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| | #1351 (permalink) |
| Registered User Join Date: Apr 2002 Location: :noitacoL
Posts: 3,645
| You obviously missed out on EQ1. Not only can someone easily learn to tell how far away things are, it is a must when it came to pulling and aggro proximity. Still is, now that I think about it.... |
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| | #1352 (permalink) |
| Registered User Join Date: Sep 2005
Posts: 720
| I'd say the real problem is the binary range limits. IRL I can't look at an object and tell you that it's exactly 32.174 yards away, but it doesn't matter because my "Throw Rock" ability doesn't have a magical range limit of 30 yards. Instead, there's a fairly smooth reduction in my ability to hit the object with a rock as it gets further away. In WoW, you need the range indicators because it combines much worse depth perception with a much higher need for precision. If you tried to do C'Thun positioning IRL, I can pretty much guaruntee you'd fail horribly (while Gruul would probably be doable). |
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| | #1354 (permalink) | |
| A bar in Peru Join Date: Jul 2006
Posts: 367
| Quote:
I don't know what to tell you; maybe your brain looks at a game and can't tell the difference. Me, I look at a 3D game (like EQ), and I know exactly how far away something is. Am I alone here? None of the people I played EQ with for years ever had a problem. Lines converge towards the horizon; things get larger when you get close, tiny when you get far away. Just like in the real world. It tricks the eye and it's so natural that I've never even thought about it, in all my years of gaming, until I read this thread. | |
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| | #1355 (permalink) |
| 100% Pure Soy Monk Join Date: Mar 2002 Location: Ft. Lauderdale, FL
Posts: 7,447
+107 Internets | It's 3D in the sense that the size of objects increase as you get closer, thus allowing you to gauge their distance. I never once thought I needed to have a UI display tell me the distance of a mob in EQ. You found out something's aggro range and could eyeball it after that. |
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| | #1356 (permalink) |
| Registered User Join Date: Feb 2002
Posts: 10,277
+49 Internets | Ya Soy, but we were puller monks. It was second nature to us. All the "afk until stuff comes to camp" players never learned that critical skill, and thus would typically get everyone killed when they aggro'd something that should not have been aggro'd.
__________________ Training the citizens of Norrath from 1999-2003! |
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| | #1358 (permalink) |
| You are just another normal! Join Date: Jan 2002 Location: Houston, TX
Posts: 9,383
| Having two eyes is only part of your depth perception. A good majority of your depth perception while driving comes from a little sumthin sumthin called motion parallax, which is a monocular cue.
__________________ Like a ship without an anchor, like a slave without a chain, just the thought of those sweet ladies sends a shiver through my veins. And I will go on shining, shining like brand new. I'll never look behind me, my troubles will be few. Goodbye stranger, it's been nice. Hope you find your paradise. Tried to see your point of view, hope your dreams will all come true. Goodbye Mary, goodbye Jane, will we ever meet again? Feel no sorrow, feel no shame. Come tomorrow, feel no pain. |
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| | #1360 (permalink) | |
| Registered User | Quote:
You can judge distance/depth in 2D very well, and if you studied illusions, you can see how powerful the brain is in determining depth. You can never determine the exact distance away something is, but you can't do that in real life either with a real 3D scene. ***Although, the original poster might have a visual disorder, so it's perfectly possible he's unable to determine depth at all in 2D scenes.
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| | #1361 (permalink) |
| Registered User Join Date: Sep 2006
Posts: 826
| The points a bit moot actually. All of these games give out of range messages.....should they not do that either?? In the RL world, due to repetition, practice, etc, our mind works with our eyes and tells our arm how much ummmph to put behind the baseball to get to our target no matter where the target is. In the games...our arm has a fixed distance that cannot be changed to toss something at a critter. There is no compensation for distance, perceived distance or anything else. The throw happens the same from min distance to max distance, you cannot change it. Also, the size of the creature could be different from one zone to another so you can't rely on that unless you are talking about settings you have repeatedly engaged. In many cases in the games a harmful effect is going out a certain radius and you have maybe a yard or 2 to stand outside of that effect and still be able to cast/shoot/throw whatever you are doing at the creature. Its not very analogous to compare the 2 because in one we can adjust for distance, etc, etc while in the other we have a fixed range we have to work within. Having something that tells you that you are in range simply compensates for the fact that you can't in fact compensate yourself for any range differences.....its a binary solution unlike RL. |
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| | #1362 (permalink) | |
| Registered User | Quote:
It's perfectly analogous to compare the two. In game, everyone has the same maximum distance. That's the only difference between the two. If you are well within the maximum range and throw a spell at a critter, isn't your "in-game" arm compensating? Or are you saying the in-game character throws his fixed range still?
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| | #1363 (permalink) | |
| Registered User | Today there was an article on the front page of the Boston Globe's Business section about 38 Studios' upcoming project. We've heard pretty much all of it before, except for this little tidbit: Quote:
__________________ Fuck Cancer! | |
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| | #1364 (permalink) |
| Registered User Join Date: Sep 2006
Posts: 826
| The game doesn't care if you are max or min distance as long as you are within range. Thats it...its binary. A spell won't hit you harder if you are closer, or be weaker if the caster is far away...its the same. It is simply in range or out of range. If I throw a baseball at you from 5 feet away would it be different from one thrown 100 feet away?? But...that is besides the point. The point is simply that if I take 5 people out to a park and have them go to a spot that they think is the max range that they can throw the ball to me and they do so and will probably be in very different spots but they will all be able to throw the ball to or towards me. In game...if I ask 5 different people to do the same thing, with no range markers, it is possible that they all get in range and get the cast or item to me because the only thing that matters is being in range. But its also highly probable someone might be standing right outside of it and be unable to throw at all. The difference between the game and RL is in the fact that at a certain spot in game you cannot throw/cast/shoot, etc, etc yet if you move slightly you can. Its not a hit miss thing, its an on/off thing. In the scenario where a skill can get turned off due to a difference of inches then range notifications of some kind are a good idea. |
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| | #1365 (permalink) | |
| ಠ_ಠ Join Date: May 2006 Location: Washington (STATE)
Posts: 1,553
+27 Internets | Quote:
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