ZacDaMan Posted April 12 Share Posted April 12 I'm torn (This wasn't in the patch notes btw). For box-breaking runs, it's great because I don't have to worry about missing any secret rooms that might have a cache or an ayatan, other times it just feels like it clutters the minimap with information that isn't currently useful, especially with no height indication other than an up/down arrow (not that that's a criticism in and of itself, it's a 2d map so I don't expect to know exactly how far up those 5 containers are). Maybe I'll get used to it but I'm finding there are more scenarios where the clutter is annoying than where I'm glad I can see the loot in that room above/below me. Maybe make it a settings option? Link to comment Share on other sites More sharing options...
RLanzinger Posted April 12 Share Posted April 12 I'd prefer we have a Radar in a simple 3D isometric view instead of the flap bird view one... 2 Link to comment Share on other sites More sharing options...
16Bitman Posted April 12 Share Posted April 12 It's really bad. I pick up containers in rooms in tiles above or below me, which would show up as around 800m away if they had a waypoint in them. Link to comment Share on other sites More sharing options...
(PSN)Lollybomb Posted April 12 Share Posted April 12 I hadn't heard of this, but I love it already. Room over room isn't that common to be an issue in my opinion, but there are plenty of rooms where the radar couldn't pickup things all the way at the top, or bottom. Sometimes both at the same time if it's particularly tall and you're in the middle somewhere. 4 Link to comment Share on other sites More sharing options...
Hayrack Posted April 12 Share Posted April 12 At minimum, it needs distance based color coding. Closest items should be bright and bold, furthest items - darker and more faded. 4 Link to comment Share on other sites More sharing options...
PublikDomain Posted April 12 Share Posted April 12 (edited) News to me as well. I often play as Khora with double Primed Animal Instinct so I can see forever, and it's always annoyed me that the vertical distance didn't keep up. If this is changed then great! 14 minutes ago, Hayrack said: At minimum, it needs distance based color coding. Closest items should be bright and bold, furthest items - darker and more faded. Maybe shade them more red/blue if they're below/above you too. Edited April 12 by PublikDomain 2 Link to comment Share on other sites More sharing options...
Voltage Posted April 12 Share Posted April 12 I am not too much of a fan, but only in the Entrati Labs where they've seemed to have dialed the container count to 10,000 per mission. Mostly this change is nice though. Like others, I agree that there should be better visual indicators for height. Link to comment Share on other sites More sharing options...
zBeATzA Posted April 13 Share Posted April 13 Most likely a bug if it doesn't appear in patch notes and a confusing one at that, playing cambion drift, void, deimos derilict, uranus, i see containers everywhere but i don't know the depth/height of it, atleast with the limit, let's say 20m i would bullet jump up and if i spot a container i know is close. It was confusing for me, for a new player would be worse. You try to destroy the container, it doesn't break must be a medallion or rare cache, nope it's 1000m underground. 1 Link to comment Share on other sites More sharing options...
jothki Posted April 14 Share Posted April 14 So this should allow you to more easily randomly spot fragments and somachord tones from an archwing in open worlds, right? Neat. Link to comment Share on other sites More sharing options...
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