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About the New Interaction Pointers

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I'm sorry to say but these pointers are more trouble than they are worth. Sure, they might be useful for interactables that are on the ground or in the dark. See examples here if they didn't appear underground or imbeded in the wall in many of those cases. But they are plain intrusive and immersion breaking in most cases. See examples here. Note the weird billboard effect they have on Gorgons in the "Vexing Issue" mission, second image from the top.

Unless you can get them to appear only for necessary cases (ground objects, objects in the dark) and to appear properly in all such cases (not underground or embedded in a wall making them practically invisible) I would suggest removing them. They really are not necessary anyway.


:cool:
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Agreed...

    IMO... They Look Stupid..., Aren't Necessary..., Are Annoying As Hell..., and Look Stupid.... ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Agreed. They're trying to fix something that wasn't broken. The interact FX used in season 4 was perfectly fine. Leave it alone. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I wonder if they could be changed to only appear if you're within a certain proximity of the console/clickie? For example if you're within a couple meters they show up, but otherwise are not seen.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Jarnin wrote: »
    I wonder if they could be changed to only appear if you're within a certain proximity of the console/clickie? For example if you're within a couple meters they show up, but otherwise are not seen.

    right now they do the opposite: visible from a distance, disappear when you get close-up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    right now they do the opposite: visible from a distance, disappear when you get close-up.

    I would disagree.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Agreed. They're trying to fix something that wasn't broken. The interact FX used in season 4 was perfectly fine. Leave it alone. :)

    I disagree, they were broken. Previous ones were either too hard to see, ugly, or had so much bloom it put the new Star Trek movie to shame.

    What I would like, however, is a hotkey to toggle them on and off. This will be far more immersive and helpful to players who don't need to see this on their bridge/ESD/[insert environment here].
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Sprint01 wrote:

    You're not close enough. You have to be within arm's reach of the object for the marker to go away. Try it with the bank terminals on one of the star bases.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Sprint01 wrote:

    Your picture looks oddly familiar.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Sprint01 wrote:

    Technically you are not really close in that screen shot, because closeness applies to the camera range, which you have zoomed way out. Zoom the camera in to standard MMO range (just behind the character) and look again.

    :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I made a post about the exact same thing
    http://forums.startrekonline.com/showthread.php?t=238008

    Its affecting social zones too:
    http://i55.tinypic.com/ab7bmc.jpg

    It may be great for new players, but it really needs an option to turn it off, its immersion breaking and ruining screenys.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Oh yeah those have got to go, totally unnecessary they add too much clutter to the screen.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I understand the need for them, however it throws the entire look of the game. Especially in areas where there is a lots of them in one area (ie Earth Space Dock). Maybe thre is some soft of compromise to more easily notice them. Maybe the option to turn on or off the gear thing?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Shkelton wrote: »
    I understand the need for them, however it throws the entire look of the game. Especially in areas where there is a lots of them in one area (ie Earth Space Dock). Maybe there is some soft of compromise to more easily notice them. Maybe the option to turn on or off the gear thing?

    I DON'T understand the need for them...

    The current Line Flash on Holodeck works just fine... and is Hell Of A Lot Less Intrusive.

    The only reason to add them is because They don't think We're smart enough to find Interactive Objects in the game on our own.

    Hell, the whole reason for the Tricorders Use on Missions, is to find Interactive Objects...

    I don't need Inanimate Objects Waving At Me !

    It's a GAME... I'm supposed to look for stuff on my own ! :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I really don't see the need for them, we've all been playing the game and interacting with things for hundreds of days. I never heard of anyone getting stuck in the tutorial because they couldn't figure out you can interact with the glowing/flashing things.

    The new markers are really intrusive. Big ugly things.
    Makes me feel like I'm playing a game marketed at toddlers. The game is getting a "My First MMO" feel to it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    There are some ground missions where you have to find artifacts and some are very difficult to see and some of the new ones with the fog make them harder to see. Personally I don't like them. Maybe they can just use them for normal mode or have them as an option in the settings.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    What I would like, however, is a hotkey to toggle them on and off. This will be far more immersive and helpful to players who don't need to see this on their bridge/ESD/[insert environment here].

    This ^^^^^
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    As I posted in another thread Please terminate them or give us the option to turn them off. Nothing like sitting in your command chair to see an anomaly with grinding gears in them that won't go away. It makes me just want to sit there while it blocks my viewscreen *ugh*

    http://forums.startrekonline.com/sho...d.php?t=238008
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I'm of the opinion that NO effect is prefereable, actually. But then I remind myself that many players today couldn't find the Admiral's Office on ESD when it was a huge flashing door with an "Admiral's Office" sign over it, literally RIGHT IN FRONT OF THEM as they beam in.


    I have a tricorder to direct me to the locations of the objects. I have a map that clearly shows a path with clearings around each object (SO realistic, you know...). I have EYES and know what the objects look like. How about a little bit of a challenge? How about NO flashing, NO giant billboard? Make us expend a little effort to find the thing.

    No challenge = no reward = no fun.



    (EDIT: Anyone remember games like Eye of the Beholder and Dungeon Master? Heck, even DOOM. Those games had little hidden buttons you had to FIND. Tiny objects lying on the floor you had to NOTICE. None of these things flashed or had huge glowing signs on them, the challenge of finding them was where the FUN was.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I say get rid of the new pointers. The flashing that is currently on holodeck is good enough (and I wish there were ways to turn that off too). There is no need to break the suspense of disbelief while playing the game. If people can't find the interactables, then they can ask, or they shouldn't be playing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I agree, they are intrusive and just end up being an eyesore. they gotta go..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    a working Tricorder...that points to interactions and or anomalies and tells you which it is....take those ugly things away.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Agreed. They're trying to fix something that wasn't broken. The interact FX used in season 4 was perfectly fine. Leave it alone. :)

    I agree with you as well, but it's there useal mo, fixing stuff that isnt broken and not fixing the things that are broken oh well
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    jeffknight wrote: »
    I say get rid of the new pointers. The flashing that is currently on holodeck is good enough (and I wish there were ways to turn that off too). There is no need to break the suspense of disbelief while playing the game. If people can't find the interactables, then they can ask, or they shouldn't be playing.

    This. Entirely this.

    Almost everything interactive in the game aleady glows softly /and/ has a proximity pop-up appear whenever you stand nearby.

    There's no need at all for these hideous new markers; all they do is damage immersion in the game world.

    If someone can't figure out which objects are interactive under the systems already in place on Holodeck, I daresay it's because they simply can't be bothered to observe and to interact with their surroundings in the game.

    Get rid of the new markers, please,


    KOS
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    bossblt wrote: »
    a working Tricorder...that points to interactions and or anomalies and tells you which it is....take those ugly things away.

    Yup. I forgot about that. A simple tricorder scan will also indicate most interactives on a mission map as well. Not to mention, most interactive areas are also marked /on/ the mission maps.

    That's four major ways already on the live server for a player to find what she's looking for ... these new indicators are ugly, immersion-damaging, and completely redundant.


    KOS
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I like the new interaction indicators. As a visually impaired player of MMOs I often find it hard to find what exactly I'm supposed to click on.

    I would agree it needs to be on a toggle.
    I'd also add I'd like to see a variety of icons for different types of interactions.


    More accessibility is always a good thing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    This is the stupidest change yet. Totally unnecessary and completely obtrusive. Get rid of them immediately! :mad:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    While I like the graphics on the pointers, I think they are unnecessary. The cues currently on holodeck are well thought out, visible, and don't intrude.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I like them personally for those days I'm experienced and finding things confusing but they do need a Toggle off choice in the Options menu.
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