

New Minimap Feedback
#181
Posted 21 June 2016 - 02:08 PM
#182
Posted 21 June 2016 - 02:08 PM
- does not give you any more information
- reduces the TTK when played with good players (they just farm dislocated people)
- increases the TTK when played with potatoes (they are all dislocated)
- seismic is useless
- confusion is not a good thing
Remember: Good players (In PGI terms: Tier 1) can adapt and will be able to compensate to some degree for this bad mini-map, "normal" players (in PGI terms Tier 3) on the other hand will be affected by this mini-map and be farmed all day long, meaning: Increasing the gap between "normal" an "good" players. What you really want, is decreasing this gap, so that everyone is capable of performing well and this means: More useful tools, not more useless tools.
But I could talk all day, this post will not be ready by any dev in charge.
Edited by Túatha Dé Danann, 21 June 2016 - 02:10 PM.
#183
Posted 21 June 2016 - 02:08 PM
Edited by EntertainEnterprises, 21 June 2016 - 02:09 PM.
#184
Posted 21 June 2016 - 02:10 PM
#185
Posted 21 June 2016 - 02:12 PM
Where do I start... its too small and the colors aren't very vibrant. On my 24" monitor at 1920x1080 it now takes a concentrated effort to study and understand whats goin on in the mini-map. This is really bad in the heat of battle-
The new icons are a good idea on paper, but due to the size of the map, when mechs are standing closely their icons overlap n the mini-map making it impossible to discern information from the icons. Its just a giant cluster of mech icons
I don't mind if they want to remove the ability to read which direction an enemy mech is facing, but I should at least be able to tell which direction my team is facing!
I also dislike how the grid letters/numbers are no longer on the grid, instead they are moved above and to the left of the minimap.... because of that, a zoom wont really fix what is wrong with the new minimap. If a zoom is added then the grid letters/numbers will no longer align to the grid
#186
Posted 21 June 2016 - 02:12 PM
Also, it tries to give too much information. And that too much is confusing now. What you/we/I need from the minimap are:
1. nearby obstacles
2. nearby enemies and the direction of their legs
3. nearby teammates location and movement direction
4. seismic data relative to my position and direction
Oh wait, the old minimap had this, the new totally ruined it. but it provides you with:
1. mass amount of hardly understandable information
2. no info on where you and the others are, where are you going and where is your opponent
Just do a rollback. You can do it and players will love it.
#187
Posted 21 June 2016 - 02:13 PM
The worst was on the testing grounds and I couldn't even correct my mech legs for the direction I was travelling while turning away to a target. I used to be able to use the minimap to do weird things like turn around scenery without needing to always be looking straight ahead. Not anymore it would appear.
#188
Posted 21 June 2016 - 02:15 PM

#189
Posted 21 June 2016 - 02:15 PM
This is indeed one of the lowest points of PGI's ideas.
Unneeded (and allegedly unintended) nerfs to Spider and his Light kin aside, the minimap/radar just got next to useless, along with seismic sensor. And considering how hard it is to actually identify anything on the map, even UAV has lost it's usefulness somewhat.
I had hard time identifying the position of eney 'Mechs relative to my own while navigating the terrain at full speed, trying to avoid the retailiation after my fly-by attacks, while repeatedly hearing "enemy spotted", from someone's command wheel...
I've never had any issues using the battle grid for when I needed to see what was going on the big map, but for situational awareness in a brawl, the minimap was essential.
From my POV, this is barely playable at the moment, and since I'm not willing ot punish myself for no obvious reason, I'm going to refrain from playing for a while and will be hoping for a rollback, or a hot-fix. I suggest more people do this, if they are unhappy with this patch. Unless our disappointment reflects on PGI's metrics, we can hardly hope for a quick resolution.
And by the way a zoom feature itself won't do the trick, the radar also needs to rotate as well to be as good as before. I can live without the facing direction of the enemy 'Mechs.
#190
Posted 21 June 2016 - 02:18 PM
Minimap is terrible. Listen to your playerbase, PGI. Give us the option to zoom in/out and for it to rotate. Or just give us the old one back, or the the option to have it. What isn't broke, don't try and fix.
#191
Posted 21 June 2016 - 02:18 PM
Kyrs, on 21 June 2016 - 12:18 PM, said:
- OODA - Observe Orient Decide Act
THIS.
Anybody here remembers good ole´ MW4? The ROTATING minimap had a range button, to show from some metres to long range radar reach... no need to make it like reading a 1:50.000 terrain map. We are supposed to have tech aid to fight quick and fast, not to spent a minute deciding course or movement while getting shoot.
#192
Posted 21 June 2016 - 02:20 PM
#193
Posted 21 June 2016 - 02:21 PM
#194
Posted 21 June 2016 - 02:22 PM
I am very disappointed. After all the money I have dumped in this game I am not happy.
No mans Sky can't get here fast enough
#195
Posted 21 June 2016 - 02:25 PM
#196
Posted 21 June 2016 - 02:26 PM
#197
Posted 21 June 2016 - 02:26 PM
#198
Posted 21 June 2016 - 02:26 PM
BeauChaotica, on 21 June 2016 - 11:44 AM, said:
Some communication from PGI would be great right about now. I'm totally happy about all the other changes in the patch but this is just beyond stupid.
Quoting this gem from page three for folks coming late. It sums up so much about this unnecessary change.
#199
Posted 21 June 2016 - 02:26 PM
- The data given from whats shown is a vague guess at best where the enemy is in that area as well as enemy mech orientation.
- The new mini-map without the leg orientation arrow turned on makes controlling the mech on first entry more difficult
- Seismic sensor is now completely useless in this situation since the 250 range is quiet close when a seismic signal goes off the red blip envelops a very very wide area sometimes even atop your own arrow.
- the map not turning with the mech also makes it easy to be unsure where targets are in orientation to your own mech since the arrow on the map representing you never turns or changes direction when you do.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users