[Camera] It's too close!
" I agree the devs do listen and they are busy, I would just like to see a post here acknowledging this issue at some point before Open Beta. Agent should probably be a little more understanding. :) You also dont need black bars. You just adjust the field of view to be as close to the same as possible. Many competitive online games do this. They prevent people from adjusting it themselves for advantages. Even Diablo 3 has a very small difference between 4:3, 16:10, 16:9 resolutions. The characters are all roughly the same size and you can see maybe a yard extra on each side. PoE on the other hand varies by quite a bit. Some resolutions the character takes up most of the center of the screen, and others you can stretch it so that the character is tiny and you basically see twice as much on either side of you. Here are some examples. http://i45.tinypic.com/2zhnncz.png http://i47.tinypic.com/1z5naj5.png In PVP having that much extra viewing space can mean you can hit people before they see you or give you time to escape before they even know you are there. I probably should say they should not extend the zoom 20% until we see what it looks like fixed. |
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What the hell ↑
edit: the pictures, it is .. extreme... ✠ ✠ Last edited by wiggin#5896 on Jun 5, 2012, 1:24:21 AM
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I would like a wider zoom to
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" Why not just politely PM Chris? He does respond to PMs, from what I've seen. |
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I don't like zoom lvl that is now in the game... at least 20% zoom out
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i eagerly await for an official respond to that thread! i hope it gets the attention it deserves!
Last edited by grscorpion#4874 on Jun 5, 2012, 8:12:29 PM
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+1 for this! Would love to have option to zoom out the camera even for just a little :)
If you like my posts and think their helpful/good. consider that If you have a spare key... feel free to send me so i can give it to my mate. Would love to get him in the beta!
<3 -Inversion |
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I haven't read all the posts in this thread, so please treat my reply only as a general response to the camera zoom issue - I'm sorry if I don't address specific comments that I may have missed.
There are performance concerns with allowing the camera to zoom out further. It's an "n squared" relationship between the zoom distance and the number of objects that the game has to render. We're already looking into ways to make the game faster on old machines, and zooming it out further would undermine this. In the last year we've zoomed it out by 5% and 10% (after putting a lot of work into improving performance so that we have room to do this). We've balanced our ranged combat around the distance that players are able to attack. If we zoomed it out further, you would not be able to attack monsters that you see on the edge of the screen. There are also issues with the distance that objects are serialised to you from the server, so increasing zoom distance would increase bandwidth consumption and (marginally) server load. I understand that players abusing strange aspect ratios are able to see further than others, and this is something we're looking for a good solution for. I'd like to support further zoom distance in the future, but there are a whole lot of big things that will have to change before we can do that - ranging from performance to balance concerns. This is not something we're able to just change with a simple number. We recently compared our zoom level to other popular Action RPGs. When taking into account field of view and relative run speed, it wasn't too dissimilar. | |
" First thing comes to mind lighting to improve performance on older machines. If you were to add checkboxes to on/off diffuse, reflection etc. it would help. Turning certain animations off such as ebb and flow effect on ocean also. " Even though the title of this thread says too close, the real problem is attacks that catch us offguard from the bottom of the screen. The "visible distance" between us and monsters very unbalanced up and down the screen. Is it not possible to make this old but cool diablo angle instead of near top-down view? " Then just give us 800*600, 1024*768 etc. for full screen and make the window mode unresizable too. |
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" Well huddly-fucking-hoo, you did a really bad job, because it's still brutally inbalanced. To begin with, you can see more than one and a half the distance to the north than the south. The priority should be to just translate the view to the south a bit. I suggested this 9 months ago. Is it so hard to implement? Another problem is that being able to shoot only to the edge of the screen (or further) has annoying implications: Monsters have inhuman reflexes, they can shoot your exact position even before you can react and aim when you get in sight range. The way I have to play in MoC when moving south is the following: 1) put down totem half screen below me 2) If it shoots something, or it gets killed, spam ice spear a while randomly, hoping to kill the stuff I can't see (but they can easily see and attack me if I move downwards). 3) Put down totem at the same place. If nothing happens, go to 4, otherwise back to 1. 4) Move to the location of the totem and repeat from 1. To me this is a pants-on-head retarded way to game the system and play effectively, but it's the only reasonably safe way for a not so tough ranged character. Seriously, to me the hardest thing in MoC is not the brutal damage, the occasional extra fast and still tough monsters, or nasty monster skills. It's attacks coming from outside the screen which are sometimes so fast that they are unavoidable. (And invisible projectiles and monsters due to a very high amount of desyncs, but that't another topic) The screen space cannot be circular, representing a truly equal view and attack distance in every direction; some directions will always be favored to others. But having a rectangular view area which crops down the attack and interaction range will cause much bigger balance differences, than a circular attack and interaction zone, contained in a bigger rectangular view area. And before you ask: yes, I am mad. I am mad because I hoped this game will provide a balanced and challenging endgame, where the most skilled players could truly shine. Currently there is nothing that shows that the endgame will not be dominated by silly issues like this, desyncs, unavoidable monster melee attacks and others. If these issues stay, no matter what they make the endgame be, it'll be dominated by brute-force approaches, because players can't expect the unexpectable. Last edited by szoltomi#3536 on Jun 12, 2012, 10:14:45 AM
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