Please remove these hologram icons in ME3
#51
Posté 12 octobre 2011 - 09:02
The icons are unnecessary, the coloured holographic sheathe is all that's needed to identify ammo types[/quote]
[/quote]
This, the icon is an eyesore.
#52
Posté 12 octobre 2011 - 09:05
Mesina2 wrote...
It's so small.
How the hell they can block anyone's face?!
toggle for cinematics/conversations at least, would not be unwelcome
#53
Posté 12 octobre 2011 - 09:14
Chris Priestly wrote...
I am pleasedto say that those hologram icons are currently returning in ME3. Admittedly, this could change if teh Dev team feels they should go, but currently they are there.
Toggle option! please....
#54
Posté 12 octobre 2011 - 09:17
Athayniel wrote...
The icons are unnecessary, the coloured holographic sheathe is all that's needed to identify ammo types
BSN continues its time-honored persecution of the colorblind. Visual feedback like this exists for a reason.
Now a toggle would be okay, but is it really worth the refactoring that would be involved?
#55
Posté 12 octobre 2011 - 09:18
Modifié par happy_daiz, 12 octobre 2011 - 09:20 .
#56
Posté 12 octobre 2011 - 09:21
#57
Posté 12 octobre 2011 - 09:22
/Sarcasm
#58
Posté 12 octobre 2011 - 09:22
Modifié par DaringMoosejaw, 12 octobre 2011 - 09:22 .
#59
Posté 12 octobre 2011 - 09:24
mango smoothie wrote...
Easiest thing to do would be to give a toggle option as many people have said to turn it on or off.
We have no idea how simple it is. You are talking about refactoring cinematics, gameplay, and a whole bunch of other subsystems. Sometimes these minor changes are actually the most complicated because they were not originally architected to be decoupled easily.
#60
Posté 12 octobre 2011 - 09:28
Modifié par Bigdoser, 12 octobre 2011 - 09:29 .
#61
Posté 12 octobre 2011 - 09:28
DaringMoosejaw wrote...
I never saw them in cinematics, rarely so, and I kind of wish they were. And are they really a HUD effect? I always thought that they were actually there, as much as holograms can be. Is an Omni-tool a HUD effect?
They're not a HUD effect. You can completely hide all the UI elements (including the dialogue wheel, subtitles, and even the menu items) via toggles added to Coalesced.ini. The ammo icons don't go nowhere.
Modifié par didymos1120, 12 octobre 2011 - 09:29 .
#62
Posté 12 octobre 2011 - 09:30
#63
Posté 12 octobre 2011 - 09:31
mango smoothie wrote...
Easiest thing to do would be to give a toggle option as many people have said to turn it on or off.
At the very least this please.
#64
Posté 12 octobre 2011 - 09:35
Yup, this.Knight of Bronze wrote...
At the very least this please.mango smoothie wrote...
Easiest thing to do would be to give a toggle option as many people have said to turn it on or off.
I really wanted them to go away in ME2, but alas.
#65
Posté 12 octobre 2011 - 09:38
#66
Posté 12 octobre 2011 - 09:59
Bigdoser wrote...
people are really complaining about this? wow....just...wow.
It's a small problem, but still a problem. Someone who thinks the icons are annoying has to deal with it throughout the entire game if they want to use ammo powers. I could have done without that particular thorn in my side while enjoying ME2.
#67
Posté 12 octobre 2011 - 10:01
#68
Posté 12 octobre 2011 - 10:07
Walker White wrote...
mango smoothie wrote...
Easiest thing to do would be to give a toggle option as many people have said to turn it on or off.
We have no idea how simple it is. You are talking about refactoring cinematics, gameplay, and a whole bunch of other subsystems. Sometimes these minor changes are actually the most complicated because they were not originally architected to be decoupled easily.
I don't how minor or complicated the changes would be. For all we know it could just be time consuming to locate the code. However, I believe you are wrong on refactoring of cinematics, gameplay and other "subsystems".
The cinematics are rendered in game for the most part. There are also several instances of the cinematic causing Shepard to pull out a weapon for use in the scene. It's usually a rifle. If I have the mattock equiped and the cutscene calls for a rifle to be held by Shepard, the mattock is shown in Shepard's hand and it's removed from his/her back.
In the case of ammo power icons: Every time I have a power activated on a weapon and said weapon is needed for a cutscene, I can switch out said weapon for another one not using an ammo power. If the rifle (since it's the most utilized weapon in cutscenes) is needed it will show up without ammo power indicators. This isn't some of the time. This is every time.
Modifié par Xeranx, 12 octobre 2011 - 10:09 .
#69
Posté 12 octobre 2011 - 10:11
#70
Posté 12 octobre 2011 - 10:12
Xeranx wrote...
The cinematics are rendered in game for the most part. There are also several instances of the cinematic causing Shepard to pull out a weapon for use in the scene.
In the case of ammo power icons: Every time I have a power activated on a weapon and said weapon is needed for a cutscene, I can switch out said weapon for another one not using an ammo power. If the rifle (since it's the most utilized weapon in cutscenes) is needed it will show up without ammo power indicators. This isn't some of the time. This is every time.
I've also noticed that in those cinematics where your weapons are overriden, the ammo indicators are not present. Suggests they already have a way to disable them when they want to.
Modifié par didymos1120, 12 octobre 2011 - 10:14 .
#71
Posté 12 octobre 2011 - 10:22
I'm starting to think its the cool thing to do nowadays. Sad.Bigdoser wrote...
people are really complaining about this? wow....just...wow.
#72
Posté 12 octobre 2011 - 10:25
didymos1120 wrote...
Xeranx wrote...
The cinematics are rendered in game for the most part. There are also several instances of the cinematic causing Shepard to pull out a weapon for use in the scene.
In the case of ammo power icons: Every time I have a power activated on a weapon and said weapon is needed for a cutscene, I can switch out said weapon for another one not using an ammo power. If the rifle (since it's the most utilized weapon in cutscenes) is needed it will show up without ammo power indicators. This isn't some of the time. This is every time.
I've also noticed that in those cinematics where your weapons are overriden, the ammo indicators are not present. Suggests they already have a way to disable them when they want to.
Exactly.
#73
Posté 12 octobre 2011 - 10:28
#74
Posté 12 octobre 2011 - 10:28
golak wrote...
darknoon5 wrote...
Yeah, I'd love a toggle on/off feature for these.
Yeah, I second that.
Third that, or whatever number we're up to. I like em personally, but there should be a toggle for those who do not.
#75
Guest_Submachiner_*
Posté 12 octobre 2011 - 10:35
Guest_Submachiner_*
Not a big deal really.
Modifié par Submachiner, 12 octobre 2011 - 10:35 .





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