Why not have a red-cross like the one below “hovering” and turning itself above incaped players?

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Not too huge of course, but also visible from a distance. Maybe chest size.
Why not have a red-cross like the one below “hovering” and turning itself above incaped players?

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Not too huge of course, but also visible from a distance. Maybe chest size.
Hmmm thread is turning away from its intended purpose with some of the feedback.
My thoughts are not to have more icons floating around. And, the point of the revive animation is NOT only for medics. I want to clearly be able to see whether or not my enemies need to be gibbed and I was hoping an animation could be implemented that would make that very clear.
Thanks for the feedback hauser. I understand the dilemma. I hope there is some way to have a generic transition to a few revive me poses. Like if they land face down they pull their arms underneath themselves and try to press themselves up slightly. Or if they land on their back we’d have a slight writhing animation. I have no idea if animation from a ragdoll state to letting the engine produce a transitional animation to revive me poses. If that didn’t make sense it’s because I have no idea what I am talking about regarding what type of animation is possible and thinking of my experience with old 3DS Max and Flash animation.
So, yes, less icons and more clear indicators because of good design. And, again, this isn’t just for medics to be able to revive. In fact I quite like the icon now that medics see when a teammate needs a revive.
What about the rest of the HUD icons? Anyone else have ideas for those and what to do about the overbearing yellow diamonds? Maybe they should just be thinner and not scale so large. A small yellow diamond floating on your screen is just as noticeable as a giant yellow diamond especially if they coincide with the minimap.
[QUOTE=.FROST.;456725]Why not have a red-cross like the one below “hovering” and turning itself above incaped players?

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Not too huge of course, but also visible from a distance. Maybe chest size.[/QUOTE]
I was thinking of something like that too (but was a little red heart beating )
simple thing can do the trick![]()
“land on their back we’d have a slight writhing animation”
I think this is likely what we’ll have, basically being an additive (think layer on top of the ragdolls’ final pose), that makes them writhe about a bit. But yeah, blending from the ragdoll to a specific writhe anim/s might be possible too.
A highlighted see-through walls objectives/carryables thin outline?
Something that doesn’t get a priority over a player model on your screen and that once it’s in line of sight switch to the glowing we currently have (and ofc the outline disappears once the carryable has been picked up by a player as to not give the position too easily as it is now).
Once written I realize it doesn’t sound too great.
Most of all I still hope for a clear & concise minimap to get rid of most of obj icons on my screen.
yeah dont have the diamonds will be a great way and update the mini map and limbo map to show the objectives clearly, simple icons is all we need
we also have the Z key for plates so if you’re lost you can tap that to see where the objective is at any time ( i prefer this option) that way these icons wont be blocking our screen all the time
for the icons you can use a hand iconwhich means any class can use it I was going to suggest PDA icon but i think it would be to vague , wrench for engy only and write C4 for solly only objectives
regarding downed players, if they are on their back they can start convulsing, if they are on their side they can reach out
[QUOTE=MrFunkyFunk;456744]A highlighted see-through walls objectives/carryables thin outline?
Something that doesn’t get a priority over a player model on your screen and that once it’s in line of sight switch to the glowing we currently have (and ofc the outline disappears once the carryable has been picked up by a player as to not give the position too easily as it is now).[/QUOTE]
I actually quite like this idea, it gives you more information, i.e. what the objective is (ev, milkjug, heilcopter, etc.) and how far it is away, whilst being less obtrusive.
Of course whichever it is there needs to be distance scaling.
I’d also like the option to turn it off for static objectives, i.e. hack, deliver, construct and destroy, but have it on for moving objectives, i.e. milkjugs and ev.
The new icons are good, they just need down scaling and some user options. Pretty sure it was already stated that would happen in patch notes though so not much of a reason to discuss it yet.
[QUOTE=.FROST.;456725]Why not have a red-cross like the one below “hovering” and turning itself above incaped players?

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Not too huge of course, but also visible from a distance. Maybe chest size.[/QUOTE]
This would totally suck and take some of the skill out of the game. I do agree there should be a way to notice incap vs dead but it shouldn’t be effortlessly noticeable. Plus we have enough hud clutter imo.
Your opinion, is your opinion, but why would this be not “effortlessly” noticeable and why would something, that is not on your HUD clutter your HUD*, since this is supposed to be only seen when looking in that particular direction? And how could you better spot an incaped player from afar, especially if he lies in high gras, like in Camden, or quite remote in some corner of London Bridge? Again, I understand, that my suggestion is not the greatest ever, but your reasons against it are kinda invalid. If you’d only have said, you just dislike it, because it’s too cartoony, or because you just dislike it, than I wouldn’t even reply to your post, because those are things I kind of understand, but this^ I don’t know.
*It wouldn’t be bigger than a character’s head, or his chest, just imagine that from 30m away, not very big I’d think, but noticeable.
[QUOTE=.FROST.;457041]Your opinion, is your opinion, but why would this be not “effortlessly” noticeable and why would something, that is not on your HUD clutter your HUD*, since this is supposed to be only seen when looking in that particular direction? And how could you better spot an incaped player from afar, especially if he lies in high gras, like in Camden, or quite remote in some corner of London Bridge? Again, I understand, that my suggestion is not the greatest ever, but your reasons against it are kinda invalid. If you’d only have said, you just dislike it, because it’s too cartoony, or because you just dislike it, than I wouldn’t even reply to your post, because those are things I kind of understand, but this^ I don’t know.
*It wouldn’t be bigger than a character’s head, or his chest, just imagine that from 30m away, not very big I’d think, but noticeable.[/QUOTE]
Well, ofc its my opinion. That goes without saying. You’re saying my reasoning is invalid but failed to notice I gave little reasoning other than the fact that it would be effortlessly noticeable, which in fact you did not even refute nor show that it doesn’t support my conclusion. So please don’t call my reasoning invalid, since it isn’t (few people ever use the word invalid correctly on the internet; it doesn’t mean wrong).
Every graphic layover like objective markers is part of your HUD. Right now, the HUD is often cluttered with large objective markers. They are huge triangles that are very distracting, especially when several objective markers are near each other. If I need to shoot someone near an objective marker, they can be partially or fully blocked by the marker making it difficult to hipfire and only passable to ADS on.
Next, If you cannot see the player’s body clearly, you shouldn’t be able to tell if they are dead or incapped at the slightest glance in its direction. If high grass is covering the body, you shouldn’t be able to see a HUD marker saying there is a body there and its alive. I think that just makes good damn sense to me. If the body is far, far away, you shouldn’t be able to spot instantaneously whether they are incapped or dead and it shouldn’t make it obvious there is a body there either.
I think there needs to be a more noticeable way but it should be done without additional HUD clutter.
Ok, so invalid isn’t synonymous with wrong, got that. Second, you’d only see the cross, if you happen to be a medic. Third, just because we have allready too much stuff cluttering our screen doesn’t mean we can’t add something to it if we take something other away. Nobody said, that the HUD, as it is now, is final. And again, it’s not that I think I found the holy grale, or something, but I do think there are more humble ways to qoute someone and say his suggestion sucks, without using the word suck.
PS: You have heartbeat-sensors and you are able to see the triangles, symbolizing your mates, through concrete walls. That makes more sense to you, than a hypothetical, personal heartbeat-sensor, that gives the medics from your team a fix on your position, when you are incapacitated? We allready got such stuff working in real-life and DB is kinda sci-fi, so come on.
From a medic POV the revivable player should be emitting a glow or sparkle. Or give them that fancy grid texture wave rippling over their body.
Not related to the DB time-frame, too sf, but if you don’t want to clutter the hud with additional icons why not use the burn effect or blood splash effect for the gibed bodies, something like a vampire staked
turn to ashes like in Blade movies or blood splash like in the True Blood, i prefer the burn effect:
[video=youtube_share;yJt2N7LSptg]http://youtu.be/yJt2N7LSptg[/video]
[video=youtube_share;NDp5_v3U8K8]http://youtu.be/NDp5_v3U8K8[/video]
this way if you see a teammate/enemy down you know he is not gibed, and also people will gib more for the “puff - vanishing body effect”
some grey/red splash on the ground to outline the place of the former body.
Tho it will be hard to bring the vanishing body in to the story, (some SF future bullets - CDA way of getting rid of the mess :D)
[QUOTE=.FROST.;457060]Ok, so invalid isn’t synonymous with wrong, got that. Second, you’d only see the cross, if you happen to be a medic. Third, just because we have allready too much stuff cluttering our screen doesn’t mean we can’t add something to it if we take something other away. Nobody said, the HUD, as it is now, is finite. And again, it’s not that I think I found the holy grale, or something, but I do think there are more humble ways to qoute someone and say his suggestion sucks, without using the word suck.
PS: You have heartbeat-sensors and you are able to see the triangles, symbolizing your mates, through concrete walls. That makes more sense to you, than a hypothetical, personal heartbeat-sensor, that gives the medics from your team a fix on your position, when you are incapacitated? We allready got such stuff working in real-life and DB is kinda sci-fi, so come on.[/QUOTE]
If its just the medic seeing teammates than maybe that is okay. But seeing everyone regardless of class and team would be bad. One thing that could make this work is by adding a call button while you are incapacitated. This could trigger the icon for a few seconds but would also be a vocal/audio cue for enemies to know someone is incapped nearby calling for a revive.
As for the HUD elements already in game, at one point they weren’t so troublesome iirc. But lately they just seem to be plain annoying. I’d love for them to get rid of persistent HUD markers and they could do that if they think creatively. 1 option would be to allow players to tap a button that shows HUD markers for a few seconds. It would be like a ping. But at the very least they should allow us to keybind HUD markers on and off so we can toggle it as necessary.
[QUOTE=Protekt1;457097]If its just the medic seeing teammates than maybe that is okay. But seeing everyone regardless of class and team would be bad. One thing that could make this work is by adding a call button while you are incapacitated. This could trigger the icon for a few seconds but would also be a vocal/audio cue for enemies to know someone is incapped nearby calling for a revive.
As for the HUD elements already in game, at one point they weren’t so troublesome iirc. But lately they just seem to be plain annoying. I’d love for them to get rid of persistent HUD markers and they could do that if they think creatively. 1 option would be to allow players to tap a button that shows HUD markers for a few seconds. It would be like a ping. But at the very least they should allow us to keybind HUD markers on and off so we can toggle it as necessary.[/QUOTE]
I actually really like the idea of automatic vocal feedback from teammates. I think that adds an element of fun, immersion, and status cues. If a teammate goes down he should scream for a medic. This was what happened in RTCW right? A game that does this very well is Battlefield 3. I love hearing my teammates and even the humorous quips when they either take down an enemy or get shot up. It is even an audio alert when you hear enemies talking, though that works in BF3 because of the accents/language. Doubt hearing the enemy would help in Dirty Bomb; only confuse.
Fluffy mentioned that we should see some more HUD improvements next patch. Besides elements being redone is there anything you Hugh Jackman fans would want to see added or taken away from the HUD? I am a big advocate of more audio/visual cues in the environment rather than flashing icons.
One thing I would want to see on the HUD is health for specific players you assign like a squad.
TF2 does a great job with that as well. And if DB can afford to take that path, custom voice responses for each character can add a lot of depth to their personality. Plus smart ass comments and taunts can be a fun alternative reward for kill streaks or other feats without affecting gameplay 
Right, forgot about TF2. TF2’s characters had so much personality. Hell, that’s where I think the idea of strong silhouettes to distinguish classes really got pushed to the mainstream. Also, they marketed their game via “Meet the…” character videos. Clearly, they believed in the characters/classes they were building.