Enemy Glowing


(zXSwordXz) #1

I’m sorry if there is already a thread on this topic but I have to asked this questions. My co-worker got back from PAX and told me that your enemy is highlighted which eliminate stealth. Is this going to be removed on the final release or will there be an option to turn it off for everyone playing in that match? If not, how player can counter act this feature? If someone at SD can elaborate on this, I’d really appreciate it.


(Seyu) #2

Yes, there already is a thread going on about it. We have been denouncing this ever since the first gameplay videos came up, there has been no official response yet.


(zXSwordXz) #3

Thanks for the info…I really hope some at SD can address this issue.


(Maawdawg) #4

I love when people here post like the place is a hive mind. Certain people don’t mind it, certain people hate it, and I am sure some like it. I definitely heard positive comments about it on the show floor Saturday. You can’t just speak for the forum as “we” like there was a ruling that everyone “denounced it”. Yes there is a good measure of the hardcore clan types and competitive players here who don’t want it but it doesn’t mean everyone is in agreement on the “controversial” aspects of Brink. The “only way to play” mentality here is astonishing at times.


(trigg3r) #5

i’m sorry but, “we” think you are mistaken :wink:


(DarkangelUK) #6

The competitive community absulutely bamboozle me. They ask for the outlines to be removed because it ruins ‘stealth’, but in the same breath will probably ask for bright skins… and once the games released… brighten, lighten and flatten the textures and look of the game so they can see the enemy better!


(Seyu) #7

http://www.splashdamage.com/forums/showthread.php?t=21993
Even though the forums consist of only a minority of gamers interested in Brink, 85 to 4 is a good enough indicator.

Still, I think I am in the wrong to have written that the collective was against this feature. This was something inadvertent on my part rather than result of a presumptive attitude.


(beute) #8

I dont want the outlines removed because they remove stealth.

I want them removed because they look fugly…

this game has taken a serious step down compared to it’s pre alpha footage in terms of visual.(container city gameplay part1-3 and the airport walkthrough)

And please dont come up with “graphics dont matter”…
they do, period.

They dont have to completely remove the auras, all I want is a console command or ingame setting to turn that off… even if it means I’ll be handicapped.
Minimalistic HUDs always look better and are certainly way more immersive.
It’s also against all that Olivier said… designing the art style to help people identify quickly who is infront of the gun…

why put so much work on security and resistance art style, bodytype art style and so on specifically designed to increase awareness of wich type of enemy you face, if you just put on red/blue auras all over the place.
why would you try to customize your characters to look unique if everyone will be outlined with a red/blu auro and in the case of allies,with a huge as “PRESS X” to buff someone…


(SockDog) #9

Given the fact it’s a hard time distinguishing teams with such variation in character sizes and clothes I don’t think the outlines are all that bad a solution. If there was a fixed uniform or model size then perhaps there would be more of an argument that this would be overkill.

Edit: This is an accessibility issue. As was noted several times, SD wants the game to be fun, I don’t see how not being able to distinguish a player as friend or foe unless you have 100hrs experience is going to meet that fun objective.

That said I’m not against the glow being customisable in colour or intensity so you can switch it off, compensate for colour blindness or have it only active for friendlies. I suppose the same option should be available for servers although like all that stuff I’d like it to be a filterable change so you don’t need to join a server to see if it’s on or off.


(Shadedluck) #10

I’d imagine when disguised as an operative you will not become highlighted, however a reply from the higher powers would be nice.


(DarkangelUK) #11

@beute - are you a comp player? Did you play anything other than ETQW comp? If so, what games and did you edit the graphics to gain more fps and make everything clearer?


(tokamak) #12

In ETQW the servers without red arrows are the most fun.

[QUOTE=SockDog;268759]Given the fact it’s a hard time distinguishing teams with such variation in character sizes and clothes I don’t think the outlines are all that bad a solution. If there was a fixed uniform or model size then perhaps there would be more of an argument that this would be overkill.
[/QUOTE]

Nonsense, FF is off anyway so you would end up wasting ammo at worse, on top of that, as long as team-mates are distinguishable you no longer need anything to identify players.

For a console it might make some sense as you’re generally sitting away from the screen and the resolution is lower. But there’s no excuse for the PC version. This would be a great point on which SD can demonstrate that they’re truly looking at the needs of each platform separately.


(Seyu) #13

Yes, blue outlines for team-mates should be enough to allay that problem.


(SockDog) #14

In your opinion.

Nonsense, FF is off anyway so you would end up wasting ammo at worse, on top of that, as long as team-mates are distinguishable you no longer need anything to identify players.

The argument is age old on green/red arrows. I’ll not bother being drawn into it thanks and just say in my edit I said make it optional but visibile in a server browser.

And while you’re shooting your team mate you should hope they or you aren’t being shot by an enemy you thought was a friendly.

For a console it might make some sense as you’re generally sitting away from the screen and the resolution is lower. But there’s no excuse for the PC version. This would be a great point on which SD can demonstrate that they’re truly looking at the needs of each platform separately.

From what I’ve seen the sheer variation in character design makes it hard to distinguish who belongs where even with careful consideration. You then want to load up a pub game with 15 other players and make split second calls on if they’re going to shoot you in the face or not?

Past games have had some clear model and skin differences to key off of (if not Red vs Blue colours). To think people should learn all the current and future customisations is a little silly. Accessibility being the key there shouldn’t be WTF moments and that means not knowing friend from foe clearly.

BTW - So glad to see the XP petals still in. :smiley:


(rami730) #15

Remove the red/blue light. It’s awful. :frowning:


(tokamak) #16

[QUOTE=SockDog;268798]The argument is age old on green/red arrows. I’ll not bother being drawn into it thanks and just say in my edit I said make it optional but visibile in a server browser.

And while you’re shooting your team mate you should hope they or you aren’t being shot by an enemy you thought was a friendly.[/QUOTE]

There’s nothing inaccessible about the general rule of thumb to simply shoot everything that moves but doesn’t have a green team indicator. There’s nothing confusing about that.


(amazinglarry) #17

[QUOTE=tokamak;268785]In ETQW the servers without red arrows are the most fun.
[/QUOTE]

Isn’t that entirely subjective? I had a lot of fun in both servers, but I preferred the ones with the red arrows, where I’m not as good at distinguishing models in the distance from the landscape sometimes, it definitely helped.

Call it a handicap, but at least everyone was on the same playing field as far as being able to recognize enemy players was concerned.

Just my subjective, 2 cents.


(Mustkunstn1k) #18

One of the first rules of making a multiplayer game is the ability to identify an enemy without having to think about it. Brink has crazy customization, this is the best option. Red arrows aren’t good enough.

Play Crysis 2 demo if you guys don’t realise this. Or just watch TF2 developer commentary. They specially talk about how they had to make a very specific silhouette for each class so you can distinguish threats from very far


(tokamak) #19

Being able to distinguish between friends and enemies is something entirely different from seeing players at all. Everything is shootable except your team-mates therefore the team-mates are all that need to be pointed out to you.


(RumRunner) #20

if only bc2 and the cods knew about this rule… maybe then they wouldn’t suck so much…

… wait nevermind. cod would still be a PoS regardless…