Red lining around enemies

Post » Tue Jan 14, 2014 9:50 pm

This is clearly visible from videos, but I think the red and yellow lining around enemies looks very cheap. I know it can be turned off, but that doesn't seem very practical. I suggest that this gets changed to something better to see your enemies. In my opinion it makes the game look cartoonish and cheap.

Thoughts on this?

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barbara belmonte
 
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Post » Tue Jan 14, 2014 8:39 pm

I hope it can be turned off, but I imagine I might use it to know who to attack, but then again, part of the chaos of war is not knowing who to attack and friendly fire... so I'm fine with having no enemy indicator but thats probably too realistic for people...

How circuitous of me.

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Daramis McGee
 
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Post » Wed Jan 15, 2014 1:37 am

I liked it because it was the only way I could identify which npcs were enemies. But I would prefer something else. Also I found it hard to distinguish between NPCs and Players (when the players are standing still).

Maybe change the colour of their health bars as it appears under the compass? Enemies Red, Players Yellow, NPCs Green? Something like that maybe.

But yeah, I don't particularly like the glow around enemies.

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Ricky Meehan
 
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Post » Wed Jan 15, 2014 7:37 am

What would this "something better" be, exactly?

Most MMOs place a bright circle at the feet of your enemy, as well as listing their name and health bar over their head. Since that is obviously even less realistic, and looks even cheaper and more cartoony, than what ESO is currently using, what would your solution be?

-Travail.

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Elisabete Gaspar
 
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Post » Wed Jan 15, 2014 5:39 am

Already confirmed that you can turn it off. Maybe mods can even change it. Non-issue.

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jessica robson
 
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Post » Wed Jan 15, 2014 3:30 am

I understand that the whole point of this thread is to... communicate an opinion, but what exactly would be "better", OP?

Personally, I think it's fine. Having the red aura around hostile enemies helps to differentiate between hostile NPC's (who i want to hit with my weapon) and friendly NPC's (who I do not want to hit with my weapon).

As far as "cartoonish", I disagree. I think it looks just fine as is and is not "cartoonish", though I wonder if you could provide a way to display an enemy NPC whilst not having it become cartoonish? I ask because your post is a bit light on alternatives.

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FirDaus LOVe farhana
 
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Post » Wed Jan 15, 2014 8:20 am

I'm glad there is an option to turn it off, as well as other things. I want to extend that option to HUD elements, like the compass and crosshair. I don't want (or need) for NPCs to have any special "tell" aura about them. I don't want quest markers or any other sort of floating markers about the game world.

Hopefully every single aspect of the HUD or game tells will be toggable.

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sally coker
 
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Post » Tue Jan 14, 2014 9:10 pm

Having no questmarkers will make it very hard for you to do quests, because in a game with quest markers, the quest description and objectives remain very abstract. But if such is your thing, okay.
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Hannah Barnard
 
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Post » Wed Jan 15, 2014 2:11 am

No necessarily. I'm banking on the NPC giving a better detailed quest description than Skyrim. There are no quest descriptions in Skyrim. I don't need or want that level of handholding.

The same for IFF auras.

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Richard
 
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Post » Tue Jan 14, 2014 7:35 pm

IIna game that has quest markers there is no priority for detailed descriptions. I'm not sure if you can turn it off, but if you can by all means go ahead.
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Noely Ulloa
 
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Post » Tue Jan 14, 2014 11:58 pm

You can turn it off OP, nothing to worry about.

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stacy hamilton
 
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Post » Tue Jan 14, 2014 9:02 pm

So, by having quest markers, the devs waive any reason for implementing "detailed" quest descriptions?

EDIT :

For clarification about the subject matter.

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Amy Smith
 
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Post » Wed Jan 15, 2014 8:54 am

besides describing what the quest is about, yeah, that is pretty much what happens in all games. There ARE NEVER quest directions in games anymore.

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James Wilson
 
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Post » Tue Jan 14, 2014 8:01 pm

~ Snip ~

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Greg Cavaliere
 
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Post » Wed Jan 15, 2014 12:45 am

read my post. I said "detailed" quest descriptions that add directions and stuff, as in morrowind. Thats no priority in a game with questmarkers.
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Lisa
 
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Post » Tue Jan 14, 2014 10:00 pm

Is this not to signal targeted enemy? as in soft lock on target, if you have one enemy in front and one behind you will see who enemy is targeted.
It will also help in group PvP where it might be hard to identify friend and foe, except that Khajiit is always your friend.

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CArla HOlbert
 
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Post » Wed Jan 15, 2014 12:27 am

I personally like the red glow around the enemy, just maybe add the lock feature so during my jumping around shooting at things is maybe a little bit less " where did he go?" mind you I have little to no experience with newer MMO's so all my experience is with single players games where their is less people running around on my screen.

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Blaine
 
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Post » Wed Jan 15, 2014 8:34 am

I'm fine with the red lining around enemies.

This is not Skyrim or one of the previous TES games.

In addition to friendly NPCs we will have a lot of friendly players around us, making it more difficult to pick the right target.

One could play the PVE part of the game without any enemy indicators. Though I suppose it would be more frustrating than fun.

For PVP it's not just frustrating but deadly.

There might be other solutions than the red lining. But better? Enemy indicators I saw in other MMOs are different but not actually better in matters of art or immersion.

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Sun of Sammy
 
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Post » Wed Jan 15, 2014 7:36 am

You're kidding?

Isn't it a safe assumption that at that point, that when referring to "description" that we in fact cover all quest description types... description, detailed description, super uber duber detailed description, video footage or escort?

... ok, enough of the funny.

In the end, there are some people that simply don't need them. While there are others that want, need or even rely on them to advance through a game. All that being said is that there are hopes of an option to toggle. In fact, every single aspect of the UI, HUD or in-game notifications and/or tells should be subject to turn them on, off or remain hidden until triggered by something akin to attribute level or activation.

Priorities to being as detailed as they want with the descriptions have nothing to do with it, IMO. Just toggle the element, I'm a big boy. I'll figure out where to go.

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Christine Pane
 
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Post » Wed Jan 15, 2014 9:12 am

I love it. I find it non-obtrusive and unnoticeable most of the time.

Much better than what most MMOs do, which is give you some type of external UI feature (like a red ring on the ground or something floating over their head.)

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Charles Mckinna
 
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Post » Tue Jan 14, 2014 8:03 pm

I dont know. When someone comes at me swinging a sword, I generally treat them as an enemy. I'll admit, this is coming from a TES background.

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IM NOT EASY
 
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Post » Wed Jan 15, 2014 4:04 am

Like a quest marker? :D

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Sanctum
 
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Post » Wed Jan 15, 2014 2:33 am

See... this is where I'm at. I don't need a glowing figure for me to know they are an enemy. The second the weapon is drawn is good enough for me.

On a congested battlefield, friendly fire is a strong reality. Hell, it's a product of war but it's still a part of war. It's still an element. I want that element as well. If it's naturally difficult to decipher enemy form ally in the heat of the moment, then I want to experience that. I don't need a visual combat prosthetic like a tell aura.

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Kaylee Campbell
 
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Post » Wed Jan 15, 2014 12:48 am

Based on footage we have seen publicly it only appears when you mouse over and aim at an enemy. Also yeah they said you can turn it off but i imagine that would make it harder to figure what are enemy NPCs and what are non-enemy NPCs.

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Alexandra walker
 
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Post » Wed Jan 15, 2014 2:45 am

I don't mind the red glow, in particular if you can mute it or in some way limit its obtrusiveness. But I need SOMETHING to tell me an NPC is hostile or not. Some NPCs, I am sure, will be marked as "neutral" in the sense that they CAN be attacked but won't ~initiate~ combat. I imagine if you were wearing a disguise, for example, the foes would not attack you BUT it would still be possible for YOU to attack them.

While it's true that you can safely assume the fellow charging you with an upraised battleax is a foe, that's only really useful if you LET them get in the first attack. I play sneaky sniper/assassin type characters and I don't have that obvious "tell" because ~I~ start combat and when I do, I would like to know that the NPC I'm about to skewer WOULD have attacked me if he'd seen me first. If the NPC is neutral, I may decide not to attack --- or to instead attack a hostile NPC ~nearby~ and leave the neutral alone 'for now'.

I DEFINITELY prefer the subtle red glow over the giant elaborate circular symbol on the ground under the foe (which many games use for targeting).

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Cameron Garrod
 
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