Making First Person more viable

Post » Fri Jun 07, 2013 4:28 am

I love the idea of playing ESO in First Person view and in some recent videos it looks awesome.

First Person though seems to have some drawbacks. Matt Firor has mentioned several times that a drawback (in PvE) is that we will not be able to see the enemies that spawn behind us. The drawbacks in PvP are obvious as well. I would like to start a discussion on how First Person could be implemented to make it more viable in PvE and PvP. Here are a few ideas that may or may not work.

1) PvE only: When enemies spawn, they remain stationary for 10-15 seconds (or until attacked) but still generate the relevant creature noises. So if a new mob spawns behinds you it will not attack you right away, but give you time to become aware that its there from the noise. So if a wolf spawns behind you, you will be able to hear it growling, but it will not attack you for at least 10-15 seconds. I think this could work in PvE very well. It would also be nice if in PvP players made enough noise also (from foot-steps, armor clanking, spellcasting etc.). In other words, sound could compensate for a more narrow visual view.

2) PvE and PvP: A lazy but useful feature could be a short range radar showing the position of nearby enemy mobs and players. While it might not be ideal to add something more to the UI, if it makes First Person more viable I am personally all for it.

3) PvE and PvP: An enchanted mirror that you carry in your inventory. If you keep it activated, it opens a second small screen that shows what is behind you. Ok, I am grasping at straws here, but I am trying to think of ideas that might give First Person a more even playfield.

What would other people like to see?

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gary lee
 
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Post » Thu Jun 06, 2013 8:54 pm

They have a hit indicator in the game (ala CoD) so it doesn't matter where they spawn and attack you, you will know exactly where you were hit from. If you watch the new video with FPV when he is fighting the two skeletons (???) in the graveyard you can see a hit indicator show up when the skeleton in front of him hits him.

Personally I don't like any of the options that you have put out on this thread. The only thing they need to fix with FPV is just the texture on weapons/armor and maybe some animations, but they should not change how FP works in this game compared to how it worked in TES games.

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Vicki Gunn
 
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Post » Thu Jun 06, 2013 7:09 pm

No 3rd person option works in DayZ, hehe. In a game like that, 3rd person is usually used as an exploit, so many servers turn it off entirely to keep people from corner-looking.

But seriously, any first person player worth their salt is not going to need 3rd person to be just as aware as someone who is zoomed out all the way. In PvP they will be constantly swiveling and scanning. Also, stick with a group who understand the basics of formation maneuvering and sector-cover.

As for your solutions:

1) I don't find this necessary, and would make the game a lot less fun in first person IMO. However, sound is very important in PvP and they had better have thought about footsteps and 3D sounds being good enough to quickly pinpoint someone who is close to you.

2) I wouldn't use it, and wouldn't need it and if it was 1st person only, the 3rd person people would constantly feel the need to switch to 1st to check their radar and I imagine that would be annoying for them.

3) Hehe now I like this kinda thinking for sure, something in-world that you have to collect. That being said, since we know what it looks like when you go into your inventory (you zoom out and swing around to look at your character) that is an easyway to get a quick look behind you, kinda making the mirror irrelevant.

I'd just rather see them finely tune the view, visual cues and audio for first-person so that a player PvPing in first person will not have that much more of a challenge as long as they understand the difference between playing in 1st and playing in 3rd.

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Vickey Martinez
 
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