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#1441
Posted 14 November 2012 - 04:37 PM
#1442
Posted 14 November 2012 - 04:38 PM
Accuso, on 14 November 2012 - 11:08 AM, said:
Ezrekiel, on 14 November 2012 - 11:08 AM, said:
The above is true for most Founders I believe. Expect a HUGE demand for Founders pack refunds if you implement this and bear in mind that saying no will likely lead to your core player base walking away. This is pandering, plain and simple. It is not a good thing in the long term for all the splitting of player base reasons mentioned earlier.
As soon as it is implemented the bleating about "stupid invisible mechs shooting me" will appear on the forums as those who couldn't understand the legs/torso difference without seeing it demand to see what 'should' be visible from their vantage point(see how that went with World of Tanks). Once you open the door on pandering to Arcade Shooter demands you cannot close it.
#1443
Posted 14 November 2012 - 04:38 PM
Why can brawlers be so effective? The answer is because people can't see me coming unless they pop up over the hill. You add MW4 style 3rd person ultra vision and all that goes out the window. It is unacceptable to allow people an advantage of seeing around objects by using 3rd person view.
Yes, it would be an advantage that everyone could use, but it would directly hurt the medium to short range aspect of the game. Basically, 3rd person would equal sniper wars for every match. Nobody would take short range weapons because you'd be toast before you could cross the battlefield.
If the sole basis for 3rd person view is so people can see their own mech in action then allow a limited 3rd person view that shows simply your mech and nothing else. Eliminate the HUD, and disallow targeting while observing yourself in 3rd person, and it might be feasible as long as the camera range is close enough to prevent people from looking around objects and corners.
Another option would be to add custom lobby games that people could use 3rd person view in to get a better understanding of how their mechs move. However, anything ranked or that gave xp or money should always be 1st person only.
I think it's stupid to magically fly behind your mech while controlling. You've made some wonderful looking cockpit art, and adding 3rd person is just ******* that out the window.
Conclusion:
What are the developers going to do when noobs want auto-target? What are they going to do when they want instant heal power-ups? Pandering to whiners will destroy this game. I would think a poll showing a 90% disapproval of the idea should be all the feedback they need.
#1444
Posted 14 November 2012 - 04:38 PM
Divine Madcat, on 14 November 2012 - 04:32 PM, said:
Don't expect to see anything immediately. It hasn't been implemented so there is no rush. I'm sure they want to look over the feedback, see if there are any usable suggestions, and run them through the idea/testing process.
#1445
Posted 14 November 2012 - 04:38 PM
Xyberviri, on 14 November 2012 - 04:36 PM, said:
I seem to recall one of the mw games having a 3rd person camera but then again it could have been a non fasa universe game, maybe heavy gears.
A probe that could be launched, and lasted a few seconds, would be very cool.
But that is definitely NOT what PGI is talking about doing.
#1446
Posted 14 November 2012 - 04:39 PM
DeathofSelf, on 14 November 2012 - 04:35 PM, said:
Then fine, but I don't see a way to make that happen
You get it. Thanks.
Other people seem to think that tactical advantage or situational awareness is a bad thing. I don't understand how.
The logic seems to be either that it would give noobs skill and water down the game play.
OR
The logic seems to be that it would give powergamers a cheese edge and break the game open.
Both of those cannot be true simultaneously.
..I mean they could be, and the game would be ruined. But I'm not really a skeptic; I enjoy the game, as far as I can tell others do too, so... it seems to me this is a pretty good game. Call me an optimist I guess?
I buy the logic about watering down the fluff/ambiance more than I do either of those 2, and even that's pretty BS since it's optional. Just like RPing.
Edited by Soy, 14 November 2012 - 04:42 PM.
#1447
Posted 14 November 2012 - 04:39 PM
#1448
Posted 14 November 2012 - 04:39 PM
Third person adds a lot to immersion, simply because a cockpit equates to a HUD for most players, which makes the game seem just like any other shooter. Since you can't turn your head to look around without six monitors (there aren't enough control axis), a cockpit view shows you far less than reality would.
A similar comparison is racing games, where third person is the standard not because it's exactly realistic, but because it's more so than an in-car camera is. An in-car camera means you can't see anything on your left or right until it's already past you, which obviously isn't the case in reality. A third person view gives you the left right view you would really have, while adding a foot or two behind you and a view above you, which means nothing in most racing games.
The lack of control axis will always plague simulation games, at least until circular monitors become popular. Either you have a "real" view location, but a hugely reduced FOV, or you have a "fantasy" view location but a more realistic FOV.
The only issue with having both is that one could argue the third person would mean no one uses first person anymore. But it could be implemented in such a way that this isn't the case. Maybe third-person doesn't get a HUD (or the HUD elements are moved to the actual cockpit screens). Or maybe first person will still be able to target or lock-on to anything the third person camera could see.
Completely unrelated, yes, there does need to be an in-game tutorial, and it probably should have happened a long time ago.
#1449
Posted 14 November 2012 - 04:39 PM
PLEASE Listen to your fanbase, and not the 1% who complain that everything is too hard. IF you continute to do so I see in the future an Alpha rom an Atlas will kill everything in 1-shot.. just like the complainers want. And from an Information gathering perpective, People who are content don't post as much or whine.. Take a look at the number of people complaining versus the number of people playing. That should tell you whether or not it is a problem the WHOLE COMMUNITY faces.
#1450
Posted 14 November 2012 - 04:40 PM
Protection, on 14 November 2012 - 02:08 PM, said:
1) Still offers a view of the terrain - judging distances or planning movements is much easier for 3rd person than first.
2) Too many assets: what about weapons fire? If a laser is fired, do we see where it originates? Do we see it at all? Do we see the same amount of it as the first person player would (and even if we did, a 3rd person player would be able to discern where it was fired from).
3) Destructible environments - supposed to be part of the game at some point. Do we just not see all the knocked down trees and fences? Or do they appear that way instantly when we get Line of sight? Again, with third person, I'd only need a small amount of that information to discern a mech's location.
4) These are not tanks - parts count and move. If I could see an Atlas's arm, only, in first person, do I get to see the whole Atlas in third person, or just a floating arm?
5) Glitchy and exploitable. You're adding more, very difficult algorithms to an already buggy game, and hoping that it wont be able to be exploited or abuse. If it is, the advantage will always be in favour of the 3rd person.
This kind of thing isn't acceptable on a competitive level. Third person needs to be segregated to a newbies only section.
TruePoindexter, on 14 November 2012 - 04:26 PM, said:
Since this has fallen off the page and people keep bringing up the see around corners thing.
Since YOU (TruePoindexter) ignore holes poked in that theory.
And with that I am done arguing with you and Soy, it's like talking to a brick wall.
Edited by DeathofSelf, 14 November 2012 - 04:42 PM.
#1451
Posted 14 November 2012 - 04:41 PM
AEgg, on 14 November 2012 - 04:39 PM, said:
Third person adds a lot to immersion, simply because a cockpit equates to a HUD for most players, which makes the game seem just like any other shooter. Since you can't turn your head to look around without six monitors (there aren't enough control axis), a cockpit view shows you far less than reality would.
A similar comparison is racing games, where third person is the standard not because it's exactly realistic, but because it's more so than an in-car camera is. An in-car camera means you can't see anything on your left or right until it's already past you, which obviously isn't the case in reality. A third person view gives you the left right view you would really have, while adding a foot or two behind you and a view above you, which means nothing in most racing games.
The lack of control axis will always plague simulation games, at least until circular monitors become popular. Either you have a "real" view location, but a hugely reduced FOV, or you have a "fantasy" view location but a more realistic FOV.
The only issue with having both is that one could argue the third person would mean no one uses first person anymore. But it could be implemented in such a way that this isn't the case. Maybe third-person doesn't get a HUD (or the HUD elements are moved to the actual cockpit screens). Or maybe first person will still be able to target or lock-on to anything the third person camera could see.
Completely unrelated, yes, there does need to be an in-game tutorial, and it probably should have happened a long time ago.
Excellent comment and viewpoint thank you sir!
#1452
Posted 14 November 2012 - 04:42 PM
#1453
Posted 14 November 2012 - 04:42 PM
cache, on 14 November 2012 - 04:38 PM, said:
You assume they listen to feedback *cough* Mechlab *cough* *cough* Double heatsinks *cough*
#1454
Posted 14 November 2012 - 04:43 PM
#1455
Posted 14 November 2012 - 04:43 PM
Do Not make it Optional in CW.
Make the rewards smaller for using 3rd Person View.
The splitting of the server base is a given but the mass and impact is highly theoretical at this time.
#1456
Posted 14 November 2012 - 04:44 PM
TL;DR: No, NO NO!!!
#1457
Posted 14 November 2012 - 04:44 PM
DeathofSelf, on 14 November 2012 - 04:40 PM, said:
And with that I am done arguing with you and Soy, it's like talking to a brick wall.
I actually already responded to that:
- Your map also gives you a view of the terrain - from space.
- I don't see that being an issue since they track who killed who anyway. They can use this to limit what projectiles are visible if it's that big of a concern.
- True but a limited case and how is that different from hearing mech footsteps or seeing the glow of Atlas eyes?
- How is this a problem?
- Not anymore so than shooting/hit detection as is.
Edited by TruePoindexter, 14 November 2012 - 04:45 PM.
#1458
Posted 14 November 2012 - 04:44 PM
#1459
Posted 14 November 2012 - 04:45 PM
#1460
Posted 14 November 2012 - 04:46 PM
In normal matches and competitive play though I don't understand the need for this. The limited visibility of the cockpit makes it more challenging to maintain situational awareness. This is a good thing. It adds another consideration for a pilot in combat both to free look and turn and have a better knowledge of map geometry. Is this more difficult? Absolutely, but that adds to the skill cap of the game and also adds to the uniqueness of each mech by having different windshields for visibility.
I'm all for making this game more accessible for new players. It needs that. But let's also leave it at "new players."
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