

New Minimap Feedback
#101
Posted 21 June 2016 - 12:35 PM
I guess this game is going to be dead for the next month. Way to totally F over the World Championship teams.
Listening to Russ's Town Hall explanation just pissed me off. Let me give you a clue Russ. THIS IS NOT YOUR GAME FOR YOUR PLAY, IT IS OUR GAME YOU BUILT FOR OUR PLAY.
#102
Posted 21 June 2016 - 12:36 PM
Icebergdx, on 21 June 2016 - 12:24 PM, said:
[...]
And piloting a tank is way diffrent. I never played WoT, but if its somehow realistic, you stop, do some orientation, aim and fire the main weapon. You would rarely fire the main cannon while moving. For that, this kind of minimap is good or better. But in a Mech you do this all at once, especially on fast/light mechs, were it VITAL to NEVER stop or get wasted.
#103
Posted 21 June 2016 - 12:36 PM
Lastly - I'd like to return these 8 partially used Adv. Seismic Sensors as they are essentially $6 million dollar hood ornaments now. I have to request full payment as they don't work as described anymore. Please inject my account with the $48 million and I'll be happy to throw them...err...ummmm...return them to you.
#104
Posted 21 June 2016 - 12:45 PM
Please hotfix this back to the old MM, please please please.
#105
Posted 21 June 2016 - 12:50 PM
#106
Posted 21 June 2016 - 12:53 PM
#107
Posted 21 June 2016 - 12:54 PM
#108
Posted 21 June 2016 - 12:55 PM
#109
Posted 21 June 2016 - 12:56 PM
#110
Posted 21 June 2016 - 12:57 PM
#111
Posted 21 June 2016 - 12:58 PM
- better intel showing mech class by icon as well as location
- larger scale showing the whole battle
However, there are such fundamental flaws with the design that I don't see how it could have passed a usability test let alone made it into production in its current state.
- showing the entire map all the time wastes 90% of the space since matches usually take place on only a small portion of the map
- the large scale (full map) makes the map unusable for most short range engagements due to the icons being too close together .. and almost all matches turn into a short range engagement at some point
- the triangle showing your mech location displays the direction of movement. There is no correlation to your actual view and you always have to do mental gymnastics between the first person view and the orientation of your mech on the minimap to try and figure out where opponents are relative to your current torso view. This is confusing and very difficult to use in terms of utilizing the minimap to guide maneuvering. I found I had to just ignore the minimap and focus on where enemies were visible and where my team mates were firing in order to efficiently support the team.
Most of this could be fixed with a proper zoom feature. At 100% zoom it displays the entire map as it does currently. At any other zoom level the map would display a view centered on your mech as previously. Zoom would control the area displayed by the map. There is no difference in the amount of data traffic between the client and server for these different minimap modes since the client already receives all the positional data and choice of what to display is made client side.
I just don't know how the feature could have been released in its current state ... it has significant usability issues.
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#112
Posted 21 June 2016 - 01:00 PM
HELLO!!! the point of reference is the pilot viewpoint, ALWAYS!!!
#113
Posted 21 June 2016 - 01:00 PM
Either make a toggle to switch between this and the old minimap or dump this abomination altogether.
#114
Posted 21 June 2016 - 01:00 PM
-Localized Area
-Fov and Arrow for leg positioning. Good for awareness.
-Sector letters/numbers in the middle of sectors for easy target calling.
-Rotation.
-Ally Leg Positioning
Here are the tools the new minimap has that are useful:
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So, which minimap is better Russ?
((I omitted the enemy leg positioning as removing that does make some sense in regards to information warfare))
#115
Posted 21 June 2016 - 01:02 PM
Edited by Woofer McGee, 21 June 2016 - 01:02 PM.
#116
Posted 21 June 2016 - 01:02 PM
Pressing "B" to bring up the overall battle grid during a lull or at start of drop was just intuitive.
The old minimap was almost perfect could of maybe used some tweaks but not this junk you all saddled us with, especially without the functionally to zoom back into the old style.
Please add a toggle to revert it if we wish or just restore the old style minimap till you get a toggle working, frankly junk is the kindest word i can think of for it atm.
#117
Posted 21 June 2016 - 01:04 PM
I've been playing since before the founder's injection, when beta was invite-only and I've never been one to criticise, but this - this - is the worst thing PGI have done since... Well, ever.
Even the first lurmageddon was at least funny... This is just rank stupidity.
Others have already said what the problems are, so I don't need to repeat it, only to add my voice tot he weight of opinion that it's badly thought out, clumsy, and actively hinders play. I agree with everyone that says it would be a better game without the (new) minimap at all, simply playing blind would be a better experience.
Who the hell thought this was even close to good enough to release?
Stupid move PGI, stupid...

Edited by BigJim, 21 June 2016 - 01:07 PM.
#118
Posted 21 June 2016 - 01:07 PM
#119
Posted 21 June 2016 - 01:08 PM
****** ****, I puked all over my screen and kboard as soon as I looked at it.
Besides being ugly as old gramma's *** it is also so incredibly confusing, this is just beyond any comprehension.
Every time I look at it I thin : Wait, what, where the hell I am going? This is not the direction my mech is pointed at.... wtf
#120
Posted 21 June 2016 - 01:09 PM
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