Minimap Analysis - Has It Actually Improved The Game?
#21
Posted 24 June 2016 - 08:47 PM
#22
Posted 24 June 2016 - 08:58 PM
I liked the zoomed out minimap, I want to be able to toggle between the two, that would be really good for spotters, instead of just "Enemies E6" you could say "Enemies North, E6" and I click a button and have a full map and an idea where I am relative to the grid and N/S/E/W.
We dare to dream.
#23
Posted 24 June 2016 - 09:14 PM
jaytar, on 24 June 2016 - 08:47 PM, said:
That applies to most feature update, maps. mechs, pretty much anything that gets rolled out. You'll have folks who love it and folks who think it was a waste of resources. For example in my opinion implementation of inverse kinematics is a waste of resources. It's something I'll barely even notice in a fight since most mechs arn't polite enough to just stand still as we exchange fire. However I know plenty of folks who really like the fact it's coming back for both sim reasons, making some good vids and other reasons and I'm not about to rain on their parade about it.
#24
Posted 24 June 2016 - 09:48 PM
ScarecrowES, on 24 June 2016 - 01:30 PM, said:
What good is it to know if an enemy's feet are pointed away from you, if their torso is pointed right at you and you can't see that?
The new icons are vastly more useful.
I never noticed before that the new level of terrain detail can obscure elevation data. I suppose that really only applies to certain dense maps with significant overhanging features like Viridian Bog and Forest Colony. I'm wondering if it'd be possible for a pure terrain elevation map to be used instead. That might be more useful data to have than how dense the trees are in your area.
Yes, directional icons are useful for me. The map is more zoomed out, so if you want to see where your team is moving you have to stare at the map longer and watch the icons. Solo games seem slower and more deliberate than before because it's harder to get that deathball inertia going. Group movement, especially without a lot of comms, is a weirdly dynamic thing. In the past you could see the big mass of your team all pointing one way and know where to go. Now it's "are we moving? where are we moving?"
#25
Posted 24 June 2016 - 10:03 PM
#26
Posted 24 June 2016 - 10:09 PM
#27
Posted 25 June 2016 - 01:11 AM
Edited by The Mech behind you, 25 June 2016 - 01:13 AM.
#28
Posted 25 June 2016 - 01:18 AM
The Mech behind you, on 25 June 2016 - 01:11 AM, said:
These would fix that.. as well as allowing the icons to be more noticable.
#29
Posted 25 June 2016 - 01:29 AM
I just want to option to zoom in and out on the minimap with the mouse scroll.
#30
Posted 25 June 2016 - 01:52 AM
#31
Posted 25 June 2016 - 02:20 AM
#32
Posted 25 June 2016 - 05:49 AM
Edited by Yosharian, 25 June 2016 - 05:49 AM.
#33
Posted 25 June 2016 - 06:40 AM
#34
Posted 25 June 2016 - 08:07 AM
- Copy something good from WoT
- Give more scope and feel for the game while providing more battlefield information
- Start something that will piggy back onto Info Warfare in the future
There is potential and I really like the direction. The implementation was just bad. But, hey, it is PGI - what do we expect other than good ideas done badly?
#35
Posted 25 June 2016 - 08:12 AM
#36
Posted 25 June 2016 - 08:44 AM
#37
Posted 25 June 2016 - 09:11 AM
I'm sure the people at Blizzard could have made map icons for units and such instead of different colored generic blocks, but they didn't. They didn't want players to have that much information from the minimap. PGI doesn't want us to have as much clear information from the minimap to change the dynamic of the game by reducing minimap reliance.
#38
Posted 27 June 2016 - 04:43 AM
#39
Posted 27 June 2016 - 05:07 AM
I don't like that the terrain is dark and hard to make out, it should be more abstracted with clearly contrasted lines for significant features and not show any unimportant details like foliage and stuff. That part is a big downgrade imo, the old map was much clearer. Directional info was nice to have as well, it should have been possible to base the new icons on triangles instead of squares.
Upsides and downsides sums up to a slight negative for me, if it enables something interesting down the road I might be convinced it was worth it maybe, but I'm still going to think the new map should have been withheld until then.
And nothing can remove the stain from the original catastrophic implementation, I will never think of PGI as professionals again after that.
#40
Posted 27 June 2016 - 05:19 AM
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