aliens need their their flash light back

2

Comments

  • zexzex Join Date: 2009-10-07 Member: 68978Members
    aliens having a flashlight that can be switched on/off is a ridiculous concept. Why is this even a debate considering what Squeal Like a Pig (nice rape reference BTW) just posted?
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2011
    <!--quoteo(post=1821843:date=Jan 6 2011, 08:35 AM:name=Norton)--><div class='quotetop'>QUOTE (Norton @ Jan 6 2011, 08:35 AM) <a href="index.php?act=findpost&pid=1821843"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Instead of alien flashlight, your eyes should just slowly adjust to the darkness like an animal's might.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This.*

    <!--quoteo(post=1821844:date=Jan 6 2011, 08:36 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Jan 6 2011, 08:36 AM) <a href="index.php?act=findpost&pid=1821844"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->aliens should have a colour corrected view so that everything is visible, and so it lookslike you are viewing stuff thru alien eyes (not too much to annoy people though).<!--QuoteEnd--></div><!--QuoteEEnd-->
    And this.

    <!--quoteo(post=1821844:date=Jan 6 2011, 08:36 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Jan 6 2011, 08:36 AM) <a href="index.php?act=findpost&pid=1821844"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->also para and hive sight should be a silouette like in left for dead :D<!--QuoteEnd--></div><!--QuoteEEnd-->
    And this.

    *confirmed:
    <!--quoteo(post=1821874:date=Jan 6 2011, 10:45 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jan 6 2011, 10:45 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-->
  • ownosownos Join Date: 2010-11-21 Member: 75124Members
    edited January 2011
    <!--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-->

    Insane bloom manipulation!!! GOGOGO =D
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
    <!--quoteo(post=1821874:date=Jan 6 2011, 12:45 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jan 6 2011, 12:45 PM) <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-->
    I see where you're coming from, but I don't think it should be automatic. As an alien, I'd still want the option of seeing the environment "normally", so better to judge where a marine can and cannot see. Hiding in the dark won't be very effective if you can't reliably tell where the darkness is.
  • moku9moku9 Join Date: 2009-11-04 Member: 69265Members
    I recall playing alien with flashlight on ALL the time in NS1. I hated it because it made the graphics look terrible; however, the death/kill ratio gain made it worth the cost.

    Instead of just reimplementing alien flashlight as in NS1, I would prefer some more creative solution to aliens seeing in the darker map areas which are common on NS maps.

    Some of you creative folks with enough time on your hands to debate the solvency of UWE, do something useful and bring the light to aliens in a whole new way......

    I'll start....how about a 'sprite' that is spit out which acts like a small flare providing red light (or any shade) floating in the general (or sticks to a wall) area where it was ######? Rines could see/not based on upgrades thus regulating ability to kill the light source. Or tie it to the alien comm with the drifters....
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    I think automatic is best but with the option to turn it off, so it works automatically in dark areas and is on by default but can be turned off completely for those who prefer it, also spit should mark marines with a slight glow that can be seen in direct line of sight but changes to the current icon we have now when seen through walls, spit should also leave a temporary mark when it misses the target just for effect.

    Something like this would probably be the ideal solution?
  • doesephdoeseph Join Date: 2009-11-22 Member: 69467Members, NS2 Playtester, Subnautica Playtester
    edited January 2011
    <!--quoteo(post=1821929:date=Jan 6 2011, 02:03 AM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jan 6 2011, 02:03 AM) <a href="index.php?act=findpost&pid=1821929"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->aliens having a flashlight that can be switched on/off is a ridiculous concept. Why is this even a debate considering what Squeal Like a Pig (nice rape reference BTW) just posted?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Why is having a toggle-able flashlight a ridiculous concept to you?
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1822029:date=Jan 6 2011, 06:51 PM:name=doeseph)--><div class='quotetop'>QUOTE (doeseph @ Jan 6 2011, 06:51 PM) <a href="index.php?act=findpost&pid=1822029"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why is having a toggle-able flashlight a ridiculous concept to you?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I rarely see mutant pigs and dogs switching on and off flashlights in order to see in the dark, lol
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    edited January 2011
    <!--quoteo(post=1822031:date=Jan 6 2011, 06:05 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jan 6 2011, 06:05 PM) <a href="index.php?act=findpost&pid=1822031"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I rarely see mutant pigs and dogs switching on and off flashlights in order to see in the dark, lol<!--QuoteEnd--></div><!--QuoteEEnd-->

    But you see aliens attacking our space stations how often?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1822031:date=Jan 6 2011, 06:05 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jan 6 2011, 06:05 PM) <a href="index.php?act=findpost&pid=1822031"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I rarely see mutant pigs and dogs switching on and off flashlights in order to see in the dark, lol<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's funny, my mutant sea bass just made the tank room glow and there's no lights in there!
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1822032:date=Jan 6 2011, 07:12 PM:name=sherpa)--><div class='quotetop'>QUOTE (sherpa @ Jan 6 2011, 07:12 PM) <a href="index.php?act=findpost&pid=1822032"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But you see aliens attacking our space stations how often?<!--QuoteEnd--></div><!--QuoteEEnd-->

    every time I see NS2, why?
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    I think he doesnt understand that when we say Alien flashlight we do not mean aliens hold a flashlight. It means anyway of making the area brighter...
  • SypherZSypherZ Join Date: 2003-09-07 Member: 20639Members, Constellation
    I vote for alien sonar! That would be so awesome!!

    I want this sound when im running around!!!

    <a href="http://www.youtube.com/watch?v=Ky1c_pF5qoc" target="_blank">http://www.youtube.com/watch?v=Ky1c_pF5qoc</a>
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Auto flash light for great justice.
  • doesephdoeseph Join Date: 2009-11-22 Member: 69467Members, NS2 Playtester, Subnautica Playtester
    edited January 2011
    <!--quoteo(post=1822031:date=Jan 6 2011, 12:05 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jan 6 2011, 12:05 PM) <a href="index.php?act=findpost&pid=1822031"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I rarely see mutant pigs and dogs switching on and off flashlights in order to see in the dark, lol<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well I rarely see mutant pigs and dogs to begin with seeing as how <i>they don't exist</i>.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2011
    Yes but that's just a clash of preferences.
    We prefer our auto-flashlight (this is not the same as 'always on'), you prefer your toggle-able flashlight.

    <!--quoteo(post=1821844:date=Jan 6 2011, 08:36 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Jan 6 2011, 08:36 AM) <a href="index.php?act=findpost&pid=1821844"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->aliens should have a colour corrected view so that everything is visible, and so it lookslike you are viewing stuff thru alien eyes (not too much to annoy people though).<!--QuoteEnd--></div><!--QuoteEEnd-->
    I very much like this idea, and perhaps you could have it so that the effect is heightened and more noticeable when you're in the dark (so you can tell you're in the dark - instead of merely just lightening the area).
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    It would be even better if things got better in the dark, a twinkling environment almost. As if that was the Skulks natural hunting hour.

    Owwwwwoohhhhhhh!!!!
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1822040:date=Jan 6 2011, 08:20 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jan 6 2011, 08:20 PM) <a href="index.php?act=findpost&pid=1822040"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think he doesnt understand that when we say Alien flashlight we do not mean aliens hold a flashlight. It means anyway of making the area brighter...<!--QuoteEnd--></div><!--QuoteEEnd-->

    no, I understand you want animals to have the very mechanical, unorganic ability to switch their night-vision on/off which is not the way nature works. I appreciate these are made-up animals, but that doesn't change the fact that on/off toggle makes zero sense and is ridiculous.

    Why is this even a debate given what the devs just said about their planned night-vision implementation?
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    <!--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-->
    Why not like animals?
    I like the automatic way, why not working like a "virtual" photosensor on the eye on the skulk.
    So if the skulk is in a dark area or the lights turn off, the skulk see like this:
    <img src="http://inhabitat.com/wp-content/blogs.dir/1/files/2010/04/Nightvision.jpg" border="0" class="linked-image" />
    (so like nightvision but without the scope like view.)

    otherwise normal.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    <!--quoteo(post=1822110:date=Jan 6 2011, 03:06 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jan 6 2011, 03:06 PM) <a href="index.php?act=findpost&pid=1822110"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->no, I understand you want animals to have the very mechanical, unorganic ability to switch their night-vision on/off which is not the way nature works. I appreciate these are made-up animals, but that doesn't change the fact that on/off toggle makes zero sense and is ridiculous.

    Why is this even a debate given what the devs just said about their planned night-vision implementation?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Just a matter of gameplay, I'm also a bit worried that I'll miss out on the ability to judge how well they see me once I'm a corner for example.
    One game where you can actually notice this is 'Left for Dead' where night/zombie-vision is on all the time. There you have the advantage of being up on a building or such (as compared to enclosed spaces here in NS2), but when it comes to just staying out of sight it's pretty difficult (or just takes time) to learn when you are seen by the survivors or not.

    So... yes, whatever it's not natural but so is not the viewport through the mouths either. Ideally, I'd see nightvision enabled by default when entering dark areas and holding F withholds it temporarily.
  • doesephdoeseph Join Date: 2009-11-22 Member: 69467Members, NS2 Playtester, Subnautica Playtester
    edited January 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->no, I understand you want animals to have the very mechanical, unorganic ability to switch their night-vision on/off which is not the way nature works. I appreciate these are made-up animals, but that doesn't change the fact that on/off toggle makes zero sense and is ridiculous.

    Why is this even a debate given what the devs just said about their planned night-vision implementation?<!--QuoteEnd--></div><!--QuoteEEnd-->

    So far you haven't provided a legitimate reason as to why the player shouldn't be allowed this option.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    edited January 2011
    <!--quoteo(post=1822218:date=Jan 7 2011, 04:34 AM:name=doeseph)--><div class='quotetop'>QUOTE (doeseph @ Jan 7 2011, 04:34 AM) <a href="index.php?act=findpost&pid=1822218"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So far you haven't provided a legitimate reason as to why the player shouldn't be allowed this option.<!--QuoteEnd--></div><!--QuoteEEnd-->

    because 99% of people will realize that the alien dog they are controlling somehow has a flashlight and think to themselves "that's phuckin' retarded." You may be in the 1% that thinks alien dog flashlights make perfect sense, but you have to understand that the idea is incredibly counter-intuitive to logical thinking people.

    There's a concept in fiction called "suspension of disbelief" where the audience recognizes that they are experiencing fiction and willingly disregards this fact in order to enjoy the experience. If you ask them to disregard something that is insulting to their intelligence, you will lose them. So there's a delicate balance between being fiction and making reasonable sense that dog-flashlights are way on the wrong side of.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Nobody is suggesting that flashlights should be strapped to the alien models.
  • doesephdoeseph Join Date: 2009-11-22 Member: 69467Members, NS2 Playtester, Subnautica Playtester
    So teleportation and big hulking aliens are A-ok, but the ability to switch from night vision to standard vision is asking too much of the player? Well golly gee mister, I spose' we simple folk jus' don't undastand' like you edumacated inta-...intimillectuals do.

    Give me a break, I don't remember hearing one single complaint about the alien flashlight in Natural Selection. That in itself pretty much throws your entire theory and argument right out the window. And so far you're the only person who seems to be having any sort of problem with this being an optional thing, so please don't assume you have any idea as to what 99% of the people who play this game think.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1822245:date=Jan 7 2011, 12:22 PM:name=doeseph)--><div class='quotetop'>QUOTE (doeseph @ Jan 7 2011, 12:22 PM) <a href="index.php?act=findpost&pid=1822245"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Give me a break, I don't remember hearing one single complaint about the alien flashlight in Natural Selection.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Please see the comments on this thread.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1822245:date=Jan 7 2011, 05:22 AM:name=doeseph)--><div class='quotetop'>QUOTE (doeseph @ Jan 7 2011, 05:22 AM) <a href="index.php?act=findpost&pid=1822245"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so far you're the only person who seems to be having any sort of problem with this being an optional thing<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, just me and oh, ya know, the people that are making the damn game and just told you, to your face, it's not going to be optional
  • doesephdoeseph Join Date: 2009-11-22 Member: 69467Members, NS2 Playtester, Subnautica Playtester
    <!--quoteo(post=1822262:date=Jan 6 2011, 11:40 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jan 6 2011, 11:40 PM) <a href="index.php?act=findpost&pid=1822262"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, just me and oh, ya know, the people that are making the damn game and just told you, to your face, it's not going to be optional<!--QuoteEnd--></div><!--QuoteEEnd-->

    Really? Well I must have missed that, let me go over what Cory said really quick and find the part about "it's not going to be optional"...

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->This is something we've discussed. <b>I think we'd prefer a more elegant solution</b>, 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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's odd, I don't see it! Perhaps you misread? Don't worry, I have excellent reading comprehension so I'll explain this to you. Basically, they talked about it and were all like "we aren't very happy with the way the alien flashlight was handled in Natural Selection", so then they bounced some ideas about, but ultimately haven't put a time frame together for it's implementation.

    See, judging from the tone of his reply and the part where he said "I think we'd prefer", I figured they might be on the fence still. That's when I was like "hot damn, this might be a great time to voice an opinion in favor of something and hope the developers listen!". It's a crazy idea really, trying to <i>communicate</i> with developers and all that, but hey, I enjoy a challenge every once in a while.

    All I'm arguing is that it be an optional mode. I don't care what it looks like, whether it starts on, simply does an auto correction in the darkness, whatever it is, cool. I'm asking the developers take into consideration that it be an optional effect. Maybe that's unreasonable?
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    Your reading comprehension sucks. What UW said was that, despite your nonsensical "arguments," they are planning on "implementing" the "more elegant solution" of "having it automatically be brighter for aliens in dark areas."

    When (not if, <i>when</i>) it's implemented, <i>you will not want it off or even think about it.</i> That's just a fact. You seem to have some dramatically incorrect concept of how it's going to work and you are attempting futilely to influence other people that your incorrect ideas are as valid as the considered design of a semi-pro game studio. Fortunately you'll forget about it in short order, maybe if we're lucky you'll figure it out before the feature is implemented but if not, whatever.
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    As marine I like the feeling when a powered node gets restored. Can see so much better.
    I think it should be the same for aliens. They should be able to see much better when they take it down.
    That balances it out nicely with more of a incentive to battle for the nodes as well as everything else.

    Not sure about the flaashlight for aliens but. Maybe the room looks normal for aliens with the power node down..?
    I think that Would cause a bit of confusion to whether it's down or not though. If there was a distinct way to tell if a node was down or not, could work?
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1822289:date=Jan 7 2011, 10:08 AM:name=T_RAT)--><div class='quotetop'>QUOTE (T_RAT @ Jan 7 2011, 10:08 AM) <a href="index.php?act=findpost&pid=1822289"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As marine I like the feeling when a powered node gets restored. Can see so much better.
    I think it should be the same for aliens. They should be able to see much better when they take it down.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm not at all sold on this being a <i>good</i> idea, but it's definitely an <i>interesting</i> idea. Have fully lit rooms be blindingly bright for aliens, and then they can see really well and the humans can't see ###### in dark rooms. Of course there would have to be a good number of "neutral" rooms in every map where there isn't bright lighting but there's enough ambient light for humans and aliens to see equally well. 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.
Sign In or Register to comment.