Radar in ME3
#1
Posté 18 juin 2011 - 01:25
#2
Posté 18 juin 2011 - 01:31
#3
Posté 18 juin 2011 - 01:45
Mr.Kusy wrote...
Yeah, that seemed like a pretty... well... bad desing decision. To be honest, I havent used the radar even once during all of my ME2 runs. Also the fact that only hub locations had maps was quite stupid.
but even those maps were odd to read. I didn't play ME-1, so I really struggled the first time around, navigating hubs and such. I dunno, at least gimme the option for it to be up permanently. Also, I noticed in some missions, like Garrus' recruitment, his health bar covered up the radar screen, very annoying.....
#4
Posté 18 juin 2011 - 01:47
http://twitter.com/#...806054128558080
"Well personally im interested if the radar will be returning during realtime play, may balance out the hud from the right side"
"Probably not we are trying to keep the HUD clean, and design combat spaces so you don't need radar"
Modifié par Vertigo_1, 18 juin 2011 - 01:48 .
#5
Posté 18 juin 2011 - 01:50
Vertigo_1 wrote...
Doesn't look like we will get to see radar full-time:
http://twitter.com/#...806054128558080
"Well personally im interested if the radar will be returning during realtime play, may balance out the hud from the right side"
"Probably not we are trying to keep the HUD clean, and design combat spaces so you don't need radar"
::cue dramatics:: NOOOOOOOOOOOOO!!!!!!
#6
Posté 18 juin 2011 - 02:25
#7
Posté 18 juin 2011 - 03:27
#8
Posté 18 juin 2011 - 03:31
#9
Posté 18 juin 2011 - 03:35
CaptainZaysh wrote...
One of the devs said the ME2 radar was only available on pause because live radar caused slowdown.
This. Believe it or not, but a radar is resource intensive, which is why they did it the way they did in ME2. Didn't bother me, though. With how combat flow was in ME2, I never felt like I was at some sort of a disadvantage without it. It's just a superfluous widget we don't really need.
#10
Posté 18 juin 2011 - 04:09
That said, I did manage to get gunned down by an enemy I didn't notice right next to me, a few times.
I just wish we could turn the camera around without Shep turning too.
#11
Posté 18 juin 2011 - 04:30
CuseGirl wrote...
Will the radar only be viewable while the weapon/power wheel is up? I really hate that I can only see the radar when the game is essentially paused.
I'd like them to use Halo's motion detection radar.
I never liked how your radar (in ME1) could not only see that there were people up ahead, but you magically know their aggressive intentions as well. I think all blips should be neutral until you see them and paint them as enemies or they actually fire upon you. That blip coming toward you could just be some random guy in the wrong place at the wrong time.
#12
Posté 18 juin 2011 - 04:35
#13
Posté 18 juin 2011 - 05:04
The "Fight for your Life" segment of Arrival was 5x more difficult than it needed to be because I couldn't always tell where enemies were.
I understand that I probably rely on the radar more than many other players.
#14
Posté 18 juin 2011 - 05:06
lazuli wrote...
The "Fight for your Life" segment of Arrival was 5x more difficult than it needed to be because I couldn't always tell where enemies were.
It's more likely you positioned yourself such that you could be surrounded. That's not the radar's fault.
#15
Posté 18 juin 2011 - 05:09
Of course it was a demo...
Modifié par Vertigo_1, 18 juin 2011 - 05:09 .
#16
Posté 18 juin 2011 - 05:14
Yeah, I find it a little weird, too. My guess is that it's simply more involving then that. Another thing to consider is that while all 360 games obviously have the same hardware, individual games have different game engines and modifications to the engine itself. It could be that ME2's engine isn't suited well for the radar.Mr.Kusy wrote...
Hmm... I'm not a nuclear enginer here but it seems kind of weird that a circle that fetches x and y possition of NPCs and returns those on screen would be resource eating. Anyhow, why not get rid of it entirely? It is kind of usless.
#17
Posté 18 juin 2011 - 05:15
marshalleck wrote...
lazuli wrote...
The "Fight for your Life" segment of Arrival was 5x more difficult than it needed to be because I couldn't always tell where enemies were.
It's more likely you positioned yourself such that you could be surrounded. That's not the radar's fault.
Oh, no. I'm quite aware of the points in that fight that can be abused and the areas that are dangerous. I've stormed through it numerous times. I'm just a tactical player in the sense that I like to know where my enemies are at all times. It's not a great habit, and it certainly wouldn't lend itself well to FRAPS recordings for youtube and whatnot. But it serves me well.
The Object Rho meter blocks a portion of the radar, forcing me to swivel my camera and turn the radar so that I can see where enemies are if the text had been obscuring them.
#18
Posté 18 juin 2011 - 05:19
'Clean HUD' is a load of crap when I have to keep pausing to see information I want.
You don't encourage constant pausing... it breaks the flow of gameplay.
I pause enough as it is with my constant use of powers wherever they can go on the precise targets I want them to hit. More pausing just to see my radar is a pain in the ass.
My computer can handle the extra resource drain if there is any, so let me switch it on.
Modifié par CajNatalie, 18 juin 2011 - 05:20 .
#19
Posté 18 juin 2011 - 05:22
CajNatalie wrote...
At least the option to turn on or off the radar as part of your constant HUD would be nice.
'Clean HUD' is a load of crap when I have to keep pausing to see information I want.
You don't encourage constant pausing... it breaks the flow of gameplay.
I pause enough as it is with my constant use of powers wherever they can go on the precise targets I want them to hit. More pausing just to see my radar is a pain in the ass.
My computer can handle the extra resource drain if there is any, so let me switch it on.
I like this suggestion. I know developers wince every time someone suggests a toggle, but I would welcome this all the same.
#20
Posté 18 juin 2011 - 07:00
#21
Posté 18 juin 2011 - 07:18
But all joking asside (that was a joke by the way) At first I did miss the radar in ME2 but i got used to not having it and i hardly ever glanced at it even when i brought up the power wheel.
#22
Posté 18 juin 2011 - 08:20
Vertigo_1 wrote...
Doesn't look like we will get to see radar full-time:
http://twitter.com/#...806054128558080
"Well personally im interested if the radar will be returning during realtime play, may balance out the hud from the right side"
"Probably not we are trying to keep the HUD clean, and design combat spaces so you don't need radar"
I hope the radar will at least be there when we open up the power/weapon wheel (a la ME2).
Modifié par CannotCompute, 18 juin 2011 - 08:21 .
#23
Posté 18 juin 2011 - 09:48
CajNatalie wrote...
At least the option to turn on or off the radar as part of your constant HUD would be nice.
'Clean HUD' is a load of crap when I have to keep pausing to see information I want.
You don't encourage constant pausing... it breaks the flow of gameplay.
I pause enough as it is with my constant use of powers wherever they can go on the precise targets I want them to hit. More pausing just to see my radar is a pain in the ass.
My computer can handle the extra resource drain if there is any, so let me switch it on.
Seconded. Personally I don't care about radars - never use them anyway. Contaminating the HUD with all sorts of info isn's something I'm looking forward to, simple is better imo. The option to tweak the HUD a little, so everyone can play with the info on screen they need would be great.
While you're at it Bioware - add the option to increase (pc) hotkeys (0-9 instead of 1-8); the option to 'hide' the hotkey bar; the option to reduce the size of enemy health/defensive layers; different crosshairs etc. Some options to tweak the HUD cannot hurt, eh?





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