While playing PvP it comes very clear that most of playerbase has no clue what radar is or how to read it.
Is design of radar too vague?
Shades of red at least are very bad if in building with multiple floors and different shade is different elevation. Shades are too similar to each other.
Also is most outer approach indicator too weak to notice? Small sliver of red at edge of strongly chromatic aberrationed radar.
Should game have very clear tutorial for using and reading radar right? It's so painful in PvP when you see a lot players that are 100% clueless that there is enemy 20 meters behind them because they can't read radar.
Also red sectors? At least then have proper colorblind modes or you will -blam!- certain part of playerbase over because they can't see said color.
-
Edited by xtbn: 11/30/2014 10:09:34 AMRadar is too vague. If your oponent gets too close to you the center just glows red, but you have no idea if hes on your left or right, making it a guessing game. Also, unless your opponents are comming from Different directions, its impossible to tell if its multiple people coming or just one. That one is important. If you are outnumbered the obvious choice is too run, but with the way the radar is now you always have to take a gamble.