Wow. A new program/feature with bugs! This happens in just about any game I know of when they release something new into the game. It works fine for them, and then somehow it doesn't for lots of other people. MWO is not alone in this. Give them time to fix things, and I'm sure it will improve.

#90 Monky

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Posted 24 August 2013 - 06:24 PM

Additionally - I've confirmed those drums in the screenshot are bugged. Almost every other example is not however. The drums don't seem to have proper hit registration with the ray trace beam. The ones with pipes coming out of them in the same area will behave normally, when looking at the pipe, but will isntantly produce those results the second your camera goes left or right of the pipe.

Edited by Monky, 24 August 2013 - 06:25 PM.


#91 Tesunie

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Posted 24 August 2013 - 06:25 PM

View PostMonky, on 24 August 2013 - 06:22 PM, said:

The ease of blending the two can be mitigated somewhat but it isn't an ideal fix; really kind of a lazy one. There is a much more comprehensive fix for this which could turn out to be really cool and elevate the function of 3PV for navigating (its intended purpose) while dropping its usefulness for exploiting (its actual effect) but I'm having trouble getting twitch.tv to upload the video properly, as soon as it's up I'll show ya.


Can't wait to see then. I shall await this and (if I have time) watch it and try to provide my own angle and thoughts. Never hurts to give a different point of view, right?

#92 Monky

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Posted 24 August 2013 - 06:26 PM

So long as the pov uses reason and is willing to take evidence into account B)

#93 Tesunie

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Posted 24 August 2013 - 06:40 PM

View PostMonky, on 24 August 2013 - 06:26 PM, said:

So long as the pov uses reason and is willing to take evidence into account B)


Reason? We use reason on the forums? And I brought my gas can and matches too... for nothing! I thought that was what we did to ideas on the forums? My bad. B)

I try to give a well thought advise with supporting ideas and stuff. Can't say I'm always right, but a second point of view never hurts.

So far, I agree with you about the advantages of 3pv. I feel people don't focus on the disadvantages of 3pv enough though to be honest. But, I think the problem lies in how quick and easily you can change between the two view modes. You can go from watchful sentry (3pv) to combat accurate and team aware mechwarrior (1pv), with too much ease and too fast.

Though I agree with your points so far, I honestly don't think it gives people that much of an advantage, especially once they finish clearing out the bugs and stuff. If it does as they say they want it to, it should hug your mech closer when terrain is nearby, to keep one from looking over it. Right now, it looks like this feature isn't working up to par and needs more adjustment.

#94 Monky

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Posted 24 August 2013 - 06:58 PM

OK, here we go on thoughts/examples of a 3rd person view remake

Objectives;

1. Counter 'around the corner' peaking when in 3PV
2. Counter 'over the top' peaking when in 3PV
3. Counter 'against a building but able to see' problem with 3PV + fix the distinctly different ray trace bug error
4. Make the mode more newbie friendly, and less exploitable by veteran/group players.
5. Enhance the SIM feel of 3PV so it feels more like a drone and less like a floating god-eye

Here is a video rundown of the problems;

http://www.twitch.tv...nky/b/450976464

Here is the screenshot with the reduced FOV that I mentioned
Spoiler


Here's screenshots of high FOV + multiple monitors + 3PV vs 1PV borrowed from another post, which would be fixed by the above changes to 3PV
Spoiler

Edited by Monky, 24 August 2013 - 06:58 PM.


#95 Tesunie

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Posted 24 August 2013 - 07:29 PM

View PostMonky, on 24 August 2013 - 06:58 PM, said:

OK, here we go on thoughts/examples of a 3rd person view remake

Objectives;

1. Counter 'around the corner' peaking when in 3PV
2. Counter 'over the top' peaking when in 3PV
3. Counter 'against a building but able to see' problem with 3PV + fix the distinctly different ray trace bug error
4. Make the mode more newbie friendly, and less exploitable by veteran/group players.
5. Enhance the SIM feel of 3PV so it feels more like a drone and less like a floating god-eye

Here is a video rundown of the problems;

http://www.twitch.tv...nky/b/450976464

Here is the screenshot with the reduced FOV that I mentioned
Spoiler


Here's screenshots of high FOV + multiple monitors + 3PV vs 1PV borrowed from another post, which would be fixed by the above changes to 3PV
Spoiler




I understand the smaller view "box" you are suggesting, but I don't think that small circle will do enough of anything to even make 3pv viable to even use. It should be useful, without being overbearing. It can have certain strengths over 1pv, but to counter any advantage it should have some kind of flaw or penalty that gives 1pv a different set of advantages to balance.

As for the bottom pictures...yeah. HUGE advantage by having more money/monitors to view more screen at once. That makes a huge exploitable problem that would need to be solved. Having that much visibility to the sides is just... insane.

Maybe having the "drone" have some slow wobble/interrupts/fuzzy edges/fuzzy moments would help even it out? If it started to blur around your "box" it would permit it to still be viable by itself, while mitigating advantages of the extra pan angle. If the drone wobbled from side to side a bit, it would make it less predicable? If it had the running line effect (if you know what I mean) from time to time or "glitched" from moment to moment (especially when maybe hit by weapons fire?), it might make it less effective in the concerning ways?

Those pan shots with multi-monitors/extra-wide-screens gives away it's real advantages. That's a problem that needs to be solved...

I don't think this is a simple problem to solve, and I do feel PGI has thought 3pv out well even if it isn't perfect. Being a new feature and all, I'd give them a month or maybe even two to try and solve the problems their way (of course with us pointing out problems as we see them) and see what they come out with. Then start trying to really hammer out concepts and ideas to solve the problem or create a better version what what they already have.

Edit:
PS: Not saying we can't make suggestions and come up with ideas now and present them, but I just advise giving time before jumping onto the "remove or I leave" bandwagon. It might not be as bad as many people think/make it out to be.

Edited by Tesunie, 24 August 2013 - 07:30 PM.


#96 Monky

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Posted 24 August 2013 - 07:36 PM

My school of thought on it is that 3PV should only be advantageous over 1PV for one thing - the thing it was advertised to do, help you move around when you are learning the game. Adding in extra stuff like being able to peek around corners and over terrain is a bad idea.

That may be my opinion, but my opinion is supported by evidence that these things are possible and ultimately do have an effect on gameplay that shouldn't be there, or at least has no explainable reason to be there. Minimizing the extra information to the side when trying to peek with a screen filter reduces exploitation, while adding back in the minimap allows newbies to use a vital tool for positioning, making 3PV a navigation mode - not a combat mode. Adjusting the maximum camera angle to prevent peeking over reduces exploitation of jump sniping while only hurting a mech that is facing an enemy right in their face - once again affirming 3PV is a navigation tool not a combat tool.

#97 Tesunie

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Posted 24 August 2013 - 08:10 PM

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.

#98 Monky

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Posted 24 August 2013 - 08:32 PM

View PostTesunie, 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.


#99 Tesunie

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Posted 24 August 2013 - 09:02 PM

My thoughts and how I kinda would envision it being done. Was done quickly, so don't see this as a final version.

Posted Image

You'll have to pardon the HUD elementing being blurred as well, and the corners of the frames as well being too "unblurred". Feather selection tends to feather even the edges of the outside selection, even when you don't want it to.

Differences between the second and third shots is the area of blur starting. Bottom was done with a larger starting circle, so "less" of the screen is blurred.

As you can see, you would be able to adjust the blur strength as needed anyway, the blur effect would make peeping on the edges of your screen less useful, but not block so absolutely as a black border. It looks nicer, stops the flow of effective information, and yet still gives a small sense of the landscape around (and possible enemy targets if they are large enough and/or move enough). It hinders, but doesn't block. On the outer edges, it would be so hard to tell what's what, it wouldn't really provide much of any information.

It retains it's usefulness while mitigating the "peeping" from the outer most edges of the screen at the same time. It can still be used effectively in combat, while hopefully providing no real extra benefits over 1pv.

Once more, my main concern with such an approach could be how the visual blurring might effect individual people, and then the forums could be aflame with another "JJ shake makes me sick!" rant, or in this case "3PV blurring makes me nauseous".

Edit:
Don't know how it shows on your screen, but my image is much smaller than it should be. Sorry if it's too small and not clear. If it is, I'll try to fix and repost again. Just let me know.

Edited by Tesunie, 24 August 2013 - 09:06 PM.


#100 Monky

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Posted 24 August 2013 - 09:06 PM

Affecting people visually is why I think it should simply fade to black rather than be permanent blur. Additionally, you could still tell where nearby mechs are positioned (if not what they were) and where they are moving if the screen is merely blurred. Countering that with a fade to black/predesigned background would be viable. The blurryness shouldn't be too bad in the bottom screenshot for the main screen but then again I don't suffer from motion sickness. I'd go with a low-aggressiveness blur for the inner 16'th of screen real estate followed by an aggressive fade to black on the outer 1/16th (if you split the screen into vertical strips, each 1/16th of the screen, you'll see what I mean).

Edited by Monky, 24 August 2013 - 09:07 PM.






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