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Xeinar posted a topic in Feedback & SuggestionsI don't like the fact that the two map layers are not aligned anymore with my position in the area since A12. In the past I used to open the tactical map (the one where placing SL markers and deciding the spawn) most of the time, and the navigation map only when driving or for a quick glance during action. They were all the time centered on my position so I could quickly understand my surroundings and in case move them and zoom in/out. Now they stuck on the last position you opened them the last time and are not even synchronized between them, so if I have to check the navigation map I have to move it, and then if I want to open the tactical map I have to recenter it as well. And this happens all the times I move elsewhere and I need to look at the maps, again and again. Can we at least have an option to autofocus both the maps on our position when opening them?
Kamerad Bryce posted a topic in General DiscussionEach of the vehicles in this game whose real world equivalents have turn signals and horns, technical are the first to come to my mind, need to have turn signals and horns control settings. You are more able to communicate with your fellow team members. This game is really missing out! Thank you, and I stand by my thoughts and decision to advocate this assertion.
Hey, Maps- I think the map UI currently diminishes the immersion during gameplay by being displayed like battlefield. It would be cool if the map was viewed/used like bringing a weapon/item up. The only example in a game that has something similar to what I imagine is observing a map in Minecraft. Also the players model would show them holding a map. From the map viewer perspective if the map was to be zoomed in it would cover more of the field of view as real life. I don't think this would have to be shown on the players model. Binoculars- A range finder would be cool. A more advanced idea would give the Squad leader the ability to mark points on the map by using the binoculars, with maybe the medic also having this but with without the command orders. This would make the medics role as a spotter more important. This change would make the binoculars a more powerful tool but if viewing a map was to become like a weapon/item I think this could be balanced. Here's mock ups of what I was thinking https://twitter.com/...419873400209408 https://twitter.com/...419914890264576
I'm new to Project Reality -- and I took the time to sit down with it recently and play some matches. They were a great time, and i'm looking forward to more. However, there have already been some points i'd like to bring up after playing for a few hours. The first main bit of feedback I have has to do with navigation -- and how it relates to working as a team and locating one another. I became quite frustrated at having to open up the map constantly. It took up way too much space, and it was very distracting. During firefights, especially urban ones, it becomes chaotic hell trying to keep track of where your squad mates are and where your squad leader wants you to be. Something that I think might be of great value to remedy this issue would be something along the lines of what the ACE 3 team has brought to their mod for ArmA 3 -- the MicroDAGR GPS. Too many times during my playtime, I'd hear my squad leaders say -- "move to the mark," or "we need a medic at the mark," or some form of that. Referring to a marker that 80% of the time I couldn't even see unless I opened my map -- a risky endeavor during a firefight. If the devs were to implement something similar to ACE 3's MicroDAGR, I feel that it would alleviate so much of that constant map opening and closing during firefights (or between them). Another option would be to be able to choose to toggle it on or off, or possibly even have it only appear while you hold down whatever keystroke it's mapped to -- for a quick and easy navigational aid. Now, please understand, I'm not by any stretch saying it'd have to be implemented in this exact same way as ACE 3 does it. However, I am saying that it'd be a great system to draw inspiration from; I know that as even as a new PR player, i'm very frustrated with how restrictive and bulky it feels to constantly have to bring the map up and put it away to navigate in an efficient way. During one of my sessions earlier on PR, I had multiple people tell me they simply had gotten used to "opening and closing the map constantly." I feel like a better system could be implemented. One possibility would be to restrict this equipment to squad leaders -- and simply implement a better squad label/tag system. Perhaps the way that ShackTac does it with their ShackTac HUD and Group Indicator. I also put together a short video detailing how it works: Counter-Points: But M81, having your squadmate's icons show through walls and stuff isn't realistic! Neither is holding a bag up to someone and holding LMB to heal them -- but this is a video game! And that's okay! M81, additional layers of menus of any kind detract from gameplay and the rhythm of action.This function i've laid out for you as an example is just as easy to bring up and access as the in-game map in PR. And -- it actually has a deeper level of functionality. The map function of the GPS could easily act as a Blue Force Tracker (BFT) and show the location of other squads, players and objectives on the map. Just like the PR map does. M81, this came from ArmA 3 so it's bad.I've put in time to learn more about PR and how it works. Perhaps you should do the same for ArmA. Our communities have much more to gain from one another than you may think. But M81, that's how maps work in real life. You have to literally pull it out and look at it.Yes, well, real life maps aren't transparent and show the location of every single friendly unit, vehicle and objective, either. If we want to talk maps, that's more than a map. That's GPS and BFT working in unison. which is exactly what the MicroDAGR can do. But better. Thanks for reading -- and I hope you find some time to give me any constructive feedback you may have.