Enemy Glowing


(3Suns) #221

I completely believe that rim lighting is necessary at the beginning (probably even for the hardcore PC gamers).

This is a dangerous and very limited analogy, but Valve used rim lighting and then when the gamers understood the main gameplay concepts and learned the maps, Realism was introduced for L4D2 - which I LOVE. I would think that we could become familiar enough with this game to be able to spot out the enemy and switch to “Realism”. It might even change the pace of the game if FF is on (which it will always be in my rooms).

Exedore, if it isn’t too late and hasn’t yet been implemented, please consider a server setting toggle switch (or, even just a 0/1 variable in the Title Managed Storage for the 360 - that you can tweak later without requiring a full blown Title Update).

Anyway, it is just that I love the art and I can see myself playing this enough that I will want the rim lighting off.

Cheers!


(crazyfoolish) #222

Yes excellent thinking. It would have to notify the player but that shouldn’t be too hard.


(JeP) #223

Making it a beginning perk is clearly not a bad idea…

But the thing is, that’s not what SD thinks is good for the game,
and as far as they’re concern (if I’m understanding right),
until we put our hands on the game for more that 30 minutes,
and can actually test it, experience the rim lighting and have good reason
to complain for it, all the arguments here are not relevent.

That’s the main reason why it’s a done deal.


(BioSnark) #224

jep,

hence this discussion of alternatives that may or may not have been previously considered. I don’t know about you but I find it a lot more interesting than the countless threads speculating about this and that.


(Seyu) #225

[QUOTE=JeP;269818]
…until we put our hands on the game for more that 30 minutes,
and can actually test it, experience the rim lighting and have good reason
to complain for it, all the arguments here are not relevent…[/QUOTE]

So, you want to put off any criticism for whatever is demonstrated by SD until the release of the game?


(JeP) #226

Too bad you missed the previous line :

… meaning that it’s not my opinion, but what I think is the reason
why SD isn’t answering much to this problem.

For what I’ve seen (but I haven’t been here long), SD is more showing themself
when people are curious than when they assume how will be the game
and that it will be crap.


(Jess Alon) #227

What if playing without auras was a special mode like realism mode on L4D2?

Edit: Basically it could be the “hardcore” mode people keep asking for.


(Exedore) #228

I’d appreciate it if you didn’t misconstrue a paraphase as a quote, as that’s not what I said. This isn’t Fox News.


(MatthiasK75) #229

thats why they call him weapuh


(Seyu) #230

JeP, my bad, then.


(DonkeyDong) #231

Why does everyone think we all have to play with the same settings?

Make it a server side config option. Outlines on friend/foe/all. Info on friend/foe/all. Admin’s who want it without can setup and run it the way they like and people play it the way they like. AND EVERYONE WINS.


(Bridger) #232

The idea isn’t that unrealistic either. Our vision is pretty damned good at picking out movement, and in a real-life situation we’d usually be able to spot somebody (if we were looking) unless they were camouflaged in some way.

This is the same way that in L4D you see glows for teamates through walls and such. In reality we use a lot more than just straight visual cues to keep track of our surroundings. If we’re both standing in a hallway and I turn my back, I will know when you go around the corner, and I’ll know if you walk into the bathroom because the sound of your footfalls changes as well as the direction of the sound.

The glow substitutes for this combination of senses that provides us with more than just visual cues.


(Bridger) #233

[QUOTE=DonkeyDong;269928]Why does everyone think we all have to play with the same settings?

Make it a server side config option. Outlines on friend/foe/all. Info on friend/foe/all. Admin’s who want it without can setup and run it the way they like and people play it the way they like. AND EVERYONE WINS.[/QUOTE]

Except for everyone who loses. You know, the entire community that has fewer servers and players since it’s been split.


(JeP) #234

Come again ?


(Humate) #235

Its split regardless, with its matchmaking system. Furthermore theres a server setting that prevents players from joining matches of lower rank, to prevent pub bashing.


(Humate) #236

He’s saying that those who want those red outlines, end up being split from those who dont want them. And if the vast majority dont want them, then they dont get to play online with many people.


(JeP) #237

Oh, right. I don’t really think that will be a problem, but who knows.


(DarkangelUK) #238

Are players really going to be that stubborn (or childish) and set in their ways that they won’t join a server that has the outlines even if all the others are full/empty? I know I’ll play on any server where there’s players, regardless of the outlines not.


(Bridger) #239

It’s really a question of what behavior you want to encourage in your game. If you want hiding and ambushes to be less effective, then outlines help prevent that.

The outlines put more emphasis on other skills and less on being able to spot an opponent at distance.

It is likely that the outlines (or lack thereof) will in fact change the optimal way to play. The question is, which of these options fosters better gameplay? I’d rather only have the better one (using the values set down by the developers).


(DarkangelUK) #240

I honestly don’t expect to be that diverse an experience in gameplay between the 2 for it to be an issue, or even noticeable.