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Patch Notes - 1.4.73 - 21-Jun-2016
#441
Posted 21 June 2016 - 06:06 PM
How to easy calculate proper mini-map circle. Lets think that whole map size is some number of meters cropped on quadrants by = 1000-1500m each (or more). And max visual contact range = 2000-2500m (you can see enemy, but definitely can't reach it by any weapon you have on mech). So - mini-map must be size of 4 x 4 or 4.5x 4.5 quadrant from whole map. Even big map like polar highland can fit in small window. Something like that - I have no actual proportion of maps.
But it helps to see vital long strategy information and actions near mech also. All out of range just not visible for those players who walk too far. All in range - purely visible for teammates walking in group. Maybe I'm wrong in small details. I just make quick conception of how it could be, based on new game mechanic. Also i se problem in unification of quadrant for each map. On bigger - there is possibility have more meters per quadrant, on smallest - less. What can make trouble to calculate distance to target.
Second possible variant - place near radar-map - transparent circle.
In center of it placed rotating mech arrow with fixed cone of view or vise versa. Full diameter of circle represents 1000m (or more) of radar detection, closest to center zone - seismic modules if mech have it. If not - just radar (like 360 Target Retention).
Even that could be nice (nice, but not best) decision.
Small full map for global tactics + additional radar circle for brawling with blinked targets = tactical move and local info about near moving targets for fast reaction.
Here another problem - remaking GUI, what isn't so easy too (I know it). And take right size and right color.
#442
Posted 21 June 2016 - 06:07 PM
I also don't like the command wheel. It's too slow to give and receive commands. VOIP is way better.
Also, please keep the original Frozen City map in rotation as well. The new one is nice, but it's replacing a great map!!!!
Thanks.
#443
Posted 21 June 2016 - 06:09 PM
All it's been doing is making me sick and anxious.
sick, from motion sickness, this new minimap is terrible.
plus, anxious as hell, from when I get into stressful situations in game, and can't rely on my map to give me information.
I hope this bullish gets fixed soon, because we pay way too much money on this game for it to make us sick and anxious.
#444
Posted 21 June 2016 - 06:11 PM
Through all of the changes and adjustments to this game I've not questioned PGI, but this really hits home to how I play. I just can't believe they thought this was acceptable. I am not opposed to changes, but this takes away core functionality. Fix the rotation and the zoom level and I will play again. Until then I cannot enjoy my new Hawks and catapult re-scale.
Wow, I am mad. Through all the ups and downs, I've never been mad.
Commander A9, on 21 June 2016 - 06:05 PM, said:
I like the new minimap, because I used to bring up the main map alot to help confirm target location. Now you don't have to.
![Posted Image](http://static.mwomercs.com/forums//public/style_emoticons/default/tongue.png)
Although if we had an option to zoom in, that'd be awesome.
The new minimap isn't so bad guys; just have to get your brain to recognize the new orientation.
There is no orientation. It should rotate with you.
#445
Posted 21 June 2016 - 06:13 PM
Rakshaz, on 21 June 2016 - 05:53 PM, said:
- Emmm... nope. It possible to fix. Placing new zoomed mini-map on background with fixed centered mech arrow, cone of view and scrolling when you move. Its looks possible. Maybe, I can't be sure, they use big map as base for it.
If I was in place of developers, maybe I add to arrow cone of view for first time, when all dev-team searching for best decision to improve it, and zoomed mini-map a little.
#446
Posted 21 June 2016 - 06:13 PM
And really minimap? Just really? At least it was useful.
#447
Posted 21 June 2016 - 06:14 PM
Bronurstomp, on 21 June 2016 - 06:13 PM, said:
And really minimap? Just really? At least it was useful.
The wheel was fun. It made it easy for everyone to agree the new minimap sucked.
#448
Posted 21 June 2016 - 06:15 PM
Edited by Windscape, 21 June 2016 - 06:18 PM.
#449
Posted 21 June 2016 - 06:16 PM
So yeah.. Anywho... As i paying player of this game and hence a customer I have this to say....
I don't see what my large amount of money since closed beta i've been spending is getting me now (been great until this unneeded change to the Mini Map)... I won't pay for game with that busted Mini map.. Nor will I pre-order anymore mechs until it is fixed and useable... Cheers... May you have the sense and time to correct this mistake with the changes to the Mini Map you have made....
#450
Posted 21 June 2016 - 06:16 PM
#451
Posted 21 June 2016 - 06:18 PM
MajCyric, on 21 June 2016 - 06:16 PM, said:
So yeah.. Anywho... As i paying player of this game and hence a customer I have this to say....
I don't see what my large amount of money since closed beta i've been spending is getting me now (been great until this unneeded change to the Mini Map)... I won't pay for game with that busted Mini map.. Nor will I pre-order anymore mechs until it is fixed and useable... Cheers... May you have the sense and time to correct this mistake with the changes to the Mini Map you have made....
So what game do we play now?
#452
Posted 21 June 2016 - 06:19 PM
Cheers and thanks
Edited by shockdiode, 21 June 2016 - 06:20 PM.
#453
Posted 21 June 2016 - 06:24 PM
Icebergdx, on 21 June 2016 - 06:03 PM, said:
Too bad Russ does not have the balls or the integrity to come on the OFFICIAL FORUMS and tell us himself. F-ing coward.
- No need to say that. In other circumstances it could be good idea. Or if mech walks slower and make battle like tanks, making stops for precise fire. From whole new map mechanic - only that part went wrong and i think - it was decision between - make patch and see response or make delay and make all worse. But mech run fast, brawling battle too intense, all walks faster and every seconds can turn the win to the fail. For that speed - that was not a good decision. But no need to blame man who try make something better (like more fast and precise use of air strike, or target spotting). Its a gamedev. Here could be mistakes and great ideas. And even both in same time. We love that game. If no - we just go away and don't spend time to suggest how to fix it or what we expect to see in new patch. I hope everything must be good. Just give them a time to make fixes and make them right. Besides talking here - let them work on improvements. Can we wait at least 1 weak to see new result? Or maybe 2 weeks, if that much need to place back cone of view and direction arrow?
#454
Posted 21 June 2016 - 06:31 PM
Icebergdx, on 21 June 2016 - 05:45 PM, said:
Not cool making it personal. My rage is with the end result of a process/procedure that should have been vetted more. It's not a 1 person issue.
#455
Posted 21 June 2016 - 06:33 PM
I cannot play the game when the mini-map is difficult to interpret and read. I cannot reliable know where my legs are heading. Right now it's really difficult to read the map thus hinders our ability to interpret situational awareness.
Please revert back or allow the option of alternating between the two types of mini-map. Thanks.
#456
Posted 21 June 2016 - 06:35 PM
#457
Posted 21 June 2016 - 06:37 PM
#459
Posted 21 June 2016 - 06:40 PM
ZeProme, on 21 June 2016 - 06:33 PM, said:
- That's easy... When battleground map changes - all old became unsupported. It can't be left as is anyway. Seems that version of mini-map was like... one of those fast variants to do, just for "making map work altogether". Not a good one. Its like when you change some PC components you understand that some old became incompatible with new one. But in same time you have nothing else to fill that gape properly.
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