

New Minimap Feedback
#401
Posted 22 June 2016 - 03:07 PM
#402
Posted 22 June 2016 - 03:24 PM
#403
Posted 22 June 2016 - 03:49 PM
Burnin2nd, on 22 June 2016 - 03:07 PM, said:
A noob because it takes an extra half a second to identify the location relative to my facing of the blip from my seismic sensor? I think not.
A noob because I want to be able to glance at the mini-map and make sure my PUG teammates aren't turning (in place) to chase that squirrel? I think not.
A noob because I want this game to be more accepting of actual newbs, so that FP is less of a ghost town in several months? Or so that PGI makes more money and can keep developing? I think not.
Think before you label, kid

#404
Posted 22 June 2016 - 04:03 PM
#405
Posted 22 June 2016 - 04:15 PM
Option to zoom IN .
Option to lock / unlock rotation on you (facing forward vs North)
technically, it could use a few other things...
field of view indicator, and arrows or SOMETHING pointing in he direction mechs are facing.
#406
Posted 22 June 2016 - 04:17 PM
Fox the Apprentice, on 22 June 2016 - 03:49 PM, said:
A noob because it takes an extra half a second to identify the location relative to my facing of the blip from my seismic sensor? I think not.
A noob because I want to be able to glance at the mini-map and make sure my PUG teammates aren't turning (in place) to chase that squirrel? I think not.
A noob because I want this game to be more accepting of actual newbs, so that FP is less of a ghost town in several months? Or so that PGI makes more money and can keep developing? I think not.
Think before you label, kid

Add: A noob because my HUD no longer has a freaking radar?!
Also, so far I've counted 7 people liking/encouraging the new minimap. Might have missed some, but the amount is still negligible.
#407
Posted 22 June 2016 - 04:23 PM
Please roll it back or give us a settings choice between the two styles
#408
Posted 22 June 2016 - 04:47 PM
#409
Posted 22 June 2016 - 05:07 PM
Burnin2nd, on 22 June 2016 - 03:07 PM, said:
Getting over the disorientation is just a matter of getting used to it but if you call targets, enemy UAVs, etc over VOIP, the lack of grid markers is an incredible pain in the ***.
While I agree that reducing the usefulness of the mini map was done with a specific goal in mind that may enhance gameplay, PGI is repeating some blunders of the past by changing / implementing one half of a feature while still working on the balance.
While incremental changes are good, implementing half of a feature without the complementary portion just leads to a lot of issues. If nothing else, it increases player resistance to any further change which is just detrimental overall.
Please use incremental changes for tweaks, not features.
Edited by p4r4g0n, 22 June 2016 - 05:08 PM.
#410
Posted 22 June 2016 - 06:44 PM
1) Can't tell where my ALLIES are facing. There's no reason I should not have intel on my own team? Are they advancing or retreating? I used to be able to tell and now I can't.
2) Can't tell where the ENEMY is facing. I heard the logic and the vision, I just don't buy it. The minimap has been a part of the game for 3? years, it's a little late to decide to change from a tactics game to a strategy game. Especially when there are no alternatives ready.
Remember turrets? "LRM turrets are broken on one map, so we'll remove ALL turrets from ALL maps but this is part of the vision of having dropships defend." Ok that was a year ago, so forgive me if I lost faith that the check is in the mail.
#411
Posted 22 June 2016 - 06:54 PM
#412
Posted 22 June 2016 - 06:57 PM
-Bring back directional arrows.
-Allow for custom zooming.
#413
Posted 22 June 2016 - 07:55 PM
Really.
And not at the mini map, at everyone who can't seem to put up a post without some sort of dummy spit.
Anyway, taking into consideration what was said at the townhall in regards to the minimap and where this development was heading I can make the following observations:
- There is value in having a full map visible in the cockpit and showing our position on it. It would serve as a navigation/GPS display and could display markers such as objectives and waypoints/commands fed to it from the battlegrid. This is more of a static display which would be invaluable if the commander had access to the battlegrid during drop preparation to do some planning.
- A radar/sensor view as a separate display would also have value. Essentially what the mini-map was providing as it provides different references and is a more dynamic tool. The information shown here should be tied in closely with what the mech sensors can display. This should be based on the various stats for information warfare and affected by equipment and modules.
- With the objective of simplifying the display of information to allow for the effects of equipment, modules and information warfare stats, we could remove the mech class from the radar blips at this point as well. Knowing what class of mech has been detected would be one of the first bits of information gathered, but should only be obtained after a certain amount of time. For example there may be the following levels of information that gradually come through as the radar blip is targeted and the information gathered:
- Weight Class.
- Mech Chassis.
- Loadout
- Damage (Needs to update dynamically and refresh if the target is lost from radar)
- Speed/Direction. (Probably only available while the target is selected or from UAV. TAG and NARC shouldn't help here.)
Remembering the stats for info warfare which affected how efficient the sensors were, how it could be shared between mechs etc, it all starts to fit together nicely.
#414
Posted 22 June 2016 - 08:10 PM
#415
Posted 22 June 2016 - 08:25 PM
- Speed/Direction. (Probably only available while the target is selected or from UAV. TAG and NARC shouldn't help here.)
<snip>
Personally speaking, I completely disagree. The TAG (from my understanding) is laser painting a target which the optics within the incoming LRMs use to provide missile course corrections as the target moves (both speed and direction). Come to think of it, I assume that ARTEMIS works in a similar fashion. Regardless, If I'm the one tagging the enemy mech, then I've got LOS to the target, and my sensors should (baring any enemy ECM jamming my sensors) be able to determine the speed/direction of the tagged target. As for NARC, once again baring any enemy ECM jamming the NARC, it's an electronic beacon screaming out "Look at me!!! ... I'm right here!!!". Once again, should be easy to determine speed and direction.
#416
Posted 22 June 2016 - 08:32 PM

#417
Posted 22 June 2016 - 08:35 PM
#418
Posted 22 June 2016 - 08:55 PM
Dee Eight, on 22 June 2016 - 04:47 PM, said:
Yeah i knew a fix was coming, but this new feature was such a stinker imo i had to provide some feedback to that effect.
The fix is an improvement, i thinks its fair and reasonable to not be able to see the enemys direction, and i can live without seeing my teams direction. But i think as far as realism goes its not unreasonable to expect My teams IFF system to be able to tell me my own teams directional status.
But at least im no longer disoriented by the minimap, thats an improvement and i thank PGI for fixing it
Edited by Karl Carver, 22 June 2016 - 08:56 PM.
#419
Posted 22 June 2016 - 09:19 PM
Please fix
#420
Posted 22 June 2016 - 09:34 PM
I can perfectly navigate with good old paper maps. That is not the issue for me. But this warfare takes place in the Year 3000 or so...!! Don't you get it? A Pilot, even a pilot of fast moving battlemachines (some with jump jets), needs quick and comfortable presentation of fast and suddenly changing fighting situations in his direct next surrounding. And secondly about the "these and that information to have is unrealistic" argument... again, its the year 3000! I wonder if someone said during the invention of Star Trek: "Hey, beaming is sooo unrealistic!" Or when the brothers wright builded the first planes: "Hey 8 times supersonic speed is not feasible"...
Take your paper map, take a walk in the woods and make a nice campfire.... but dont take it with you in a year 3000 high tech battlemonster where seconds and technical advancement decide between "life and death"....
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