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Minimap Big Thread (Threads Will Be Merged)



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#441 Ghogiel

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Posted 21 June 2016 - 01:38 PM

It's bad for the game because it makes puggin worse. Granted I lol'd back cored several noobs in the back since the new map, but it is generally bad for gameplay as PUGS ALREADY HAD TERRIBLE MAP AWARENESS. This compounds that issue. Which is a major one with the game since days of yore.

#442 Paitr aConn

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Posted 21 June 2016 - 01:38 PM

View PostYellonet, on 21 June 2016 - 01:35 PM, said:

It's obvious with all the whining going on that the old map was a H U G E crutch for a lot of players. Therefore it's dumbing down the game, the new map takes more skill to be used effectively. If the old map is reintroduced we are back to square one. I don't believe it's a good idea to let players choose this tbh.

Its not a crutch. You calling it that doesnt make it so Posted Image this new map is unwieldy and ineffective in knowing whats around my mech, which is far more important than knowing that there is nothing 8 squares away.

Edited by Stone Davion, 21 June 2016 - 01:38 PM.


#443 Antares102

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Posted 21 June 2016 - 01:38 PM

View PostRedDragon, on 21 June 2016 - 01:29 PM, said:

Correct me, but I guess the trigger word here is "toggle" ... Posted Image

Optional things are not in the spirit of PGI MWO.
Never has been, except for 1st/3rd person view.

#444 Bishop Steiner

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Posted 21 June 2016 - 01:39 PM

You know what what is a crutch? The reticle. Hell, the whole HUD. Remove that, and we'll weed out the bads and have a better have through Darwinian selection!

#445 moneyBURNER

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Posted 21 June 2016 - 01:39 PM

My main issue is the loss of the torso twist indicator on the minimap to easily see range of motion and current direction from legs during frantic action. I won't use that goofy giant directional arrow. Another step backward. :(

#446 wanderer

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Posted 21 June 2016 - 01:39 PM

PGI did this:

Posted Image

Only they released it half done and butchered almost beyond recognition.

#447 DeiPax

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Posted 21 June 2016 - 01:39 PM

If you ever owned a car with GPS, it gives you the option "Always point North" or "Point in my direction". The map, as it has changed, is absolution and not relative ... it is disorienting. Either give us the option to enable the old map or the option to make the map relative like the old map. Unit then, I can not play this game.

#448 M A N T I S

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Posted 21 June 2016 - 01:40 PM

Honestly, I'm not playing until fixed. I just logged out after a few matches. Terrible, terrible change. I'm usually a PGI apologist too.

#449 Harb Ringer

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Posted 21 June 2016 - 01:40 PM

Not your best move PGI

#450 wanderer

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Posted 21 June 2016 - 01:43 PM

Quote

Is this their way of trying to pull in the WoT audience?


It's apparently the PGI-MVP knockoff of WoT mapping. Only it's not even minimally viable.

It's a failure.

Quote

first time ever PGI has really screwed up


You must be new here.

#451 DAYLEET

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Posted 21 June 2016 - 01:41 PM

View Post627, on 21 June 2016 - 01:33 PM, said:

the mech icons have like 6 pixels so you can't see what mech it is if there are more than 2.

You can't see the domination circle on some maps.

The player arrow shows your leg orientation instead of torso, so you don't know in which direction you actually look. For that you need the compass on *top* of the UI.


It is not that I don't want any changes, but the minimap should be a help for orientation. But in fact we just got the battlegrid downsized to like 120 pixels and that is too tiny to be useful.

I wouldnt make the icon bigger but thinner. The lines need not be so fat. im 1080p at 24" if anyone need to know. The icons could have been different too as well as slimmer. A fast mover could be a "<" an assault a "Square" meds and heavy "upward triangle" "O" These can over lap and still be easily differentiated.

Yet my bigger grippe is that the icons are "fat" make the lines thiner and smaller too.

#452 M A N T I S

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Posted 21 June 2016 - 01:41 PM

100% agreed. I cannot play like this, disorienting and unnatural experience. This is not something you "get used to" either. We are humans and are built to compute things relative to our position as centre and forward.

How could they have gotten this wrong?

Edited by M A N T I S, 21 June 2016 - 01:42 PM.


#453 Yellonet

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Posted 21 June 2016 - 01:42 PM

View PostStone Davion, on 21 June 2016 - 01:37 PM, said:

You act like anyone can tell what mech is what when 3 or more are in close proximity.
Do I? Why would you need the map for that? The new minimap isn't really meant to be used like that, it's to get the large picture. If you really need a minimap to give you any combat SA you're lucky you've had that crutch until now.

#454 TyphonCh

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Posted 21 June 2016 - 01:42 PM

View PostAppogee, on 21 June 2016 - 01:30 PM, said:

There are aspects of the new mini map that are good. Eg. differentiating on Mech types.

However, taking away the auto-rotation


Best part is auto rotation is often a setting in other games. I personally HATE my minimap in games being locked to North at the top.

#455 KHETTI

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Posted 21 June 2016 - 01:42 PM

Yellonet is loving it cos no-one can tell where the f**k they are, or where anyone else is, so hes not getting his face shot off.
The dis-orientation of others seems to be your crutch.

#456 Hit the Deck

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Posted 21 June 2016 - 01:43 PM

Honestly, I use this fixed orientation in other games and IRL. I know that some people prefer the relative orientation (and it was the default setting in most games I know).

#457 Khobai

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Posted 21 June 2016 - 01:43 PM

Quote

Yes, that's what MW:LL did I believe and their "full map" is placed on the right side of the screen taking less space than ours. MW:LL's full map looks better than MWO's.


The way MWLL did it was they had a radar on the left side and a map on the right side on the cockpit

Thats better than what MWO has because you avoid information overload of trying to having everything on one tiny screen.


I actually like this early MWLL prototype hud the best though. This is what MWOs hud shouldve been more like. The radar is in the center, the map is in the upper left, and you get HTAL as well as paperdolls.

Posted Image

Edited by Khobai, 21 June 2016 - 01:48 PM.


#458 Bulletsponge0

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Posted 21 June 2016 - 01:43 PM

the new minimap is a complete fail.

I know what PGI did....

they looked at tactical military maps and decided "hey, we need that as our minimap",

this is what they wanted

Posted Image

but they don't understand how useless that is in a real time situation

#459 TheClownCommander

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Posted 21 June 2016 - 01:43 PM

View PostSuomiWarder, on 21 June 2016 - 01:30 PM, said:

Actually if you can use a real map, this one is not a real issue. The main thing to memorize is left side/ride side of your triangle carrot pointer. Think of it as if you are sitting in a race car and the pointer is the nose. Regardless of your direction of travel (North, west, whatever) anything to the left of the point is a left turn to go towards. Same thing to the right.

I would say it is the same as writing out a turn list while looking at a paper map and imagining where you car is headed to know if left or right is the desired direction. But maybe that is a mostly lost skill these days.


I'm the best person I know at reading actual paper maps. Have bailed people out of getting lost on road trips multiple times with a map and 2 minutes.

This minimap however, is absolute garbage. I play lights lately. It's just too small. I'm playing on a 50 inch TV. The new icons are cool, whatever, but more than 3 mechs in the same GRID SQUARE is just a red blob. I need to use the damn arrow to determine my leg facing now? That's rookie ****. Give us zoom, and mech facing on the minimap and this new one will be usable. Right now it's a handicap, not a useful tool.

#460 Rebas Kradd

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Posted 21 June 2016 - 01:45 PM

View PostYellonet, on 21 June 2016 - 01:35 PM, said:

It's obvious with all the whining going on that the old map was a H U G E crutch for a lot of players. Therefore it's dumbing down the game, the new map takes more skill to be used effectively. If the old map is reintroduced we are back to square one. I don't believe it's a good idea to let players choose this tbh.


Instilling more "skill" in the game comes at the cost of dislodging players permanently. Nausea is never a good thing to report. This is too much of a change, too quickly, without player options.





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