Oh yeah, 360 FOV gaming needs to become a thing.
Blizzard need to realise it’s not 2016 any more, graphics cards have become much more powerful (and affordable now bitcoin mining isn’t so extreme) and games can now handle wider FOV without the framerate chugging.
You want to talk about unfair advantage, lets talk about close range heroes.
These heroes who get way WAY too close and are spinning around you fast… THEY have an unfair advantage from such a narrow FOV. They know that of the 360 degrees they can be around you, 72% of the angles they are out of your view. This makes tracking heroes who jump over your head needlessly hard as it is nothing like normal human vision.
People talk such nonsense as “you can’t see detail 80 degrees off your eye line” that’s not what this is for, this is about detecting any sort of movement, a large shape moving against the background, so you know to look right rather than left to track them.
As a person who likes to jump around above people’s heads as Lucio I can confirm that this man is telling you some legit stuff.
Also seen people’s aim turn to mush as tracer and Genji.
wouldn’t mind a bigger fov and the ability to turn off some of the clutter. Audio and visual.
TF2 is the king of user settings. Just some things off the top of my head it has that Overwatch lacks
- Disable viewmodels
- Adjust viewmodel fov
- Left handed viewmodels
- Minimal viewmodel mode (moves the viewmodels lower down the screen)
- Minimal hud
- Damage numbers
- Damage number batching (i.e rapid attacks like miniguns or flamethrowers get added into one number)
- Customization hit sounds, including different kinds of sounds, pitches, and can be changed depending on damage thresholds (i.e play this sound if your attack does over X damage, or kills)
- Full hud customization
- Ping tolerence in matchmaking
- Full selection of maps and gamemodes in matchmaking
And a lot more.
YES, hitsounds are so much more preferable than cod-esque “hitmarkers”.
I like a nice clean consistent crosshair, minimal interruption.
Sound audio-cue for hits is psychologically far better feedback, in human reaction time tests the best reaction times are to sound stimulus. Also it works even when you look away to look at your health bar which sometimes you’ve got to do to make the choice to push the fight or disengage.
It’s also just easier to keep track of things aurally. I don’t know about you but I find it a lot easier to play back in my head “did I just hear X or not?” than “did I just see X?”
Though I see why OW has map limitations, they are worried about people just not playing some maps.
RIP Hydro.
I’d be for this, but viewmodel options are what I want most. Zarya, Pharah, and Torb’s get really irritating. Torb’s even covers the crosshair sometimes when jumping.
I’d also like the ability to force enemies to use the default skins, but that’s not likely to happen.
You play on console, a tiny FOV is the standard on consoles since you’re not close to the screen and they set the FOV low to keep the FPS consistent.
Both of heroes fighting in close quarters are at a disadvantage with low FoV. Overwatch’s maximum FoV is alright for long range fights, but the shorter the distance the more it gets in the way of seeing things.
As an old-school Quake player, I want and always wanted fov 120. Make ut happen, Blizzard!
Anyway I think most people will find 120 degress unplayable. I believe really few players used 120 and above in Quake.
21:9 would give advantage with fov like 140 and higher, otherwise its simply too wide and compressed to play anything different from tanks, tracer and genji.
If you’re against more options to personalize your gaming experience you’re the reason the FPS genre and games in general are in a bad state right now.
“but I don’t care for those options”
The world doesn’t revolve around you.
WTF?
FOV at 103 is completely fine. Why does it matter to increase it?
Everyone is at 103, the game looks fine, it helps keep framerates up making it better for more people to enjoy the game.
There is no difference in gameplay to increase the FOV.
IN fact, increasing FOV can potentially give it the fish eye look.
No they do not.
Because they can see if they are moving clockwise or counterclockwise. Particularly for heroes who have low mobility, they can’t disrupt others aim with rapid movement.
I totally agree, since Quake already allows you to change FoV, and some players are used to higher or lower FoVs. I also think monitors with weird aspect ratios (like 4:3, 21:9, and others) that aren’t 16:9 or 16:10 should get rid of black bars, since having them could be quite annoying (i can confirm it, since sometimes i use my LG Flatron F900P at 120hz, and i hate those black bars)
It’s not about looking fine, this is about the absurdity of not noticing things happening almost directly next to you.
You can get “fish-eye” effect with ANY width of field of view, this is a fundamental aspect of optics. What creates the Fish-eye effect is not just the angle itself but the angle AND the size of the screen and how far the screen is from your point of view.
So a 17" 1280x1024 screen with 90 degrees wide field of view (90FOV was standard for games back in pre-widescreen FPS days) is going to have just as much of a fisheye effect as 120 degrees on a 25" 1920x1080p monitor today. Because if you think about it you can actually draw window within your 1080p monitor showing just the 1280x1024 frame, within that window it would be 90-degrees…
… all that’s happening is you have the same core view as 1280x1024 and extending it out to the sides. The middle of your screen is the same as 1998. No fishbowl. It’s just you get more pixels of information to the left and right. About 350 pixels on either side, which makes a huge difference when you’re getting swarmed.
This is really really relevant for Overwatch as so many things can sneak up on you from the side, it’s not like Quake’s long range Rail-gun duels, you need to spot the Genji on your shoulder ASAP before he leaps in front of you while deflecting.
- cg_fov 120
- Option to hide weapon viewmodel
- Centered HUD options of some sort
Game suddenly becomes decent and not a “MUH AESTHETICS AND PERSONALITY XDDDDDDDDD” piece of trash.
I believe that’s the whole point. Blizzard has already mentioned a larger fov will hurt the aspect of flanking. Takes skill and awareness in this case. Use sound to become aware of someone on the flanks etc.
And it does not matter to increase it, because everyone is on the same field, so that person who is flanking you does not have an advantage with a larger fov than you.
L2P and use sounds to ur advantage as well.
That’s non-reason because of the inconsistency of hero footstep noises yet even for heroes that do have heavy footsteps that aspect is undermined by your allies making noise.
120 degrees does not make it impossible to flank, you still have 2/3 of the angles around them where they have absolutely no visual indicator of someone’s presence.
Let’s stop this nonsense, FOV under 120 doesn’t help “flankers” it helps idiots who run directly at you and run around you like an idiot.
Not only is this objectively false statement, it directly contradicts what you just said that it does matter and would be too good.
The fact that you’d say such a thing just shows you don’t really believe EITHER stances, you’re just trying multiple non-excuses - even if they contradict each other - in the hope that any of them stick.
Stop this luddite nonsense.
To claim that flanking would be too weak with 120 degrees FOV is an insult to all the games that have a focus on flanking yet work very well. It’s not an insult to them, it’s an insult to my intelligence to act like such games don’t exist or flanking is so unreasonably undermined.
We all know what IS undermined in such games: idiot players suicidally diving in getting way too close and swarming low mobility heroes who have them disappear outside their FOV way too easily.
No, it enables GOATS so it obviously needs nerfs XD
Care to elaborate? XD