Enemy Glowing


(AnthonyDa) #21

[quote=Mustkunstn1k;268806]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.

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[/quote]
Well, playing barbie and customize your character seems more important than this :rolleyes:


(Senyin) #22

This ^ Simple as that. What is going on with outline crap?! On both teams even 0_o
Friendly indicators would be great, anything but that horrible ugly outline.

Mustkunstn1k: One of the first rules of making a multiplayer game is the ability to identify an enemy without having to think about it.
this is the best option. Red arrows aren’t good enough.

I’m sorry but wth? Anyone that does not have a friendly indicator is the enemy!
Or maybe the janitor :slight_smile:
Is it me or…?


(Beermachine) #23

It’s statements like this that has led to the nearly all of the recent FPS being carbon copies of each other in terms of gameplay experience, just with different gimmicks, like the recent rule of if you point your gun in the vague direction of the enemy they should die…

It all depends on the gameplay experience and atmosphere the developers are trying to create. Sure easy identification is usually a plus for action type games like TF2, and ofen a negative for ultra realistic shooters like O:FP, but in no way “cast iron” rules.

As for the subject, I’d be fine with no friend / foe identification outside of actually having to be observant to the uniforms (ala RtCW), but am fine with friendly identification also (though those aura’s do look a bit, well, gimmicky, and press X to … I sincerely hope is for training / tutorials and can be turned off).


(beute) #24

I used to that in quake and cs.
but im no longer in the “clan/league” business.

Im more the public player now, though with a comp background.

I want the beautiful brink I saw in the container city gameplay.
obviously there must be SOME hud, but the direction SD has chosen is worrying imho.

nameplates, healthbars,class icon, radar position AND outlines for BOTH teams… sry, what is this ****?
I dont need so much info, especially not through walls.
It looks like a damn ESP hack.

then there is that whole buffing someone thing, once again a arua pops around the player and a somewhat big icon of the button you should press…
press that button and a medkit/ammo/weapon buff gets thrown at your ally, and for whatever reason a circle pops up and closes down again…

the worst thing is, why does all that also applies to your enemies?
especially a healthbar, what the ****…

A healthbar and a class icon for your teammates are enough, if you really want to, you can fade in names after looking at your teammates for a moment, like in cs.

I dont need a red aura on my enemies to know they’re my enemies, the missing healthbar should be enough to notice that.(or the radar)
If you really need a health indicator, then there are already 2 ways to do that, 1 is even implemented in brink afaik.

either hit sounds that change depending on the enemies health, or the crosshair solution we already see.
Infact, there is even a third indicator… the +XP notifications.

It’s just too much unneeded info displayed, wich makes the visuals look bad.
Especially people that intent to buy the game as a singleplayer game will be disappointed.
such level of HUD is just unnacceptable for singleplayer expieriences imho.


(BrigandSk(A)) #25

It’s so simple to set up things… why you people complicate?

Just let the devs ADD all things that actually balance the game between veterans and newbs by adding all features that make the game more easy for everyone, doing this leads to players XP being the real result of each player skill during the match.

No matter what I will play where I feel comfortable… so if I want to play in a server where all HUD and stuff is off and friendly fire on… I guarantee to you that I WILL, even if it means making my own server! (Because devs made server set ups wilth all the options we can have)


(DouglasDanger) #26

Yeah, we have no idea about this stuff. The auras may be an optional thing. If they are an optional thing, it may be the player’s choice, or the host’s choice or server option. People are going crazy about this and it is silly.


(BrigandSk(A)) #27

It’s not a player’s choice when it’s not implemented and surely is outrageous unbalanced to some player be able to have alike features when using cheats…

So… let SD add all the cheats for everyone and then each administer chooses whats “cheats” to use XD


(Mustkunstn1k) #28

No. Stuff like this comes after basic gameplay things.


(H0RSE) #29

It is, because giving players the option to “dress up and play barbie” will contribute to more copies of Brink sold.

The gaming industry is a business - they owe you nothing.


(AnthonyDa) #30

[quote=H0RSE;268870]It is, because giving players the option to “dress up and play barbie” will contribute to more copies of Brink sold.

The gaming industry is a business - they owe you nothing.[/quote]
Loooooooool.

Maximum trolling? http://monimag.eu/upload/680/maximum_trolling.jpg

Where did i say that “they” owe me anything? Crappy game don’t deserve to get paid, period.


(Apoc) #31

I have no problem with it at all, anything to make it faster to identify an enemy is good in my book. Id rather you could have it like quake live where you can make it so all enemies look the same, and are bright green.


(H0RSE) #32

Yes, it’s a “crappy” game because it feature red and blue outlines around players (that only show up in certain circumstances.)

You are truly a scholar among men.

The part about them not owing you anything, comes from the myriad of snide comments you have about Brink.


(DarkangelUK) #33

[QUOTE=AnthonyDa;268877]Loooooooool.

Maximum trolling? http://monimag.eu/upload/680/maximum_trolling.jpg

Where did i say that “they” owe me anything? Crappy game don’t deserve to get paid, period.[/QUOTE]

lol, don’t you play Quake Live where the enemies are permanently red and blue?


(TJskwared) #34

as i dont think you will be able to join games with different options toggled, i cant see why splash damage cant only have it for allies, or dumb it down alot, so that characters more than 20 meters away dont appear to be aggresive stop signs. it really is very over powering. if BRINK is really about playing how you want to play, what about those like myself who like to flank enemies or attack from the sides, this will defenately take away from my experience as i am playing on xbox. but all said and done, glow worm characters or no, i have faith SD will create a crackin game thats tons of fun any way


(Beermachine) #35

While I’m not a fan personally of glowing stuff, and personalised outfits are meh, there is one fairly compelling reason why it’s on for enemies, to encourage people to choose outfits that they like the look of rather than being black / camo ninjas to help them hide.


(tokamak) #36

Okay, okay, valid point. Then again, that also takes away the virtue of having the balls for carrying an ostentatious look.


(Jess Alon) #37

[QUOTE=H0RSE;268879]Yes, it’s a “crappy” game because it feature red and blue outlines around players (that only show up in certain circumstances.)

You are truly a scholar among men.

The part about them not owing you anything, comes from the myriad of snide comments you have about Brink.[/QUOTE]

Horse how exactly does this glowing mechanic work? Can’t they do something like in BC2 where the enemy doesn’t really have any kind of marker of any kind but guys on your team show up on your radar as well as with icons over their head?

What are the certain circumstances?


(Beermachine) #38

I agree completely, but you know how it works, for every ostentatious male giant in bright clothing you get 200 female (if in) midget ninjas…


(H0RSE) #39

They could, but that would be lame. There are countless times where I was killed by an enemy because I thought he was on my team.

What are the certain circumstances?

Based on feedback from PAX, it seems the outlines only appear at certain ranges, or at least the severity of of the outline changes at different range. It was also mentioned tat they may only show up if you are aiming directly at a player, or at least have him in your line of sight.


(Jess Alon) #40

[QUOTE=H0RSE;268912]They could, but that would be lame. There are countless times where I was killed by an enemy because I thought he was on my team.

Based on feedback from PAX, it seems the outlines only appear at certain ranges, or at least the severity of of the outline changes at different range. It was also mentioned tat they may only show up if you are aiming directly at a player, or at least have him in your line of sight.[/QUOTE]

Eh. In battlefield you do tend to just get paranoid and fire on everything that moves even towards teammates coming around corners because there’s not a clear defining line. (Characters on both teams look similar) But how are you supposed to appreciate the customization with these auras? I hope they are subtle. Are there any videos that really show how this system works?