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Aeon Amadi
Edimmu Warfighters Gallente Federation
5674
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Posted - 2014.05.19 08:18:00 -
[151] - Quote
KAGEHOSHI pretty much summed up a lot of the aesthetic stuff (some I could honestly work without but would be nice to have). The only thing I really want to add is that, as a CQC/Frontline fighter the information needs to be presented in a way that is streamlined and more readily available for me to view on the fly without having to look all over the screen (I have a 40" Plasma, afterall).
My premise.
Currently the information read-out shoves everything at the bottom of the screen and we're either expected to be able to read small text with peripheral vision, or take our eyes off the target and read that information for better awareness as to what we're about to engage.
I had run this through the photo-editing software a while back and discussed some things on Skype and while it had mixed opinions about different things, this is how I'd like the information to be presented, personally. The highlight around the target is a bit cheesy but I know for sure what I'm aiming at, I know that it's a Militia variant, the HP bars provide contextual information (though I forgot actual values). But more importantly, all the information is right there in the center so I don't need to worry as much about taking my eyes off the target; I can track him whilst getting important information.
Optional Reading: I know some players are going to throw up a red flag about the target highlight but honestly, it does this anyway. It's how counter-sniping is so easy, all you have to do is drag the crosshair over the general area where they are and the information box at the bottom pops up for no reason. Something that I personally think should only ever happen if your precision beats their profile, which would actually give more incentive to run Scout or fit precision enhancers.
What are your considerations toward how information is presented based on the users' play-style/preference?
Crosshairs:
Current Mass Driver has a range-finder/leaf sight. Current Plasma Cannon.. doesn't. Despite both weapons having a project drop, I get more contextual information with the Mass Driver than the Plasma Cannon, leaving it to be "eye-balled".
What are your plans to rectify these sort of things?
The users' preference in cross hair style?
Or even just a crosshair that is actual useful for the weapons' chosen engagement field?
Option to turnoff HUD:
Some of us like making videos. A while back I had proposed a way to pay aurum to turn off the HUD so we could make actual videos without all the UI interference and it was well received.
[*] Thoughts on giving us the ability to turn off UI elements?
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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I-Shayz-I
I-----I
3417
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Posted - 2014.05.19 14:29:00 -
[152] - Quote
While I do agree with you here, after a lot of time with the plasma cannon you begin to understand why the reticle is designed the way it is. The PLC arc is not like the mass driver's constant arc...instead the projectile has a steep dropoff after about 100-150 meters. This makes it fly relatively straight...so using the little dash under the main section actually works quite well. Extended dashes or a leaf structure below the main reticle would definitely help.
Aeon Amadi wrote: Some of us like making videos. A while back I had proposed a way to pay aurum to turn off the HUD so we could make actual videos without all the UI interference and it was well received.
I thought there was already a HUD opacity level in the options menu? I used to have it set to 60 because it looked cooler, but it made the minimap almost impossible to read easily. I think at 0 it removes the HUD altogether, but I'd really like to see an option to go into "camera mode" or something where you can't even see your hands/weapon. That would be the best.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5677
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Posted - 2014.05.19 21:51:00 -
[153] - Quote
I-Shayz-I wrote:While I do agree with you here, after a lot of time with the plasma cannon you begin to understand why the reticle is designed the way it is. The PLC arc is not like the mass driver's constant arc...instead the projectile has a steep dropoff after about 100-150 meters. This makes it fly relatively straight...so using the little dash under the main section actually works quite well. Extended dashes or a leaf structure below the main reticle would definitely help. Aeon Amadi wrote: Some of us like making videos. A while back I had proposed a way to pay aurum to turn off the HUD so we could make actual videos without all the UI interference and it was well received.
I thought there was already a HUD opacity level in the options menu? I used to have it set to 60 because it looked cooler, but it made the minimap almost impossible to read easily. I think at 0 it removes the HUD altogether, but I'd really like to see an option to go into "camera mode" or something where you can't even see your hands/weapon. That would be the best.
Unfortunately the opacity won't remove it entirely.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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ANON Cerberus
Tiny Toons
725
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Posted - 2014.05.19 23:08:00 -
[154] - Quote
CCP MC Peanut wrote:Maken Tosch wrote:KAGEHOSHI Horned Wolf wrote:Thank you for the reply, what HUD features are among your goals for Legion by release? What do you foresee the HUD being like? This I like to know as well. This is not something I am able to comment directly on, unfortunately. I am not in a position to make decisions on what we ultimately implement. What I can say is that the new HUD pipeline is dramatically more flexible such that our artists and designers can be more directly involved to implement the things that they want. I can say that the feedback is immensely helpful and you guys have challenged me with lots of questions that have made me re-examine some of our system implementations (which is good).
While it sucks that you cant give us a brief artistic description of what you envisage, I understand that isn't your prerogative.
That being said, you have been invaluable on the forums recently, especially in relation to the UI as a whole. You have posted more in this single thread over the last week or so, than we have probably gotten in dev blogs since forever.
So a BIG thankyou for spending the time to talk about things. Not all of us fully understand everything, however its great that you are putting in the time and effort with the community. +1 good sir! |
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CCP MC Peanut
C C P C C P Alliance
258
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Posted - 2014.05.20 00:45:00 -
[155] - Quote
Sole Fenychs wrote:So, what about making things pretty? I played all of the Metroid Prime games, which do some really awesome HUD effects to add to the immersion. Like, if a map has valves that blow steam into a room and you walk into that steam, your vision gets obscured. Icy regions cause your screen to show ice crystals on the borders. Damage would produce static and EM weapons would cause the HUD to fade in and out. Or, when an explosion goes off in front of your face, you can see the reflection of your face on the inside of your visor. The latter would obviously not make sense for this game, considering that we aren't looking through transparent visors. Well, at least for the Medium suits that seems to be the case - The Caldari and Gallente scout look like they might actually have visor systems.
This is something we can do by adding material effects on the visor mesh. These are pretty fun to create actually. You have a lot of things to utilize also. We could distort the scene behind, overlay ambient effects (such as ice, steam, or water droplets). Also we can capture the scene (behind) as a texture node (within the visor material) and do all sorts of things to it (invert, contrast, distort by texture coordinate (different than the built in distortion and I think it looks better).
We aren't really working on this kind of stuff now because, while it can affect gameplay and should be balanced and considered by designers, it is still a post-style effect, that should be figured out after all the root systems are in place. |
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CCP MC Peanut
C C P C C P Alliance
258
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Posted - 2014.05.20 00:46:00 -
[156] - Quote
ANON Cerberus wrote:CCP MC Peanut wrote:Maken Tosch wrote:KAGEHOSHI Horned Wolf wrote:Thank you for the reply, what HUD features are among your goals for Legion by release? What do you foresee the HUD being like? This I like to know as well. This is not something I am able to comment directly on, unfortunately. I am not in a position to make decisions on what we ultimately implement. What I can say is that the new HUD pipeline is dramatically more flexible such that our artists and designers can be more directly involved to implement the things that they want. I can say that the feedback is immensely helpful and you guys have challenged me with lots of questions that have made me re-examine some of our system implementations (which is good). While it sucks that you cant give us a brief artistic description of what you envisage, I understand that isn't your prerogative. That being said, you have been invaluable on the forums recently, especially in relation to the UI as a whole. You have posted more in this single thread over the last week or so, than we have probably gotten in dev blogs since forever. So a BIG thankyou for spending the time to talk about things. Not all of us fully understand everything, however its great that you are putting in the time and effort with the community. +1 good sir!
You're welcome. Thank you for the kind words. It will only encourage me to post more. |
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Godin Thekiller
shadows of 514
2342
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Posted - 2014.05.20 00:53:00 -
[157] - Quote
MC is in 1st place for listening to the players. +1 MC!
click me
Blup Blub Bloop. Translation: Die -_-
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I-Shayz-I
I-----I
3419
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Posted - 2014.05.20 05:40:00 -
[158] - Quote
Godin Thekiller wrote:MC is in 1st place for listening to the players. +1 MC!
I actually subscribed to this thread because of how detailed the replies have been, and more importantly the amount of replies.
Even if most of the detail is simply what is POSSIBLE rather than what is/isn't being worked on, it's SO much better and interesting than a DEV just telling us "Yeah we're considering doing something like that".
I know that Saberwing and Logibro are both community managers (in other words, they don't work on the game itself), but their understanding of how the game actually works is quite limited (or so it seems).
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Bragoltur Valaruina
Storm Wind Strikeforce Caldari State
5
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Posted - 2014.05.20 14:54:00 -
[159] - Quote
Fox Gaden wrote:This is one of my classic rants, but I donGÇÖt think I have posted it in here yet.
Each squad member should have a number on their dot on the mini map which corresponds to their position in the Squad list. This number should also display above their heads when you look at them.
This will facilitate the communication, as you will be able to quickly identify someone by their number and relay information to them. The classic example is GÇ£Hey Dot 4, you got a shotgun on your 6!GÇ¥
When working closely with a squad I often see things I need to warn other squad members about, but I have no way of identifying which squad member I am addressing. A lot of times in DUST, I would not know how to pronounce someone's name, even if I could see it well enough to read it. A number would work fine as long as the HUD makes it clear to each person what number they are. A number would also be easier to display and easier to read than a name.
Edit: For team deploy we could have two numbers. The first represents which squad you are in, and the second represents your position on the squad list. Alternatively, since there will not be a lot of squads, we could use just the squad list number and color code it according to which squad you are in. So you might be Green 3, or Black 5, or Orange 6, depending on which squad you are in (color) and your position in the squad (number).
I totally agree. Is there any way that this could be implemented, MC Peanut? |
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CCP MC Peanut
C C P C C P Alliance
274
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Posted - 2014.05.20 15:18:00 -
[160] - Quote
Bragoltur Valaruina wrote:Fox Gaden wrote:This is one of my classic rants, but I donGÇÖt think I have posted it in here yet.
Each squad member should have a number on their dot on the mini map which corresponds to their position in the Squad list. This number should also display above their heads when you look at them.
This will facilitate the communication, as you will be able to quickly identify someone by their number and relay information to them. The classic example is GÇ£Hey Dot 4, you got a shotgun on your 6!GÇ¥
When working closely with a squad I often see things I need to warn other squad members about, but I have no way of identifying which squad member I am addressing. A lot of times in DUST, I would not know how to pronounce someone's name, even if I could see it well enough to read it. A number would work fine as long as the HUD makes it clear to each person what number they are. A number would also be easier to display and easier to read than a name.
Edit: For team deploy we could have two numbers. The first represents which squad you are in, and the second represents your position on the squad list. Alternatively, since there will not be a lot of squads, we could use just the squad list number and color code it according to which squad you are in. So you might be Green 3, or Black 5, or Orange 6, depending on which squad you are in (color) and your position in the squad (number). I totally agree. Is there any way that this could be implemented, MC Peanut?
I'm sorry I must have missed Fox's post as it feels like I am reading this for the first time. Please feel free to bump a question if I don't give a direct answer.
I'd wager this is possible and much more plausible if we setup a robust 3D Icon system. Dynamic text rendering should be a part of this icon system, so we can have a Mesh Icon (a generic squad icon) with a small plane mesh in front, or on the corner (containing a numeric value). I am guessing a little here as I am not familiar at all with the current squad setup. Color would also be a way to handle further information depth, but the server would likely need to assign the colors to the squads and then send it through kismet--probably not a performance issue since it happen infrequently. Also, if we want to display an icon over the player, we should be able to utilize the same icon, or an icon derived from the same base, as from the HUD.
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
223
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Posted - 2014.05.20 18:36:00 -
[161] - Quote
That sounds swell. How possible would it be to add curvature to the Hud, so it actually looks like an helmet? Even though this isn't reality, in life you can glance to your left or right and see area to your ears without turning around entirely. The screen could curve so you can slightly see to your right and left, and a little bit perpendicular your nose. This would challenge flanking players to really work hard for the kill, because running from the side of a person should not be as easy as it is, and really add immersion. Saw a grenade blast near your ear? Holy crap I should see what that came from. Getting shot from your left, you may see bullet trails from that direction, giving a much better indication of where the shooter is.
Yes, I know there should be situational awareness, but only having a 45 degree view of what is in front of us when we have a near 90 or 180 actually is quite interesting. To aid in balance, make the edges and side blurrier, so if you glance you can see your side, but to get a crisp image you need to turn as we do now. In life, what is in front of you is the focus, so you aren't constantly distracted by things your outside. And yes, I know we should invest in precision enhancers, but other than that-
Thoughts?
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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CCP MC Peanut
C C P C C P Alliance
285
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Posted - 2014.05.21 00:58:00 -
[162] - Quote
501st Headstrong wrote:That sounds swell. How possible would it be to add curvature to the Hud, so it actually looks like an helmet? Even though this isn't reality, in life you can glance to your left or right and see area to your ears without turning around entirely. The screen could curve so you can slightly see to your right and left, and a little bit perpendicular your nose. This would challenge flanking players to really work hard for the kill, because running from the side of a person should not be as easy as it is, and really add immersion. Saw a grenade blast near your ear? Holy crap I should see what that came from. Getting shot from your left, you may see bullet trails from that direction, giving a much better indication of where the shooter is.
Yes, I know there should be situational awareness, but only having a 45 degree view of what is in front of us when we have a near 90 or 180 actually is quite interesting. To aid in balance, make the edges and side blurrier, so if you glance you can see your side, but to get a crisp image you need to turn as we do now. In life, what is in front of you is the focus, so you aren't constantly distracted by things your outside. And yes, I know we should invest in precision enhancers, but other than that-
Thoughts?
This could be hard to present well because there is not a distinction between head, torso, and feet movement when turning. Some games handle this by having the head rotate first, up to a tolerance, then an animation kicks in and the player takes a few steps turning the body to 're-center' the head. This works better in a 3rd person mode because it is subtle and it doesn't really affect gameplay. In the first person view it may be hard to tell when you've reached your head turn tolerance. But it may be ok if it is a subtle effect and doesn't move the HUD much. Still, this would require that we track the tolerance and 're-center' when it is exceeded, which is something I don't know. If further discussion happen on the movement, I'll try and bring this up. |
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I-Shayz-I
I-----I
3426
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Posted - 2014.05.21 01:05:00 -
[163] - Quote
501st Headstrong wrote:Yes, I know there should be situational awareness, but only having a 45 degree view of what is in front of us when we have a near 90 or 180 actually is quite interesting.
This is the reason why CQC in this game is ridiculously hard.
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Oswald Rehnquist
1368
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Posted - 2014.05.21 01:08:00 -
[164] - Quote
CCP MC Peanut wrote:501st Headstrong wrote:That sounds swell. How possible would it be to add curvature to the Hud, so it actually looks like an helmet? Even though this isn't reality, in life you can glance to your left or right and see area to your ears without turning around entirely. The screen could curve so you can slightly see to your right and left, and a little bit perpendicular your nose. This would challenge flanking players to really work hard for the kill, because running from the side of a person should not be as easy as it is, and really add immersion. Saw a grenade blast near your ear? Holy crap I should see what that came from. Getting shot from your left, you may see bullet trails from that direction, giving a much better indication of where the shooter is.
Yes, I know there should be situational awareness, but only having a 45 degree view of what is in front of us when we have a near 90 or 180 actually is quite interesting. To aid in balance, make the edges and side blurrier, so if you glance you can see your side, but to get a crisp image you need to turn as we do now. In life, what is in front of you is the focus, so you aren't constantly distracted by things your outside. And yes, I know we should invest in precision enhancers, but other than that-
Thoughts? This could be hard to present well because there is not a distinction between head, torso, and feet movement when turning. Some games handle this by having the head rotate first, up to a tolerance, then an animation kicks in and the player takes a few steps turning the body to 're-center' the head. This works better in a 3rd person mode because it is subtle and it doesn't really affect gameplay. In the first person view it may be hard to tell when you've reached your head turn tolerance. But it may be ok if it is a subtle effect and doesn't move the HUD much. Still, this would require that we track the tolerance and 're-center' when it is exceeded, which is something I don't know. If further discussion happen on the movement, I'll try and bring this up.
I've dome something similar to this already
https://drive.google.com/file/d/0B7OdomK1wfBOOWFWTUhiTTNzTk0/edit?usp=sharing
It doesn't take a whole lot, this was my caldari version to emphasis their angular asthetics
Below 28 dB
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MA347612890GT4078579132R
Resheph Interstellar Strategy Gallente Federation
3
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Posted - 2014.05.21 02:01:00 -
[165] - Quote
Hawk-eye Occultus wrote:I personally prefer my text windows on the bottom left. Basically: allow users to move HUD elements around as they please; because everyone loves HUD customization. Also, allow different HUD colours. I was pretty happy when I saw the compass on the top of the screen (^ v ^) Now I'll admit I didn't read all 9 pages, so my apologies if someone already mentioned this bit, but perhaps a toggle option to go between two different UI types, one where all the information is at the edges of the screen, and one where all the information is focused in the middle? I mean, UI customization is nice too, this is just an idea. There have been a few games I've played, and their names elude me at this moment, where there was a toggle option for this 'centered' UI where important information like health and ammo was centered around the targeting reticule in a non-obstructing way, and it was amazingly helpful. |
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CCP MC Peanut
C C P C C P Alliance
285
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Posted - 2014.05.21 02:04:00 -
[166] - Quote
Oops. Not answering full questions strikes again. Yes it is possible to actually change the camera Angle of View so you can see more, but it could have affects on other areas that are affected by camera depth and angle--it could also just be too much information on screen and would either be visually displeasing or reduce performance (more to render) . If we widened the angle of view, then it would be possible to take the Visor HUD mush (which is curved) and apply some sort of distortion on the edges. It would be a similar technique to what is used in the turrets, but I'm not exactly sure realistic it would look. The distortion effect basically shifts the underlying pixels in an x or y direction based on a 0-1 color value--there is a bit of compression/expansion in play, but it is not something I've found easy to control (although it is something we can investigate further).
But again, this is a major change of the presentation that game designers and higher ups would make. I can make them aware of its possibility. |
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10854
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Posted - 2014.05.21 02:55:00 -
[167] - Quote
Aeon Amadi wrote:KAGEHOSHI pretty much summed up a lot of the aesthetic stuff (some I could honestly work without but would be nice to have). The only thing I really want to add is that, as a CQC/Frontline fighter the information needs to be presented in a way that is streamlined and more readily available for me to view on the fly without having to look all over the screen (I have a 40" Plasma, afterall). My premise. Currently the information read-out shoves everything at the bottom of the screen and we're either expected to be able to read small text with peripheral vision, or take our eyes off the target and read that information for better awareness as to what we're about to engage. I had run this through the photo-editing software a while back and discussed some things on Skype and while it had mixed opinions about different things, this is how I'd like the information to be presented, personally. The highlight around the target is a bit cheesy but I know for sure what I'm aiming at, I know that it's a Militia variant, the HP bars provide contextual information (though I forgot actual values). But more importantly, all the information is right there in the center so I don't need to worry as much about taking my eyes off the target; I can track him whilst getting important information. Optional Reading: I know some players are going to throw up a red flag about the target highlight but honestly, it does this anyway. It's how counter-sniping is so easy, all you have to do is drag the crosshair over the general area where they are and the information box at the bottom pops up for no reason. Something that I personally think should only ever happen if your precision beats their profile, which would actually give more incentive to run Scout or fit precision enhancers. What are your considerations toward how information is presented based on the users' play-style/preference?
Crosshairs: Current Mass Driver has a range-finder/leaf sight. Current Plasma Cannon.. doesn't. Despite both weapons having a project drop, I get more contextual information with the Mass Driver than the Plasma Cannon, leaving it to be "eye-balled". What are your plans to rectify these sort of things?
The users' preference in cross hair style?
Or even just a crosshair that is actual useful for the weapons' chosen engagement field?
Option to turnoff HUD: Some of us like making videos. A while back I had proposed a way to pay aurum to turn off the HUD so we could make actual videos without all the UI interference and it was well received. Thoughts on giving us the ability to turn off UI elements?
This is an interesting post
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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ANON Cerberus
Tiny Toons
742
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Posted - 2014.05.21 05:06:00 -
[168] - Quote
I-Shayz-I wrote:501st Headstrong wrote:Yes, I know there should be situational awareness, but only having a 45 degree view of what is in front of us when we have a near 90 or 180 actually is quite interesting. This is the reason why CQC in this game is ridiculously hard.
What actually is the Field of view in DUST? I usually set this to about 90+ deg. in other games as I find about that is nice for me personally.
Is dust really played with a 45deg. field of view?(It feels about 70deg. to me) However that would explain a lot if it is so low. |
medomai grey
WarRavens Final Resolution.
765
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Posted - 2014.05.21 05:11:00 -
[169] - Quote
I thought the whole point of radars in FPSs was to compensate for the restricted field of view?
Medium frame EHP is not medium
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I-Shayz-I
I-----I
3429
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Posted - 2014.05.21 06:32:00 -
[170] - Quote
ANON Cerberus wrote: Is dust really played with a 45deg. field of view?(It feels about 70deg. to me) However that would explain a lot if it is so low.
If it was 45 degrees the screen would look expanded.
Pretty sure it is somewhere between 60 and 90 though. This is on my list of the "things you might not know" series I'm currently doing on my youtube channel.
Basically I'll have two blue dots move to 100 meters out from where I am. Then I'll have them move to the edges of my FOV, while still maintaining the 100 meter distance. Once everyone is in position, the blue dots tell me how far away they are from each other. Once I have all 3 sides of the "triangle", it's just a matter of simple trig to determine the exact FOV
If they are more than 100 meters apart, the FOV is wider than 90 degree. If they are less than 100 meters apart, the FOV will be less than 90. For those that don't know trig, all angles of a triangle add up to 180 no matter what (because all angles of a square are 90, 90x4 = 360, and cut a square in half diaganally you get a triangle, 360/2 is 180). So a triangle with all sides the same length means all angles are the same.
Simple (well, for people like me who love math of course)
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Gaelon Thrace
Villore Sec Ops Gallente Federation
476
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Posted - 2014.05.21 08:26:00 -
[171] - Quote
501st Headstrong wrote:How possible would it be to add curvature to the Hud, so it actually looks like an helmet? We're not looking at the inside of a helmet though.
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I-Shayz-I
I-----I
3430
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Posted - 2014.05.21 10:26:00 -
[172] - Quote
ANON Cerberus wrote:
What actually is the Field of view in DUST? I usually set this to about 90+ deg. in other games as I find about that is nice for me personally.
FOV is most likely 70-75 http://imgur.com/mklvupB
Here's a video that explains FOV a bit, found it interesting. https://www.youtube.com/watch?v=hLHsfQS9p_Y
apparently 75 is standard for games, so maybe it has something to do with player models or something.
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
454
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Posted - 2014.05.21 11:41:00 -
[173] - Quote
501st Headstrong wrote:That sounds swell. How possible would it be to add curvature to the Hud, so it actually looks like an helmet? Even though this isn't reality, in life you can glance to your left or right and see area to your ears without turning around entirely. The screen could curve so you can slightly see to your right and left, and a little bit perpendicular your nose. This would challenge flanking players to really work hard for the kill, because running from the side of a person should not be as easy as it is, and really add immersion. Saw a grenade blast near your ear? Holy crap I should see what that came from. Getting shot from your left, you may see bullet trails from that direction, giving a much better indication of where the shooter is.
Yes, I know there should be situational awareness, but only having a 45 degree view of what is in front of us when we have a near 90 or 180 actually is quite interesting. To aid in balance, make the edges and side blurrier, so if you glance you can see your side, but to get a crisp image you need to turn as we do now. In life, what is in front of you is the focus, so you aren't constantly distracted by things your outside. And yes, I know we should invest in precision enhancers, but other than that-
Thoughts? ...You mean field of view?
CCP, I seriously hope that you add an FoV slider into this game, now that it's on PC. It needs to go up to at least 90. There is no excuse for utilizing 45-¦ FoV on a PC game.
However, make 45-¦ the default. It's funny to see Planetside 2 videos where 90% of the players have the situational awareness of headless chickens, due to running at default FoV.
Edit: Console FoV is generally lower than PC FoV, because the player's distance to the screen is higher. |
Andris Kronis
Legio DXIV
46
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Posted - 2014.05.21 13:22:00 -
[174] - Quote
I just finished the 9 pages of posts so far :)
Some great suggestions so far from everyone so just a little to add from me.
Basic premise: the more customisable the UI is (in game - before match or during) the greater benefit it will be for the player.
Assuming: That there are some default modes the new player can select.
I started playing Eve after I had played DUST514 for a while and there are some remarkable things in the Eve UI that would be fantastic if translated to Legion.
Let me decide how much information I recieve. Let me put those things where I want them to be.
As a new player - in either game - I can only process a certain amount of information, this would be the minimal set of information, my HP, mini map display, compass, etc.
As an experienced player I want more information, so let me turn on more notifications.
Allow some slots for customised UI that the player can configure.
As a Logi: Announcements for ally health, ammo status, and a million other things are turned on.
As a Heavy: Announcements for (being) repped status are turned on.
Associate a default notification overlay for individual suits perhaps?
Allow switching to other overlays during a game?
Customised status icons as mentioned by others already ... Fantastic.
Field of View slider ... I beg of you please put this in. My personal field off view is rather wide so the narrow one currently in 514 makes me feel like I'm constrained in a small metal box.
Occulus Rift 3D goggle integration .... yes it will make me sick to play but I'll have so much fun being sick with my buddies ..... I'll be able to get my FOV by looking around IRL ;)
Its late here and rather than become (more) incoherent I will stop with what I have so far. |
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CCP MC Peanut
C C P C C P Alliance
295
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Posted - 2014.05.21 14:20:00 -
[175] - Quote
We do have a separate FOV control on the HUD geometry. So changing the game FOV would not affect this. Thank you smart engineer who thought to do this in advance. |
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Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2663
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Posted - 2014.05.22 00:45:00 -
[176] - Quote
MC Peanut, you are wonderful! Thanks for taking the time to answer some of our questions. I'm certain it means a lot to many of the players reading this thread. It's been an uphill battle trying to get better communication from CCP but I'm relieved to finally see Shanghai making a strong effort to interact with the players. I hope this is the start of a much needed trend.
Am I understanding that it may be possible to adjust the FOV? Because that would be absolutely brilliant.
Keep droppin dem phat beats.
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Andris Kronis
Legio DXIV
51
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Posted - 2014.05.22 06:36:00 -
[177] - Quote
Awesome-sauce.
Its hard to know how customisable the UI is planned to be.
e.g. racial HUD layouts
If we can also customise our own layouts and have the racial ones as a fallback position, or choosable default that would be excellent.
The ability to move notifications and status icons/boxes around would be great.
If this is too difficult to do within the existing framework then the ability to turn on and off different notifications would be very good too.
I currently play every 'class' or role except for assault. (I don't have the spare SP for the suits)
I thought it might be nice to describe the potential UI experience as one or more of the roles I usually perform.
Logistics.
My prototype Minmatar logistics suit is configured in its usual general close support role configuration, prototype repair tool, combined repair and ammunition hive, droplink and a reasonable nanite stick onboard for when all else fails. My weapon of choice is a BK-42 assault combat rifle, a reasonable trade off between fitting and damage capability, leaving more PG and CPU for other things, like a few shield extenders, armour plates and perhaps a prototype profile dampener to have a little bit of EWAR going on the side. Flux grenade is my go-to standard for killing enemy links and hives.
- Standing to the rear of my squad I can see the shield and armour health of all my squad mates along with their names. I've got this turned on for all team mates.
- I receive automatic messages when any squad mate falls below 1/2 armour while they are within my scan range.
- My squadmates and team members can broadcast a "need armour" message which I will receive as I have that notification turned on.
- Ammo status is displayed in my squadmates and team members above head indicators, I decided that having allies, even just random team members with lots of ammo was a good thing, I might turn off that bar later if it gets too annoying.
- I placed my text notifications box on the far left, it was annoying me on the right so I'm experimenting with having it on the other side, I had to move a few other things around but its working so far. Should it be disturbing me as a minmatar character that my layout is starting to look like an Amarri?
- I'm still debating if I want to receive "Need Ammo" messages from team mates, but I'm leaving it on for squad mates, I have turned off auto notification of low ammo status as most of my squads run with a combination of hives and links on their assault suits. They will announce if they really need ammo or I will see it in their status icons above their head, that should be plenty for now.
- I have turned on the extended range option for revive notifications, any ally needing revive within my scan range will give me a notification, it only really gets annoying when everyone is dieing a lot ... and then I'm likely to follow soon after.
- I now have an extended set of mini map icons configured, telling me enemy makeup and ally status, it's a little complicated but I'm getting used to the new settings quickly.
Summer and Haerr go charging ahead, flanking the objective, they go out of sight but I don't get any revive notifications so I know they are ok, along with the lack of swearing on comms. Red icons appear in my scanner, looks like a Heavy and a Logi from the shapes, they blink out a couple of seconds later as the dynamic duo "sort them out". Anni is forging ahead in his heavy suit and Kira is in their customary laser of doom set up, I link them both with my proto rep tool as we come into the main part of the objective, Anni runs a proto scan of the objective and I swear as we get a half dozen new and varied red icons on our scan map.
Summer gives the order to flank east, set up a nest and the three of us move out in a new direction, I get my link and one of my hives down in one of the buildings and Anni gets fired up to toast the enemy as they approach the exit we choose to protect. Kira is gone, off somewhere getting a height and range advantage for his laser rifle to use as the reds approach the objective, I check my scan and his commando suit icon is distinctive and north east from our positions, two random blues, one heavy and one scout are moving to assist but we have no comms to them.
The blue heavy enters out building, I know he's in trouble from the "need Ammo" and "need Armour" broadcasts he started making long before he got to me, I have the second hive down already and the second beam of my proto rep tool plays across his gallente frame.
Swearing from comm, brief and cut off along with the "revive needed" icon flashing at 30m lets me know that Kira is down, the scan radius shows he is in a reasonable spot, Kira says he got railed trying to flank one of the two approaching groups, I decide that Anni and the blue heavy can hold down the position for the thirty seconds it will take me to get out and back from a revive.
On the way back I start seeing several "need Armour notifications and the silence on comms tells me Anni is in a bad way, he's not usually this quiet unless something is wrong. Red symbols in the point tell me all I need to know, too many, too many heavies.
The rep tool is already lined up as I enter the building from the rear again link up to the two heavy suits, we barely repel the reds and we get moved on by Summer, he has seen something on the overview with some intel from another squad and it's time to move out.
The LAV's arrive in time to get us out of the area, looks like a couple of scavenging enemy squads have moved into our area and we are outnumbered.
As I sit in the passenger seat I consider moving my notification window back to the other side again, it was probably fine there all along. |
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CCP MC Peanut
C C P C C P Alliance
334
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Posted - 2014.05.22 08:33:00 -
[178] - Quote
CCP MC Peanut has a youtube channel now
I got permission to upload some footage of the compass. The texture is still a work in progress and will be updated later by artists, but you can see it moving with the camera.
https://www.youtube.com/watch?v=rTk3C5HPoZs
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CCP Saberwing
C C P C C P Alliance
4959
|
Posted - 2014.05.22 08:34:00 -
[179] - Quote
CCP MC Peanut wrote:CCP MC Peanut has a youtube channel now I got permission to upload some footage of the compass. The texture is still a work in progress and will be updated later by artists, but you can see it moving with the camera. https://www.youtube.com/watch?v=rTk3C5HPoZs Ridiculously awesome <3
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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jerrmy12 kahoalii
Proficiency V.
1518
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Posted - 2014.05.22 08:38:00 -
[180] - Quote
CCP MC Peanut wrote:CCP MC Peanut has a youtube channel now I got permission to upload some footage of the compass. The texture is still a work in progress and will be updated later by artists, but you can see it moving with the camera. https://www.youtube.com/watch?v=rTk3C5HPoZs Good stuff.
Closed beta vet.
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