What FoV is SM using?

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DeVxC
Posts: 12
Joined: 04 Jul 2012, 12:26

Re: What FoV is SM using?

Post by DeVxC »

Omnixor wrote:core feature of FPS is gameplay... and core feature of SM is easy accessibility and same conditions for everybody. one weapon, one playerskin, one fov... it's not that nadeo is unable to make this configurable, it's just that nadeo doesn't want to add that, it's out of their principles for making this game. and surely, it's not a sign of failure in other parts of SM.
Oh really ?
Screen
Ye that's fair players with 16:9 will see more then me with 5:4 ... That's really same for everyone ... FoV is a must for FPS end of story
Last edited by DeVxC on 10 Jul 2012, 12:54, edited 1 time in total.
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Lim3s
Posts: 25
Joined: 14 Jun 2012, 02:03

Re: What FoV is SM using?

Post by Lim3s »

DeVxC wrote:
Omnixor wrote:core feature of FPS is gameplay... and core feature of SM is easy accessibility and same conditions for everybody. one weapon, one playerskin, one fov... it's not that nadeo is unable to make this configurable, it's just that nadeo doesn't want to add that, it's out of their principles for making this game. and surely, it's not a sign of failure in other parts of SM.
Oh really ?
Sceen
Ye that's fair players with 16:9 will see more then me with 5:4 ... That's really same for everyone ... FoV is a must for FPS end of story
The advantage of widescreen resolutions isn't anything new, it's been known in most competitive gaming communities for years. It's not exactly difficult to use a widescreen resolution on a different aspect ratio if you're gonna be really anal about it.

Edit: I might add that I'm all for having a changeable FOV, I believe it's a very necessary function for any first person game on the PC. However using the argument of "you see more with higher ratios = unbalanced, give us FOV" is redundant.
DeVxC
Posts: 12
Joined: 04 Jul 2012, 12:26

Re: What FoV is SM using?

Post by DeVxC »

Lim3s wrote:The advantage of widescreen resolutions isn't anything new, it's been known in most competitive gaming communities for years. It's not exactly difficult to use a widescreen resolution on a different aspect ratio if you're gonna be really anal about it.

Edit: I might add that I'm all for having a changeable FOV, I believe it's a very necessary function for any first person game on the PC. However using the argument of "you see more with higher ratios = unbalanced, give us FOV" is redundant.
Well I don't know what competitive game don't have FoV option ... maybe CS. But yea FoV for me is just to not get sick after 30 min. Not because of anal, I was just replaying to Omnixor argument. There is no such this as balance in terms of settings unless you are on LAN where every one use same PC's.
DrownedOut
Posts: 45
Joined: 23 Sep 2011, 22:39

Re: What FoV is SM using?

Post by DrownedOut »

Was looking for the default fov value and came across this thread. I haven't seen much more ignorant comments about the fov of an fps then in here. Especially considering this is marketed as being a competetive esports viable fps.

FoV cannot be a standard default value across the board. That is unacceptable. Small fovs are for consoles, for people sitting on couches, for devs that try to squeek out extra performance to meet the framerate requirement of corporate owned consoles. People in this thread need to educate themselves on the subject before imparting their ignorant comments on the matter.

Three is not a single, not one, I repeat, not a single one person who has ever been considered a competetive arena shooter player that does not know what I'm talking about. Every PK, Quake, and UT competetive player knows how important this is. Quite frankly if you've played and don't know the value, then look and the mirror and say "Hi, noob, I'm ignorant on this subject matter."


As to whether or not I refuse to buy a title if the fov is too small? That is absolutely the case. If you jam that fov into low values, I won't take a second look at your title.


FoV for a true competetive FPS needs to be adjustable from a minimum range of 80 to 110. Anything else and you are predetermining your title to never be a true arena style, esports focused title. That's just an unobtrusive fact for anyone that actually has a clue as to what the are talking about.


Personally I use 98 or 103 horizontal fov, depending on how my aim is doing.


Also, I would like to know if this is adjustable, because truely, if not, I won't bother making this purchase.
DrownedOut
Posts: 45
Joined: 23 Sep 2011, 22:39

Re: What FoV is SM using?

Post by DrownedOut »

Nevermind just found the answer from the devs on this page:
http://www.shootmania-news.com/

Ignorant devs are ignorant. Good grief, you aim to make a competetive arena style fps and you don't allow basic fov adjustment?

What rock have you guys been living under for the last decade? Truely ignorant. You can chalk up one lost sale to this ignorant decision.

I suggest not making another fps game.
FrivolousSam
Posts: 50
Joined: 09 Sep 2011, 18:27
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Re: What FoV is SM using?

Post by FrivolousSam »

What FoV is SM using?

The WRONG FoV.

Because everyone is different and should be able to select the FoV they are comfortable with.
Find me in game as "Tobias"
hunahpu.rq
Posts: 33
Joined: 30 Jul 2012, 06:20

Re: What FoV is SM using?

Post by hunahpu.rq »

+1

I'm used to fov 120 on such games, I would be disappointed not seeing a fov setting in sm final release
g1ock.0ut
Posts: 39
Joined: 27 Jul 2012, 01:30

Re: What FoV is SM using?

Post by g1ock.0ut »

I think it's locked down because of the camera focus/FOV changes that happen when speeding up, slowing down, or getting hit.

If I continue that line of thought there may be an issue in unlocking the FOV if those values are predetermined instead of relative to the players FOV

example: player fov - 90, speed boost fov - 120...instead of player fov 90, speed boost fov +30 or +33%
DrownedOut
Posts: 45
Joined: 23 Sep 2011, 22:39

Re: What FoV is SM using?

Post by DrownedOut »

g1ock.0ut wrote:I think it's locked down because of the camera focus/FOV changes that happen when speeding up, slowing down, or getting hit.

If I continue that line of thought there may be an issue in unlocking the FOV if those values are predetermined instead of relative to the players FOV

example: player fov - 90, speed boost fov - 120...instead of player fov 90, speed boost fov +30 or +33%
No. You are wrong, not trying to make you look bad, but you really have no clue whatsoever. And this is part of the problem. Ignorant people (not stupid, this isn't name calling, this is fact, you are ignorant on the subject matter) have no clue, and perhaps impart some self-satisfied rationalization. Meanwhile, every (wow, guess what yes EVERY) actual competetive player that has a clue and that has played arena shooters over the years know that stupid crap like this will cripple the game from the start.

@Nadeo - Do you really wonder why those Quake pros you tried so hard to play your game won't do so? Or if they do they drop it after a short period of time? Guess what, this is one of the reasons. How can you guys actually try to market this as a competetive game without getting something simple like FoV support right?

Look, I love Trackmania, but really, you guys are botching this from the start.


The simple fact that the FoV does adjust during different times only proves how easy the engine can handle it. At this point it's almost a joke. Like, even horrible coders that work on console shooters know how easy this is to get right. And this is a specific PC-only title.

It's like the devs are super casual FPS players in their spare time and quite literally have never followed the genre, nor are aware of a number of simple factors that are required for it. Baffling.
DrownedOut
Posts: 45
Joined: 23 Sep 2011, 22:39

Re: What FoV is SM using?

Post by DrownedOut »

Let me see if I can put this into a slightly better perspective without sounding like a complete jerk.

If some casual fan is watching a boxing match they kinda know what they're wathcing. They know the right hook, left jab, uppercut, they can tell when a guy get's hurt, etc. Your more hardcore fan is also keeping a close eye on the footwork. That casual guy doesn't understand what it means as one boxer keeps trying to put that lead foot just on the outside of his opponents, perhaps doesn't understand the difference between chasing a guy versus cutting him off.

Now, when you market an arena styled shooter as a potentially esports title, many things are expected, and quite frankly warranted. They want to attract people that will play the heck out of the game, but they are blindly refusing to give those people the basic things they need. The FoV is that important. And when you don't think it is, guess what, you put yourself into that casual bracket. Yes, it's that simple, yes it's that obvious. No, there is no middle ground. No, there is no excuse. It is a flat out mark of ignorant devs.

And quite frankly it's rather insulting to anyone who plays arena shooters competetively. It's also disappointing as there is an actual place for a new arena shooter to take shape. Ignorant decisions, things which seem like not a big deal to the casual guy, will make the actual competetive player (the guy they are marketing it towards) to not even bother playing the game.

Again, I'm not trying to be a jerk, but it is so frustrating, and quite honestly baffling, why so many simple things are completely mishandled by devs.
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