Jump to content

Minimap Coordinates Unreadable


53 replies to this topic

#41 Vincent Quatermain

    Member

  • PipPipPipPipPip
  • Fury
  • 193 posts

Posted 24 August 2016 - 12:37 PM

What's really weird about the minimap text is it's clearly a mistake. I noticed on a Frozen City drop that the A row had letters in the old, larger font size, and the one's in the middle of the map were tiny. Someone clearly adjusted something and then didn't actually go look at it in game.

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 Seddrik

    Member

  • PipPipPipPipPipPip
  • Survivor
  • Survivor
  • 247 posts

Posted 24 August 2016 - 02:13 PM

Light and small letters on typically light backgrounds cannot be read. Make the grid coordinate text bigger. And in a color contrasted with the background.


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 1911freak

    Member

  • PipPip
  • Shredder
  • Shredder
  • 26 posts

Posted 24 August 2016 - 03:33 PM

I don't need the minimap to be a direct miniature of the real map. I need it to be a simplified version that shows me where I am, my teammates are, and where the enemy is. Simple grids with some topographical data and simplified versions of terrain features would be ideal. I don't need a screen where my virtual mech pilot could play MWO in my mech.
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 T Stryke

    Rookie

  • Survivor
  • Survivor
  • 2 posts

Posted 26 August 2016 - 06:13 AM

Patch fixed may of the viewing issues on the mini map. Good job.

#45 DAEDALOS513

    Member

  • PipPipPipPipPipPipPipPipPip
  • Death Star
  • Death Star
  • 2,636 posts
  • LocationKingdom of Heaven

Posted 26 August 2016 - 07:47 AM

View PostT Stryke, on 26 August 2016 - 06:13 AM, said:

Patch fixed may of the viewing issues on the mini map. Good job.

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 Omaha

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 559 posts
  • LocationAnywhere

Posted 26 August 2016 - 09:55 AM

View Post1911freak, on 24 August 2016 - 03:33 PM, said:

I don't need the minimap to be a direct miniature of the real map. I need it to be a simplified version that shows me where I am, my teammates are, and where the enemy is. Simple grids with some topographical data and simplified versions of terrain features would be ideal. I don't need a screen where my virtual mech pilot could play MWO in my mech.
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 DAEDALOS513

    Member

  • PipPipPipPipPipPipPipPipPip
  • Death Star
  • Death Star
  • 2,636 posts
  • LocationKingdom of Heaven

Posted 26 August 2016 - 11:33 AM

View PostOmaha, 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 RazorbeastFXK3

    Member

  • PipPipPipPipPipPipPip
  • The Demon
  • 552 posts
  • LocationSyracuse, NY

Posted 26 August 2016 - 03:45 PM

In Viridian Bog being able to see the trees in the mini map doesn't seem as important as being able to see the levels of terrain. It's pretty but I like being able to navigate using the mini map when in that map.

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 -Natural Selection-

    Member

  • PipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 1,631 posts
  • Locationdirty south

Posted 26 August 2016 - 09:28 PM

Cant read any cords. No good.

#50 RexCorvus

    Member

  • Pip
  • Bad Company
  • Bad Company
  • 13 posts

Posted 27 August 2016 - 07:22 AM

Is it REALLY that hard to use a bigger or bold font ?
Is it REALLY that hard to revert the "improvement" ?

#51 Brom96

    Member

  • PipPipPipPipPipPip
  • Liquid Metal
  • 213 posts

Posted 30 August 2016 - 08:51 AM

Even after hotfix, the issue is not fixed. Not just font, size and colourwise, but all the details on the map are barely readable. It is just a pretty looking blotch on the middle of the lower part of the screen. Terrain colours are not important. Terrain height is. Details are good to have but simple rectangles on the minimap are enough for that. 4x4 squares is enough zoom to actualy show the details. In it's present size details are just too small.

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 SgtMaster

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 247 posts
  • LocationMontreal

Posted 31 August 2016 - 07:52 AM

unusable,

#53 Omaha

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 559 posts
  • LocationAnywhere

Posted 31 August 2016 - 10:47 PM

I just don't understand the change to add all this complexity to something you only glance at. Whats wrong with having to open up the command map?

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 Brom96

    Member

  • PipPipPipPipPipPip
  • Liquid Metal
  • 213 posts

Posted 05 September 2016 - 11:46 AM

I don't think anyone from the offical source cares about this. I mean, I can't even warn the team without loosing ten seconds to read what is written. Usualy bu openning laarge map. "Enemy coming from... Well, somewhere in front and left of me, maybe 1km, I can't read what this says on the map".





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users