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mgc

Items hard to "see" in vicinity.

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I can often see items with the naked eye that "vicinity" can't seem to pick up on unless I put my cursor on it.

Would a bigger detection area around the cursor help? Having to be anal about it slows down game play.

Edited by mgc
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I can often see items with the naked eye that "vicinity" can't seem to pick up on unless I put my cursor on it.

Would a bigger detection area around the cursor help? Having to be anal about it slows down game play.

the worst is when you tab and try the cursor pickup when you find a mosin....then you give up 5 minuites later

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It's based on your character's line-of-sight. If your character can't see it, it can't be picked up. This is combat against a reliance on the "vicinity" loot system, which would undercut the action of actually having to search for loot. If you're using third-person as a gauge, then it's not accurate.

 

That said, picking up items is cumbersome, but I feel that the "vicinity" system is fine the way it is. The other stuff, like things being inaccessible on top of lockers, clipping through walls/floors, and counter-intuitive select-boxes are much more pressing flaws.

Edited by Katana67

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It's based on your character's line-of-sight. If your character can't see it, it can't be picked up. This is combat against a reliance on the "vicinity" loot system, which would undercut the action of actually having to search for loot. If you're using third-person as a gauge, then it's not accurate.

 

That said, picking up items is cumbersome, but I feel that the "vicinity" system is fine the way it is. The other stuff, like things being inaccessible on top of lockers, clipping through walls/floors, and counter-intuitive select-boxes are much more pressing flaws.

I already knew the item was there because I could see it from a distance. Like you said, 3pp has no issue so that's an easy fix atm., but I would like to see a slightly bigger detection area around the cursor to keep the spirit of the mechanic but not it's current awkwardness.

 

I think this thread would be better suited in suggestions, come to think of it.

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I already knew the item was there because I could see it from a distance. Like you said, 3pp has no issue so that's an easy fix atm., but I would like to see a slightly bigger detection area around the cursor to keep the spirit of the mechanic but not it's current awkwardness.

 

I think this thread would be better suited in suggestions, come to think of it.

 

It doesn't matter what you can see, only what the physical model of your character can see. If it's not in his/her line-of-sight then it can't be viewed in the "vicinity" menu. This is a working-as-intended feature.

 

But yes, I agree it should be more intuitive to select items.

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It doesn't matter what you can see, only what the physical model of your character can see. If it's not in his/her line-of-sight then it can't be viewed in the "vicinity" menu. This is a working-as-intended feature.

 

But yes, I agree it should be more intuitive to select items.

""It doesn't matter what you can see, only what the physical model of your character can see""

I understand. The physical model of my character could see the item from a distance but not up close. I play 1pp so I can see what my character sees.

 

""This is a working-as-intended feature.""

It is, but it is not working smoothly enough to our liking.

 

A slightly larger detection area around the cursor should fix it, right?

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One time I dropped my green M4 in an apple orchard...

Turns out my friend watched me pass over it about 8 times (jerk...) before I gave up on vicinity and just scrolled the wheel every half second.

Edited by Geckofrog7

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select boxes! this needs to be addressed. they need to be far more intuitive.

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Heck, on top of some buildings the loot is hidden from view but accessible via the tab inventory. The inaccessible loot on the top of lockers really irks me. I have arms, axes, sticks and guns. I'm pretty sure I should be able to get that shirt down damnit!

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