Enemy Glowing


(RumRunner) #121

as i stated previously no it isn’t optimal. for the pc i’d rather IF the glow was in that it was an optional passive universal perk. thus available for those that need or want it, but at the same time making it so that those who choose not to use it have other advantages over those that do.

optimally on pc art style and color-pallets for the various sides SHOULD be sufficient. that modern realistic shooters are incapable of grasping this results in me either not buying and playing them at all, cod and the like, or me playing them for an incredibly short period of time, bc2.


(tokamak) #122

The colour pallets don’t even need to be sufficient if your own team is indicated properly.


(hobodefcon) #123

Someone already brought this up, put it was over looked. Make is a toggle option for the player. Its already probably a server option so I don’t see the point of all this talk about how crucial it is to distinguish an enemy immediately because different people have different emphasis.

I believe the discussion was more looks versus facilitating gameplay. My suggestion is allow the player to want to be able to immerse themselves if they want by turning off the glow. They might suffer from having a hard time spotting enemies or distinguishing them from teammates initially, but if they really want it, they will probably get use to it. For the people that want the glow, let them keep it on. Might not be able fully appreciate the art of the characters but that’s the trade off.


(RumRunner) #124

pallets and art style however would be preferable as such things are more incorporated into the game and therefore less intrusive than any arrows or glow would be.

as an optional universal passive ability, it could be used by those new to the game to ease that aspect of it, making it easier to play and get better, later changing it out for a more useful ability once the color schemes and art styles are learned.

having it as a passive ability is more of a middle ground that it is far more likely that both sides would agree with, i.e. the side that wants it (thus far not really represented at all on this forum, no big surprise as it is mainly pc players.) and the side that doesn’t want it, i.e. most on the forum.

approaching things in a logical manner, while perceiving and acknowledging valid points made by an opposing view point is more likely to get things done than denying that the opposition has any semblance of reason or logic.


(tokamak) #125

Yeah that’s one perspective, but there’s also the notion that facilitating gameplay simplifies a part of the game and thus compromises it’s depth.

pallets and art style however would be preferable as such things are more incorporated into the game and therefore less intrusive than any arrows or glow would be.

True, though with team-mates you can pretty far before things become too much whilst with enemies you basically don’t want anything at all.

We already had a very similar discussion on health bars, red arrows and player names on this forum.


(TJskwared) #126

believe me i will be playing on the xbox, and i have never once heard anyone complain about visibility issues, i play alot of bbc2 and after an hour of play i could get my dog to distinguish between allies and enemies. the same for counter strike, even just glimpsing a player you can tell whos team he is on, just instinctivly even when they are like 30 pixels large on screen, you can just tell, and adding the glow effect will encourage snipers, no doubt, its easy to pick off a flourecent postbox from a mile away. why would you remove a gameplay aspect like subtlety? its really dumbing down to point and shoot. i think its great that SD is making the game accessible, but there is a difference between accessible and just easy, you take away a whole tactical layer of the game, you have to think about the games afterlife, not just the ‘pick-up-and-playability’ and plus i want to see and apreciate all that badass customisation thats there, i want to see the gritty war torn man im fighting, the effect is kind of lost when im just scoping out a static santa i can see from a mile away. but i only play games i have never designed one and im confident that they will remove this feature be it before or after release :smiley:


(Mike XL) #127

Good point +1 :stroggbanana:


(TJskwared) #128

ok so i was watching this video and at 1:19 and onwards, it is stupid how easy it is to just ironsight those nice shiny red heads in the distance, but wait, i thought this game was discouraging camping, sniping and was suppose to support CQC, well the halos (they are no longer halos, the whole character is now glazed in red) seem to blow all of that away.

please SD pleeaassee listen to the majority here, we do not need the halos, we are not chimps, the lack of a huge ass health bar and name shows us that they are not freindly, when that guy vaults over that ledge you can instantly see all enemy positions, and this means that you could look through the tiniest gap, spot and shoot all glowing blobs and the enemy would have no chance.

i could not make out any of the enemies jackets let alone their archtypes, what happened to seeing the whites of their eyes, please if your in SD just try a match with the halos disabled, always question any decisions made, even if their your own.

im sorry if i seem to be coming on to strong but i used to be so exited for this game but the halos just represent the dumbed down games like cod (its fine that cod is dumb because i didnt buy it expecting to be playing as a team, i bought it to play an arcady game, but in brink this is not what most people will be buying it for) and if they are still there after release i very much doupt i will still get it, subltey = gone customisation = gone CQC = gone you are slowly removing factors that made this game a award winner, there is a reason the reviews are getting worse, this doesnt mean ADD MORE MAINSTREAM STUFF!


(DarkangelUK) #129

What majority, 5 or 6 people on a forum, out of potentially 100’s of thousands of buyers?


(JeP) #130

And I must write it again : a “majority” of half a dozen people that haven’t played the game for most, when SD already had feedback from a bunch of player, and THAT decided their choice.

And I’m sorry, but no, adding your experience on past SD games to videos will never give you the same feeling as actually playing it.

Just wait for the release or for the devs to give us more info on that (and wether it’ll be possible to desactivate it or not), but stop these annoying whinings, thanks.


(H0RSE) #131

ok so i was watching this video and at 1:19 and onwards, it is stupid how easy it is to just ironsight those nice shiny red heads in the distance, but wait, i thought this game was discouraging camping, sniping and was suppose to support CQC, well the halos (they are no longer halos, the whole character is now glazed in red) seem to blow all of that away.

You seem to be forgetting that the camping player will be “lit up” as well.


(LyndonL) #132

H0rse don’t be stupid. You can’t employ logic in here with all the sacrificing of virgins and what not around here.


(crazyfoolish) #133

Why not only light up enemies that are very far away?

At close range you can tell who is on your side and who isn’t not only by the art style but also by the lack of name/health bar on enemies.


(Fluffy_gIMp) #134

[QUOTE=crazyfoolish;269326]Why not only light up enemies that are very far away?

At close range you can tell who is on your side and who isn’t not only by the art style but also by the lack of name/health bar on enemies.[/QUOTE]

This is exactly how it works; the closer you get to a player the more the effect fades away to nothing.


(Nuggedee) #135

But… why fix something that ain’t broken? Having indicators on your teammates is perfectly fine and has worked for every FPS game I’ve played. I play on xbox and the only problem with a game like CoD is that while prone you can appear to be dead but I don’t think you can lay prone in brink. It’s not a bad feature, but it’s unnecessary.


(Weapuh) #136

Wtv it’s just gonna look like a garbage port i hate to admit, too bad.


(master[mind]) #137

This works for me. Camping would be impossible this way. That sniper picking off headshots would be a glowing traffic flare for elimination!

And SD, this was one of my earlier concerns, team differentiation. At close range it was clear, but having seen earlier videos it was a challenge to tell them apart(can you say TK?) at a distance. This method(distance based) seems logical enough, especially since the environments will sometimes drown out the player details(or more appropriately absorb them) Such a lush environment has to have some form of offset for player visiblity.


(Mad Hatter) #138

Indeed. I quite like the concept myself. I do hope that the effect doesn’t come into…effect…until the enemies are a good distance away though. We shouldn’t need any help for several meters.


(BioSnark) #139

[quote=Senethro;269265]If the effect fades out at close range, its not going to damage aesthetics greatly. As there have been years of games with brightskins or teamcolours we know it doesn’t break gameplay, except possibly for those who have to rely on inexperienced players not recognising you.

Mountain, molehill, etc.[/quote]

In my opinion, just defaulting a uniform team color skin on enemies is a far better gameplay/gfx compromise. It works fine in other games that have color customization, it worked fine in red vs blue and it’s far less obtrusive than brightskins. I never liked brightskins when I played ut2k4 (it had nothing to do with increasing a skill gap because I played in a smallish, skilled community) and it would be nice if someone could confirm that it’s optional in Brink. It goes too far in compromising gfx for gameplay now and it did even back in the day in my opinion.

Regarding why people care, none of the current videos come close to matching the amazing, gritty experience from e3 2009. I really don’t think anyone comparing videos from now and then could disagree. Obviously, that lack of interface would be somewhat mystifying to play with but it set a standard for the graphics and gritty art style. It should be little wonder that people who liked the style in those videos are going to be down on the current interface that goes much farther than most others, although perhaps necessarily in some areas due to the level of player interaction and complexity.


(LyndonL) #140

BioSnark: Cast your mind back to that time and remember that back then they didn’t even have a GUI artist which is why there was none visible. It wasn’t by choice that they had no UI back then.