"incoming Missiles" Versus Other Warnings
#1
Posted 08 November 2012 - 06:56 AM
Regarding "Incoming missiles", may I suggest suppressing its prominence a bit? It is too intrusive as it comes on frequently. Will be great to have it be displayed in smaller font, maybe as a secondary warning. That way you can show both primary warnings (in larger font) and secondary (in smaller font) at the same time.
Thanks!
#2
Posted 08 November 2012 - 07:01 AM
Currently, the missile warning message is easy to ignore because it looks identical to the other warnings.... and since missiles have virtually zero knock, it's easy to get crushed by missiles and not even notice until you are almost dead.
#3
Posted 08 November 2012 - 08:51 AM
#4
Posted 08 November 2012 - 09:10 AM
Roland, on 08 November 2012 - 07:01 AM, said:
Currently, the missile warning message is easy to ignore because it looks identical to the other warnings.... and since missiles have virtually zero knock, it's easy to get crushed by missiles and not even notice until you are almost dead.
Um, no.
A warning is a warning, you should pay attention to it.
Make it almost difficult to ignore isn't really a good solution. The warnings are there, it's part of battlefield awareness to know what they mean.
That being said, I wish the knocking around was back in game, maybe not as much, but back in game.
#5
Posted 08 November 2012 - 09:20 AM
Santiago Macario, on 08 November 2012 - 08:51 AM, said:
Yes, I would wish for the impact effects to return as well... I was in a game and didn't notice I was getting pelted by missles at all until an arm blew off... The warning helps but in the thick of battle you ignore them...
I'm excited for the prospect as well of voice warnings for all these. That said, please bring back the missile recoil, it adds a great degree of immersion.
#6
Posted 08 November 2012 - 09:27 AM
BDU Havoc, on 08 November 2012 - 09:10 AM, said:
A warning is a warning, you should pay attention to it.
Make it almost difficult to ignore isn't really a good solution. The warnings are there, it's part of battlefield awareness to know what they mean.
The issue tends to be later in a fight, when you are heavily engaged, and you are already damaged.
The system only shows one warning.. so you can have an issue when you are, for instance, running hot AND have armor breaches, AND have incomming missiles.
The system doesn't have any way of displaying all of that at once.. and when you are engaging an enemy, it's not particularly easy to notice what exactly the warning is saying, especially when it's not new... when there already was a warning being displayed, for something like critical damage, and then it switches to incomming missiles.
Those kinds of warnings should be displayed in a way that is easily noticable, in your peripheral vision, without you having to dedicate any significant cognitive resources to monitor them.
#7
Posted 08 November 2012 - 10:19 AM
The critical damage warning goes off as soon as you get hit once or twice and any of your front/back torso zones goes orange... basically after your first exchange of fire.
The heat warning shows non-stop during any serious prolongued fire-fight... sometimes minutes at a time.
Those two for themselves are mixed up easily in the heat of battle... a third one doesn't really help.
Please... different color, different location. That's no work you PGI and it will help!
#8
Posted 08 November 2012 - 03:05 PM
No need for visual recognition when you have audio ones as well.
For hearing impaired players though they could keep the warning on screen in some way but more audio cues will help the dev team to put more complexity in and have players understand it intuitivly.
Lose a weapon - ******** betty tells you, same with out of ammo. When overheating a different warning sound should sound to let you know.
Just another tool to increase the immersion and give people what they need to run thier mech carefully.
#9
Posted 08 November 2012 - 05:05 PM
#10
Posted 08 November 2012 - 05:13 PM
Asmudius Heng, on 08 November 2012 - 03:05 PM, said:
No need for visual recognition when you have audio ones as well.
For hearing impaired players though they could keep the warning on screen in some way but more audio cues will help the dev team to put more complexity in and have players understand it intuitivly.
Lose a weapon - ******** betty tells you, same with out of ammo. When overheating a different warning sound should sound to let you know.
Just another tool to increase the immersion and give people what they need to run thier mech carefully.
I think this is a great idea. Sure its annoying as hell. But you certainly know when to duck and run, hell it might even make you play safer in order to avoid the annoying BEEP BEPP BEPP BEEP lol
Or some kind of UI customization would be nice. So that players can determine how warning alerts are displayed (what colour, how large, etc), whether they come with the annoying siren/bleeping of doom etc.
Edited by Artaire, 08 November 2012 - 05:13 PM.
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