Clear team distinction


(rookie1) #161

agreed^^
I think the brigth round spot on chest of char help …Brighten the others stripes could help even more imo


(Maca) #162

[QUOTE=spookify;431173]New Skins with more defined heads and bodies (not where the Fops head is hidden behind something) and possible a blend of Colors

1 Side = Red Markings with Black Uniform
1 Side = Blue Markings with Light Gray Uniform

People play with Different Gamma’s and Brightness so whatever doesn’t wash out…

Read a lot of comments about the ET colors Black and Brown worked great but maybe for a more modern game my color suggestion might work…[/QUOTE]

These colors would seem to be very good


(Mustang) #163

iwound nailed this, currently it’s all about the direction they’re facing with a little bit of battlesense to remember who’s where.

London Bridge 2nd barrier is a complete shoot first ask questions later scenario.


(DJScream) #164

I’m new and I shoot everything that moves! …well not really. Actually I do what Toka said. I’m in doubt so I can’t shoot immediately when I see something.

Black SS uniforms to other team so I can see them :slight_smile:

Also I have never liked health bars or any other enemy indicators. You can see the enemy behind walls/bushes/whatever. Better to just make proper skins.


(ImageOmega) #165

http://forums.warchest.com/showthread.php/34877-Team-Colors-(w-photoshop-and-puppies)


(iwound) #166

i had noticed a lot in that area. i suppose due to players coming from all angles. your more likely to run at your own player.
just a thought for badge fans. firstly they cant be seen on a players back i dont think. so new meta play, everyone walks backwards.
also they do not work in any universe including everyone has big eyes universe. your flogging a dead horse. it doesnt matter how big or pink they are.

a human being identifies a shape not by a colour first. id look for a science paper on it if i thought it would help.

if its an issue with memory and different models. then its optimisation time.


(Hyperg) #167

Having two sets of chars for each team is pretty daunting task for the art designers mainly because in order for that to work, you need completely different silhouettes, each one standing out on two levels, team and class affiliation. Not even mentioning future designs for the store. Colour and shape are equally important attributes in sorting the information around us (it’s the way we learned to do it back in childhood), however in this case, the choice is not trivial in either direction :slight_smile: (well it is, if you’re completely excluding the outfit customization).

What about heavy highlighting on the teammates?. Hp widgets (bars, circles, w/e), glowing 2 pixel outlines, etc, with level of detail. When you see the guy half across the map (through line of sight), he’s got a small widget above or something. By exclusion, which surely you’re gonna train in just a couple of games, everyone else is the bad guy. No red bars or anything on him, nothing that would assist you in better locating his body on the map (map lighting and players standing out overall is a different discussion).


(scre4m.) #168

The reward for that work is a clear distinction between two teams. I have no idea why this shouldn’t be worth that effort. All thos health bars and name indicators ( or playerIcons from ET:QW) are just a workaround for bad player models.


(Kl3ppy) #169

Add green/blue arrows on teammates head and nothing on the enemy :slight_smile:


(warbie) #170

Any solution that requires icons floating around is a bad one.


(Maca) #171

Yes, this is the reason why I think the difference should be based on light/dark color schemes (for example spookifys suggestion above), even though it would restrict the color palette customization. Which it won’t entirely, just limits it to certain hues for each team.


(MrFunkyFunk) #172

That LB 2nd barrier is a good example to demonstrate that indeed.
There are a few good ideas mentionned in this thread, now I hope to see something done (that will still fit SD skins business plan)

Yeah they should make up something to bring them back.
Something like a temporal rift created by the dirty bomb, used by the nazis villains to travel in time and steal the nuclear weapon, hiring a few modern mercs alongside the road to help them with their perfidious plan.

:cool:


(potty200) #173

What about having different merc’s for Attack and defence? I mean, you have the stock ones but its a feature that SD could jump on to encourage people to buy MORE skins?


(Hyperg) #174

Any solution that requires icons floating around is a bad one.

That’s totally accurate when it clutters the screen. However, if you prioritize the icons (based on context, proximity, w/e) it’s just good feedback.

This is why I mentioned the thin outline, which can be a bright colour or smth for teammates. Note that it doesn’t mean silhouette enhancements are visible everywhere, but only when you have LoS to the player (or portions of his body).

Guild Wars 2 for example, solves the colour tint issues in PvP (both large scale and structured 5v5 mode) by allowing teammates to look whatever (team Village People ftw) while restricting opponents to certain class-based outfits (standard light armour skins, medium, etc) with a team-defined red or blue tint. But that’s just from an aesthetic perspective, class differentiation doesn’t matter that much (because it become pretty obvious when you get struck by lightning, as opposed to receiving a hammer in ur face). The thing is, that game is based around the idea of having large amounts of ppl, each one with its own armour flare, streaming s#!tloads of asssets, etc. Don’t think DB should be about that tbh.

EDIT: The GW2 thing makes me think of something which makes sense in the FPS world aswell: I don’t really CARE abt how my opponent looks because I don’t really have time to stand in awe at the colour of his pants. I can however admire a piece of equipment on a teammate, as we wait for the round to start and eventually praise his nolife skills in teamchat. At the end of the round however, make a podium display with top dogs in certain stats , accuracy, [SUB]k/d[/SUB], whatever, which would display the real armour instead of the red/blue default tints. Bragging time, do /dance.

EDIT2: Bad example, very bad, never make a podium with top dogs in k/d. Ever :tongue:


(Kl3ppy) #175

I thought more of a temporary solution. I prefer different skins/mercs for attackers/defenders :wink:


(warbie) #176

I hear what you’re saying Hype, but still find this kind of thing hard to justify. After years of playing various team based shooters that didn’t need floating icons or outlines, or anything else other than models and skins to differentiate between friend and foe, it just seems odd to take a step backwards in this way. No matter how it’s presented, this is a worse way of doing it than having either distinct team models/skins, or distinct colour differences. The game is already too cluttered for my liking (last night in whitechapel my screen was literally full of icons - downed teammates, multiple objectives, heart beat sensor detected enemies, grenade warnings) and even then things got confusing when teams clashed at close range.


(Hyperg) #177

You’re right abt the current state of the icon display. The problem is that while the icon as hud element is intended to “assist” your awareness on a certain situation, the DB maps are small-ish and the game pacing is too fast, which basically makes the said situation hit you in the face very fast from multiple directions xD. Actually that was a debated issue in BF3 aswell, when the CloseQuarters pack came out. Too many widgets on the screen.

I’m all for thin-vs-fat or blue-vs-red but with the skin store in sight, that’s gonna be a tad tricky to deal with. My edit supports this idea, if SD is worried abt making everyone else red or blue, without a chance to showoff their hard-earned (or payed) gear, just put them on display at the end.


(Dormamu) #178

First you need to decide if their will be 2 factions or just 1
If their are 2 teams then SD should take the path of Brink, raged outfit for one team with light colors, top notch gear for the other team (with dark colors). The difference will be shown primary by the gear you wear and secondly by the dark/light colors to give it a resemblance to W:ET/ETQW.
If is just 1 team, and by the silence i see this is the path you will take, use different colors spectrum’s for the same gear. Highlight the gear with Primary color Blue(dark/light), secondary color Green(dark/light) for one team and Primary color (dark/light) Red, secondary color (dark/light) Orange for the second team. The difference will be shown by the colors.


(tokamak) #179

What really is the problem if they’re limited to team-mates?


(warbie) #180

Because aesthetically it looks messy and when things get up close or when friend and foe overlap there’s confusion. At best it’s a compromise at the expense of gameplay.