Clear team distinction


(DeTh) #1

I think it needs to be much more clear who is on what team maybe by color or something to the effect of even a red or blue jacket.
In addition to that I wanted to bring up the need for
Something to assist with color blindness. Now I know all of you are not color blind but when your character models blend into the surroundings because it is grey on grey it makes it incredibly hard to see. In not saying you have to go full quake 3 (where you can customize enemy colors) but some change to make sight easier would be a huge help.

Tldr: please change player colors so they are 1 easily distinguishable by team and 2 don’t blend into the background or have the option of a color blind mode that helps this.


(iwound) #2

i have a feeling SD have made another set of team models they will wow us with.
i just cant believe it will stay as it is.
having just different coloured arm bands just isnt enough.
two distinctive teams would add so much character to the game.
ive already suggested one team could be the mercenaries working for the rich and the second the people fighting back. taking up arms to defend their assets and homes. :stroggflag:
probably uglier and a little deformed from the radiation.


(Mustang) #3

Reavers!!!


(Dormamu) #4

I think that we are playing only with the “scavengers/resistance” team. If you look closely at the Founder’s Mercenaries they have a distinct look and i think that the rest of their team will also look different from the characters we are playing with right now.
Personally i will put more yellow (the DB logo yellow) on the current “resistance” characters and brighten that orange on the mercs a little bit :smiley: or some kind of skin suit underneath the armor. Lemons vs Oranges FTW :D, at the moment is Kiwi vs Kiwi FTW :smiley:


(DarkangelUK) #5

Lets just say that if FF ever gets enabled, I’m screwed.


(iwound) #6

i should have looked more closely i guess. i suppose this is the 2 teams or just a variant.




(zenstar) #7

I think some sort of team colour would be best. Parts of the skins should be marked as “team colour” and then they can be Red on one team and Blue on the other.
As long as it’s enough of a surface area it should help distinguish teams as long as the rest of the skin doesn’t use the same colours.

Rad Soldiers does it pretty well, although that’s a more cartoony theme, the concept is still sound.

To make models “pop” from the background though… =/ there are only a few things I can think of:
Outlining - like cell shading but just on the silhouette … not a great solution but if the line isn’t too think then it may help.
Unique colour pallettes - one for the background (muted) and one for the models and important items (more colourful/vibrant).
Vaseline on the lense - some sort of “soft focus” effect for background while leaving the player models sharp and focused.
Lighting difference - Dim all lighting on the background, boost lighting on the players so they glow slightly.

A mixture of unique colours and lighting differences is probably the best solution, but then again the artists are probably far more experienced at solving this sort of thing than I am.


(zenstar) #8

[QUOTE=iwound;417879]i should have looked more closely i guess. i suppose this is the 2 teams or just a variant.



[/QUOTE]

No. Those are different characters. They are alternate characters that could be in either side.
The first image are the founders’ classes (i think) and the second look like the base classes (again: either side).


(tokamak) #9

I really dislike indicators or stuff to make the opponent more distinctive. I think DB already went too far in this, those big health bars over the opponents are humongous. Right now the difference between team and non-team is a huge grey bar or a huge orange bar. It’s not intuitive and yes, like many other people I’m constantly confused about who is who.

Instead I would rather see any indication on the enemy gone and make the team-mates as clear and distinctive as possible. Make them glow, give them silhouettes, or whatever, I don’t care, just make the dudes I don’t have to shoot stand out and then I will gladly fire away at those who don’t.


(.Chris.) #10

From what I gather from previous threads and IRC, both teams are working for various clients trying to secure or steal stuff from other clients or whatever, London is abandoned there is no resistance or authority in charge there. It would be nice to have two distinct teams, though not sure how best to do this if they’re sticking with this current theme they’re using.

Agree that using indicators is generally bad, Zenstar’s idea could work with enough noticable areas on each model being a single team specific colour, be neat if the user could change the two colours to what suits them best, would help colour blind people. ET:QW allowed you to do this for arrows and such.


(DeTh) #11

We just need some sort of clear identifiers for the teams.


(rookie1) #12

I goes By the IFF color but its not always showed


(iwound) #13

just thought if the founders pack gives different coloured uniforms (see pics earlier, the founders mercs) isnt that going to confuse things even further.
i would think a general colour difference would suffice. just needs to be clear enough. a different silhouette would be great ie different uniform.


(Breo) #14

I would like to see friendly arrows, no arrows for enemies and a larger radar/minimap.


(tokamak) #15

Quake Wars is so much more fun without enemy indicators. Too bad very few servers had that on. And yeah the difference between ‘no indicator’ and ‘indicator’ is bigger than between ‘indicator’ and ‘slightly different indicator’.


(LaVaGoD) #16

This seems to always be a subject in team based shooters. There are many schools of thought on this and would imagine anyway SD goes someone might be disappointed.

I personally don’t mind arrow indicators liked we used in Q3F/ETF. I can see how some might not like this though as they feel it takes away from the skill and realism of the game. I would love to see arrows but at the same time I would like an option added server side to have them removed for a hardcore mode if you will.

This then does bring up another issue if it’s server side controlled you run the risk have bloating the server side settings and how to properly indicate to the player which settings are enabled. You might be able to eliminate that with group settings that can be easily indicated. The group settings could be classified with level of difficulty where normal is everything on like Player Indicators, Crosshairs, FF Off, … & hardcore would be something like no player indicators, FF On, No Crosshairs, … & maybe variants in between the two mentioned. You could run this risk of server fragmentation though so it’s a design decision that would need to be discussed in great detail.

Edit: Just thought of something else. If some servers have these settings on and some don’t does that impact the server stats? Would players feel that players playing with indicators should gain points in their stats at a lower pace because of the skill level has been lowered?


(Shiv) #17

Since people die seeerriously quickly in this (like half a second) it needs to be really clear whatever is choson, you look at a character, question the shot and move on you are dead.
If colours/camo isnt going to be pay for can we get some clear hue differences between the teams in the clothing? like, at the center of mass.
So far, everytime i havent shot a dude its because we were next to eachother and i couldnt of seen anything above his head even if there was.

Or if there is camo… get a mask in one of the channels that the game assigns team colour to, then there is still camo customisation/colour choice but a defining team colour as well.


(Bloodbite) #18

I say do it like W:ET. Allies were brown, Axis gray. Both blended into maps yet were instantly distinguishable as ze enemy.

That could be done with this mercenary concept. One would assume most of them had a spec ops background before turning merc. So… a team with a slant towards eastern block camos and webbing etc versus a team decked out in america’s greatest export, **** that kills people.


(DarkangelUK) #19

I think ET had it because of the silhouettes as well, you could tell from the outline if they were friendly or enemy (trenchcoats vs jackets). Having 2 teams with the same models is just bad for team distinction, add to that the name tags and that makes it more confusing when a team mate is in a CQC situation up ahead and you can’t tell who is who.


(Runeforce) #20

I prefer this too, rather then the other way around that it currently is (and the tag over enemies heads seems to appear at random.)