<!--quoteo(post=1822291:date=Jan 7 2011, 04:12 AM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jan 7 2011, 04:12 AM) <a href="index.php?act=findpost&pid=1822291"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Then for example where human buildings are, there would be flood lights, and this would make it almost as difficult for aliens to see as darkness would be for humans.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think this is another good idea in itself. Maybe it could be built by a commander. A special light globe which hurts the aliens eyes .
Saying all this, any kind of blindinly bright light or major hinderence to what you can see could turn alot of players away. I know I don't the screen to bright..
I'd really love to drop this conversation and hug it out, but you're a vortex of misunderstanding and assumption. I say something, you come at me, I defend, you misinterpret <i>again</i> and come at me, so again I defend myself, but then you come at me once more with another wave of nonsense. You're unreasonable and you give the impression that you believe my suggestion is a personal attack on you and/or the developers when it isn't.
A) I'm not trying to influence anyone. I'm speaking for myself, and only myself, unlike you, who assumes to know what 99% of the NS2 community likes and doesn't. B) I don't assume to know what the effect will be nor do I care, read my last post you'll see. I'm open to anything, but <i>depending on the style</i> they shoot for I'D LIKE AN OPTION TO TURN IT OFF AND ON. C) I am not asking that it NOT be implemented or if it will be implemented. I know it will. You brought that up, I have no idea why, and now <i>I</i> have to defend against your lunacy. D) My ideas are just as valid as anyone else's, including the developers that make up the "semi-pro game studio". Whether or not they find them useful or needed is completely up to them, as it's their game. And what the heck is an "incorrect idea" anyway? Do you mean <i>bad idea</i>? And even if it is, why do you take it so personally? E) All of the above. Wait, wha?
You make a whole lot of assumptions sir, why, I do not know. My idea is sound in my opinion depending on the route they go with the effect, and should it be proven that the option not be required, it's nothing more than than an unnecessary feature. Why you are getting so worked up over this is beyond me, had I known you were so sensitive to new ideas that have nothing to do with you then I wouldn't have posted in the first place.
So let me be the first to say, I apologize if this idea offends you in any way. I'm excited for the new changes, which I won't forget about, and I hope you are too.
<!--quoteo(post=1822301:date=Jan 7 2011, 10:32 AM:name=doeseph)--><div class='quotetop'>QUOTE (doeseph @ Jan 7 2011, 10:32 AM) <a href="index.php?act=findpost&pid=1822301"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I say something, you come at me, I defend, you misinterpret <i>again</i> and come at me, so again I defend myself, but then you come at me once more with another wave of nonsense.<!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe the aliens could have 2 sets of lenses in their eyes that allows them to switch between night vision and normal. They are aliens right? :) This wouldn't sound too far fetched and actually cool. In the end it doesen't matter much how they implement the whole vision thing but personally I would like to have an option to see as marines do ie. normally. In L4D it doesen't bother me at all how infected see though.
The marine armor has lights on it. You can tell where they are in the brief moment the room is completely black. No alien flash light is needed. Just know your surroundings before the lights go out...it's not that difficult to remember where everything is in a room.
<!--quoteo(post=1821874:date=Jan 6 2011, 03:45 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jan 6 2011, 03:45 AM) <a href="index.php?act=findpost&pid=1821874"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is something we've discussed. I think we'd prefer a more elegant solution, of having it be automatically brighter for aliens in dark areas, rather then alien players needing to turn on their "flashlights". No ETA on implementation yet, though.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
This really needs to be explained, of how exactly will it work. We all have our own assumptions, and ideas to improve this ability but we not sure how will the developers will actually make it work.
I personally would want the old ns1 alien flash light, it worked for years perfectly fine. Fighting in the dark, and trying to find my target right now is really stressful.
<!--quoteo(post=1822455:date=Jan 7 2011, 10:51 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Jan 7 2011, 10:51 PM) <a href="index.php?act=findpost&pid=1822455"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This really needs to be explained, of how exactly will it work.<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought it was pretty self-explanatory but I'm guessing it will work like HDR lighting in Source. That engine adjusts the lighting to simulate the human eye adjusting to darkness, i.e. when you're in a dark area it gradually gets brighter and light areas outside the darkness get overbright.
Comments
I think this is another good idea in itself. Maybe it could be built by a commander.
A special light globe which hurts the aliens eyes .
Saying all this, any kind of blindinly bright light or major hinderence to what you can see could turn alot of players away. I know I don't the screen to bright..
Something to think about anyways.
A) I'm not trying to influence anyone. I'm speaking for myself, and only myself, unlike you, who assumes to know what 99% of the NS2 community likes and doesn't.
B) I don't assume to know what the effect will be nor do I care, read my last post you'll see. I'm open to anything, but <i>depending on the style</i> they shoot for I'D LIKE AN OPTION TO TURN IT OFF AND ON.
C) I am not asking that it NOT be implemented or if it will be implemented. I know it will. You brought that up, I have no idea why, and now <i>I</i> have to defend against your lunacy.
D) My ideas are just as valid as anyone else's, including the developers that make up the "semi-pro game studio". Whether or not they find them useful or needed is completely up to them, as it's their game. And what the heck is an "incorrect idea" anyway? Do you mean <i>bad idea</i>? And even if it is, why do you take it so personally?
E) All of the above. Wait, wha?
You make a whole lot of assumptions sir, why, I do not know. My idea is sound in my opinion depending on the route they go with the effect, and should it be proven that the option not be required, it's nothing more than than an unnecessary feature. Why you are getting so worked up over this is beyond me, had I known you were so sensitive to new ideas that have nothing to do with you then I wouldn't have posted in the first place.
So let me be the first to say, I apologize if this idea offends you in any way. I'm excited for the new changes, which I won't forget about, and I hope you are too.
Let's have lunch sometime, I'll buy.
<img src="http://1.bp.blogspot.com/_NZ2VObwKyrc/TKLAhHC85xI/AAAAAAAAKag/0n14IqvkMjU/s1600/Come%20At%20Me%20Bro.jpg" border="0" class="linked-image" />
No but seriously, it was tl;dr. But I'm sure you made some interesting points.
No but seriously, it was tl;dr. But I'm sure you made some interesting points.<!--QuoteEnd--></div><!--QuoteEEnd-->
Psh, I spoke about the meaning of life, you missed out.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
This really needs to be explained, of how exactly will it work. We all have our own assumptions, and ideas to improve this ability but we not sure how will the developers will actually make it work.
I personally would want the old ns1 alien flash light, it worked for years perfectly fine. Fighting in the dark, and trying to find my target right now is really stressful.
I thought it was pretty self-explanatory but I'm guessing it will work like HDR lighting in Source. That engine adjusts the lighting to simulate the human eye adjusting to darkness, i.e. when you're in a dark area it gradually gets brighter and light areas outside the darkness get overbright.