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Snap, this is the coolest. (Destiny)

by iconicbanana, C2-H5-OH + NAD, Portland, OR, Tuesday, May 05, 2015, 15:19 (3735 days ago)

U/chiefsmarinesidekick over on the sub just dropped this bomb, and it is wild. His vision of what a MIDA HUD could be like if the gun was truly a multi-tool:

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That's pretty impressive!

by CyberKN ⌂ @, Oh no, Destiny 2 is bad, Tuesday, May 05, 2015, 15:24 (3735 days ago) @ iconicbanana

I wish more guns had Holographic sights. The stranger's rifle is the only one at the moment that has one.

"Crysis 2" Music was a good choice too.

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Snap, this is the coolest.

by Ragashingo ⌂, Official DBO Cryptarch, Tuesday, May 05, 2015, 15:41 (3735 days ago) @ iconicbanana

Meh. The startup sequence was far too long. Nobody is going to stand around for twenty something seconds while their gun boots up. That, and I'm fairly sure we're never told it's "MIDA Industries"... I'm still happy to believe that it's the MIDA political party / terrorist group from Marathon.

That said, it would be fun if the gun really did do more than just shoot. :)

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But what does the compass point too???

by Durandal, Tuesday, May 05, 2015, 15:59 (3735 days ago) @ Ragashingo

Letting the guns influence the HUD would be interesting, but Bungie already has a pretty clean HUD design.

I would be more interested to know what the compass is pointing too. The MIDA isn't the only gun with one either.

Perhaps you could set it to point at the closest enemy/resource/objective?

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Space North

by CyberKN ⌂ @, Oh no, Destiny 2 is bad, Tuesday, May 05, 2015, 16:00 (3735 days ago) @ Durandal

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No

by petetheduck, Tuesday, May 05, 2015, 16:07 (3735 days ago) @ iconicbanana

Specifically the Sparrow sequence, that's the kind of visual clutter games need to avoid.

I think the best example I know is when Nevin was discussing Watch Dogs on his podcast, where there was tons of UI clutter, to the point that you didn't even notice the actual city you were walking around in (I think there's a point about us all being glued to our phones in real life somewhere in there).

Guess what my eyes were drawn to during the sparrow bit? The shifting lines all over the place. Even being aware of it happening while I was watching, I couldn't easily focus on the landscape. Same with the enemy dots and lines, but not as extreme.

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Looks like alot of work.

by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Tuesday, May 05, 2015, 16:39 (3735 days ago) @ iconicbanana

- No text -

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Right

by Beorn @, <End of Failed Timeline>, Tuesday, May 05, 2015, 16:53 (3735 days ago) @ petetheduck

Specifically the Sparrow sequence, that's the kind of visual clutter games need to avoid.

I think the best example I know is when Nevin was discussing Watch Dogs on his podcast, where there was tons of UI clutter, to the point that you didn't even notice the actual city you were walking around in (I think there's a point about us all being glued to our phones in real life somewhere in there).

Guess what my eyes were drawn to during the sparrow bit? The shifting lines all over the place. Even being aware of it happening while I was watching, I couldn't easily focus on the landscape. Same with the enemy dots and lines, but not as extreme.

As a visual art piece, it's pretty cool. But really don't have a place in-game. Throws the signal/noise ratio way out of whack.

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Snap, this is the coolest.

by BeardFade ⌂, Portland, OR, Tuesday, May 05, 2015, 18:15 (3735 days ago) @ iconicbanana

I personally loved the enemy target animation. I think that could be pretty cool.

I wish guns had more effects than just their ability to shoot. For example, the standard melee (not your special melee) while wielding Red Death was to stab someone with the bayonet.

Snap, this is the coolest.

by petetheduck, Tuesday, May 05, 2015, 18:16 (3735 days ago) @ BeardFade

I personally loved the enemy target animation. I think that could be pretty cool.

I wish guns had more effects than just their ability to shoot. For example, I standard melee (not your special melee) while wielding Red Death was to stab someone with the bayonet.

So, Assassinations?

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Snap, this is the coolest.

by iconicbanana, C2-H5-OH + NAD, Portland, OR, Tuesday, May 05, 2015, 18:22 (3735 days ago) @ petetheduck
edited by iconicbanana, Tuesday, May 05, 2015, 18:26

I personally loved the enemy target animation. I think that could be pretty cool.

I wish guns had more effects than just their ability to shoot. For example, I standard melee (not your special melee) while wielding Red Death was to stab someone with the bayonet.


So, Assassinations?

Borderlands 2 had this with most guns that had a Bayonet. I always appreciated that. Might be a pain with melee effects though? It couldn't have warlock melee range for instance.

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Snap, this is the coolest.

by MacAddictXIV @, Seattle WA, Tuesday, May 05, 2015, 18:46 (3735 days ago) @ iconicbanana

I personally loved the enemy target animation. I think that could be pretty cool.

I wish guns had more effects than just their ability to shoot. For example, I standard melee (not your special melee) while wielding Red Death was to stab someone with the bayonet.


So, Assassinations?


Borderlands 2 had this with most guns that had a Bayonet. I always appreciated that. Might be a pain with melee effects though? It couldn't have warlock melee range for instance

But the warlock could use the knife to focus his "energies"

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Immersive Experience

by BeardFade ⌂, Portland, OR, Tuesday, May 05, 2015, 20:00 (3735 days ago) @ iconicbanana

First, the warlock melee remains the same when Energy Drain or Scorch is fully charged, only when it's a standard melee and you're wielding a weapon with bayonet would it change.

Second, I'm just looking for a more immersive experience. If you add a detail like that to a weapon or armor you gotta use it. They made special animations just for The Last Word, so they could do it for other guns as well.

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Immersive Experience

by iconicbanana, C2-H5-OH + NAD, Portland, OR, Tuesday, May 05, 2015, 20:02 (3735 days ago) @ BeardFade

First, the warlock melee remains the same when Energy Drain or Scorch is fully charged, only when it's a standard melee and you're wielding a weapon with bayonet would it change.

I just meant the range on the standard melee is absurd for warlock. You'd have to shorten it with bayonet or it'd feel kind of ridiculous.

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Not absurd, just a tad farther than what feels right

by ZackDark @, Not behind you. NO! Don't look., Tuesday, May 05, 2015, 20:47 (3735 days ago) @ iconicbanana

You're probably comparing to the Titan, which are like baby T-Rexes.

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Not absurd, just a tad farther than what feels right

by iconicbanana, C2-H5-OH + NAD, Portland, OR, Tuesday, May 05, 2015, 20:50 (3735 days ago) @ ZackDark


Happens all the time, I swear ;)

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Warlock Master Race

by ZackDark @, Not behind you. NO! Don't look., Tuesday, May 05, 2015, 20:52 (3735 days ago) @ iconicbanana

- No text -

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ಠ_ಠ

by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Tuesday, May 05, 2015, 20:57 (3735 days ago) @ ZackDark

- No text -

Snap, this is the coolest.

by DreadPirateWes, Tuesday, May 05, 2015, 21:41 (3735 days ago) @ Ragashingo

Meh. The startup sequence was far too long.

Agreed, way too long. Fun text effects and then very limited in-game overlays.

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No

by CruelLEGACEY @, Toronto, Wednesday, May 06, 2015, 13:54 (3734 days ago) @ petetheduck

Specifically the Sparrow sequence, that's the kind of visual clutter games need to avoid.

I think the best example I know is when Nevin was discussing Watch Dogs on his podcast, where there was tons of UI clutter, to the point that you didn't even notice the actual city you were walking around in (I think there's a point about us all being glued to our phones in real life somewhere in there).

Guess what my eyes were drawn to during the sparrow bit? The shifting lines all over the place. Even being aware of it happening while I was watching, I couldn't easily focus on the landscape. Same with the enemy dots and lines, but not as extreme.

My thoughts exactly, Pete. No disrespect to the video creator (it is very well done), but this is the kind of thing that looks great while watching a video, but is actually quite harmful to a real gameplay experience IMO.

The targeting ability... I could see that having some potential. Perhaps if it was optional; something that could be activated and deactivated at will. It might be useful in low-light situations, or at times when visibility is compromised (such as standing inside the burning shrine and facing outdoors into the sunset). But in general, it is just a bunch of clutter.

ps

Here's the article I wrote about how Watch Dog's HUD causes a lot of problems, if anyone is interested.

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I thought of this as more of a jumping off point.

by iconicbanana, C2-H5-OH + NAD, Portland, OR, Wednesday, May 06, 2015, 14:03 (3734 days ago) @ CruelLEGACEY
edited by iconicbanana, Wednesday, May 06, 2015, 14:06

Specifically the Sparrow sequence, that's the kind of visual clutter games need to avoid.

I think the best example I know is when Nevin was discussing Watch Dogs on his podcast, where there was tons of UI clutter, to the point that you didn't even notice the actual city you were walking around in (I think there's a point about us all being glued to our phones in real life somewhere in there).

Guess what my eyes were drawn to during the sparrow bit? The shifting lines all over the place. Even being aware of it happening while I was watching, I couldn't easily focus on the landscape. Same with the enemy dots and lines, but not as extreme.


My thoughts exactly, Pete. No disrespect to the video creator (it is very well done), but this is the kind of thing that looks great while watching a video, but is actually quite harmful to a real gameplay experience IMO.

The targeting ability... I could see that having some potential. Perhaps if it was optional; something that could be activated and deactivated at will. It might be useful in low-light situations, or at times when visibility is compromised (such as standing inside the burning shrine and facing outdoors into the sunset). But in general, it is just a bunch of clutter.

ps

Here's the article I wrote about how Watch Dog's HUD causes a lot of problems, if anyone is interested.

I actually thought that this MIDA video was extremely low on content; all it had was the targeting mode and the flight mode. The idea was really interesting though.

Here's something to think back to. How did you feel about the VISR system in ODST? There could certainly be ways to implement something like that with specific gear. As long as it's limited to one or two pieces of gear, and well applied, it wouldn't necessarily break immersion.

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I thought of this as more of a jumping off point.

by MacAddictXIV @, Seattle WA, Wednesday, May 06, 2015, 14:08 (3734 days ago) @ iconicbanana

Here's something to think back to. How did you feel about the VISR system in ODST? There could certainly be ways to implement something like that with specific gear. As long as it's limited to one or two pieces of gear, and well applied, it wouldn't necessarily break immersion

I thought it was amazing. I always turned it on when it got too dark to see. Personally I thought it was called the "bad ass" system.

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See, that's a place where exotic gear might shine.

by iconicbanana, C2-H5-OH + NAD, Portland, OR, Wednesday, May 06, 2015, 14:11 (3734 days ago) @ MacAddictXIV

Here's something to think back to. How did you feel about the VISR system in ODST? There could certainly be ways to implement something like that with specific gear. As long as it's limited to one or two pieces of gear, and well applied, it wouldn't necessarily break immersion


I thought it was amazing. I always turned it on when it got too dark to see. Personally I thought it was called the "bad ass" system.

So, what if mask of the third man gave you night vision? What if Knucklehead Radar had a VISR system? What if MIDA let you "track" enemies by painting their outline when they took cover? These are the kind of gameplay mechanics that I'd like to see with exotic gear. I thought this video had the beginnings of something like that in it.

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See, that's a place where exotic gear might shine.

by MacAddictXIV @, Seattle WA, Wednesday, May 06, 2015, 14:15 (3734 days ago) @ iconicbanana

Here's something to think back to. How did you feel about the VISR system in ODST? There could certainly be ways to implement something like that with specific gear. As long as it's limited to one or two pieces of gear, and well applied, it wouldn't necessarily break immersion


I thought it was amazing. I always turned it on when it got too dark to see. Personally I thought it was called the "bad ass" system.


So, what if mask of the third man gave you night vision? What if Knucklehead Radar had a VISR system? What if MIDA let you "track" enemies by painting their outline when they took cover? These are the kind of gameplay mechanics that I'd like to see with exotic gear. I thought this video had the beginnings of something like that in it.

Doesn't Thorn already paint your target and give vision behind objects? I don't actually use thorn so I don't know :-)

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You won't believe this...

by iconicbanana, C2-H5-OH + NAD, Portland, OR, Wednesday, May 06, 2015, 14:17 (3734 days ago) @ MacAddictXIV

Here's something to think back to. How did you feel about the VISR system in ODST? There could certainly be ways to implement something like that with specific gear. As long as it's limited to one or two pieces of gear, and well applied, it wouldn't necessarily break immersion


I thought it was amazing. I always turned it on when it got too dark to see. Personally I thought it was called the "bad ass" system.


So, what if mask of the third man gave you night vision? What if Knucklehead Radar had a VISR system? What if MIDA let you "track" enemies by painting their outline when they took cover? These are the kind of gameplay mechanics that I'd like to see with exotic gear. I thought this video had the beginnings of something like that in it.


Doesn't Thorn already paint your target and give vision behind objects? I don't actually use thorn so I don't know :-)

Psst....<_<....>_>....it also kills them.

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You won't believe this...

by MacAddictXIV @, Seattle WA, Wednesday, May 06, 2015, 14:22 (3734 days ago) @ iconicbanana

Psst....<_<....>_>....it also kills them.

Why has no one told me that thorn can KILL people!? I've been doing it all wrong...

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I thought of this as more of a jumping off point.

by CruelLEGACEY @, Toronto, Wednesday, May 06, 2015, 14:33 (3734 days ago) @ iconicbanana

How did you feel about the VISR system in ODST?

I have problems with it... I used it because it was absolutely necessary at times (some areas of the city were just so dark), but I kept thinking to myself "boy, this is an ugly way to look at this beautiful game". I thought Halo CE hit the nail on the head with the night-vision scope on the sniper rifle; Just useful enough, but not overdone.

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Snap, this is the coolest.

by General Vagueness @, The Vault of Sass, Wednesday, May 06, 2015, 18:40 (3734 days ago) @ MacAddictXIV

Borderlands 2 had this with most guns that had a Bayonet. I always appreciated that. Might be a pain with melee effects though? It couldn't have warlock melee range for instance


But the warlock could use the knife to focus his "energies"

This is one of the things where I'd like to see stuff that mixes classes. Maybe it wouldn't work in the game but something in the ancillary fiction would be cool too. There's a low-grade set of Warlock gauntlets that says a lot of Warlock techniques use the hands because they're instruments familiar to the mind. What would you see from a Warlock that's as comfortable with knives as a Hunter? (I don't know, but I bet it would be cool.)

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