By colour you mean the big red or blue halo around players which is completely ruining the customization system & which makes very hard to distinguish the people class ?
Ho wait, this should have been posted on the worries thread.
New Brink Video Dev Diary Talks Art, Style
I get the feeling that much of the game, especially the HUD and team distinguishing characteristics are being sorted out and may not even be finished until just before the game goes gold.
I just want to say, as I know SD spends time reading these forums, I encourage you to preserve the art to the greatest extent possible. When I first started playing BF:BC2, I couldn’t tell who was friendly and who was enemy, but that soon changed and I now I wouldn’t want it any other way.
I would rather you erred on the side of indistinguishable than that of the blue and red stuff we say in the E3 footage. DICE uses blue and orange names over the models. I think that is a reasonable solution.
Olivier was/is right. I love the art, and I want to be sure we get to see it as much of it, and in as pristine condition, as possible.
Heheh Drop dead!
When I first started playing BF:BC2, I couldn’t tell who was friendly and who was enemy, but that soon changed and I now I wouldn’t want it any other way.
Do you mean that only “Friendlies” show up with indicators? If so, that seems to work for me too.
I hope there is not any kind of outline. The visual styles of the two factions are so different. I can’t imagine anyone having difficulty shooting the right people.
I also had trouble with BC2 for the first couple of games, but I very quickly got used to distinguishing enemy from friendly.
Once again, great video!
I too had the same experience as the other guys when it came to distinguishing players in BC2. In my opinion, painting team-mates and rivals in blue, red colors makes all that customization absolutely redundant as well as doesn’t allow folks to appreciate the artstyle of the game.
There are numerous other and better solutions, SD.
The game is looking better and better with each movie. The art style has made this game completly something else, then look the same as all the other shooters. 
Thing I have noticed is the death animation. It looks like the character all drop down the same way like ET:QW. I hope you peeps put more animations into it. 
I also seem to be missing the crosshair in the movies. Will this game have the same crosshair/hud customizations as ET:QW?
Can I ask for Clan vs Clan battle report like in SC2? All Points Bulletin Developers was talking about style too and look at them now. Show us the real Player vs Player game( the old SD, strongest side) , so we can say “Yea, it will be fun”.
well like the classes, the getting xp for helping squad mates like repairing thier cars. also like how soldiers and medics can throw down medkits and resuply kits, and its very team based when played right 
That would be fine, too. Is that how it is done on Hardcore? (I haven’t started playing BF:BC2 hardcore yet. I enjoy the tagging and all the other visual hints like lightening bolts for the incapped too much to give them up.)
I haven’t been following this much at all, nothing like I did ETQW. I’m curious… I can’t tell from the video’s; Is the engine and/or animations/physics going to be locked at 30hz again?
I really feel like this is what hurt ETQW so bad, if most PC gamers are anything like me, the “feel” of a nice frame rate is very important. Too many people seemed to really hate the stuttery type of play. Myself I got used to it, but honestly, I didn’t really get comfortable with ETQW’s engine until I built my new PC, and locked the frame rate at 120, I’m not sure why.
Also, as I’m sure this will be OpenGL also, what version is it built on, and how does the newest and best of OpenGL stack up against DirectX 11?
For example, the threaded optimizations for DX11 for multi-core processors, direct compute, and Stream/Parellel processing?
BTW @Paul W. : you should have wrote : the frenchies were right all along (as usual)
[QUOTE=Rhammstein;238966]I haven’t been following this much at all, nothing like I did ETQW. I’m curious… I can’t tell from the video’s; Is the engine and/or animations/physics going to be locked at 30hz again?
I really feel like this is what hurt ETQW so bad, if most PC gamers are anything like me, the “feel” of a nice frame rate is very important. Too many people seemed to really hate the stuttery type of play. Myself I got used to it, but honestly, I didn’t really get comfortable with ETQW’s engine until I built my new PC, and locked the frame rate at 120, I’m not sure why.
Also, as I’m sure this will be OpenGL also, what version is it built on, and how does the newest and best of OpenGL stack up against DirectX 11?
For example, the threaded optimizations for DX11 for multi-core processors, direct compute, and Stream/Parellel processing?[/QUOTE]
120 is an optimal framerate, going above that only leads to problems with the netcode/tickrate etc.
[QUOTE=Rhammstein;238966]I haven’t been following this much at all, nothing like I did ETQW. I’m curious… I can’t tell from the video’s; Is the engine and/or animations/physics going to be locked at 30hz again?
I really feel like this is what hurt ETQW so bad, if most PC gamers are anything like me, the “feel” of a nice frame rate is very important. Too many people seemed to really hate the stuttery type of play.[/QUOTE]
I totally agree that the 30hz was a killer for ET:QW. That was the main thing I disliked about the game. Still have played the game a lot of time and ofcourse had fun with it.
And yes many PC gamers like a good frame rate. I’m also one of them. This is also one of my main worries for this game, that for the PC it will be a console like port locked again at 30hz 
I hope they have upgraded the engine to hit 60hz for the animations etc, this will give Brink a much smoother gameplay and look. Especially for us PC gamers 
Will be interesting to see the animation transitions when someone gets killed during a SMART move, like sliding or volting.
any ragdollery when killed?, or simple fall like in etqw?

