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New Player Alignment Assist Component


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#1 Dukov Nook

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Posted 07 December 2012 - 10:02 AM

I've been thinking over this issue regarding how people say the torso turn/twist component is causing many newbies issues. As it's not that much different from say, the turret mechanic in WoT, I'm not sure why, but I have seen a lot of suggestions. I don't like any as they unbalance things for others...


So I thought about it, going 'well, how do we fix this torso turn perspective issue for newbies'...

Here is what I came up with.

A guide arrow system which can be enabled/disabled on the fly?

"What does that even mean?" you ask?

Posted Image

Small colored arrows, overlayed the main display, indicating leg (arrow with L) and 'head' (for simplicity, which is why this is being proposed) which can be enabled/disabled with a hot key.

What it does:

While it's nothing more than an extension of the existing mechanic found in the minimap, this graphic extension of the torso twist/leg mechanic should help newer players get a better understanding of their torso position in regards to their leg position.

While advanced players understand this, this simple overlay addition to the hud (enabled by default) could (along with a dedicated VOX system) go a long way to help minimize the learning curve currently being experienced by newer players.

#2 Chet Manley

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Posted 07 December 2012 - 11:08 AM

Ya, know. This actually sounds like a really good idea.

The "miniature 3D mech in the corner" seemed like a bit much.

And, apparently implementing a training/practice area is too complicated.

Well this is less complicated than 3rd person even. Can be turned off. Is fairly unobtrusive. AND, won't risk breaking the game dynamics as 3rd person would.

I like it.

#3 IceSerpent

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Posted 07 December 2012 - 12:26 PM

I like it too. Good idea.

#4 Satan n stuff

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Posted 07 December 2012 - 01:47 PM

I like it, and if the other guys like it they might want to click the like button so a dev might actually see this post some day.

#5 Jadel Blade

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Posted 07 December 2012 - 08:41 PM

It does seem good. I like the presentation too.

I just wonder if these people who cant figure this out with the indicators that are already provided are beyond help. Its not like its very hard.

#6 PapaKilo

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Posted 07 December 2012 - 11:26 PM

I'm wondering how so many people are having problems with the control scheme or with keeping track of torso/leg orientation. It's basically the same as any first-person shooter ever created. I recall playing the first Doom with these same movement controls -- I might've used the arrow keys instead of WASD though.

#7 Dukov Nook

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Posted 09 December 2012 - 04:54 AM

View PostPapaKilo, on 07 December 2012 - 11:26 PM, said:

I'm wondering how so many people are having problems with the control scheme or with keeping track of torso/leg orientation. It's basically the same as any first-person shooter ever created. I recall playing the first Doom with these same movement controls -- I might've used the arrow keys instead of WASD though.


Well, to be fair, doom only pointed you in one direction and did not give the option to move your torso independent of your legs. For some, the spatial orientation required to comprehend a virtual alignment can be tough without better visual queues. This was meant to help assist with that.

#8 Wove

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Posted 09 December 2012 - 05:03 AM

Good idea.

How about having the legs slowly auto-align to torso? Toggled mode.

#9 Dukov Nook

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Posted 10 December 2012 - 05:21 PM

I'm not sure an auto-align component would be helpful, but I do know some other games do have it.

#10 Willie Sauerland

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Posted 10 December 2012 - 05:44 PM

In general, I like this idea. The only problem I see is it might be just enough of a crutch that people might not check their mini-map. While the mini-map might be useless in many cases, it does allow you to see enemies on your radar, direction of travel, cover, etc...

By all means, help the new user but I think they should learn to read the mini-map early on or else they are going to have other problems in this game...

#11 Socket7

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Posted 10 December 2012 - 05:49 PM

It's an idea that has a lot of merit. However, it clutters the UI, and it trains players not to look at the minimap which shows you your leg and torso positioning, as well as not looking at the Torso/Leg position indicators on the compass.

What we really need is more documentation that points new players to the already existing UI elements, that new players are FORCED to look at at least once.

Edited by Socket7, 10 December 2012 - 05:50 PM.


#12 syngyne

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Posted 11 December 2012 - 07:41 PM

I'm a fan of how Heavy Gear 2 handled it:



Basically, that little bracket floating in the HUD tells you which way your feet are pointed. If your crosshairs are centered in it, you are facing forward and level. It can get lost if you turn too far to either side, but an extra set of arrows (like a >> mark) pointing back towards the middle at, say, 45 degree increments could help tell you how far off center you are.

#13 Elder Thorn

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Posted 11 December 2012 - 10:34 PM

OP

what a fantastic idea, so simple and yet so good

+ over 9000

#14 Willie Sauerland

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Posted 12 December 2012 - 10:04 AM

View Postsyngyne, on 11 December 2012 - 07:41 PM, said:

I'm a fan of how Heavy Gear 2 handled it:



Basically, that little bracket floating in the HUD tells you which way your feet are pointed. If your crosshairs are centered in it, you are facing forward and level. It can get lost if you turn too far to either side, but an extra set of arrows (like a >> mark) pointing back towards the middle at, say, 45 degree increments could help tell you how far off center you are.


LOL - whoever was playing that aims about as well as some of the PUGs I've seen... :P

However, I think the OP has a better solution since it took me a bit to figure out what those little brackets were (should have read the whole post before clicking the link :ph34r:). Remember, our new players would have as much problem with this as well, though the OP solution makes sense quickly. As an aid, I think it is better though, like I said earlier, I worry it would become too much of a crutch...





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