blue,orange glow?

Post » Mon Apr 18, 2011 1:33 am

Imagine you were a run&gunner and ran straight by my post. You didn't read it carefully (look carefully) and didn't recognise the latter part. But now, that it's covered in bright orange, you do actually notice it.
That's how bright orange radioactive slime works.

IF the slime does disappear at close range, it might not be an issue, though.


However, then it will still be an issue if there is a guy with a light rifle sitting on a container waiting for some orange slimeballs to appear in the far distance, just to zoom in then to shoot them.


Thanks for the back up Rev... I couldn't have said it better myself
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Mon Apr 18, 2011 5:08 am

Thanks for eveyones input and views on this matter,but i'm still not getting a straight up answer.I just need to know if there is gonna be an option to turn this off on consoles.I don't see the point of me needing my enemy glowing if his health bar is gonna pop up while i'm aiming at him anyways,that alone gives him away.I'm really surprised there is no pure fact statements that the DEVS made some where on this matter.They seem to have answered everything else we needed to know on other aspects of the game.It's a simple answer(yes or no)in the end it's not gonna stop me from buying the game.
User avatar
Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Mon Apr 18, 2011 9:37 am

Yea I hate the fact that they have the glow. If your trying to hide or something you can't because you look like you jumped in radioactive goo

...

If you want to hide then go play Call of Duty, put on a ghillie suit and sit in a bush. Brink is not about that.
---
Anyone who knows something about games realise how important it is to make sure that the players brain reacts to the enemy fast. In most games enemies are all a specific colour. Brink on the other hands has crazy customization and you need to make sure that the person recognizes the enemy.
User avatar
krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Mon Apr 18, 2011 4:03 am

...

If you want to hide then go play Call of Duty, put on a ghillie suit and sit in a bush. Brink is not about that.
---
Anyone who knows something about games realise how important it is to make sure that the players brain reacts to the enemy fast. In most games enemies are all a specific colour. Brink on the other hands has crazy customization and you need to make sure that the person recognizes the enemy.


''shiet, look at that guy wearing a riot cop outfit, he must be resistance! oh wait he was my friend''

If you can't hide then you will be shot at all times, the same thing is about to make it into Gears of War 3 too, you will glow like a radioactive smurf if you're playing as the COG when you're at range, the [censored]

Is it hard for people to know who to shoot and who not to shoot? I don't want to sound like the biggest dike on this planet, but really - Is all this stuff needed for people to know who to shoot?
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Mon Apr 18, 2011 2:28 am

And here is proof that players have the misconception that Operative = ninja.

The Operatives "stealth" is based around disguising as enemies, not hiding in shadows - something the blue/red glows do not ruin. ANYONE can hide in shadow - which is why the glowing is a good tactic to counter it. Also, the glow dissipates and eventually disappears the closer enemies are.

In addition to this, Operatives do not have to use subterfuge and deception to be useful/victorious. This is one of the great things about Brink - players can play each class a number of different ways, using a number of different abilities and still be successful.


Perhaps it is you that have a misconception about how the game "should" be played, as you openly admit that players can play classes in a number of ways but think he's wrong for having a way he wants to play.

Glow is the same as the pop-up name that you get when you mouse over an enemy in other games. It shouldn't be there because it acts more as a lazy man's identifier than anything truly useful to those that are already paying attention. It's a crutch that gets used far too often. Prime example from my recent play experience is from Black Ops. When your own teammates mouse over you and your name doesn't popup (because you've upgraded ghost) they stand there and shoot at you because they've become accustomed to the crutch.

Yes, the game is going to have a faster pace, but certain classes would benefit from that more if there was no orange glow. Players moving at high speeds don't notice things like the Operative standing there waiting to interrogat, disguise, hack, or the sniper up on the ledge waiting to take a shot. Orange glow removes that element of play.

People talk about how "Running and gunning" takes skill and then get upset when crutches get taken away from them.

I don't need or want crutches, I want a game that doesn't define me or how I have to play, which is what Brink is trying to pitch itself as.
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Mon Apr 18, 2011 10:37 am

Glow is the same as the pop-up name that you get when you mouse over an enemy in other games. It shouldn't be there because it acts more as a lazy man's identifier than anything truly useful to those that are already paying attention. It's a crutch that gets used far too often.

It's worse. It's like permanently having the enemy names showing.
User avatar
Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Mon Apr 18, 2011 9:13 am

...

If you want to hide then go play Call of Duty, put on a ghillie suit and sit in a bush. Brink is not about that.
---
Anyone who knows something about games realise how important it is to make sure that the players brain reacts to the enemy fast. In most games enemies are all a specific colour. Brink on the other hands has crazy customization and you need to make sure that the person recognizes the enemy.


I know that and it's not like I plan to play hide and seek 24/7 because most of the time I'll be a light running around planting sentries or reviving... But sometimes I like when the enemy runs past and I can take them bu surprise... Now if you're not paying attention and just see an orange glow that's gonna tell you "Turn to your left because there's a guy there" and I think that's kind of unfair that the glow addresses a players carelessness and helps them to spot the enemy. But the glows not really a game breaker for me
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Mon Apr 18, 2011 4:02 am

If you're behind a corner then the slight glow won't expose you at all then. :wink_smile:


That was my point. Hiding around a corner or behind an object is a perfectly valid tactic. Hiding in plain sight (in a bright game) is a poor tactic. That's what I meant.
User avatar
katie TWAVA
 
Posts: 3452
Joined: Tue Jul 04, 2006 3:32 am

Post » Mon Apr 18, 2011 9:05 am

Imagine you were a run&gunner and ran straight by my post. You didn't read it carefully (look carefully) and didn't recognise the latter part. But now, that it's covered in bright orange, you do actually notice it.
That's how bright orange radioactive slime works.


Not as far as I'm aware. The glow is only visible on enemies who are far away. Running right by someone who is hiding behind a piece of geometry you will not see any orange/blue glow.

However, then it will still be an issue if there is a guy with a light rifle sitting on a container waiting for some orange slimeballs to appear in the far distance, just to zoom in then to shoot them.


I don't know about you, but I haven't had a hard time seeing movement at distance in a bright FPS in a long LONG time. Orange glow or no orange glow I'm going to be on that guys head as soon as it pops out.
User avatar
Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Mon Apr 18, 2011 1:26 pm


I don't know about you, but I haven't had a hard time seeing movement at distance in a bright FPS in a long LONG time. Orange glow or no orange glow I'm going to be on that guys head as soon as it pops out.


Yeah, you haven't had that problem, and I haven't had that problem, but other people do have that problem and that's the point. Our strengths and weaknesses as gamers show through in how we play, to give a crutch for some weaknesses only leads to exposing others. I say let them have their weaknesses and I'll have mine.
User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Mon Apr 18, 2011 2:35 pm

And it works both ways too. That guy with the rifle sitting on the crates way over there? Yeah, he's easily visible as well. Makes it a bit tougher to camp, I would think.
User avatar
Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Post » Mon Apr 18, 2011 1:33 am

WET's system works just fine. Aim at a player, it says if its an ally or enemy. Nazis were dark, Allies were light. Easy as that.

They should just use the same for Brink, or even give glows on allies, so if you see someone not glowing, you know its an enemy. Resistance is warm colors, Security is cool colors. It really defeats the purpose of customizing a resistance member with an orange shirt, yellow pants, and a red mask if everybody is just going to see you as a red glowing figure.
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Mon Apr 18, 2011 5:03 am

Yeah, you haven't had that problem, and I haven't had that problem, but other people do have that problem and that's the point. Our strengths and weaknesses as gamers show through in how we play, to give a crutch for some weaknesses only leads to exposing others. I say let them have their weaknesses and I'll have mine.


My point is that everyone has that weakness when they stat but that everyone reaches the same level soon afterwards. I don't think there are enough people with that weakness for it to even matter at all within the hardcoe FPS gamers. The only people who benefit are the new FPS players, who are already behind the curve. Why do we need another leg up on them?

Among experienced FPS players, there is variance in how fast they react, how good their aim is, and how well they judge what and when to perform on the map. I argue that there is very little if any variance in how well those players identify avatars in a bright environment.
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Mon Apr 18, 2011 2:05 pm

They should just use the same for Brink, or even give glows on allies, so if you see someone not glowing, you know its an enemy. Resistance is warm colors, Security is cool colors. It really defeats the purpose of customizing a resistance member with an orange shirt, yellow pants, and a red mask if everybody is just going to see you as a red glowing figure.


From what I have seen it's not a glowing red figure so much as faint red rim lighting, and it's only there when you otherwise wouldn't be able to see a lot of detail anyway (far distance).

I'm reserving judgement until I see it in action on my screen.
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Mon Apr 18, 2011 9:30 am

WET's system works just fine. Aim at a player, it says if its an ally or enemy. Nazis were dark, Allies were light. Easy as that.

They should just use the same for Brink, or even give glows on allies, so if you see someone not glowing, you know its an enemy. Resistance is warm colors, Security is cool colors. It really defeats the purpose of customizing a resistance member with an orange shirt, yellow pants, and a red mask if everybody is just going to see you as a red glowing figure.

I get the feeling that a lot of you think you'll be looking like the Human Torch running around because of this rim lighting. That is not the case. I don't know why people keep exaggerating the effect, but whatever. In reality, it's not really all that intense. I've heard from someone that's actually played the game that it looks more like they're standing under a red-tinted light bulb than being dipped in radioactive slime or whatever you guys have been saying. And that's only at longer distances. It fades away to nothing at close range.

:ph34r: by Bridger.
User avatar
Syaza Ramali
 
Posts: 3466
Joined: Wed Jan 24, 2007 10:46 am

Post » Mon Apr 18, 2011 1:29 pm

My point is that everyone has that weakness when they stat but that everyone reaches the same level soon afterwards. I don't think there are enough people with that weakness for it to even matter at all within the hardcoe FPS gamers. The only people who benefit are the new FPS players, who are already behind the curve. Why do we need another leg up on them?

Among experienced FPS players, there is variance in how fast they react, how good their aim is, and how well they judge what and when to perform on the map. I argue that there is very little if any variance in how well those players identify avatars in a bright environment.


I would argue that there is a lot of variance. A lot of FPS players are dependent on these crutches (the CoD community is enraged at players that use Ghost and or Silencers, SOCOM players are mad because 4 doesn't have Guns hot and it uses a cover system, TF2 players raged over the thought of FF being turned on because they liked being able to shoot their own guys to make sure they weren't spies). Not as many gamers are as openly attentive as you might think and are desperate for a crutch so that they don't have to be.

The Developers claim that each character is supposed to be unique and yet there's a crutch designed to take an entire playing style out of the game. This benefits outright run and gunners and punishes those that play carefully. I have never understood the appeal of knowing where the target is without doing the work to find him, sometimes I wonder if what players really want is a big room with no cover so they can just run around spraying at each other.
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Mon Apr 18, 2011 6:53 am

I get the feeling that a lot of you think you'll be looking like the Human Torch running around because of this rim lighting. That is not the case. I don't know why people keep exaggerating the effect, but whatever. In reality, it's not really all that intense. I've heard from someone that's actually played the game that it looks more like they're standing under a red-tinted light bulb than being dipped in radioactive slime or whatever you guys have been saying. And that's only at longer distances. It fades away to nothing at close range.

:ph34r: by Bridger.

Glad you got info from someone who actually played the game.The glow really was'nt a big deal to me in the first place,it just would be nice to have that option to disable it to keep everyone happy.This game is gonna be great(at least it seems that way)regardless of any glow or not.Thanks for the info!
User avatar
Naomi Lastname
 
Posts: 3390
Joined: Mon Sep 25, 2006 9:21 am

Post » Mon Apr 18, 2011 12:10 pm

The Developers claim that each character is supposed to be unique and yet there's a crutch designed to take an entire playing style out of the game. This benefits outright run and gunners and punishes those that play carefully. I have never understood the appeal of knowing where the target is without doing the work to find him, sometimes I wonder if what players really want is a big room with no cover so they can just run around spraying at each other.

I don't understand how it would remove and/or punish a playstyle? The only playstyle I can think of that is hurt by this is someone who hides in plain sight (as opposed to behind around a corner/behind something) hoping not to be seen. I don't think it even hurts it that much if the coloring is as subtle as is claimed.
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Mon Apr 18, 2011 9:53 am

also keep in mind your now just as colorful as your environment ,the Ark isn't like your typical CoD map all dark and gloomy ,it's bright and alive always moving and full of color, for this the fact that your glowing might help to conceal you :laugh:
User avatar
Ymani Hood
 
Posts: 3514
Joined: Fri Oct 26, 2007 3:22 am

Post » Mon Apr 18, 2011 5:53 am

I don't understand how it would remove and/or punish a playstyle? The only playstyle I can think of that is hurt by this is someone who hides in plain sight (as opposed to behind around a corner/behind something) hoping not to be seen. I don't think it even hurts it that much if the coloring is as subtle as is claimed.


That is exactly what I've been saying. Hiding in plain sight is still hiding and can prove very effective for certain types of players.

Example: Snipers often hide in plain sight so they have time to lineup and take a shot, they shouldn't be able to pop up and take an accurate shot instantly and then drop back behind cover (big problem in SOCOM4) and so they need to be able to rely on hiding "in plain sight". There's not a lot of foliage in this game from what I've seen so they need to be able to take advantage of laying still in the open.

If it's noticable it's going to draw attention to players, if it's not noticable then what's the point? I'm not saying it's a gamebreaking feature, I'm just calling it a crutch because it is. I'm likely to play anyways, but I would just rather not have to completely change how I handle situations because there's a feature that makes that unneccesarily difficult.
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Mon Apr 18, 2011 2:12 pm

That is exactly what I've been saying. Hiding in plain sight is still hiding and can prove very effective for certain types of players.

Example: Snipers often hide in plain sight so they have time to lineup and take a shot, they shouldn't be able to pop up and take an accurate shot instantly and then drop back behind cover (big problem in SOCOM4) and so they need to be able to rely on hiding "in plain sight". There's not a lot of foliage in this game from what I've seen so they need to be able to take advantage of laying still in the open.

If it's noticable it's going to draw attention to players, if it's not noticable then what's the point? I'm not saying it's a gamebreaking feature, I'm just calling it a crutch because it is. I'm likely to play anyways, but I would just rather not have to completely change how I handle situations because there's a feature that makes that unneccesarily difficult.


I don't buy that it will make a difference to 90% of the players. We know to look for snipers, and after 10 plays on the same map, we'll know WHERE to look for them every time. With or without a glow, i'm going to spot that sniper. So is 90% of the games audience. The only people who won't are new players, and I'm OK with giving them a helping hand. Otherwise they might not stay long enough to become veterans :)
User avatar
keri seymour
 
Posts: 3361
Joined: Thu Oct 19, 2006 4:09 am

Post » Mon Apr 18, 2011 7:16 am

I don't buy that it will make a difference to 90% of the players. We know to look for snipers, and after 10 plays on the same map, we'll know WHERE to look for them every time. With or without a glow, i'm going to spot that sniper. So is 90% of the games audience. The only people who won't are new players, and I'm OK with giving them a helping hand. Otherwise they might not stay long enough to become veterans :)



If that were true then the majority of players in FPS games wouldn't always * so much about features that allowed people to get away with it. I don't doubt that you can spot your average sniper, but if 90% of players are also that capable then how are snipers effective at all? But the point is that even if 90% of players can spot a sniper if they're looking for them why are we then making it so that 100% of players can spot them without having to look for them?

I'm fine with giving new players a hand to get into a game, but isn't that part of (as described in the Dev Diaries) the appeal of being able to build a character in the single player and co-op games and then bring them right over to the MP game? Players don't get better if they depend on crutches. I'd rather help a player learn to do it without the crutch so that when the crutch doesn't work the way they think it should they aren't helpless.
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Mon Apr 18, 2011 3:49 pm

also keep in mind your now just as colorful as your environment ,the Ark isn't like your typical CoD map all dark and gloomy ,it's bright and alive always moving and full of color, for this the fact that your glowing might help to conceal you :laugh:

Container City and The Aquarium would like to have a word with you.
User avatar
{Richies Mommy}
 
Posts: 3398
Joined: Wed Jun 21, 2006 2:40 pm

Post » Mon Apr 18, 2011 12:13 pm

Container City and The Aquarium would like to have a word with you.

~leave a message~ :P
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Mon Apr 18, 2011 10:32 am

Container City and The Aquarium would like to have a word with you.

You forgot Security Tower.
User avatar
Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

PreviousNext

Return to Othor Games