#31
Posted 29 October 2012 - 08:07 AM
#32
Posted 29 October 2012 - 09:37 AM
Makovorn, on 28 October 2012 - 09:04 PM, said:
This post is absolutely amazing. My only issue with the loss of footspace is how this would impact PvP - given the design of the game, you need that much space to be able to see what takes place behind you. Although I imagine this could be fixed by simply allowing us to zoom out further?
#33
Posted 29 October 2012 - 10:02 AM
Protoss, on 29 October 2012 - 09:37 AM, said:
You kind of need this for any kind of melee play whatsoever, not just for good preception of what's behind you, but also to aid in judging the distance of attack for extremely short range weapons. Trying to judge Z distance on a flat screen is always a challenge, and the moreso you stare straight off into the horzon rather than a downward angle. So many console shooters opt for miniscule footspace because they don't have hardly any melee, but you will not see that same treatment of the combat scenes in God of War. Heck this is even an issue for ground-targeting as well, you can't afford a huge tilt that makes those circles too difficult to paint. Then you add on top of that this whole probably lost somewhere notion that GW2 is a *team* game, and you want to see what your allies behind you are doing occasionally as well..
A big compromise Anet has to make is one camera height for all character heights, and that's one I completely support to minimize race advantages. Headspace will therefore always be less than ideal.
Edited by FoxBat, 29 October 2012 - 10:12 AM.
#34
Posted 29 October 2012 - 11:02 AM
Too bad I can't log into the official forums to post my feedback, since I own a german copy of the game (and can only log into the german forums)
The change seems to be very little on screenshots, but it actually makes a huge difference when actually playing the game and I don't want to go back anymore.
I do agree, that we need more improvements though, as described by Makovorn, but this is a good start.
edit: why not implement a slider for the camera hight?
Edited by Shadow209, 29 October 2012 - 11:04 AM.
#35
Posted 29 October 2012 - 12:14 PM
The new FOV at 2560x1600 looks good, but it is starting to make my machine chug, so it would be nice to have more GPU optimization as well.
#36
Posted 29 October 2012 - 12:20 PM
FoxBat, on 29 October 2012 - 10:02 AM, said:
Edit: Sorry, this is a long one. I've added a TL;DR at the bottom.
You make a very valid point in terms of combat awareness. I suspect a greater zoom (not unlike the one we've seen with the new "Mad King" bug), might give you a better selection of varying zoom distances combined with a more top-down view to paint AOE targets and to help with judging distances, as you mentioned. This sort-of reminds me of World of Warcraft, where you could zoom out more and go to a completely downwards camera angle for that birds-eye view of the battlefield or for what's immediately around you.
The good thing is, that you can actually have the best of both worlds in terms of having less foot-space, but also have more back-space if you need it for combat awareness. A higher FoV helps tremendously in this regard, but also zoom. If you look at the pics in my previous post where I talk about foot-space and you look at the TSW example, and now look at the following pic, you can see that despite the "font-on/feet-close-to-the-bottom" angle I had in the previous pic, you can also get very nice back-space if you need it, by zooming out slightly or manipulating the camera to your desire:

Camera height, and foot-space (and by extension, less head-space for more forward awareness) seems to go hand in hand, but you see this more when zoomed in. This is great if you like the more in-your-face, front-on view during combat. However, if you do prefer more back-space, you can do this in both GW1, GW2 (the norn female example I used in my previous post) and TSW. Here's a comparison:

Now the above angle is okay for seeing enemies coming from behind, but perhaps not so great for painting AOE targets in front of you. For that, you can simply bring the camera upwards (and point it downwards) and get a fairly nice top/down view similar to the middle pic (TSW) in the first example.
I think the solution to satisfying all kinds of play styles, lies in a combination of FoV, zoom and a proper camera pivot height. The higher FoV helps with seeing more even when zoomed in, while a higher camera pivot feels more natural, because when you zoom in, it feels like the viewpoint should be near to the eye-line of your character, and not your character's back/belly.
Simultaneously, a greater FoV and zoom provide you with very good combat awareness when you start zooming out - and it doesn't mean your character has to be pea-sized (although I know some players who like it this way).
TL;DR: The Secret World and Guild Wars 1 illustrates that you can have a great frontal viewpoint for the more in-your-face kind of play-style (thanks to great FoV and a higher camera pivot), while simultaneously giving you the option of having more combat awareness all around you, by using some measure of zoom-out. I wish the same for Guild Wars 2.
Edited by Makovorn, 29 October 2012 - 12:34 PM.
#37
Posted 29 October 2012 - 02:49 PM
For me, it has to work on fullscreen (windowed of not) and really the difference is far too slight.
#38
#39
Posted 29 October 2012 - 07:11 PM
#40
Posted 29 October 2012 - 07:22 PM
Is that what it is, or is there more to it then that?
#41
Posted 29 October 2012 - 07:51 PM
FoV works like this. Imagine you have your eyes half closed, then you open them up like normal. You can see the difference, that's what FoV does. It makes you see more, in all directions, up, down, left, right.
Edit: Also i'm not 100% sold on the camera. Right now the camera is fixated too low, i want it higher up. + First Person View.
Edited by jirayasan, 29 October 2012 - 10:11 PM.
#42
Posted 29 October 2012 - 09:43 PM
#43
Posted 29 October 2012 - 11:32 PM
Oh and hey: How about some true FP perspective?
#44
Posted 30 October 2012 - 03:30 AM
#45
Posted 30 October 2012 - 06:19 AM
#46
Posted 30 October 2012 - 10:21 PM
#47
Posted 31 October 2012 - 03:57 AM
Also tagged with one or more of these keywords: arenanet
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