

New Minimap Feedback
#341
Posted 21 June 2016 - 09:53 PM
#342
Posted 21 June 2016 - 09:56 PM
#343
Posted 21 June 2016 - 10:09 PM
i do not mind having it
but it lacks flexibility
- to be able to see the entire map is one thing, it's cool
- can we have a rotatable map?
- zoom in and out of maps possible?
- map rotates according to mech torso/legs?
#344
Posted 21 June 2016 - 10:26 PM
1. we need auto-rotation (orientation)
2. we need zoom or toggle "local" for better view on the vicinity
Losing directional arrows on the map may feel uncomfortable now, but could be counted as "realistic": Sensors can spot the position and evaluate size or weight, but not the direction of legs or torso (at leasr I could live with that).
#345
Posted 21 June 2016 - 10:57 PM
#346
Posted 21 June 2016 - 11:00 PM
It's too dark to read so you don't know where you are; the map is too small; the symbols are too big, too confusing and all overlap; you've no idea which way anyone is facing or moving etc etc etc.
I played 3 games last night and got so confused/frustrated/angry that I gave up and went back to WoT which actually has a minimap that provides SA
I don't know which oxygen thief came up with the idea for this new minimap, but please, please, pretty please, fire the muppet and give us the old minimap back!!!!
Edited by Capt Cluster, 21 June 2016 - 11:02 PM.
#347
Posted 21 June 2016 - 11:45 PM
http://mwomercs.com/...ng-new-mini-map
That being said, i have to correct someone:
Quote
Ummmm... I am fairly certain old minimap displayed more than 1600 m^2 (that would equate 40m range: 40m * 40m == 1600 m^2). Just a reminder - square with the side of Xm does not contain Xm^2. It contains X^2 m^2.
#348
Posted 21 June 2016 - 11:49 PM
Second, back to the map. As World of Tanks map was given as an example and as first time I saw this new minimap I thought "someone has been playing WoT" (I also play WoT) i'll reffer to it. But after playing, I do find this new minimap to be a poorer implementation of that one, without even going into the fact tha WoT allows and is full of mods. I think someone has not been playing WoT but rather watched some videos. I'll try and compare them:
- In WoT you have the ability to scale the minimap to usable size and detail (kind of zoom in MWO UI context). Bring that back.
-WoT map has "fixed or rotating with the player map" option. It needs to be an option
- WoT has fov and direction of sight indicators (like old MWO minimap used to). This new MWO map has not, and as i remember it was implemented because people felt the need for that. Has that need suddenly vanished?
- WoT map has range, sight, signal range indicators. MWO has not
-WoT minimap is much richer in detail (color, shading, contrast, features representation) which allows for more information about positioning. MWO needs that too if it adopts this style of a map.
- WoT icons are solid, contrasting colors and different shaped/sized for a good reason - the moment they are clustered you can still tell what's what. Change the icons (the military ones are thought for a different scale/context than a 6x6 cm frame). Use various shapes, sizes and solid/empty icons and it should improve.
-last thing - immersion. WoT is a WW2 tank game, commander reads a map. MWO is a futuristic high tech game where info comes from radar and sensors.
Having said that,it does not mean i don't like the idea of the new map as explained by Ross. I dislike the way it was half arsedly implemented and released. At least some of the above functions should have been implemented to make the change palatable (zoom since scale in MWO does not integrate, FoV/direction of legs and rotation option)
I do like the idea of "information warfare" dependent minimap. By all means, go with "direction of enemy mech based on available information" to that with both lights and/or UAVs. Add even type of enemy mech as collectible info. I also do find that interesting and do think would crate some depth.
But that does not mean minimap has to be confusing at best, marginally useful most of the times even with the info it provides.
To close, stop putting out changes that are not tested/thought out just to have them and say deal with it, if it doesn't stick we'll change the change. That's how you ruin even basically good ideas like the info warfare one.
#349
Posted 22 June 2016 - 12:11 AM
UGiveBackCookie, on 21 June 2016 - 11:49 PM, said:
Second, back to the map. As World of Tanks map was given as an example and as first time I saw this new minimap I thought "someone has been playing WoT" (I also play WoT) i'll reffer to it. But after playing, I do find this new minimap to be a poorer implementation of that one, without even going into the fact tha WoT allows and is full of mods. I think someone has not been playing WoT but rather watched some videos. I'll try and compare them:
- In WoT you have the ability to scale the minimap to usable size and detail (kind of zoom in MWO UI context). Bring that back.
-WoT map has "fixed or rotating with the player map" option. It needs to be an option
- WoT has fov and direction of sight indicators (like old MWO minimap used to). This new MWO map has not, and as i remember it was implemented because people felt the need for that. Has that need suddenly vanished?
- WoT map has range, sight, signal range indicators. MWO has not
-WoT minimap is much richer in detail (color, shading, contrast, features representation) which allows for more information about positioning. MWO needs that too if it adopts this style of a map.
- WoT icons are solid, contrasting colors and different shaped/sized for a good reason - the moment they are clustered you can still tell what's what. Change the icons (the military ones are thought for a different scale/context than a 6x6 cm frame). Use various shapes, sizes and solid/empty icons and it should improve.
-last thing - immersion. WoT is a WW2 tank game, commander reads a map. MWO is a futuristic high tech game where info comes from radar and sensors.
Having said that,it does not mean i don't like the idea of the new map as explained by Ross. I dislike the way it was half arsedly implemented and released. At least some of the above functions should have been implemented to make the change palatable (zoom since scale in MWO does not integrate, FoV/direction of legs and rotation option)
I do like the idea of "information warfare" dependent minimap. By all means, go with "direction of enemy mech based on available information" to that with both lights and/or UAVs. Add even type of enemy mech as collectible info. I also do find that interesting and do think would crate some depth.
But that does not mean minimap has to be confusing at best, marginally useful most of the times even with the info it provides.
To close, stop putting out changes that are not tested/thought out just to have them and say deal with it, if it doesn't stick we'll change the change. That's how you ruin even basically good ideas like the info warfare one.
I can only agree. Sorry for posting here again, but after several games with the new "map" I find it a hindrance. I assume that I'm not the only one who is reduced to using battlegrid every five seconds to actualy see the position of friedns and enemies, since otherwise they are just pileup of blue or red icon, which, in turn, renders any benefits from those confusing weight symbols nill...
As having military background, being platoon commander, I can say that in real time tactical enviroment I need something that represents location, with its features, terrain, etc. and friend/enemy location and distance. That is a must for successfull tactical combat. Battleground is nice for planning, but minimap is what each pilot reffers to, and thus is vital for completing tactical goals. New mini map is nothing but a jumble of symbols I can barely see due to their size and is nothing more then scaled down verison of battlegrid.As a pilot, I am concerned with the immediate vicinity (1km in this game, more or less), because that's where the threats are. If someone in my team gets attacked beyond that range I can simply put up battlegrid, see the location and react. The other issue is, even in light, if the unfortunate fellow is over 1km away and fights two or more enemies, it's down to his skill in piloting the mech, rather then in my speed of reaction. This saying because I understand that was one of developer's concerns that brought this version of mini map we see now.
On the other note, isn't the minimap supposed to be radar screen, and thus slewed to my mech? Basically, from RP and timeline perspective, in the future they have no features that fighters in the 50s had?
And regarding that command wheel feature. I had to turn speakers off to prevent other players spamming with the confusing commands. I didn't get to see single situation it was used properly, but it gets used for spamming each several seconds. I can see it only as distraction. It would be ideal if it would be reduced to text only or set as an option, so far it is confusing.
Edited by Brom96, 22 June 2016 - 12:15 AM.
#351
Posted 22 June 2016 - 02:02 AM
- i was allways orientating on the minimap- especially Torso and legs
- Seismicsensors are unusuable now
Ideas:
Asign the new map to the unused sceens in the Cockpit and Keep orignial maps in HUD ( or also asign it to an monito in Cockpit!!!!!!
#352
Posted 22 June 2016 - 02:07 AM
#353
Posted 22 June 2016 - 02:42 AM
The lack of contrast on the mini map basically means that very little of the terrain is visible and it just looks like a dark or white blob depending on map.
With respect to hotfix -
"• The Mini Map will now again rotate with your ‘Mech, as it did with the previous Mini Map. It will no longer be locked in position, as it was with the initial June 21st patch.
• With the placement of the grid markers back onto the Mini Map, we have slightly increased the size of the Mini Map UI element itself, to make use of that available space."
I can see how a locked map can be beneficial in some instances and I would certainly like to try to get used to the locked map position. Please allow the option of toggling this if possible.
Given the constraints on mini map size, I believe that it will be difficult to convey sufficient information via the mini map in a single display to make future info tech features useful.
Please consider the possibility of splitting the display into a terrain map and a radar screen (or some other relevant combination) rather than just increasing the mini map size which already is a huge hindrance when getting face hugged by lights or when trying to shoot at a lower level.
Edited by p4r4g0n, 22 June 2016 - 04:26 AM.
#354
Posted 22 June 2016 - 03:28 AM
p4r4g0n, on 22 June 2016 - 02:42 AM, said:
I believe they are only going to increase the size of the actual map, by removing the grid legend on it's left and upper side, since you can again see the coordinates inside the grids.
Also, splitting the radar and the map is not a bad idea, but the minimap is still going to be too small to show the whole area on the big maps in a reasonable manner.
A toggle between a whole area map and a close vicinity map on the minimap, for when you can't open a battlegrid at the moment, would be a neat option, while retaining all the utility of the old minimap/radar for most of the time.
And for the "If someone says "HELP!" I can now see where he is anywhere on the map, argument... Can't you make it that choosing the Help option from the command wheel will add the coordinates after the "Help"? e.g. "Help! C3".
As a side note, I can't believe how "the competitive players PGI is discussing their ideas with" (you know who I mean) have once again proven to be the yes-okay men they always were, and not told them what a pile of crap they are putting on the live servers, for all the wrong reasons.
#355
Posted 22 June 2016 - 03:32 AM
DemonRaziel, on 22 June 2016 - 03:28 AM, said:
Did they even approved this?
If so maybe it had their own purpose, make the mass deal with a crapmap and keep your VOIP coordinationa advantage. Wouldn't be suprprised if some "comps" want to keep status quo by making many things harder for the mass.
#356
Posted 22 June 2016 - 03:35 AM
I would also like to mention the difficulty in obtaining coordinates now. Having them on the map rather than around the map is far less time consuming and risky during pivotal encounters.
Edited by Saskia, 22 June 2016 - 04:53 AM.
#357
Posted 22 June 2016 - 03:40 AM
Welcome to the pre-Alpha of MwO..
#358
Posted 22 June 2016 - 03:51 AM
I'm not a "fix it or I'm never playing again guy," but I can't play the game like this... and what others have said - too small for tactics - no seismic - etc.
#359
Posted 22 June 2016 - 03:57 AM
Just seen new hot fix, look awesome !
Edited by Damnedtroll, 22 June 2016 - 04:03 AM.
#360
Posted 22 June 2016 - 04:06 AM
Unfortunately, it's too big size-wise taking too much space for the minimal information able to be quickly digested. I care more than anything where enemies are located...with the highest priority for the most information on those that can shoot me. If they can't shoot me (or shoot me too accurately) I can pause to get a better pulse on the larger map. Otherwise, when running in a brawl or when being chased, I want to know up close and personal where everyone is that is shooting at me....or I can shoot at. Everything else in the heat of that moment is a distraction.
That sums up the minimap as a whole at this point in time to me....a distraction and not a help.
Cheers
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