

Cockpit Glass!
#181
Posted 22 January 2014 - 11:07 PM
#182
Posted 22 January 2014 - 11:15 PM
#184
Posted 22 January 2014 - 11:50 PM
Fasthands, on 22 January 2014 - 05:12 AM, said:
JV
MechWarrior is not for those of weak constitutions. It must be so hard for you. I'll bet {insert any other game here} is completely gut-wrenching.
PGI, can we please have a handicap mode? For those poor "suffering" souls?
If you don't want immersion, don't play a sim. This is more stuff to make you feel closed in and surrounded by the cockpit. Before, it looked like there was nothing there, which I found pretty unrealistic. I welcome the change. I'd appreciate it if they fixed the lighting though. We have the same unwarranted glare/lighting issues on cockpit geometry too.
For reference, check out the MW3 trailer...
http://www.youtube.c...MO1Cp9_Cc0#t=85
And for that matter, MW4...
http://www.youtube.c...fKZZ4RNng#t=150
Suck it up, people.
Edited by Xtrekker, 22 January 2014 - 11:57 PM.
#185
Posted 22 January 2014 - 11:57 PM
Morang, on 22 January 2014 - 10:56 PM, said:
...don't you even start telling that "it's not simple to turn film grain off".
Your persuasiveness and eloquence are matched only by the courtesy of your disagreement. Also, you lack knowledge. What we're asking for here is not simply the ability to alter a file - it's the creation of a software switch to to turn a feature on and off. Different than just altering the game files manually - and it's quite reasonable to delay the development of even small features to avoid duplicating effort when the major legitimate complaint about this game is that it's taken so long to get this far along in development.
Before you start screaming at people for being liars, try to ensure you're not proving yourself a fool.
#186
Posted 23 January 2014 - 12:01 AM
Xtrekker, on 22 January 2014 - 11:50 PM, said:
MechWarrior is not for those of weak constitutions. It must be so hard for you. I'll bet {insert any other game here} is completely gut-wrenching.
PGI, can we please have a handicap mode? For those poor "suffering" souls?
Suck it up, people.
On the other and of the equation, don't be a jerk just because someone doesn't like something.
#188
Posted 23 January 2014 - 12:17 AM
#189
Posted 23 January 2014 - 12:51 AM
Void Angel, on 22 January 2014 - 11:57 PM, said:
They had no problems with adding buttons like "start in 3rd person", "arm lock" and "throttle decay". There is a place for two more buttons in the current ui, "cockpit glass" and "grain filter" will fit well here (and are, I believe, much less complex variables than those mentioned above). Again, don't try to tell me that adding a couple of buttons to UI is rocket science - if it is for them, they shouldn't be designing this game.
Xtrekker, on 22 January 2014 - 11:50 PM, said:
Oh, stop telling me about "realism" of their odd job, and especially of being surrounded when there is a hole behind you. Unrealistic cockpit lighting always annoyed me, but only a little. But now they've added insult to injury by making a glass that catches glare when I'm facing away from light source. If they absolutely, definitely must add cockpit glass effect for better immersion (though they already simulated either dirty glass or faulty camera link with their film grain and then they broke immersion by adding indestructible 3PV drones) - they'd better add DAMN REAR WALLS for cockpits first to block the light coming into cockpit from behind.
#190
Posted 23 January 2014 - 12:54 AM
oldhasu, on 23 January 2014 - 12:17 AM, said:
Know what would help them decide to do that? Meaningful and well-presented constructive feedback. For example,
That's an excellent idea, Oldhasu. I find that certain maps like Forest Colony where I've always had some trouble discerning enemies through the trees (they can often see me fine) and grainy fog effects are becoming seriously frustrating. When I can't see someone at 900m standing in the open, in broad daylight, except by the muzzle flashes of the autocannons he's using to shoot me, something's gone overboard. We should definitely see if PGI would consider removing the effect temporarily pending more development further on.
Edited by Void Angel, 23 January 2014 - 12:55 AM.
#191
Posted 23 January 2014 - 01:02 AM
#192
Posted 23 January 2014 - 01:11 AM
Also, some people playing this game seem to have very delicate tummies. Every new graphical feature someone doesn't like makes at least a third of the player-base nauseated. Just sayin...
#193
Posted 23 January 2014 - 01:13 AM
It also just came to me that dirty cockpit glass don't go well with forced depth of field if somebody still wants to speak of realism. If depth of field is forced to simulate the mechwarrior focusing his eyes on different distances, then mechwarrior staring at things outside his cockpit shouldn't be able to clearly see the glass at all. All scratches on glass should be blurred for him, and perhaps film grain is the way to simulate such behaviour. If scratches and dirt on the glass are forced on us and can be seen clearly - then this means than mechwarrior has his eyes focused both on glass in front of his nose and also on another distance outside his cockpit (defined by current depth of field state). It's unnatural, so if PGI abandons the idea of mechwarrior having his eyes focused at single distance - then let's abandon it at all, not just partially, where it brings disadvantage. If dirty glass layer - then no depth of field. If depth of field - then no dirty glass.
For those who love the glass and want both effect it's possible to implement realistic setting where depth of field is not a variable (depending on distance to object currently under crosshairs), but a fixed focus on the glass 1 meter away, so they can always see dirty glass clearly, and all objects outside the cockpit are permanently out of focus.
Edited by Morang, 23 January 2014 - 01:17 AM.
#195
Posted 23 January 2014 - 03:45 AM
#196
Posted 23 January 2014 - 04:09 AM
Geist Null, on 22 January 2014 - 10:28 AM, said:
You don't take into account some of these newer mechwarriors have very high standards what kind of mechs they deem worthy to pilot, any old dustbin just wont do. And leather upholstery can be that worn.. really.
And all that bouncing around in cockpit... that probably should be removed, I hear some people get motion sickness.
(They should try oculus rift and youtube it, that barf-fest would be hilarious)
#197
Posted 23 January 2014 - 09:03 AM
The only maps (for me) that really look poor with the cockpit glass are HPG Manifold (certain angles and locations), and Forest Colony, which has become a washed-out, hazy mess.
#198
Posted 23 January 2014 - 09:14 AM
#199
Posted 23 January 2014 - 09:18 AM
oldradagast, on 23 January 2014 - 09:03 AM, said:
The only maps (for me) that really look poor with the cockpit glass are HPG Manifold (certain angles and locations), and Forest Colony, which has become a washed-out, hazy mess.
Ya... one or the other please.
One of my first post-patch matches was on Forest Colony and I was getting shot by an ECM Spider out in the water. With the cockpit glass effect and the overall muddiness I could not see the little ******* at all and I had to run for cover.
#200
Posted 23 January 2014 - 09:22 AM
ZenIdiot, on 23 January 2014 - 09:14 AM, said:
For example, the 'mech I've tested most extensively has been the Jaeger. So far, no map, and no situation has caused cockpit glass to be an issue, HOWEVER, I don't use that laggy POS Adv. Zoom. My understanding is that Adv. Zoom causes the {Scrap} on your "glass" to interfere, significantly with your view.
I have no interest in using Adv. Zoom until they can remove the display lag it appears to have.
However, I've seen a Cicada's screen go completely opaque in Tourmaline Desert, all due to the cockpit glass.
So yeah, it can be significant issue that would affect even the most 'uber l33t' player.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users