Glider altitude indicator desperately needed
Displaying altitude is easy: the game has a z-axis. Displaying height is more complicated, since it varies, depending on your target. I imagine that ANet could present us with vector information instead of a single “distance to target” number, i.e. “POI xyz: 5000 vertical, 2500 horizontal” and that would work for personal markers.
It might also be possible to display x,y,z information as an overlay to the mini map (the API already has that for most landmarks).
Neither of those seem all that complicated. I’d be in favor of adding either/both as options.
However, I can’t agree that this is “desperately needed.” These amount to a very nice quality-of-life improvement. I’ve learned to look at various nearby objects to get a sense of height and the more time I spend gliding, the easier it gets to kitten height even in areas with which I’m less familiar.
tl;dr great idea; doesn’t seem urgent to me in the least.
The idea is not so much to have a numeric value I guess, though that could work as you described. The problem I think is “scale” – since we fly around objects we are not used to IRL, well, am I close or not at all. Like vines in VB or similar. Is that vine Im about to crash on 50 feet wide, or 5? Since there is no relative way for my brain to deduce it’s relative scale until I hit it, I can’t tell if it’s still far away or right under me. This happens a lot to me, and I’ve seen it happening to others as well.
“desperately needed?” – ok you are right Illconceived, that may be hyperbole, but I do tend to just leave areas like Verdant Brink and Forsaken Thicket and not enjoy them because I’m losing to the interface fighting against the level design and not to my lack of flying skill. When a game is frustrating because the boss is tough, that’s one thing, but when it’s frustrating because you cannot tell how far away something is due to how scale and 3d games work vs what we can perceive in reality well, that’s a different kind of problem. And a harder one to solve.
I just feel like a “closer/farther” indicator of somesort would help overcome needless deaths and in a game that needs as much player retention as possible, frustrating us with mechanics as opposed to frustrating us with puzzles and tough bosses is a thing that should be looked at more closely.
It’s an opinion, nothing more, and desperation is in the eyes of the beholder.
I am not here kittening about jumping puzzles being too hard for example. Even though some of them have cost me days of my life to finish. But when I work hard to get to a difficult fly-in loc and become defeated because I can’t tell how high I am vs the environment well, I don’t feel like that would happen to me “IRL” because I can gauge depth perception here in ways the game is missing —-— in MY opinion.
I judge height by my shadow.
However, my PC can run at ultra graphics where I can actually see my shadow. I’m guessing players with lower graphic settings don’t see a shadow at all?
| Claara
Your skin will wrinkle and your youth will fade, but your soul is endless.
I run on low/medium on a fairly old laptop attached to a 24" flat screen, so you are correct, shadow is not a choice for me. That however does make an interesting option for those that can use it, and potentially I can somehow enable that, so that if it’s doesn’t melt my graphics card, it may help me a lot. Cheers for the tip.
FWIW, I think the assumption is actually that you will unlock unlimited gliding, and never again have to face this problem. It’s fairly reachable in the mastery line, and for current living story content it’s … not required, but highly desirable to unlock ley-line gliding, which is later in the tree.
I’m confused about the value of a “closer|farther” indicator versus just showing the distance. To what point would it be measuring “closer”?
I’m sure that you’re correct that a lot of people have trouble judging scale. But isn’t that a matter of experience rather than something that can be programmed into the game in a way that’s intuitive (and doesn’t require diverting ‘too many’ resources from other projects)?
That said, it seems like it would be valuable to make it possible to see just your shadow (at least while gliding), even if you’re running on “best performance” settings. That also seems more likely to get implemented soon or soon™.
As has been pointed out z information is easy but that is not what you want. What you really need is the delta between your current z and the z of the first item you will intersect. Given items under you may be moving it is not as easy as looking up what is at the highest z under you at your x,y either. It is one of those cases where a human eye/brain is doing deceptively many more calculations than you think.
What I do is fall a little ways then deploy my glider for a few seconds. Then turn off my glider so it can keep recharging and repeat. By doing this I fall a huge distance but according to the game it was only a short distance (rightly it seems to not calculate over the highest z when you do this, I assume your relative velocity when you hit the ground is what matters and this procedure minimizes that).
FWIW, I think the assumption is actually that you will unlock unlimited gliding, and never again have to face this problem. It’s fairly reachable in the mastery line, and for current living story content it’s … not required, but highly desirable to unlock ley-line gliding, which is later in the tree.
Not sure how that will change the problem, as the problem being discussed isn’t gliding persay, it’s landing.
In skydiving, we joke that skydiving won’t hurt you, but landing might.
What I do is fall a little ways then deploy my glider for a few seconds. Then turn off my glider so it can keep recharging and repeat. By doing this I fall a huge distance but according to the game it was only a short distance (rightly it seems to not calculate over the highest z when you do this, I assume your relative velocity when you hit the ground is what matters and this procedure minimizes that).
This is how I try to cope with it too, but sometimes I’d swear I’m about to be boots on the ground and get slapped anyway. I can’t possibly be the only person experiencing this, am I?
Why don’t you just re-deploy the glider while you are falling if you think that you’re falling a distance that will damage you? Even just a “tap-tap” To deploy and stow the glider while you are falling will slow your descent enough to prevent you from taking too much damage most of the time…
I just deploy the glider when I’m about to land. Is not what most people do? There are some hard to guess angles, and sometimes I press the wrong key at the wrong moment… but it is really rare.
A height meter would be interesting to have, but I doubt I would really use it, specially when trying to land. Gliding in GW2 is not a simulation of reality, it has its own rules you need to get used to.
that it makes every other class in the game boring to play.”
Hawks
FWIW, I think the assumption is actually that you will unlock unlimited gliding, and never again have to face this problem. It’s fairly reachable in the mastery line, and for current living story content it’s … not required, but highly desirable to unlock ley-line gliding, which is later in the tree.
Not sure how that will change the problem, as the problem being discussed isn’t gliding persay, it’s landing. In skydiving, we joke that skydiving won’t hurt you, but landing might.
I guess I misunderstood: I appreciate the “missed the ledge” bit is annoying, but I thought they failure mode being discussed was “…and then I fall to my death because I run out of glide time.”
Since I missed the point, my comment probably was pointless, haha.