HUD "compass" idea (video included)
Andrew_e1
Join Date: 2005-01-07 Member: 33331Members, Constellation
So I bet i'm not the only one that always had trouble remembering names of parts of the map. It always gave me trouble in NS1 and it just happened in NS2...
When the comm says something like "go to maintenance or reactor core" and there's nothing serious happening then you could just open your map and head there, but in other scenarios, like the one being used as an example below, the map is not of great help.
comm: go to central ACCESS NOW
me: *looks at minimap, tries to sprint there*
me: *makes a mistake when turning*
comm: WHAT ARE YOU DOING GO RIGHT
me: *desperately heads right*
comm: NO YOUR OTHER RIGHT
me: *goes back and gets confused*
comm: NEVER MIND POWER NODE IS DOWN
me: *gets killed*
so something like a little compass with the names on top would help a lot IMO, especially for those of us who never remember the names. As a bonus, the names could flash when structures inside them are getting attacked, or when the comm gives you a direct order to go there...
here's what I had in mind: <a href="http://www.youtube.com/watch?v=iSb6cX9x_h0&feature=plcp&context=C31a047aUDOEgsToPDskJIgYXMHJ63sEB82ijS_rds" target="_blank">http://www.youtube.com/watch?v=iSb6cX9x_h0...J63sEB82ijS_rds</a>
Anyways, something *along those lines* would help a lot of people I think...
What do you guys think?
Cheers
When the comm says something like "go to maintenance or reactor core" and there's nothing serious happening then you could just open your map and head there, but in other scenarios, like the one being used as an example below, the map is not of great help.
comm: go to central ACCESS NOW
me: *looks at minimap, tries to sprint there*
me: *makes a mistake when turning*
comm: WHAT ARE YOU DOING GO RIGHT
me: *desperately heads right*
comm: NO YOUR OTHER RIGHT
me: *goes back and gets confused*
comm: NEVER MIND POWER NODE IS DOWN
me: *gets killed*
so something like a little compass with the names on top would help a lot IMO, especially for those of us who never remember the names. As a bonus, the names could flash when structures inside them are getting attacked, or when the comm gives you a direct order to go there...
here's what I had in mind: <a href="http://www.youtube.com/watch?v=iSb6cX9x_h0&feature=plcp&context=C31a047aUDOEgsToPDskJIgYXMHJ63sEB82ijS_rds" target="_blank">http://www.youtube.com/watch?v=iSb6cX9x_h0...J63sEB82ijS_rds</a>
Anyways, something *along those lines* would help a lot of people I think...
What do you guys think?
Cheers
Comments
Also, the information conveyed by a compass that you depicted in the video would probably serve to confuse new players rather than allow them to learn the maps, as it only tells them the direction of the various rooms of the map, and not the directions of the corridors that the player would have to traverse in order to actually navigate to that room. For example, a player standing in Rockdown's Auxillery node would be tempted to walk into central access, thinking they are heading towards West wing simply because they are heading in the same direction as the location is displayed on their compass, even though in reality they are taking a longer and more dangerous route than they should.
Really I would imagine this would end up being negligibly effective at teaching newer players the maps, while at the same time being a distracting element for experienced and even more casual players who already know the layout of the map and be not much more than a nuisance.
One thing I would add is scaling the font with distance (so you can tell roughly 'how far', as well as 'in what direction'), with a maximum (so it doesn't take up too much space even when close) and a minimum (so it is always readable even when far) font size.
EDIT: Oh, an idea that can be used instead of, or in conjunction with, the above, is simply writing the distance to a landmark beneath/above/next-to the landmark's name as a number (in metres, though there's not really a need to put "200 m", just write "200").
@Heroman117:
RE:1st paragraph: I don't think you see the real benefits of this. It very easily allows players to know generally in which direction they should be going, and what relative position in the world they are in, based on these 'landmarks' on the compass. And it very easily allows players to learn (not even "learn", just "know") the place names (and what locations they refer to) in the "real world". Using the map is just not the same, and I would say is much more mentally and physically involving than simply using mouselook (moving the mouse) in the gameworld, since it involves opening the map, determining the route or locations, memorising the route or locations, closing the map, then trying to mentally superimpose an analogy (the map) to the real thing (the floors and walls). The key here is that the compass is an aid that, unlike the minimap, never takes you (your attention) out of the game (what is right in front of you), and therefore, mentally, meshes better with the game world.
RE:2nd paragraph: Just because it doesn't tell you which route to take on the compass, doesn't mean you can't figure it out through estimation (a general direction), trial (try this corridor) and error (death / takes forever / dead end / get lost). Much of the time, because of the way geometry simply is, walking in as straight a line as you can towards your objective would usually lead to the shortest path. And really, it's not as if it replaces the map/minimap, it can be used in conjunction with it; so if for whatever reason, they do pick a bad route, they can use the map to plan a better route. Generally speaking, new players would probably follow other players to begin with anyway. If it's a more dangerous route (and they're, for whatever reason, going it alone), people tend to learn after a single death, maybe a second or third, any more than that and... well... I don't think we should be catering the game to the lowest common denominator here.
RE:3rd paragraph: I disagree. The effects could, and should, be toned down; and doing so would mitigate any 'nuisance' that it might cause. At worse, make it an option (that is on by default). It's not as if it's game-changing, so making it an option doesn't hurt. Same for tooltips, or any other aids: on by default, but can be disabled.
Good job :)
this thread actually inspired me to add another suggestion to adress this issue, using drifer/MAC waypoints while also displaying the final target at the same time: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115996" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115996</a>.
well our suggestions do not contradict, i think both would be nice to have for new players (especially since you are not always given explicit orders).
I think you gave it way too much thought lol... It's supposed to be a really simple indicator and it would obviously not look EXACTLY like that.
Aside from navigational utility, a big plus would be <b>environmental awareness...</b>
Like I said, you could have the names flash if structures inside the area would get attacked, powernodes... RTS etc... Or lets say a <b>teammate is in distress and they could call for "backup", then that area would flash on everyone's hud and whoever is near can help while people far away could ignore it.</b> The size of the text could indicate distance.
This is to counter the fact that Aliens have always had more environmental awareness... they can see exactly where their team, structures, and hives are... and know when they are getting attacked. I obviously can see how aliens would have more "sensory" awareness, that's why I suggested something that is not as specific (eg: "area is getting attacked", not, "this rt or this marine is getting attacked").
You could also press a button and switch between "off", "locations", or "player names". Players under attack are yellow or something.
<!--quoteo(post=1896337:date=Jan 21 2012, 05:56 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 21 2012, 05:56 AM) <a href="index.php?act=findpost&pid=1896337"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Judging from the video alone, I very much like that idea. It could be toned down, however. (How did you make it, btw?)<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks, Its 3ds max, I just made the "map rose" in 3D and overlayed the video and rotated when my view rotated, there are syncing issues but I think the idea is clear :)
Thanks to everyone for the comments
Only a marginal portion of the sides. Like 5-15% of the side lighting up in the direction of the waypoint so the marine can get some orientation with the map using peripheral vision.
More of a car gps system than a compass of course.
Yeah I was thinking about the mod thing too......too bad I can barely code basic html so I wouldn't be able to do it myself...:(
lol
Notice that the mountain on the right is larger then the one on the left, which indicates that i am closer to it. Skyrim uses different icons for different things (houses for houses, mountains for caves etc) which probably wouldn't work for NS. The blue arrow is a waypoint I set on my map, and commander waypoints could work the same way. It's pretty unobtrusive, and it works wonderfully. If you put names instead of icons, i think it would be a good fit for NS!
I think you're idea is for when a comm just says on voice chat "Goto Atrium" or whatever, not when issuing a command. Your solution would help <b>tremendously</b> with that.
When a commander issues an order, the path on the ground is fantastic, but I've had it redirect me on some crazy paths just to move 10ft. Anyway, I think it would be really nice to see your waypoint on the minimap along with the path you should take. The result is that a good commander can be more effective with newbies that a willing to follow the orders while the newbies also learn the map much quicker.
Just a thought.