Good point actually, that’s how I was planning on dressing my guy, as close as possible to some drab random get-up to blend in with the background. Who cares if it’s stylish 
Enemy Glowing
really?
I thought it is the opposite…
now that everyone looks like a christmas tree, why bother customising your character?
now even the guys that plan to make “cool” looking outfits instead of “stealthy” ones are f**cked too…
[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.
[/QUOTE]
learn to criticize…
you seriously take everything up your ass, acting as if SD only makes good decisions.
I know you want to promote this game, so do I.
It doesnt mean that it’s perfect.
If you get killed by an enemy because you thought he is on your team, thenit is your own damn fault.
your people have a blue(green for squad) healthbar on top of them, are marked on the map and appear through objects.
On top of that, you can press Q to mark enemies with a red small triangle for a period of time.
I want to be able to unload my entire clip on a teammate, then tbag him, then laugh and yell, SORRY! over my mic, so yeah, no glowing is better as they’ll maybe think I didnt do that on purpose.
Well for me personally it just feels like a crude way of fixing a problem caused by letting everyone pick endless options for clothing. I’d rather that there wasn’t customsation and that each team is easily distinguishable without resorting to these methods but that isn’t the case, they have made their decision and it’s not going to change.
Anyway it’s not a game breaker so I’ll just make do with it, it’s a relatively minor thing, was plenty of little things I didn’t like in ET:QW and ET and I still enjoyed those games. 
[QUOTE=.Chris.;268983]Well for me personally it just feels like a crude way of fixing a problem caused by letting everyone pick endless options for clothing. I’d rather that there wasn’t customsation and that each team is easily distinguishable without resorting to these methods but that isn’t the case, they have made their decision and it’s not going to change.
Anyway it’s not a game breaker so I’ll just make do with it, it’s a relatively minor thing, was plenty of little things I didn’t like in ET:QW and ET and I still enjoyed those games. :)[/QUOTE]
Woah, sensible post alert!
I’ll admit that I don’t think any of us thinks our solution is ideal, but a decent solution nonetheless when compared to the alternatives. It’s something that has had a lot of back and forth and tweaking at SD Towers, and is actually even tuned differently per map due to combat distances and lighting. The Art team did a huge pass through the customization options a while back and ‘factionalized’ the available colours a bit more, which allowed us to tune down the highlighting a bit more.
As ever, it’s all about trying to find a balance between usability and aesthetics, and as developers, we simply don’t have the luxury of thinking players aren’t good enough if they can’t grasp it. It means we’ve failed.
And to clarify, the enemy highlighting is something called ‘rim lighting’, and the outlines we call ‘halos’. Halos indicate an interaction possibility or a buff/debuff (i.e. Adrenaline), and the red rim lighting indicates PEOPLEZ TO SHOOT.
Why doesn’t it suffice to simply indicate which people not to shoot? It’s not really about aesthetics, my team-mates can be radiating christmas trees for all I care.
Highlighting hostile targets makes the player lazy in his vision, the advantage of sitting still with reduced visibility over moving with increased visibility is heavily reduced if not gone altogether.
I think he explains it here:
we simply don’t have the luxury of thinking players aren’t good enough if they can’t grasp it. It means we’ve failed.
Personally, the inability to instantly identify class without aiming at someone is more of an issue than the red glow. The icons are nice however.
Yeah I read that. But my stance is that limiting the indicators to just your team-mates doesn’t make it more difficult to distinguish between your team and your enemy. All the enemy-indicators do is give away the opponent on the screen.
I think people should be able to use the terrain in their advantage when it comes to lightening and noisy terrain. Sitting still in shadows or ‘dead corners’ should make you harder to spot.
I mean is this game really coming from the same Paul Wedgwood that once so excitingly bragged about the ETQW lightning playing an active role in the gameplay? I’m sure I can find that soundbite on youtube if I looked for it.
I think I just don’t like the decision aesthetic-wise. First you get all this nice customization and everything looks super awesome, then bright glowing colors all over it. Makes me sad 
On the other hand I like it when I can actually distinguish my enemy from the environment. But I like the red arrows like in ET:QW much more, since they don’t look so ****ing ugly^^
Well anyway, I guess I’ll get used to it and let’s just see what can and will be turned off on the more competitive servers 
Just check this out http://www.youtube.com/watch?v=oDz8bC3Ljk8 at 0:49 - 1:05 when the security comes in wearing there bright red pyjamas. When put side-by-side with the teammate with their giant healthbar/name/class indicator HOW is that mistakable. You can see the contrast when the person playing gibs the body and the red glow dissipates how completely normal is looks without it. They all look like they’re wearing Unreal Tournament suits.
What strikes me the most is that your team-mates aren’t glowing at all. They’re shades compared to the fireballs that are your enemies.
Really, turn it around, same goal achieved, less detrimental gameplay effects.
[QUOTE=tokamak;269036]Yeah I read that. But my stance is that limiting the indicators to just your team-mates doesn’t make it more difficult to distinguish between your team and your enemy. All the enemy-indicators do is give away the opponent on the screen.
I think people should be able to use the terrain in their advantage when it comes to lightening and noisy terrain. Sitting still in shadows or ‘dead corners’ should make you harder to spot.
I mean is this game really coming from the same Paul Wedgwood that once so excitingly bragged about the ETQW lightning playing an active role in the gameplay? I’m sure I can find that soundbite on youtube if I looked for it.[/QUOTE]
I agree with you tokamak… it was quoted with tongue firmly in cheek.
Ah right. I always have difficulty extracting the tone out of text 
Actually the trailer has red glowing enemies as well, in the MG part.
And this is the same stance that we had for a lot of Brink’s development, but our minds were changed by extensive testing outside of the studio. Again, we tried to find a middle ground… believe it or not, for some people what’s currently implemented is too subtle.
Nevermind, i only watched the first person parts and it’s bad, i thought everyone was wearing red stuff.
Yeah, that’s another thing, remind me again why the artists worked painstakingly at creating the right colour schemes for the clothes?
[QUOTE=Exedore;269054]And this is the same stance that we had for a lot of Brink’s development, but our minds were changed by extensive testing outside of the studio. Again, we tried to find a middle ground… believe it or not, for some people what’s currently implemented is too subtle.[/QUOTE] I guess common sense isn’t as common as it once was. I’ve never criticized SD devs on any design before and it’s not like that means anything or I feel entitled to anything. This is ugly though and i of course mean that in so many more ways than visually, sorry.
It looks like the aura sort of fades out as you get closer. I don’t think it is that big of a deal.
Oh good, that means it doesn’t ruin the game in situations where it doesn’t matter…
I hate to say this because it is brought up a lot whenever the hivemind here doesn’t like things. But I have yet to hear a pc gamer complain about the visibility of enemy players, in any game at all. So the only way I can imagine this is a ‘fix’ to make the game more accesible is when you’re not sitting close up a high resolution screen, with other words, where I’m trying to get at, what I mean is, deep breath this looks like a typical case of dumbing a game down across the board for the sake of consoles.
And really, for consoles I can totally understand this measure, but there’s no way that same motive can be sold to pc gamers. And I know the server admins are able to tweak whatever they like, but the default settings with which the game comes shipped are important as well, as those are the ones that most servers use regardless of whether they’re popular or not.