Or just have two different teams.
Dirty Bomb's environment indecipherable?
I still think the dark/light colors is a very good way to differentiate teams. The problem with red/blue is that if you really want to use it as an identification system, you can’t just have some patches in the clothing or some little hue, you have to clearly show the colors. But what this does, is it makes it look unncessarily goofy and TRON, and this is coming from a person who continuously says that this game should be less serious. If the color identification is based on light/dark you can go almost all the way, and it still looks natural and good and you can perfectly identify everyone.
Color identification works only if the color difference is clear, no color identification works if it’s implemented halfassed as the red/blue is now. Light/dark is a color combination you can go pretty much all the way with and still look good.
And yes, if the teams were asymmetrical in their clothing also we would already have a perfect identification system in place. But the main thing is to have the light/dark combination
[QUOTE=Maca;429150]I still think the dark/light colors is a very good way to differentiate teams. The problem with red/blue is that if you really want to use it as an identification system, you can’t just have some patches in the clothing or some little hue, you have to clearly show the colors. But what this does, is it makes it look unncessarily goofy and TRON, and this is coming from a person who continuously says that this game should be less serious. If the color identification is based on light/dark you can go almost all the way, and it still looks natural and good and you can perfectly identify everyone.
Color identification works only if the color difference is clear, no color identification works if it’s implemented halfassed as the red/blue is now. Light/dark is a color combination you can go pretty much all the way with and still look good.
And yes, if the teams were asymmetrical in their clothing also we would already have a perfect identification system in place. But the main thing is to have the light/dark combination[/QUOTE]
This.
- They should make a little difference between classes like in W:ET so we can see from a distance which class we are facing. In W:ET it was always really obvious which class someone was playing + axis and allies didn’t even look like eachother so you always knew who the enemy’s were.
[QUOTE=Maca;429150]I still think the dark/light colors is a very good way to differentiate teams. The problem with red/blue is that if you really want to use it as an identification system, you can’t just have some patches in the clothing or some little hue, you have to clearly show the colors. But what this does, is it makes it look unncessarily goofy and TRON, and this is coming from a person who continuously says that this game should be less serious. If the color identification is based on light/dark you can go almost all the way, and it still looks natural and good and you can perfectly identify everyone.
Color identification works only if the color difference is clear, no color identification works if it’s implemented halfassed as the red/blue is now. Light/dark is a color combination you can go pretty much all the way with and still look good.
And yes, if the teams were asymmetrical in their clothing also we would already have a perfect identification system in place. But the main thing is to have the light/dark combination[/QUOTE]
Agree 100% with this.
Dark / light seems nice, would love to take it for a spin in an upcoming patch
I think the maps are a huge problem, sory xD Too tiny, too convoluted, too stressy for human perception, not enjoyable to play as casual pub player, you are constantly exposed, you do not feel like they are solid, more like plastic, too many round shapes, collisioning, promote hectic and chaotic gameplay, have loads of unimportant clunk in it which get in your way while playing, thousands of corners, hiding spots, windows, etc… The current movement system gives this a rest.
I do not know if it is entirely true, but todays engine technologies did evolve quite much. Look at what arma engine is capable of. Also forgelight engine. On such engines you are not bound to small areas, where all the stuff is happening. I think the whole map design is a result of exactly that problem and that is the reason why they feel so small and uncomfortable.
Concerning clear team distinction: i think i was one of the only ones who found out about the skin system and was using it constantly until they found out and removed it
But when these come in place, i wonder how they will result. I think these will play a major role in DB in the future, simply because of the business model i assume, so they are either blueish for the one team, and redish for the other, or that distinction completely falls apart (saw white skins as well), but therefor you have nice character skin variance at hand, which is also fun. Hard glide to decide this.
EDIT i forgot: i think CoD? uses a good system for team distinction simply by drawing your teammates name over their head constantly.
I like the game look (colors ,details,art characters…)
Its has to be, as games are more detailled then before ,just cant imagine a look of ET or QW …today.
I know its always hard when you use to play on a particular older game to get use to it …the opposite is true also
I think teams distinction is better (addind tag color also on weapon could help)
editable color in menu for these tags would be a good addition if you dont like the defaults one (or for color blinds)
rookie1 is right about the game that has to evolve. We are in 2013 with game graphics of 2013, not 2003. I’m also fond of the ambiance in this game and this is what makes SD, they find the best way to go with graphics style. Even Brink was really neat on a graphical point of view.
But today we get the tech. to make it look more realistic and keep the funny and full of humor gameplay, lets use it ! The way the game looks is the first way to appeal a gamer. It’s the first thing you experience in any video game because it is the same as IRL.
Guns get their skins too
How can a tag color help there. Think that is way too detailed to look at the gun tag to find out if enemy or not. It must be more obvious, just go by name or big fat icons above teammate head and all is good.
EDIT the comments about adaption don’t fit to me (guess they are not meant for me, just general, but just in case). I pretty much welcome most of the games with wide arms and test it past first look. I usually keep it that way about 10 hours, then i have a good feel about the game. With DB i am unfortunately not seeing too much potential except the skin system to appeal to pub player. I guess it will be more for the pros. So far i muss the humor alot in DB, it is way too serious if you design for pros first. This has potential that the final game will be too serious as well.
More I play the maps more I feel them narrow, even after some cleaning, lots of parts are fine but for example in a street when there is the EV in the middle is hard to go on the sides or sometimes in Londonbridge you can’t even pass with the stufs in the middle … so narrow, better in white chappel with some space.
Maps are so little, even on waterloo the advanced spawn is useless and give advantage to the defense (balcony access) I really think there is a map design problem.
need some space ! kind of claustrophobic game design i think.
For the team distinction Drak/Clear can be an advantage for one or the other team, specially the Dark ones who can use shadow. So be carefull with this and some test are needed. but we really need something better than it is.