[Suggestion] Distinguishing Enemy Players


(Hundopercent) #1

Recently you guys added a light to enemy and ally players to help with distinguishing teams. We appreciate it even though it has some quirks at the moment. I’ve been playing a lot of SC2 and was thinking that the way Kerrigan’s lights trace through her uniform would be perfect for detecting enemy players. Instead of a high bloom/flare bulb, you could make it a darker richer red that pulses through the uniform.

I know this may bring up concerns for your skins and models that you want to sell but I think you could make some pretty bad ass skins/models with very detailed lights tracks on them and just make them look beast.

Like you could make a tankier/beefier looking soldier and the tracks would wrap around his wrists a few times and then up his sleeve into a design on his back/chest and really look pretty sweet.

Let me know what you guys think.

//youtu.be/fTsRDeRRWb4


(INF3RN0) #2

This is a better alternative to the lights for sure. I don’t think you would need the light to pulse either, but at least for it to extend over the main body mass like that (probably not the head). I still would like them to test the color schemes that Image suggested already too.


(Protekt1) #3

I kinda like how it is. But it could be fine tuned.

The issue I have with that strobe type of lighting is that it may not be fair between video settings and models. It may even have to sacrifice some aspects of certain skins to make it work.


(jopjop) #4

This is a problem for me too… The added lights helped but didn’t solve the problem for me.

Spotting: there is a lot of clutter and fog and stuff flying in the air, also the color scheme makes enemies hard to distinguish from backround. This could be a feature and could improve over time when I learn the maps better and to look for anomalies in the picture. There are games like cod 4, etqw, ET + many more where you know: “that pixel should not be there”, and I like this feeling!

Dueling/Fighting in general: when I find the guy I try to pwn, I find myself often loosing the target into the backround, behind my weapon model + muzzle flash and It’s at times bit confusing. Obviously it’s fair since everyone has the same.

I’m not a fan of the lights on models or playermodel outer glow (like in brink)… overhead arrows are ok but what I think could maybe work is to make them more like in old cartoons but very lightly, just to make them come out out more from the backround.


(Maca) #5

I would like this also, but SD is pobably trying to make the visuals of the game very realistic, although the lights and color patches used now aren’t that realistic anyways


(Samurai.) #6

There are lights on the models? i feel like j4b with no bushes here haha.

I did vaguely try them out when the cfg switched back to default, yes you can identify easier but it’s also harder to aim vs that light over your crosshair. I personally don’t have too much trouble distinguishing between friend/enemy right now without the lights as i’ve adjusted to it, but can see new players struggling. One direction you could go towards would be making the light system only shine for friendly models… that way with no light on enemies you recognize them from this aspect + there’s no interference with aiming.


(Hyperg) #7

Yup, this has been brought up throughout similar topic threads. I don’t think anybody would mind to offset the friendlies visually thus making the enemies obvious through exclusion. The marker doesn’t need to be yet another icon, the current lighting system could prove sufficient, when polished. Having the enemy glow in the dark completely messes up any attempt to be stealthy. Granted there are maps far from their final lighting passes, but paying attention to that window up in the building should be a matter of game awareness, not because there’s a red light there which yells “spam here”.