Even though this issue have been there quite some time, recently I’ve noticed a personal increase in how many times I die or miss a player because of the huge objective markers. This discussion has come up before in some threads but I don’t think there have been a topic specificly to address and discuss it.
I’m just gonna throw my idea out there. Work more with icons, recognisable and distinguishable for each type of objective: hack, destroy, escort, defend, repair, defuse, etc.
Instead of introducing more elements do indicate the progress made (right now the huge circle around the objective marker), why not use the elements already available and animate those do indicate the progress?
Also, I have no idea what kind of solutions there were before I joined the closed alpha or what ideas have come up within SD on this topic. Would be great to get a little bit more insight into the HUD in general, in my opinion.
Before you look at my examples, which are just that: examples, please bare in mind that I’m only trying to get an idea across, not that it should be exactly like my example. Quick description: the objective marker itself is indicating the progress, once an objective is completed it turns green, in order to reduce clutter maybe it should also fade away over time or completely disappear withing a few seconds of completion.
I’ve brought up a similar issue with my previous post regarding “progressive reduction”, and also recently a few spectator features and maybe some of these can help blend all these things together?

