#961
Posted 14 November 2012 - 01:17 PM
Splitting a small playerbase into two camps would make it even smaller.
I won't even get into the advantages it gives you in 3rd person compared to 1st person.
And the reasons given for wanting to do it in the first place "new people can't drive a mech, this would make it easier" make me sick to my stomach that they are pandering to windowlickers who wouldn't know which end of a pen you write with and have trouble finding their own country on a map.
#962
Posted 14 November 2012 - 01:18 PM
If new players are having a hard time getting to grips with the controls, then teach them. You can start with simply allowing players to run around in an empty map to play around with controls, then gradually build up to a proper interactive tutorial. Frankly, I'm kind of baffled that a 3rd person option would be considered as a solution before any kind of tutorial or training mode has even been implemented.
#963
Posted 14 November 2012 - 01:18 PM
If you need detailed reasons why, you can use your own forum search feature as this has been discussed to death 50+ times in Beta.
#964
Posted 14 November 2012 - 01:18 PM
Otherwise you are driving a fundamental rift in the community. Please consider the UAV as the ultimatum. It can be made balanced versus other systems with weight, duration and video feed lag. Without a trade off it is a serious problem and dividing a F2P community is a death knell.
#965
Posted 14 November 2012 - 01:19 PM
That the biggest problem new players had was figureing out the relationship between their torso and their legs.
If that is the case, restrict 3rd person view to trial mechs.
This way new players can have an additional view to help them along, while keeping 3rd person from becoming a requirement in normal play and preventing a splitting of the player base.
3rd person should also be HUDless, maybe with the radar view so they can see the relation between the minimap indicators and their legs.
#966
Posted 14 November 2012 - 01:19 PM
#967
Posted 14 November 2012 - 01:19 PM
Thanks, Paying Customer
#968
Posted 14 November 2012 - 01:20 PM
Taizan, on 14 November 2012 - 01:11 PM, said:
Add a tutorial, 3rd person view is just a baindaid fix for the syptoms.
A tutorial is the correct solution to the problem. As a bonus a tutorial covers several issues, not just torso twisting.
If PGI thinks that torso twisting is the only issue new players have trouble with they are saddly mistaken!
Edited by Purlana, 14 November 2012 - 01:21 PM.
#969
Posted 14 November 2012 - 01:20 PM
Short answer, no.
Long answer, nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
#970
Posted 14 November 2012 - 01:21 PM
Alois Hammer, on 14 November 2012 - 01:17 PM, said:
Cuts both ways- don't ruin it for the people who have supported Mechwarrior in its various incarnations for decades just to try and coax a few console twitch junkies (who'll leave as quickly as they show up next week when some new game comes out) on board.
Was MechCommander in FPS? Heh.
Vollstrecker, on 14 November 2012 - 01:18 PM, said:
If you need detailed reasons why, you can use your own forum search feature as this has been discussed to death 50+ times in Beta.
That's like saying every single thing that was important was discussed in beta and only players from beta had any input worth merit.
PS - Anyone arguing about "I PAID MONEY SO XYZ" that argument is asinine - you can make this exact same argument the other way around.
Edited by Soy, 14 November 2012 - 01:22 PM.
#971
Posted 14 November 2012 - 01:21 PM
Kribson, on 14 November 2012 - 04:47 AM, said:
Whatever you do...in the end the game should become as boring and least challenging as possible
You forgot about respawns.
#972
Posted 14 November 2012 - 01:22 PM
Many posts in this thread explains why: Loss of immersion, game imbalance, splitting player base if option to chose, etc etc.
And many others give solutions: like the training area, include a tutorial, give players a free mech so they get hooked and want to learn by themselves, etc etc.
So please do not include a 3rd person view.
#973
Posted 14 November 2012 - 01:22 PM
DeathofSelf, on 14 November 2012 - 12:42 PM, said:
Seriously. Read what you just said out loud to someone else. Doesn't your tone and dismissive language make you feel just a little uncomfortable? It certainly made me cringe. Just because it's straightforward and easy to understand for you does not make it easy for someone else. Put yourself in someone else's shoes for a minute and you'll appreciate a very different view of the world.
SendMyRegards, on 14 November 2012 - 12:54 PM, said:
Whoa now, this is not "Worlds more complex." We're talking the difference between a game where you look, move, and shoot all in the same direction and MWO introduces a definitely not new concept in "you can aim in a direction different than you are looking." Does this concept seriously confuse people? You bring up a good point though, the arms is definitely something that you have to get used to but as I originally said: Getting used to the arms is not best handled by 3rd person, it is better handled by tutorials and a robust newbie friendly introduction.
You see, none of this is really explained by PGI in the game environment. You have to go to a website and watch videos to have it explained to you. But people don't want to do that, they hop into the game like most people and go "damn this is confusing and hard." If instead there was a tutorial leel where you could go and learn and have BB explain **** to you it would be different. So I understand their concerns, but that doesn't mean the controls are difficult by any stretch of the imagination.
So stop blowing the controls out of proportion like operating a mech with a mouse and keyboard is the gaming equivalent of open heart surgery.
it's the sum of the whole system that makes it complex. My example was about aiming because that honestly was all I was willing to type. A full description of all of the game controls would take awhile to type and still not handle concepts like heat, weapon loadout, and role warfare.
PGI does need to add more tutorials and training but that doesn't change the fact that Russ's first hand experience says it all. He noted that time and time again at trade shows where media and new players who had no experience with prior Mechwarrior games played MWO the invariable struggled with movement. He then noted that World of Tanks addresses the same issue simply with the ability to toggle the camera. That's all that's being proposed.
#974
Posted 14 November 2012 - 01:22 PM
The answer should be no to all of these questions, which in turn makes it hard to build such a view. Such a view providing a visual advantage would be wrong, though I find it unlikely that the design would end up that way.
As far as the other complaints I have heard here and elsewhere:
-Unwieldly: Don't use it.
-Catering to Bads/Casuals: They're going to be "bads/casuals" in the eyes of the judging either way, I fail to see how this is a problem for anyone that's "Hardcore".
-Diminishes Immersion: Don't use it. Let's face it, immersion is very low on the priority list for a lot of players who just want to make jokes in /all and fire big guns.
Anyone that would be flagged by a competitive player as "non-challenging" in 1st person view isn't going to be more or less challenging in 3rd person view as long as the view is balanced. It becomes a video settings preference at that point. I think a lot of the people requesting a 3rd person view are expecting a wide-angle 3rd person view. This is a view that shouldn't be allowed for visual advantage reasons, and simply changing matchmaking to reflect a grouping of 1st only, 3rd only, or both as choices seems like a poor way to mitigate the problems that can be caused by this.
TL;DR - Never going to use it, probably should be scrapped.
#975
Posted 14 November 2012 - 01:22 PM
EDIT: in fact, I can't think of a modern FPS-ish game with vehicles that allows 3rd person. Maybe this is just my lack of game playing depth. Can anyone else think of one?
Also, if 3rd person is added, I'd probably give up entirely on MWO.
Edited by zorak ramone, 14 November 2012 - 01:23 PM.
#976
Posted 14 November 2012 - 01:23 PM
Being able to see 360 around your mech completely changes the dynamic of the game play.
Avoiding radar as tactic would become useless.
#977
Posted 14 November 2012 - 01:23 PM
See the bottom left corner of this image:
http://i82.photobuck...02/shot_096.jpg
That is much more user-friendly than the current triangles on the screen.
This would of course be incorporated into the in game tutorial
#978
Posted 14 November 2012 - 01:24 PM
#979
Posted 14 November 2012 - 01:24 PM
I know the forums can't always accurately give the opinion of an entire player base, but this should say something.
#980
Posted 14 November 2012 - 01:25 PM
zorak ramone, on 14 November 2012 - 01:22 PM, said:
There WAS 3rd person camera in BF series, in addition to another "seat" (you referred to as a turret that could be swung around).
Edited by Soy, 14 November 2012 - 01:25 PM.
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