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camera view while using catapults

Darthryan
Darthryan
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This view is horrible and I'm suprised it hasn't been fixed yet. It should be simialar to the ballista camera view. Please fix this
  • ZOS_GaryA
    ZOS_GaryA
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    Hey there @mriguy1981,

    Thank you very much for providing this feedback. If you wouldn't mind, could you elaborate a bit on the camera angle issues and what we could do to improve them? For example, does the view need to be zoomed out, should the camera be rotated a bit, does the camera need to be moved up so you can see better, etc.
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
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  • Darthryan
    Darthryan
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    It needs to either be moved higher above your head like a treb or moved in front like a ballista. At the moment its way behind u and u can't see where you're aiming at. Its also seems to start like 20 feet behind and on the ground. Just see how it is while on a tower or a wall or on top of a keep.
  • Yusuf
    Yusuf
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    ZOS_GaryA wrote: »
    Hey there @mriguy1981,

    Thank you very much for providing this feedback. If you wouldn't mind, could you elaborate a bit on the camera angle issues and what we could do to improve them? For example, does the view need to be zoomed out, should the camera be rotated a bit, does the camera need to be moved up so you can see better, etc.

    You can basically never siege from a siegewall down to the ground. Also if there is a tree or a wall behind you, you won't see anything.
  • MichaelShimmel
    @{quote="ZOS_GaryA;1312640"]Hey there @mriguy1981,

    Thank you very much for providing this feedback. If you wouldn't mind, could you elaborate a bit on the camera angle issues and what we could do to improve them? For example, does the view need to be zoomed out, should the camera be rotated a bit, does the camera need to be moved up so you can see better, etc. [/quote]

    Do they even play the game they created?

    good post though @mrigyu1981 I just gave up on catapults and should have given feedback.....
  • KBKB
    KBKB
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    All siege views need to be freer if you are behind a tree you should be able to adjust Y and X axis so you don't have to redeploy .
  • Kosar
    Kosar
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    yeah all siege feels like if you deploy near a wall, that the wall ascends infinitely into the sky and jams the camera against a wall... even full zoom won't free the camera from getting behind even a 1 foot high ledge or rock if it happens to be the object that is directly behind the angle of your camera. the cameras are a big reason i never get on siege, it's ridiculous you can never see anything... (so when someone does inevitably sneak up on you because of that, you get double whammied by the fact it takes hitting ESC ten times to even leave the siege to defend yourself....at which point most people are already dead...)
  • Darthryan
    Darthryan
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    I don't think they play on the same pcs we use. They probably have so much software going that they can move the camera view were ever they want all the time. Cause if not...... then they really need to actually play the game like we do with the same restrictions that we have.
  • ZOS_GaryA
    ZOS_GaryA
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    Hey there folks,

    We do appreciate the opinions on this issue, but let's do our best to keep the discussion on the original subject. We ask for your input because your opinion on making improvements is important to us, especially in situations where multiple solutions are possible.
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
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  • driosketch
    driosketch
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    @ZOS_GaryA‌
    The main problems are you can seldom see all areas you can aim at and hit if you happen to be on a wall or near an obstruction. The camera is at times too low to see over small obstacles like the battlements on some walls and too far back that it clips the walls or a tree if they are behind you when you try to siege. Sometimes to counter this I will deploy in front of a door way, but that just gets the camera stuck inside and I can't really swing too far left or right, or see the ground were I can aim at in front of me. This produces a lot of blind spots.

    In fact the camera can go so far back that you lose the icons on enemy players and even the players themselves disappear at a point in the distance that is still technically within range of the siege.

    Sorry to say I probably should have bugged something like this a long time ago. Maybe I gave some feedback, but I can't remember if I did do didn't. Instead I just got really good at adapting, swinging to the side to get a camera view below the wall, or just generally developing a sense for what I was hitting when I couldn't see it. Anyways, hope that helps to make adjustments.
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
  • Merlin13KAGL
    Merlin13KAGL
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    ZOS_GaryA wrote: »
    Hey there @mriguy1981,

    Thank you very much for providing this feedback. If you wouldn't mind, could you elaborate a bit on the camera angle issues and what we could do to improve them? For example, does the view need to be zoomed out, should the camera be rotated a bit, does the camera need to be moved up so you can see better, etc.

    Same as with this post,
    • If you are in front of a Large tree/on a hillside, the zoom out is often obscured by the leaves (reduced Alpha for terrain would be great, allowing for translucence, at least) - not asking for a spycam version to be able to see the enemy's defenses if no breech is in place, simply for environment obstructions to less obstructive.
    • If you are on the flat of keep postern, often you will only see the flat (zoom out works, but impedes view of in front of the wall you are trying to attack/defend). Switching to side view allows you to see, but does not allow you to aim (rotate your view - you rotate the siege weapon/oil pot)
    • If you are backed up against a corner, along the lower side hallway by an entrance, the zoom will often place the camera view inside the structure, again, making it impossible to see the target. Other effect is that it will sometimes not allow zoom out because of the wall behind you, such as on upper level of inner keep.

    Screenshots can be captured and provided, if necessary or helpful.

    Some potential fixes:
    • Scroll button options allowing different levels of zoom would be great - including 1st person (at least for shot placement)
    • Right Click allowing free view (without siege rotation) could also help eliminate this. For instance, you could target from the side in tough camera situations. Right click again to allow rotation.
    • One click to commit target, 2nd click to fire. (RC Commit/uncommit, LC fire)
    • Various cycling of views with Right Click(s):
      1. As is
      2. 1st person (sitting in engine)
      3. Overhead view (Z axis)
      4. Hold seige, free view.
      5. Options start over
    • A checkbox option under Gameplay or keybind controls allowing any combination of these.

    A fine example is placement of a trebuchet right at the front wall. The volley would clearly be able to hit the inner postern, but it's guesswork as to where you are aiming.

    Likewise when high points are taken (obviously the projectile would have increased range) or seige is placed on mild incline, the trajectory would be able to be raised/lowered accordingly.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • ZOS_GaryA
    ZOS_GaryA
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    Hey everyone,

    Many thanks for all of the suggestions for improving the catapult experience, these are excellent! We've forwarded them along to the appropriate teams.

    We do encourage continuing the discussion here, since brainstorming can lead to new and exciting ideas. We also wanted to let everyone know about the /feedback feature in the game. /feedback allows you to submit feedback in the game that goes directly to our devs for review. We encourage everyone to use this feature not only for this issue, but for any areas of improvement that you can think of, as well as suggestions to improve your experience with the game.
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
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  • Darthryan
    Darthryan
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    I don't mind the ballistas camera. It feels ok to me. Catapalt is horrible... to far back and somethimes on top of keeps its stuck under the siege. Trebs are hit or miss. Most times its ok. But when against a wall sometimes u can't see what your hitting.
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