Minimap Coordinates Unreadable
#41
Posted 24 August 2016 - 12:37 PM
PGI needs to hotfix this. Also, pardon the snark, but I might spend more in this game if I could earmark the funds for QA.
#42
Posted 24 August 2016 - 02:13 PM
On some maps, were the grids made bigger? Like Frozen City? It seems like they are. They are so big you basically have a huge area when you call any coordinates... so they are effectively inaccurate.
And every time there is a map change, the coordinates are all completely different. I cannot believe it is so terribly hard to mimic the previous coordinate layout. This is a competitive game. Please design it with this in mind.
Edited by Seddrik, 24 August 2016 - 02:26 PM.
#43
Posted 24 August 2016 - 03:33 PM
Having an arrow designate which direction an enemy mech' is headed is a nice addition but I've yet to be able to see it due to all the features added to the mini/maxi map.
How about an option where you can select the amount of detail in your minimap?
#44
Posted 26 August 2016 - 06:13 AM
#45
Posted 26 August 2016 - 07:47 AM
T Stryke, on 26 August 2016 - 06:13 AM, said:
Does this look fixed to you? This is post hot-fix... unbelievable..
http://imgur.com/a/e6aBH
Edited by DAEDALOS513, 26 August 2016 - 08:17 AM.
#46
Posted 26 August 2016 - 09:55 AM
1911freak, on 24 August 2016 - 03:33 PM, said:
Having an arrow designate which direction an enemy mech' is headed is a nice addition but I've yet to be able to see it due to all the features added to the mini/maxi map.
How about an option where you can select the amount of detail in your minimap?
Aren't you guys kinda pissed off about how they use their resources on these kinda of changes, without actually fixing issues. That are BLARING design flaws to the fundamentals of mech hard points and combat? I guess it's GOOD OLD JOB SECURITY HARD AT WORK! Let's make a problem so we can continue to have a job! It's gonna bite them in the arse sooner or later.
#47
Posted 26 August 2016 - 11:33 AM
Omaha, on 26 August 2016 - 09:55 AM, said:
Aren't you guys kinda pissed off about how they use their resources on these kinda of changes, without actually fixing issues. That are BLARING design flaws to the fundamentals of mech hard points and combat? I guess it's GOOD OLD JOB SECURITY HARD AT WORK! Let's make a problem so we can continue to have a job! It's gonna bite them in the arse sooner or later.
I'm totally disgusted in their decision making skills. I used to have patience with them but not anymore.. there is NO excuse anymore.
Edited by DAEDALOS513, 26 August 2016 - 11:34 AM.
#48
Posted 26 August 2016 - 03:45 PM
Other than that.. I literally have to lean in close to my 1440x900 monitor to see the map coordinates in both the mini map and the overall battle map. Is there a way to make the Alpha Numeric on the minimap/battlemap more visible without adjusting video settings?
#49
Posted 26 August 2016 - 09:28 PM
#50
Posted 27 August 2016 - 07:22 AM
Is it REALLY that hard to revert the "improvement" ?
#51
Posted 30 August 2016 - 08:51 AM
I do not wish to sound bitter, but point is - perfectly working feature was taken and "pritiefied" to the point where any change is made just to show that you can make a change, without regard to actualy utility. Either that, or the team of graphic designers (or whatever is the title) never held an actual, paper map in their hands. I don't need topographical minimap here. It could be in green and black, but it would still be more usefull.
#52
Posted 31 August 2016 - 07:52 AM
#53
Posted 31 August 2016 - 10:47 PM
Look PGI I'm sorry for my tone, and behavior in posts. But it's upsetting to say the least.
Why was friendly directional indicators removed? Why is all this complexity being added to the mini map?
(Wishing for an official explanation, by an employee.)
There is a reason why speedometers, and heads up displays, or indicators of any kind are simple by design. It's to not draw your attention away from driving, piloting, or operating.
Edited by Omaha, 31 August 2016 - 10:54 PM.
#54
Posted 05 September 2016 - 11:46 AM
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