Edit* I realize I can't find the words to explain what I mean and all other words will likely miscommunicate, so...nevermind.this is a big issue and has been annoying me since day one #>.<' Option C please devs! Also, a zoom that can zoom a little farther would be great. Almost impossible to see anything but mob butts and swishy magic effects sometimes. Really need a better way to get an overall view of the fight.
Geändert von Punainen (07.09.12 um 20:17 Uhr)
I just felt like bumping^^
*clicks the like button*
I am not on my pc and im using my phone to reply this. Maybe if its isnt too much but maybe making it blur or transparent insteadI hate the zoom. It sucks to be locked onto something in battle when you're against a wall, and you can't really change the camera, so you're stuck looking at mob feet ('cause I'm short). But yeah, if the obstacle is a WALL, I agree with 'erasing' it...but if its something else...what if I have my camera over there because I'm attempting to get a really good look at it? I've had many times where I've swiveled things inbetween me and the camera in order to get a close look at it. And it would be kinda lame if the camera went around erasing things you didn't want it to... So... I guess, realistically, they should stick with how it is but without the zoom. :/
This is what i meant
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can.. i bump this?![]()
I don't think I understand what the OP says.
But when seeing ARR's camera it seems disjointed from the character. Like some sort of global camera.
I dislike that.
I'm not sure if this thread is about that.
try see the first ARR Alpha trailer, when the camera move and it came into a view of tree, instead of seeing your character, you see the tree instead... that is what is all about...
the diagram shows what i really meant.
I think 1.0s version is probably the best approach for this subject.
As you said, having an obstacle obstructing the view between the camera and your character is not good, I agree with that.
However, you can't just think about hiding a part or the whole object and here's why:
Imagine you're tanking a boss against a wall. With the camera behind you, you'd just hide the wall. However, since the camera is far away from the character. You would see all this space below the floor (just like how you saw the ocean when you got stuck in 1.0).
I couldn't find a better picture, but this one shows exactly what I mean.
A lot of games simply don't change the camera and it goes through objects and this happens, which I find it to be horrible and break the whole idea you have of a game map. 1.0s approach was really good since it kept the camera view inside the map's "borders" at all times.
Now you could separate the way the camera works for the terrain and the objects, but the example you gave of tanking against a wall wouldn't really fit.
So it's not a simple problem to solve and 1.0s was, however, really good at this. I hope the camera collision comes back ;P
Geändert von SirEdeonX (02.12.12 um 11:41 Uhr)
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