Enemy Glowing


(Weapuh) #241

[QUOTE=Exedore;269512]Which is why an Engineer deployment tactic is rotating behind cover while deploying a turret, and also why there aren’t all that many huge sight distances in the game. There are always a multitude of systems working together to make the game what it is.

I’m not at all surprised at some of the reactions here, and I certainly don’t expect blind faith in our decisions. But we don’t think it has ruined the game, nor do the vast majority of people we’ve played it with, regardless of whether they’re console or PC gamers.

If some still feel that way when playing then fair enough, but it’s a little early to be watching out for the falling sky.[/QUOTE]

I apologize for the misquote Exodore. But the defense on your addition was you and many others do not think your game has been ruined by it, you must see how that is extremely difficult to put faith into at all.


(Exedore) #242

Okay well, I guess I can say now… it’s toggleable on PC. :penguin:


(DrJekyll) #243

Exedore your addressing of a slight misquote neither targets the issue at hand nor the comment you made. “We don’t think it has ruined the game, nor does the vast mahority of people we’ve played with” doesn’t exactly beam confidense. Not ruining a game, is a far cry from a decision you are all fully behind.

The reason we’re peaved is that you and others fail to admit that there is a tactical cost to this system, a price that SD has deemed negligible compared to the gain in casual playability. I can accept that need, but would prefer to see a systenlm where that cost is temporary, such as attaching auras to levelling where low levels can have it and it dissipates as one levels up. Maybe a tutorial tip like crazyfoolish suggested would help any transition issues. The point is to guide noobs into learning and becoming skilled on a tactical level that has kept us turning to SD game after game.


(Seyu) #244

Awesome. (Now the only thing left to do is keep it off as default. :eek:)


(DrJekyll) #245

Toggleeable doesnt really limit its use, attaching it to the tutorial system might get on peoples nerves enough to change it eventually. The whole point is to maximize tactical possibilities. If ppp have it on to see me better, toggle solves little. Also i dont care much, but comsole people will want that too. Ouch for them.


(Ragoo) #246

I love you SD, for giving us as many options as possible <3 (and not being like CoD developers “this is the way we want you to play the game!!”).

edit: And I read what you just wrote Exedore. Can’t hide it : D


(Mad Hatter) #247

I honestly don’t think it’s going to be nearly as big of a deal as certain people are making it out to be. They implemented the outlines in the first place due to feedback from the testers, right? If the majority of the testers like it, then odds are the majority of gamers will like it as well.

And I’m sure that this is one of the features that is still being fine-tuned so that it’s juuuust right.

EDIT: And apparently a lot of posts were posted as I was posting my post. So it’s toggleable on PC’s eh? That’s good.


(Joe999) #248

what about comp players? they use every dirty advantage they can get. they’ll be pissed if the aura gets removed when you level up …


(DrJekyll) #249

Im not surprised they like it better, its way easier to see everyone. I doubt very much that the testers are thinking long term tactical costs, and neither are you. These types of tiny changes have sweeping effects over how the game is played.


(Weapuh) #250

Comp players will probably have it off as a rule tbh


(DrJekyll) #251

Joe999 Well then ii guess they should either learn to live without what is essentially vision assist akin to hacking in other games, or they can play on a server where auras are forced on for noobs/casual players.


(INF3RN0) #252

Aim+no fps lag eye rape graphics= your loss. Glow is stupid *cringe wolf 2009.


(Weapuh) #253

lol Wolf 2009


(DarkangelUK) #254

The biggest whiner on the subject just got his wish… and that’s all you can say?? :wink:


(DrJekyll) #255

A toggle is NOT the wish at all. It solves very very little.

And Wolf was the worst I felt spending money on anything ever. The multi made my insides cry.


(DarkangelUK) #256

problem = auras, solution = no auras, implementation = toggle auras on/off (off means no auras). What’s not ideal about that?


(DrJekyll) #257

Because your enemy can get an unfair edge by turning it on. Its not a balanced solution at all.


(DarkangelUK) #258

Has it been confirmed if its client or server option? See there’s been that many variations on the whinge, I’m guessing if its client then its to cater to the “it looks ugly crowd”.


(Joe999) #259

lol, the aura is your problem? did you ever see wolf:et configs?

i’d be more interested in what other things you can tweak away. hopefully not much of them.


(Exedore) #260

Fair enough, I was mainly addressing the aesthetic and usability aspects. There is of course a tactical impact to this decision, I thought it was obvious so not really something we had to admit to. Everything has a pro and a con, simple as that.

The point I was making earlier that while it does reduce a certain type of tactical complexity, the complexity has been increased in other areas to compensate for this, and they’re areas we think are more fun (like the Engineer turret example). It’s your prerogative to disagree with that. We’ve had this system in for a while now, so it’s not as if we haven’t had time to integrate it properly.

On your last point, it is possible to perceive a strand of reality where a casual player purchases a console version and eventually becomes very skilled, hears that the PC platform is where the highest level players are so gets that version.