Edge Lighting(Radioactive Goo)


(CapnHowdy21) #1

So I’m sure by now we’ve all see the radio active slime that covers players to designate enemy versus friendly. I’m also sure everyone has opinions back and forth about it. I however still have a bunch of questions that I’m hoping we can get some answers too.

In case you haven’t seen it yet, or know what I’m talking about, its the red glow that enemies have when a certain distance away.

  1. Can you turn it off completely? Is this a personal option, server option or for specific matches?

  2. Is there a slider to designate how far away they have to be, and or how strong of an effect?

  3. What are the requirements for it kicking in?

It seems to me on the video, it kicks in at different distances. For instance in the newest ability video, there is a medium resistance guy climbing up a wall and shooting a security agent in the back with a shotgun. When running forward, the glow isn’t very pronounced. However when hes falling to his death it is very pronounced at what appears to be a similar distance.

So thoughts, questions?


(Maawdawg) #2

There are already a couple/few threads that cover this topic (relentlessly). No specifics as to distances or toggles have been given as yet. It fades out as people get closer to you and is strongest when enemies are far away and can’t be recognized by item customization.

http://www.splashdamage.com/forums/showthread.php?t=23583
http://www.splashdamage.com/forums/showthread.php?t=23575


(CapnHowdy21) #3

I understand that, I’ve searched alot of the threads. My main questions is there is inconsistency in when it kicks in and when it doesn’t. To the point that either they recent videos have footage from different builds, different settings, or distance is not the only factor.


(Maawdawg) #4

It is distance based. Don’t take a slight difference from one video and look to deeply into it would be my recommendation.


(CapnHowdy21) #5

But it isn’t one video. All the recent videos show discrepancies. It could just be something such as a different setting. My main hope, considering they’ve been in a more answering mood lately, that one of the devs pop in and give us an answer if we have have a lively yet civilized discussion.

Plus I’m just interested on others people take on it. Gotta do something while were sitting in work/class to keep us entertained till May 10th.


(beute) #6

it was already informed that you will be able to disable (lol) it for the PC version.
No specifics were given though.

I think it will be just a personal cvar.


(Seyu) #7

One of the devs said there would be a server-side option for disabling the jelly.


(CapnHowdy21) #8

I wonder if console users are stuck then


(Jess Alon) #9

Listen. I’m a console user telling you this thing. If you want more options, then you will have to build an expensive computer rig. Otherwise you’re stuck with the options that your console designer allows.


(tokamak) #10

I for one am not buying the game because of this crap. I don’t give a hoot about whether you can personally turn it off or even if it’s server-side adjustable. The fact that it’s used as a default setting means that SD went so far in lowering the bar that they dragged the rest of the game along with it.

Having the game point targets out to you is such a gross simplification of the gameplay. Best of all, nobody ever asked for it! You don’t hear COD and Halo players complain about the lack of it so who is SD trying to please here?

I’m definitely not just talking aesthetics here. Though even there you might wonder why the hell the ‘unique characters’ are being paraded around as promotion material while in the finished product they will all end up looking the same anyway. No it’s not just looks, this measure is making the game more shallow. Compromising gameplay for accessibility is short therm thinking. It disregards the fact that people simply learn to play a game. That while a smooth learning curve is desirable, it doesn’t need to be flattened with a steamroller pushing out all nuances and texture.

Maybe the game really was too messy for people sitting further from the screen and playing in lower resolution, IE console gamers. Maybe that orange really made the game more enjoyable there. But Exedore pretty much confirmed that the same standard would be held for the PC, which is simply unjustifiable and demonstrates that all platforms are tarred with the same brush.

Maybe Brink will still be a relatively decent game with that orange fukushima crap plastered across the players. Maybe. But the mere idea that it’s there, a reminder of how good this game could have been will gnaw at me so much that it will ruin the entire experience.

I still recommended the game to my friends and promoted it on other forums, most people play on consoles anyway. It’s a change that the entire genre needs. But this measure itself simply shows that the developers are willing to go very far to appeal to a wide public that they’re willing to chip away at the depth of their own game. I call that selling out.


(CapnHowdy21) #11

i knew I was going to regret using the word stuck.

Personally I don’t really mind the good, in some of the videos I feel its too much, more then whats necessary to get the point across, but it doesn’t bother me. I have a comp rig that could play brink well. I prefer to play on the console since my tv is bigger and thats where my friends are.

Some of the questions I asked didn’t pertain to me, I’m trying to be inclusive. I’ll list the two reasons I really care.

1). In the example I explained in the first post, the security wasn’t moving at first. Thus I wonder if perhaps when your not moving/firing and haven’t moved/fired, if the the effect is turned off or subdued. This would allow for camping/hiding.(Not saying good or bad, just that it would be possible.) The effect kicked in when shot when he was no moving fast(falling).

2). In that same video there is someone going up to use a mounted mg. Before he gets there, the security is lit up, once on the MG the lighting is gone. Does lighting turn off when using an MG?

Its entirely possible this is all from someone piecing together videos from different machines and such, or it could imply more nuances to the slime.


(RAAAAAAAAAAGE) #12

[QUOTE=tokamak;279842]I for one am not buying the game because of this crap. I don’t give a hoot about whether you can personally turn it off or even if it’s server-side adjustable. The fact that it’s used as a default setting means that SD went so far in lowering the bar that they dragged the rest of the game along with it.

Having the game point targets out to you is such a gross simplification of the gameplay. Best of all, nobody ever asked for it! You don’t hear COD and Halo players complain about the lack of it so who is SD trying to please here?

I’m definitely not just talking aesthetics here. Though even there you might wonder why the hell the ‘unique characters’ are being paraded around as promotion material while in the finished product they will all end up looking the same anyway. No it’s not just looks, this measure is making the game more shallow. Compromising gameplay for accessibility is short therm thinking. It disregards the fact that people simply learn to play a game. That while a smooth learning curve is desirable, it doesn’t need to be flattened with a steamroller pushing out all nuances and texture.

Maybe the game really was too messy for people sitting further from the screen and playing in lower resolution, IE console gamers. Maybe that orange really made the game more enjoyable there. But Exedore pretty much confirmed that the same standard would be held for the PC, which is simply unjustifiable and demonstrates that all platforms are tarred with the same brush.

Maybe Brink will still be a relatively decent game with that orange fukushima crap plastered across the players. Maybe. But the mere idea that it’s there, a reminder of how good this game could have been will gnaw at me so much that it will ruin the entire experience.

I still recommended the game to my friends and promoted it on other forums, most people play on consoles anyway. It’s a change that the entire genre needs. But this measure itself simply shows that the developers are willing to go very far to appeal to a wide public that they’re willing to chip away at the depth of their own game. I call that selling out.[/QUOTE]

So your not gonna get possibly the best shooter of the year because the enemies are glowing red? :eek:

No offence but thats crazy talk! To me its no different than having nametags on teamates and no nametags on the enemies. I agree it would be better without the goo, but holy-monkeys-on-a-stick man to not get a game because of a new (original?) way to point out enemies from friendlies in the middle of a heated firefight seems just mental.


(Linsolv) #13

It’s probably a different playlist on consoles.


(Slade05) #14

You just haven`t seen ETQW enemy arrow pointer drama.


(Crytiqal) #15

[QUOTE=RAAAAAAAAAAGE;279846]So your not gonna get possibly the best shooter of the year because the enemies are glowing red? :eek:

No offence but thats crazy talk! To me its no different than having nametags on teamates and no nametags on the enemies. I agree it would be better without the goo, but holy-monkeys-on-a-stick man to not get a game because of a new (original?) way to point out enemies from friendlies in the middle of a heated firefight seems just mental.[/QUOTE]

Still tho, red glowing enemys used to be called cheating


(Seyu) #16

[QUOTE=RAAAAAAAAAAGE;279846]

No offence but thats crazy talk! To me its no different than having nametags on teamates and no nametags on the enemies. [/QUOTE]

Go take a look at the link Maawdawg posted, there are a couple more.


(Diablo85) #17

Unless you played Quake/Unreal Tournament. Their comp mods actually added glow skins for more visibility.


(Jess Alon) #18

Yeah UT2004 on Xbox360 made it unmistakable who was on what team. And that made it no less amazing. Your enemies glow too. All the time.


(tokamak) #19

It suits arena style shooters as the gameplay is way more visceral. You get points for pointing and clicking at all the bright things that move. That was the essence of the game. Brink ought to go more deeper than that but alas.


(SockDog) #20

@CapnHowdy21 - Not to put words in their mouths but I believe the rim lighting was the better solution found after testing. I imagine that given the massive amount of customisation it was hard to distinguish enemies at a distance. As the philosophy of the game has always been in increase accessibility the rim lighting over distance seemed to be a logical if not perfect solution.

@Slade05 - Yeah I don’t think any solution would have been a right one, equal moaning would have been heard if they’d gone with arrows and some people were just looking for any small reason to not buy the game. End of the day if you expect a game to hit all your happy buttons and none of the bad you better get back to the bedroom and make your own.