Requested Features List:
(Please note this does not mean that any of these things will happen, won’t happen, are planned to happen, and or not planned to happen)
Increase max dolly (camera distance) distance
Decrease min dolly distance
Automatic camera height adjustment on /sleep emote
Look at camera
Free orientation movement
Fix automatic camera height so that the over the shoulder camera works as it would be expected to work
Look acceleration toggle
Keep drawing mouse cursor when right clicking toggle
Keybind toggle for holding right mouse down / click once to toggle option
Keybind for look up and look down
‘selfie’ mode
In and Out of combat camera differentiation
First person camera
Transition smoothing when spectating in PvP
Manual FoV adjustment
More finite dolly control
Manual camera height adjustment
Stop ‘random snapping’ from happening
Here’s the current list of things to address with the camera changes.
(Please note this does not mean that any of these things will happen, won’t happen, are planned to happen, and or not planned to happen)
Optimization to Camera
Camera Head Height Consistency
Underwater Vertical Slider Behavior
Fov on Login Reset
Fov on Pvp Map Load Reset
Engi Kits, Aegis and other effects do not hide properly
Hey all! Thanks for the feedback here and in other threads.
Here’s the current list of things to address with the camera changes.
(Please note this does not mean that any of these things will happen, won’t happen, are planned to happen, and or not planned to happen)
Hey all, been reading your feedback. I’m sad to hear that the camera changes are causing you some ‘queasiness’. While the default fov has not changed we have been receiving a few reports on some fps loss as well as an increase in camera shake. This may be a potential cause of said ‘queasiness’.
@Michael Walker.8150 – The FOV slider has 1 step per degree. So if the min angle is 25 degrees and the max angle is 70 degrees. You’re going to have about 45 steps.
The current Guild Wars 2 System calculates the FOV at 50 degrees on the horizontal.
Originally Guild Wars 2 calculated FOV on the diagonal. (You can still get to the old functionality by using -useOldFov)
When the new camera ships. You will be an option to modify your FOV with a slider in the options panel.
@notebene.3190 – When these camera changes ship your current setup will not be automatically changed. It is up to you to opt-in to the new features you want to use.
@Torsailr.8456 – As you increase the FOV of the camera the more of a ‘fish-eye’ effect you are going to get. The maximum FOV setting that these changes are shipping with are a happy medium between increasing the amount you can see and being ‘fishy’
@Fermi.2409 – Sliders are cool. Don’t stress about the numbers too much, pick an FOV setting that feels right for you.
@caiomacos.1694 – I hope that the changes we are putting out to the camera continues to show that nothing is ever ‘off the table.’
FYI, some people use /sleep to get screenshots without their character in the picture. Automatically adjusting the camera would ruin that. If this does get implemented, could you make it an option and not something that happens automatically?
I would hope that if we were to change the /sleep height it would be included with or after a change that somehow empowers players to take screenshots.
Just a minor suggestion to add. In events like Tequatl and Triple Trouble, the camera distance is increased by a large margin, however, the ‘zone’ in which that distance applies is extremely short. That being said, I’d like to add the suggestion that those ‘zones’ for camera distance be increased for the entire event area.
For an idea of what I mean, go from Teq’s feet to north battery. Your camera will fly in torwards your character as you go to the battery.
This might actually be a bug with how we change the max camera distance. I’ve got a sticky note to look into it at some point.
I just wanted to let you know that your feedback on this is really appreciated. I understand how this immersion breaking bug is severely detracting from your enjoyment of Guild Wars 2. I assure you, Radiobiology, Bluefox. We have Top Men working on it right now. As always it will be fixed When It’s Ready™.
Does this happen with your pings?
Does this happen with other players’ pings?
How often does this occur for you?
Is there anything ‘special’ you do to have this occur?
It looks like you didn’t submit that second crash log when you crashed, please make sure you submit those when prompted. I will say that from looking at the first crash log I suspect a local memory issue is the cause.
Is the harsh camera zoom when encountering walls/obstacles covered anywhere? Would love transparency on objects/walls or something to help with that.
This is covered by “Stop ‘random snapping’ from happening”. It’s actually a pretty interesting issue due to how guild wars 2 handles objects in the world. In order to do something like transparency you would need some way to either ‘tag’ objects as being able to be transparent or detect in real time that the objects can be ignored. To go back and tag each individual object in each map would take quite a long time and there is the possibility that some things could be missed or other objects end up getting tagged that shouldn’t have been.
Hey guys, thanks for the discussion on this, I have gone ahead and added this feedback to a main tracking thread for all of this. You can find it Here!
This is not currently an option supported in Guild Wars 2. I am however curious how you would see this functioning. Would it be some sort of keybind toggle, or something else?
Huh, I can see how it would be frustrating for it to restart the spinning. Perhaps there is a happy middle ground where it starts out spinning then once you move the camera it stops.
Alright, I’m going to risk it and say that this is fixed. Standard Models are no longer causing any crashes as of the new build that went out around 3PM PST on 9/12. Thanks all for the help in narrowing down what was causing this.
It was a busy weekend and we’re making sure everything is ready for 9/9 so thank you for being patient with the delay in responding to this thread. As always this thread is completely hypothetical and nothing in it should be interpreted to say we are or are not working on mentioned features at the present time.
Firstly I’d like to call out ShadowDragoonFTW.3418, wwwes.1398, Lytalm.5673, nagymbear.5280 and a few others who attempted to think up a solution for ‘Smart Pivot’ and being able to figure out what ‘ground’ is. I think it’s awesome that you are trying to solve this problem, but I think that I wasn’t as clear as I could have been in describing the problem. In GW2 and most video games there is a separation between what you see in game and what exists in the physics simulation. I have included a screenshot of what the physics looks like in game. My hope is this will help you understand what is actually going on a little bit more. Essentially when we are doing calculations for the camera in the world we don’t have a concept of ‘objects’ it’s all just ‘collision’. The only thing that we are guaranteed to know is where the player is and where we want the camera to be. From there we have a special tool that is called a raycast to figure out more information of what is going on in the world. A raycast takes a starting point and an ending point and it will tell us if there is any collision between the two points as well as where the raycast collided with the collision is if we hit anything.
Also I really wanted to give the gold star of participation to ConfusedDave.4271, and Makovorn.1706. You two are really on the ball with this and I feel like I should address a bit about current camera functionality that was mentioned a bit between the two of you. As you play GW2 you may notice that when you look ‘straight’ down or up you the camera’s target point is offset a bit. I think you may be on to something with modifying the offset based on a different calculation. Right now it’s linear offset based on angle of the camera. Think something like sin( cameraAngle) * maxOffset.
Hopefully this helps with the discussion of figuring out how to do ‘Smart Pivot’!
Any thoughts on the ‘Pivot Offset’ are also welcome!
Firstly I want to thank all of you for very clear and well thought out constructive feedback it is always a pleasure interacting with players.
Secondly I would like to reiterate that me posting on this thread does not mean that changes to the camera will or will not happen either now or in the future of GW2 development. Please assume everything in this post is purely hypothetical.
Thirdly I’d like to focus this thread onto a single possible feature for the camera at a time so we can talk about it, discuss technical limitations, and potential solutions to these limitations. Feel free to silently judge those who post before reading everything else discussed so far. :P
So, for the first feature to discuss let’s start with the ‘smart pivot.’ I have chosen this one first as it is one of the more technically challenging features, and seems like it would interesting to talk about.
Currently when you look up the camera slides along the ground towards your character which gives you a very limited field of view (really noticable when attacking enemies on walls in WvW).
I would like an option to always keep the camera at the same distance, so when the camera touches the ground it starts pivoting on the contact point instead of the character (in other games usually know as “Smart Pivot”).
Thank you for these thoughts. If these ideas have already been brought up before I did not seem them and so I am replying in this thread instead of the possible past threads.
(1) If we want the camera to point down at a sleeping character we would need the camera to know about the emote happening. On top of this right now, from my understanding, most players who do screenshots use /sleep in order to get their character out of the frame. If we were to change this functionality we would want to give players another alternative to hide their character.
(2) I personally like this idea.
(3) How close is closer?
(5) Camera orientation changing seems like it would be very jaring when in combat. I would be curious to hear your ideas for a control scheme for this.
(5b) Would this be like a ‘lock on target’ look-at?
Im still getting this crash, i even tried repairing my game but it hasnt made a difference :/
If you are still getting this crash you were probably in the old build (37,556). As of the build that went out on the 21st (37,900) we have received 0 crash reports in regards to this error.
At this time it is one model per profession, per gender, per team. I do like the idea of doing some sort of ‘profession archetype’, or a way to visually see if they are a power/toughness/condi/ect spec build. Though I’m not sure what that would look like without adding clutter to the screen.
So if I got this right, if one team has a male warrior and a female warrior, there will be two different models, but if there are two male warriors, there will be only one model that both utilize?
And does this mean that if there are two male warriors on separate teams, they will share the same model?
The male and female will be different. The standard model respects gender.
Two male warriors on different teams will have the same model, but each will have a coloring appropriate for their respective team.
After thinking about this I feel like many of you think that every dev should have complete understanding of every aspect of this game. And my gut reaction is to say that it is unreasonable to expect that from us, after all Guild Wars 2 is a huge game, and even now I am still discovering new things in it. And whether or not it is reasonable to expect that, it is not that I don’t have complete understanding due to a lack of trying. I mean sure I only spend about 20 hours a week on my own time playing Guild Wars 2, this does not include the time that ArenaNet sets aside for all of their employees to play the game, and sometimes it can be hard to get through jumping puzzles, fractals, WvW, activities, sPvP, dungeons, tPvP, living story, Hot-Joins, crafting, guild missions, ect with only a finite amount of time each week to play. I could probably cut more time out of playing other games, enjoying my hobbies, working to improve my programming ability, trying to maintain friendships and spending time with family to play more Guild Wars, but right now that isn’t something I am willing to do. So instead I’m just going to understand that some players are going to see problems that I don’t. And ask them for as much information I can so that the problem can be identified and fixed. And I appreciate that our players understand this as well and are willing to bring these problems up in a polite and respectful manner.
At this time it is one model per profession, per gender, per team. I do like the idea of doing some sort of ‘profession archetype’, or a way to visually see if they are a power/toughness/condi/ect spec build. Though I’m not sure what that would look like without adding clutter to the screen.