[QUOTE=Kendle;489569]LB defending data cores …
I’m shooting at 2 bad guys there somewhere, if you can make them out behind all the text and icons.[/QUOTE]
Perfect screenshot example! There must be an option at least to turn the noob help off.
[QUOTE=Kendle;489569]LB defending data cores …
I’m shooting at 2 bad guys there somewhere, if you can make them out behind all the text and icons.[/QUOTE]
Perfect screenshot example! There must be an option at least to turn the noob help off.
i dont see anything wrong.
It says:
-PLANTC T4C4
-You were killed by COnDRNainer
-lande is still alive
-A sub-machine-double-medpack symbiotic gun is ahead of you.
and…nice 166 fps! :]
[QUOTE=Rex;490482]
Now maybe?
To explain, the medic who just killed me was hiding behind all this clutter. -.-[/QUOTE]
yeah, i got it…i was just kidding, jokes and stuff =)
Yeah, the HUD clutter can get a bit much at times. Ideally we’d have a robust HUD customization system in the options menu, including an option to turn off these visual aid icons.
I disagree. I think in order to make the game open to a wider audience even more hud icons are essential to assist new players.
Some more HUD icon ideas:
When someone is firing at you, a massive hand appears pointing in the direction they are firing from.
When the bomb is planted a silver dollar sized bomb icon should appear on the center of your screen. It should pulsate and flash red every second. When diffused an even larger green thumbs up icon should appear for 5 seconds.
When firing, each individual shell casing should be outlined with the number of the position it was in the clip (I.E. 45, 44, 43 ,42…) This will let you know how many rounds you and your opponent have fired.
When mousing over an opponent their merc portrait and lore are loaded on the entire side of your screen covering 50% of their model. What’s better than shooting someone and getting their biography at the same time?
I have other rock solid ideas to widen the audience range. Hopefully, XT gets to a point where thinking and learning are non existent and you can just login and have the game damn near play itself for you.
[QUOTE=strychzilla;490637]I disagree. I think in order to make the game open to a wider audience even more hud icons are essential to assist new players.
Some more HUD icon ideas:
When someone is firing at you, a massive hand appears pointing in the direction they are firing from.
When the bomb is planted a silver dollar sized bomb icon should appear on the center of your screen. It should pulsate and flash red every second. When diffused an even larger green thumbs up icon should appear for 5 seconds.
When firing, each individual shell casing should be outlined with the number of the position it was in the clip (I.E. 45, 44, 43 ,42…) This will let you know how many rounds you and your opponent have fired.
When mousing over an opponent their merc portrait and lore are loaded on the entire side of your screen covering 50% of their model. What’s better than shooting someone and getting their biography at the same time?
I have other rock solid ideas to widen the audience range. Hopefully, XT gets to a point where thinking and learning are non existent and you can just login and have the game damn near play itself for you.[/QUOTE]
Made my day. 
Yeah this particular issue has been ongoing (at least for me) for a while. I have a few screenshots somewhere similar to Rex’s, but I don’t think they’re as egregious (close, though).
Here’s a couple of related threads that I’m posting mainly to try to drive the point home to SD that it should be a higher priority:
http://forums.warchest.com/showthread.php/34308-Icons-getting-in-the-way
http://forums.warchest.com/showthread.php/33769-Customizable-UI-Settings
This takes me back to a point I made long ago, are gamers either too lazy these days or too stupid? In RtCW you had a compass for directional hints and that was it, you weren’t told where the objectives were except for in the limbo info screen, no health bars unless you aimed at a team mate and LOTS of audio cues… we all managed fine. Now I’m not saying this is the way to go, but going to the complete opposite end of the scale and tagging every single bloody thing on the HUD isn’t the way to go either. We need a minimalist approach to get the main points across then leave some discovery to the player. Either quantify that gamers these days are lazy or stupid to then justify the info overload, or let them prove their place and adjust from there.
I had say the average gamer today is way different from the average gamer 14 years ago. Almost everyone can have a computer now. You even get advertisements in TV. The big market is where the average are. Everything else is a niche.
Anyway cluttering the HUD is no solution either. But instead of relying that a player collects the information himself, read Limbo, read a map and so on, present that information on the HUD, but gradually remove it from there once he has learnt it. Or maybe have it has augmented reality, integrated google maps for example. “Please now turn left!”
Well I at least learnt to read the minimap while playing, I am aware if something happens behind me on the minimap. On the server I played ET only around 30% are aware of the minimap, many will never notice your dead lying behind them waiting for them to revive you. Although instead of giving visual clues, audio could be even better; to bad most are using stereo (me inclusive) so audio won’t work.
Statfps? It’s normal to have this thing toggleable at least. I’m sure they could add a menu option for you if you don’t want to type it.