#2441
Posted 15 November 2012 - 09:01 AM
#2442
Posted 15 November 2012 - 09:03 AM
AA Yeti, on 15 November 2012 - 08:54 AM, said:
It's going to be a setting, in matchmaking.
If you toggle it on you will play against people who also use 3rd person settings.
If you leave it off you will only play against people forced into first person view.
So we'll have:
1st person 4 man queue
1st person 8 man queue
3rd person 4 man queue
3rd person 8 man queue
then eventually we'll add
1st person 4 man EU queue
1st person 8 man EU queue
3rd person 4 man EU queue
3rd person 8 man EU queue
Soon we'll all be sitting in queues waiting for enough people to log on to our specific shard/instance/finite settings group wishing we could play against anyone.
Segregation like this is a BAD thing PERIOD.
#2443
Posted 15 November 2012 - 09:06 AM
So if you absolutely must add 3rd person view, make it PURELY navigational.
- Give the mech a grainy chase cam that is stuck in forward/torso view arc.
- Don't allow weapons fire from 3rd person.
- put a 1-2 second delay in when switching to or from 3rd person view.
If this is truly only to help newbies learn how to drive, my 3rd person camera features should suffice.
#2444
Posted 15 November 2012 - 09:06 AM
Nomorga, on 15 November 2012 - 09:01 AM, said:
Still it could be nice to have simething that gives you a quick idea of your mech torso/leg/arm indicator (aside from radar torso/leg indicator).
Here's my contribution: i think can be very effective, do not give a (lame) edge and also maybe adds some nice look to cockpit (and possibly is not that hard to develop/implement):
Make a "ghost" 3d image of your mech , that shall be displayed on a small screen in the cockpit (that you can also switch off), featuring it walking, torso /leg align, arms etc.
what you guys think? come on devs, please give us the 3d ghost.
thank you all (devs and contributors) for this important feature.
ah , did i already mention? , NO external 3d view please.
This is a great idea, but, too much work as there's already THREE indicators of torso vs leg positioning in game now.
First off, the top of your hud there's a line with a connecting top triangle and bottom triangle. As you torso twist, that line lengthens and the triangles get farther apart. If you see a line, you're twisted.
Secondly there's the mini map at the bottom of the screen. The high lighted triangle is the direction of your torso, the LONG LINE is the direction of your legs. If the LONG line is not going through the middle of the lighted triangle, you're twisted.
Lastly, PRESS C, and if your torso suddenly swings left or right, you were twisted.
Yes, this requires skill, and being conscious of your 'mech and surroundings. It's not easy. Even now, after months of BETA, I still forget sometimes.
#2445
Posted 15 November 2012 - 09:09 AM
Secondly there's the mini map at the bottom of the screen. The high lighted triangle is the direction of your torso, the LONG LINE is the direction of your legs. If the LONG line is not going through the middle of the lighted triangle, you're twisted.
Lastly, PRESS C, and if your torso suddenly swings left or right, you were twisted.
Yes, this requires skill, and being conscious of your 'mech and surroundings. It's not easy. Even now, after months of BETA, I still forget sometimes.
#2446
Posted 15 November 2012 - 09:10 AM
#2447
Posted 15 November 2012 - 09:10 AM
Coralld, on 15 November 2012 - 08:57 AM, said:
The thought "Must go faster" and screaming in terror and running into things usually happens when a Atlas-saorus-Rex appears. I look back and laugh at all the times that has happened to me.
I suspect that about 1/3 of the "I want 3rd person!" crowd really just wants this. The other 2/3s really are that uncoordinated.
#2448
Posted 15 November 2012 - 09:11 AM
#2449
Posted 15 November 2012 - 09:15 AM
As a game play mode, why would you do this, why would you throw in a game mode that has to be separated from 1st person, the two cant co-exist together in the same match.
All it achieves is player base segregation, the same as what happened to MW4. That is not a good thing
#2450
Posted 15 November 2012 - 09:15 AM
Card, on 14 November 2012 - 09:10 PM, said:
Those of us who were in the Closed Beta practically begged you to divide matchmaking into 2 pools - one for Grouped players and one for PuGs. Why? Because PUGstomping was going to drive off new players. What we got was some kind of half-baked solution that doesn't solve the problem and just makes everyone unhappy.
Those of us who were in the Closed Beta practically begged you to develop a full Training Level. Why? Because the game has a steep learning curve, and we knew it would drive off new players. What did we get? Ignored.
Those of us who were in the Closed Beta practically begged you not to go to Open Beta with an incomplete, almost broken product which is really little more than a Demo for a game that has potential. Why? Because we knew people who weren't already diehard Mechwarrior fans wouldn't find enough here to hold their interest. What did we get? You moved Open Beta back a few weeks and then launched it anyway.
Now your retention rate for new players is lousy. People are signing up, installing the game, trying a drop or two and quitting.
And you've convinced yourself this is because of torso twist? Seriously?
Now you're interested in our opinion? Seriously?
Hahahahhah.
Good post, Card!
#2451
Posted 15 November 2012 - 09:19 AM
#2452
Posted 15 November 2012 - 09:21 AM
Card, on 14 November 2012 - 09:10 PM, said:
Those of us who were in the Closed Beta practically begged you to divide matchmaking into 2 pools - one for Grouped players and one for PuGs. Why? Because PUGstomping was going to drive off new players. What we got was some kind of half-baked solution that doesn't solve the problem and just makes everyone unhappy.
Those of us who were in the Closed Beta practically begged you to develop a full Training Level. Why? Because the game has a steep learning curve, and we knew it would drive off new players. What did we get? Ignored.
Those of us who were in the Closed Beta practically begged you not to go to Open Beta with an incomplete, almost broken product which is really little more than a Demo for a game that has potential. Why? Because we knew people who weren't already diehard Mechwarrior fans wouldn't find enough here to hold their interest. What did we get? You moved Open Beta back a few weeks and then launched it anyway.
Now your retention rate for new players is lousy. People are signing up, installing the game, trying a drop or two and quitting.
And you've convinced yourself this is because of torso twist? Seriously?
Now you're interested in our opinion? Seriously?
This is the best response I've seen so far. I say everyone just keep quoting this post from Card over and over until they either lock the thread or respond directly to the points he raised.
#2453
Posted 15 November 2012 - 09:22 AM
Assuming that they developed a way to prevent using it to get around LoS spotting (like masking a mech's physical appearance if a direct LoS check fails to prevent using it to see over hills, etc), why do people care so much about the way other people play?
#2454
Posted 15 November 2012 - 09:24 AM
I'd leave instantly, which would be disappointing after waiting so long.
Removes the ability to sneak up behind someone, allows to see over hills, around buildings, and introduces the ability to line up shots prior to spotting (for jump sniping.)
Unquestionably, no.
Edited by Slar, 15 November 2012 - 09:31 AM.
#2455
Posted 15 November 2012 - 09:25 AM
#2456
Posted 15 November 2012 - 09:26 AM
- Yes (112 votes [4.64%] - View)
No (2207 votes [91.39%] - View)- No opinion (14 votes [0.58%] - View)
- Im indiferent (82 votes [3.40%] - View)
Icebound, on 15 November 2012 - 09:25 AM, said:
You sir are correct.
#2457
Posted 15 November 2012 - 09:27 AM
Rokuzachi, on 15 November 2012 - 09:22 AM, said:
Assuming that they developed a way to prevent using it to get around LoS spotting (like masking a mech's physical appearance if a direct LoS check fails to prevent using it to see over hills, etc), why do people care so much about the way other people play?
That is even LESS intuitive for a new player. They would look around a corner, see no one there, then call hacks when someone seemingly teleports as they turn the corner.
#2458
Posted 15 November 2012 - 09:27 AM
Dimento Graven, on 15 November 2012 - 09:06 AM, said:
First off, the top of your hud there's a line with a connecting top triangle and bottom triangle. As you torso twist, that line lengthens and the triangles get farther apart. If you see a line, you're twisted.
Secondly there's the mini map at the bottom of the screen. The high lighted triangle is the direction of your torso, the LONG LINE is the direction of your legs. If the LONG line is not going through the middle of the lighted triangle, you're twisted.
Lastly, PRESS C, and if your torso suddenly swings left or right, you were twisted.
Yes, this requires skill, and being conscious of your 'mech and surroundings. It's not easy. Even now, after months of BETA, I still forget sometimes.
yep i understand there's plenty of way to already monitor about torso/leg align, and i mentioned it (maybe i improperly referred to as bein displayed in the radar screen), but you forget the cool factor
#2459
Posted 15 November 2012 - 09:28 AM
Nomorga, on 15 November 2012 - 09:27 AM, said:
yep i understand there's plenty of way to already monitor about torso/leg align, and i mentioned it (maybe i improperly referred to as bein displayed in the radar screen), but you forget the cool factor
Well, I have to admit, it would be neat...
#2460
Posted 15 November 2012 - 09:29 AM
Wolfcp, on 15 November 2012 - 09:27 AM, said:
That is even LESS intuitive for a new player. They would look around a corner, see no one there, then call hacks when someone seemingly teleports as they turn the corner.
This is a good Occam's Razor point. (Yes I am technically mis-using Occam's Razor, no I don't care.) If you have to keep adding systems to deal with the change you made, it's a ****** change.
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