Enemy Glowing


(Schwarzeis) #61

[QUOTE=Exedore;268998]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.[/QUOTE]

Can you toggle it on and/or off? Would be… Well… Better - Have the choice of seeing all the awesome things you’ve modeled instead of rave-colours like it was some crazy-ass Red vs. Blue rave in Boston


(Mustkunstn1k) #62

People who are all like “But then in eliminates stealth” can stop. This isn’t call of duty. You don’t put on a ghillie suit and hide in a push. You may try to sneak past the enemy waiting for them to run past, but other than that this isn’t the game for that.

And that “It ruins the visuals” thing also bugs me. Gameplay and things come first.
Why do you think the different body types are so exaggerated? So you will notice them from far away. Multiplayer games need this stuff.

Also, most of you just watch videos. Do you really think you will notice it once you are shooting at the enemy?


(tokamak) #63

Just because you don’t make use of it does not mean it’s an important and appealing aspect of a tactical shooter for others. It’s not about trying to render yourself completely invisible, but simply less standing out, being a less obvious target is an important thing in both ET games.

Sometimes you know you you’re hard to see and then it pays to hold your fire until you have a better aim at the unaware player. This is totally negated when you’re turned into a traffic light.


(Schwarzeis) #64

Gameplay is important, and it seems like they nailed that - I can see the bodytypes, yes, but I can’t see their customization options so well that Splash put so much time into, I thought they had their ‘‘art style’’ as one of their main points, for it truly looks amazing and all, but I want to see my enemies fancy sneakers or fancy vest, not red colour like someone tossed radioctive liquid on him


(Senethro) #65

The mistake here is thinking that players crouching in shadows doing nothing adds anything of value to the game. Why would we want to enable that?


(tokamak) #66

I really miss the video that illustrated the beauty of that. It vanished with my vimeo account.


(DouglasDanger) #67

Brink is going to be a fast paced, frantic game. Are you guys really perceptive that you will notice anything specific about your enemies? You will spend a lot of time with your team mates, you won’t have time to study your target and think “man, this guy’s shoes are soooo cool.” You won’t have time for that.

You will have time to notice if the target’s is cool-looking or a badly-put-together, but you won’t have time to admire the details of his wardrobe.


(JeP) #68

I’d really like to know, too.

I’ve juste reinstalled Quake Wars, getting quite impatient for
Brink’s release, and I didn’t remember how customizable
the interface was, and in fact how well thought all the game was !
I hope this customization will be part of Brink too.

As for the glowing discussion… I’m not used to screeners like most of
last videos posted here and on youtube, and I was disappointed too by all this blue…
But obviously, comparing them to the last trailer,
the whole colour scheme is messed up in the screeners, saturated (?) as hell, and I’m not worried :
the final game will have more subtle colours.


(tokamak) #69

First it’s not about the details of the wardrobe and secondly it doesn’t matter what he’s wearing as they’re coated in radioactive red pudding.


(Weapuh) #70

So much for Olivier’s bringing color back to shooters unless he meant red and blue. Stealth doesn’t have to mean hiding in a bush waiting for people, in ETQW and W:ET and many if not all objective based games it’s extemely beneficial to be overlooking the objective area lets say a catwalk like there was in Sewer (ETQW) up there you could shoot the objective from above while your exact position remained ambiguous you were simply “up there”. Now it’ll be that “giant obvious glowing figure”.


(beute) #71

Then they should have used the quake3 engine and not a heavily updated id tech 4 engine with a new renderer…
visuals are important, and there are other ways to achieve your goals without making the game look bad.

look at the last trailer, they have disabled several things on the HUD for the sole purpose of making it look better and net like a cluster****…
in some scenes they also disabled the auras and it looks just totally different, in a positive way.
especially when you see the guy buff his teammate with a medkit.

no stupid “press X” button, no blue aura.
looks WAY better and what did we lose?
nothing…


(DouglasDanger) #72

Man, you guys are persistent and your attitude is really unpleasant. Exedore explained the glowing thing and still you guys keep bitching.

We still don’t know everything, maybe there will be options to turn of the glow/outlines and customize the “push square here” tooltips/diagrams. Maybe there won’t be an option. We don’t know anything definite, so why don’t you guys settle down?


(Weapuh) #73

[QUOTE=beute;269111]Then they should have used the quake3 engine and not a heavily updated id tech 4 engine with a new renderer…
visuals are important, and there are other ways to achieve your goals without making the game look bad.

look at the last trailer, they have disabled several things on the HUD for the sole purpose of making it look better and net like a cluster****…
in some scenes they also disabled the auras and it looks just totally different, in a positive way.
especially when you see the guy buff his teammate with a medkit.

no stupid “press X” button, no blue aura.
looks WAY better and what did we lose?
nothing…[/QUOTE]

Very good point, in order to make for a nicer presentation they even removed the glow ect. It looked so much nicer, and all you really need to do is indicate team. At the very max only buffed people should have any sheen.


(tokamak) #74

I’m positive SD rather has feedback than feathers up their butt.


(Weapuh) #75

[QUOTE=DouglasDanger;269115]Man, you guys are persistent and your attitude is really unpleasant. Exedore explained the glowing thing and still you guys keep bitching.

We still don’t know everything, maybe there will be options to turn of the glow/outlines and customize the “push square here” tooltips/diagrams. Maybe there won’t be an option. We don’t know anything definite, so why don’t you guys settle down?[/QUOTE]

It’s unpleasent that you persist with points that are unrelated and assume you are “solving” things. I care about it as a game mechanic on top of looking like trash, I know he explained it and it’s true identifiably is number 1 on a multiplayer FPS as they addressed in one of the dev diaries i believe, where they said their stylized use of color will accomplished this (paraphrase).
If you have people that don’t get it, they’ve failed, but it’s compromising elements of their gameplay as i said before, their art which people have said before and looks ridiculous regardless of whether i can turn it on/off i’d rather not stand out like an irradiated sore thumb.


(JeP) #76

But red glowing is still here (look at 1:05). I’m sure this is really close to the demo people played, but in good quality.

… and that if things aren’t in this last trailer, there’s a big chance that we will be able to take it off the interface.


(Weapuh) #77

Yeah I know it’s in most of the first person perspectives but in all other instances it’s not.


(JeP) #78

Well… you can’t tell who’s the enemy from a floating camera point of view :smiley:


(tokamak) #79

Perhaps if people read the arguments then we wouldn’t need to be persistent or unpleasant.

  • We’re arguing about the default setting the game comes shipped with.
  • Some people are concerned about the aesthetics of the game, turning everyone into a jelly bear renders the customisation nil.
  • The objections go further than aesthetics, making all opponents equally visible red globs in your screen removes depth from the game. There’s no point in keeping yourself low profile and hoping players are occupied with the team-mates so you can execute your objective. Neither is there a point in standing out on purpose so you can distract the enemy from the rest.

So to summarise, turning everything that is hostile into red smears on your screen flattens the way you can prompt your opponent into fighting the battles you want. No more cloak and dagger, it’s just going in guns blazing because everybody is visible anyway.

If there’s truly a group of people who have issues wit this, then it would make sense to turn this into a perk. If this truly is a difficulty for them, then sacrificing a slot would be more than worth it.

Visibility of the enemy has never been an issue on pc shooters. So the reason to suddenly act as if it is makes me highly suspicious. I don’t want to see the PC tarnished with console values.


(Weapuh) #80

Spectators have no enemies <3