Dear nadeo and ubisoft,
Product diversification can be a good thing yes, but please please listen to the fps community to at least get the key success factors to develop the best fps ever.
Without these KSF, shootmania will still be a joke compared to older fps, imho.
Using Trackamania receipe will just not be enough to make shootmania THE fps we are waiting for.
But I dont want to teach you how to make business... and threathen your Return On Investment ratio.
KR,
Hunahpu
What FoV is SM using?
Moderator: English Moderator
Re: What FoV is SM using?
So you think it's impossible that the fov is coded in a way that I described? Or exactly what are you saying that I'm so ignorant about?
I understand the need for unlocking FOV and would like to have the ability to set my own, I was just offering an example as to how they may have done it, as well as a possible reason why it would be more difficult than just unlocking a cvar.
As you said, I'm not a competitive arena FPS player, but I think some discourse on how the FOV is coded would give us (and possibly the devs) some more insight onto a possible solution.
Keep in mind this is the beta of the first FPS Nadeo has ever made, and AFAIK they are welcoming community insight and criticism, although I'm sure they prefer constructive criticism to whining and petitioning.
I understand the need for unlocking FOV and would like to have the ability to set my own, I was just offering an example as to how they may have done it, as well as a possible reason why it would be more difficult than just unlocking a cvar.
As you said, I'm not a competitive arena FPS player, but I think some discourse on how the FOV is coded would give us (and possibly the devs) some more insight onto a possible solution.
Keep in mind this is the beta of the first FPS Nadeo has ever made, and AFAIK they are welcoming community insight and criticism, although I'm sure they prefer constructive criticism to whining and petitioning.
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Re: What FoV is SM using?
Which is why I'm saying you are ignorant, not stupid, again this isn't name calling. Atleast you admit you are not a competetive arena shooter player. Do you know how many games are coded the way you are saying? None. Not one. Name an FPS I will show you how easily the FoV can be adjusted. Anyone.g1ock.0ut wrote:...
Do you know why StarCraft 2 pros play on borderline minimal graphic settings? Why post processing, bloom, depth of field, camera shake, all that stuff is turned off? Because it adds nothing to the game. It's bells and whistles to attract newbie players, which I'm fine with and do like myself in the occasional singleplayer campaign. In terms of competetion it detracts from the gameplay itself, which is the only thing that matters.
Forced fov change while sprinting? It's the same thing as watching a sitcom and having the fake laughs give you indications on what is supposed to be funny. No competetive player wants this. We want our own fov in the same manner we want our own mouse sensitivity, at all times. May as well force mouse accel on me as well.
Your really gotta clue yourself into these things. This is also part of the problem, casual player just doesn't have a clue about many things the competetive player deems absolute necessary. That's also why I'm so adamant about this, because I want to like this game, but certain decisions, arbitrarily chosen I might add (which should be an indication that you should ask an actual pro arena shooter about it), will absolutely keep players at arms length.
Bottom line, there needs to be an adjustable range for FoV. A general, conservative range is 80-110 for an arena based shooter. This isn't some slow-paced CS clone, this is an arena styled shooter. We don't want that fov jerked from us to tell us we just used sprint, we know what we did. We don't need hand holding, we need to make our own decisions. You don't baby competetive players, you give them the basic customization options which are standard across the board.
You want to attract us, you market a game towards us, then you jam it with arbritrarily chosen nuances which none of us want.
Educate yourself on a subject before you start positing rationalizations which have no factual basis.
Posts merged:
I just want to add the following so you can understand why I'm kind of edgy. This is also why many have stopped bothering altogether with any attempt at communicating these basic things to devs, have stopped even trying to enjoy any game they are marketing as a competetive arena shooter.
All the arguments have already been answered. Do you know how many noobs have been in your shoes and tried to make rationalizations as to why it's not included or some other setting or design choice was made which hinders competetive players? Every game man, every time, and every supposed argument has already been counter argued, proved, or however you want to explain it away.
Do you know how sick and tired the competetive community is of answering these things? Of watching devs make absolutely ridiculous design choices? Watching them screw their game over before it even gets started? It just pushes players away, the actual competetive players won't come to play because they didn't bother to listen to them in the first place.
Us competetive guys love these games. For us there is no other genre which gives the same thrill and experience. Nothing is as fast paced and skill intensive, or allows you to have as much fun. Which is why nothing tends to be as frustrating as watching them make such ignorant decisions.
Underlying point is that there no longer any excuse. Only some diehards like myself will bother trying to communicate what should already be a given because we still are looking for that new game.
Last edited by tcq on 15 Aug 2012, 21:47, edited 1 time in total.
Reason: doublepost ... you know the edit button?
Reason: doublepost ... you know the edit button?
Re: What FoV is SM using?
Did you find the answer to what FOV the game is using?DrownedOut wrote:Nevermind just found the answer from the devs on this page:
http://www.shootmania-news.com/
Or did you find out that the devs don't have a clue?
I cannot believe this game has been 'out' for months now, and we still cannot get Nadeo to tell us that FOV SM is using.
Should be the easiest in the world thing to find out.
I paid for this game. I feel a that I'm entitled to know such a basic fact about the game.
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Re: What FoV is SM using?
Well, if you own the game it's about as simple as positioning your character into a corner and guestimating from where the walls on either side come out.
The FoV is roughly 95 degrees (hor) on a 16:10 monitor. I didn't test 16:9 but I'd guess it's around 100 degrees (hor).
That's not terrible, but it's still rather unacceptable to market a game as competetive yet not understand that competetive arena players like to have it where they want it. It pretty much affects everything you do involving aim and is as important as mouse sensitivity.
Quite frankly though, it's about as common sense as telling a child to make sure to use toothpaste when he brushes his teeth. Because who brushes with just water... So if the devs don't "get it", then I really could care less at this point. Just another fail attempt by ignorant devs with very little to no community feedback. But hey they can still market it as a potential esport and get an MLG shoutout if they throw some cash around. Doesn't matter because it will be forgotten sooner rather than later.
The FoV is roughly 95 degrees (hor) on a 16:10 monitor. I didn't test 16:9 but I'd guess it's around 100 degrees (hor).
That's not terrible, but it's still rather unacceptable to market a game as competetive yet not understand that competetive arena players like to have it where they want it. It pretty much affects everything you do involving aim and is as important as mouse sensitivity.
Quite frankly though, it's about as common sense as telling a child to make sure to use toothpaste when he brushes his teeth. Because who brushes with just water... So if the devs don't "get it", then I really could care less at this point. Just another fail attempt by ignorant devs with very little to no community feedback. But hey they can still market it as a potential esport and get an MLG shoutout if they throw some cash around. Doesn't matter because it will be forgotten sooner rather than later.
Re: What FoV is SM using?
DrownedOut wrote:Well, if you own the game it's about as simple as positioning your character into a corner and guestimating from where the walls on either side come out.
The FoV is roughly 95 degrees (hor) on a 16:10 monitor. I didn't test 16:9 but I'd guess it's around 100 degrees (hor).
That's not terrible, but it's still rather unacceptable to market a game as competetive yet not understand that competetive arena players like to have it where they want it. It pretty much affects everything you do involving aim and is as important as mouse sensitivity.
Quite frankly though, it's about as common sense as telling a child to make sure to use toothpaste when he brushes his teeth. Because who brushes with just water... So if the devs don't "get it", then I really could care less at this point. Just another fail attempt by ignorant devs with very little to no community feedback. But hey they can still market it as a potential esport and get an MLG shoutout if they throw some cash around. Doesn't matter because it will be forgotten sooner rather than later.
I hear ya.
We finally got a word (kinda) from Nadeo on this:http://forum.maniaplanet.com/viewtopic. ... 69#p121569
But it seems they aren't 100% sure themselves. :/
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Re: What FoV is SM using?
The reason they're not 100% sure is probably because the FoV changes based on how fast you are. The faster you're going the more the game zooms out.
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