Outlines on enemies
countbasie
Join Date: 2008-12-27 Member: 65884Members
Hello,
one question:
Why do we want to see enemies through walls when a teammate sees them? Why don't we rely on auditive feedback and our brains?
one comment:
Due to the outlines, no matter if from a parasited marine or a spotted one, I can see in which direction the marine is looking. In NS1 it was great to get a sense of the moment when this yellow circle was watching the vent you were sitting in and when not. I feel a little dumbed down when I know that exactly.
Both points would be cooler if we had to trust our ears, brains and luck.
Does anyone feel this way, too?
one question:
Why do we want to see enemies through walls when a teammate sees them? Why don't we rely on auditive feedback and our brains?
one comment:
Due to the outlines, no matter if from a parasited marine or a spotted one, I can see in which direction the marine is looking. In NS1 it was great to get a sense of the moment when this yellow circle was watching the vent you were sitting in and when not. I feel a little dumbed down when I know that exactly.
Both points would be cooler if we had to trust our ears, brains and luck.
Does anyone feel this way, too?
Comments
Due to the outlines, no matter if from a parasited marine or a spotted one, I can see in which direction the marine is looking. In NS1 it was great to get a sense of the moment when this yellow circle was watching the vent you were sitting in and when not. I feel a little dumbed down when I know that exactly.
Both points would be cooler if we had to trust our ears, brains and luck.
Does anyone feel this way, too?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes. And this is a very valid point, the oldschool uninformative parasite sprites made it much more interesting if ya ask me. The new L4D outlines are a bit too informative, up to the point it influences alien gameplay and teamplay
Edit: Then again, since this change I have seen far far more use of parasite even from newbies. Its clearly powerful, despite being a short term ability. It used to be less informative, but stuck on the marine until death/medpack.
Yes, kind of the Blacklight:Retribution-approach. Did never understand why Blacklight has this feature in the first place...
It <i>was</i> about seeing the <i>position</i>, not the <i>direction</i> the enemy is looking. And only when parasited. Or with scent of fear.
For parasite at least I like that it gives you that much information(where they're looking, what they're carrying, etc). It just isn't used often enough otherwise.
What he had 20 builds ago was much better for structures and enemy players.
If we would talk about a feature that dumbs the game down, I would be on your side. But this hive sight just isn't that kind of feature.
I only miss the option to parasite buildings and another color for marine outlines.
If balance is an issue (I don't think it is) then marines can be buffed a little. Problem solved.
But don't people start saying this is dumbing down the game, because I don't think those who say that actually understand what that means.
You should be able to understand everything you see so you can take it and use it at a higher level.
I think it adds more than it supposedly takes away.
Else, scrap both (but keep your friendlies outlined for aliens)
Else, scrap both (but keep your friendlies outlined for aliens)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah given that, I would prefer everything to stay the way it is.
You are describing a wallhack as a feature.
<!--quoteo(post=1974565:date=Sep 9 2012, 06:28 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Sep 9 2012, 06:28 PM) <a href="index.php?act=findpost&pid=1974565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But don't people start saying this is dumbing down the game, because I don't think those who say that actually understand what that means.
You should be able to understand everything you see so you can take it and use it at a higher level.<!--QuoteEnd--></div><!--QuoteEEnd-->
I understand what is dumbing down. Wallhacks are.
...Ok, sorry, blame the Whiskey :p
Can we have a <i>little</i> skill required on the Kharaa side? It's almost ridiculous.
Again this comparisons to marines. Useless in an asymmetric game. I also can't understand why people want to scare away every noob. NS is already a complex game. You won't have a big player base if the game doesn't try to get at least a bit more accessible. Can't you think this far, that you won't have your comp-fun for long when nobody is interested in this game, because nobody bothers to learn it?
It is soooo much skill involved when you can't say where the marine is facing. Not! It is only luck when you peak around a corner and the marine is / is not looking at you. Now you can use your pretty skill to ambush at the right moment without this first luck.
This elitism is really unnecessary.
We will see if the alien wins get up again. The devs can balance this if necessary. But stop hindering every try to make this game more accessible only that you can feel elitist for longer.
i was hoping for very blurred outlines, more like an aura, kinda removing most features so only a siluette remains so you cant exactly see where hes looking at, or which weapon hes using, maybe pulsating, with the pulses accompanied with a silent heartbeat sound like the ones you can hear from <a href="http://youtu.be/PmzxWvYJSCo?t=46s" target="_blank">doppler heartbeat monitors</a>, so you can make out the direction , without having to see the parasited marine, even if you are out of hearing range of his steps. make the audio visual pulses go faster when he comes closer. ( maybe add this sound as possible chamber upgrade feature for silence or cloaking or something) the pulsing would represent the aliens heartbeat of course as it senses the marines presence coming closer.
bam.
more organic and alien like
You have to learn that in a war-zone there might be armed enemies behind a corner and you have to be careful? Did it come <b>that</b> far, where a shooter isn't accessible anymore when there's no 'see your enemie's exact position and facing through walls'-feature? Is this why other games do it, too? Is it so bad? No sarcasm in my questions. I just want to know how stupid people think young gamers may be. We and our children will never learn anything when everything is chewed for us, in every aspect of life. Seriously.
But I think silhouettes should only appear on parasited marines, not on everyone that takes damage.
For aliens I would prefer if they only were visible when your teammate is actually behind something. They are unnecessary and also a little confusing when you have line of sight.
+1
Making it simple is dumbing down, if they are scared off by a little complexityy, the game isn't for them anyway.
Can we have a <i>little</i> skill required on the Kharaa side? It's almost ridiculous.<!--QuoteEnd--></div><!--QuoteEEnd-->
? The marines see the aliens within LOS of marines on the minimap. Often you can tell exactly where they are going just by looking at the map before your marine buddy died. I don't think showing mariens that are within LOS of aliens on hivesight is a bad thing. In fact it makes it easier to co ordinate on pubs where most people don't use mics etc. Also, parasite forces the skulk to risk being shot, it also makes sure that marines can't just camp at the end of a long hallway risk free. I very much prefer the current hivesight to the older versions.
Also this isn't a war-zone. This is a game. A games purpose is to create fun for the player. There is no fun in getting constantly bashed only because your enemy knows more about the game than you. This has nothing to do with skill. This is just protecting your little advantage, because you play this longer as most other players you will see when the game hits 1.0
I don't want NS2 to be the same niche-game NS1 was. Not because it is to complex for most players (It isn't!) but because it is to hard (=no fun) to learn it for most players.
Do you really think this kind of wallhack will overpower the aliens? Is it really a balance problem? Or are you just trying to show some elitism? Because: "As I was your age, we hadn't marine outlines. We needed to hear where they are looking, boy!"
That one was funny. And I understand your point. But I wouldn't call the wish for a design that comes close to what shooters <i>used</i> to be 'elitism'. I am not proud of being a good player, I just have fun learning the mood and functionality of a shooter, to be able to predict what the enemies think and how they will move. It was a basic element of shooters for years, and it was good like that. There is an overall tendency in the game industry to make games without any kind of learning curve. Maybe the outlines just rub it in. It is definetely not elitism, it is a call for good ol' game design that never was broken and does not need to be fixed.
I see that there are two positions. But I wouldn't make wallhacks before making a tooltip that says 'KILL RTs!!' every minute, when it comes to accessability.