Alien Sight

w0dk4w0dk4 Join Date: 2008-04-22 Member: 64129Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">simple change for more usability</div>Could alien sight be made more usable with a simple fix of just overlaying the yellow/red layer only with like 50% opacity?

Like this:

<img src="http://img219.imageshack.us/img219/1061/ns2aliensight.jpg" border="0" class="linked-image" />

Would really increase awareness of your environment rather than seeing just yellow/red stuff. Also very important for determining if you are sitting in a shadow or bright light.
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Comments

  • eisigereisiger Join Date: 2010-11-22 Member: 75159Members
    edited June 2011
    Allow it as a slider option, or allowed in the config files probably
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    I believe that's an intentional drawback of Alien Vision.

    Personally I think the mechanic needs to be worked on, as it could be made into a much more powerful tool for the Kharaa. Right now it doesn't really feel like an essential tool, but a nifty little effect with a couple of bonuses.
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    I like what I see, but we need to create and allow a pro and a con to the vision, so as to keep balance.
    Think of AvP3 and the predator vision modes. Distinct advantages and disadvantages to each.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    I suppose they have more ideas they want to implement with Alien Vision.

    At least I hope it will show spores/infestation etc.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    I like the OP. And I think the pro/con should be that it's susceptible to light sources, so its only effective in dark areas and blinding in well-lit areas. And TSA screeners should be able to blind the Alien Vision with their flashlights .
  • w0dk4w0dk4 Join Date: 2008-04-22 Member: 64129Members, Constellation, Reinforced - Shadow
    This is a proposal for a quick-win fix. It's a one digit change in a shader file.

    I also think they will look into alien sight more later on, but for now this would make it a lot more usable.
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    <!--quoteo(post=1853199:date=Jun 15 2011, 11:34 PM:name=w0dk4)--><div class='quotetop'>QUOTE (w0dk4 @ Jun 15 2011, 11:34 PM) <a href="index.php?act=findpost&pid=1853199"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is a proposal for a quick-win fix. It's a one digit change in a shader file.

    I also think they will look into alien sight more later on, but for now this would make it a lot more usable.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I tend to use it a lot, and find it very helpful in game.
    Why do people not use it that much?
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    edited June 2011
    I tend to use alien sight during all fights and turn it off while traveling. It's so much easier to see marines with it on. The only downside is you can't tell lighting and can't tell when you're on fire. While I'd love to have the sight as the OP proposes, I'd never turn it off if it looked like that. It needs to have a downside too, and I think the current implementation works well. They already said they want alien sight to be useful, but they also don't want all aliens using it the whole game.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1853211:date=Jun 16 2011, 08:47 AM:name=BarerRudeROC)--><div class='quotetop'>QUOTE (BarerRudeROC @ Jun 16 2011, 08:47 AM) <a href="index.php?act=findpost&pid=1853211"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I tend to use it a lot, and find it very helpful in game.
    Why do people not use it that much?<!--QuoteEnd--></div><!--QuoteEEnd-->

    this. dont you guys find it hard picking out marines quickly blue/black against that dark blue ns2 style lighting? dark orange against light yellow is great. i only ever turn it off to see if theres infestation or power in a room..
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    If you make it have no drawbacks then people will play the entire game in green cel-shader-o-vision
  • eisigereisiger Join Date: 2010-11-22 Member: 75159Members
    edited June 2011
    Which was really no different from NS1's fullbright flashlight. It all depends on if they want to keep it as a pro/con ability and if it can be enforced to prevent an unfair advantage.
  • StandingCowStandingCow Join Date: 2002-11-28 Member: 10187Members, Constellation
    I wish they would make the mouth transparent, so you could still see while biting.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    edited June 2011
    I always run/fly around with Alien Vision.
    I know the hide spots an the dark corners and nothing better to something Red moving on Green.
    Sometimes when I don't use AV I have to reorientate because I forgott how it looks without AV 0_O.

    But I agree DI and Spores should be indicated somehow.
    It is strange as Lerk sometimes in AV.

    But with a Slider for 100% (like it is now) to 0% (for the OP suggestion) in the options would be also OK!

    Edit:
    The idea of the Skulkbite how it is now is from balance side important.
    The Bite does hughe DMG, so if a Skulk can bite with 100% precission while just pressing ( spaming) Bite, they would be Overpowered.
    It's how it is to give the Marines a chance!
    The combo of leap and bite at the right (not spamed) times is the true power of a skulk!
    Not that run after a Marine and bite,bite,bite,bite. Uh where is he? Dead....

    And wait till the Onos comes out...

    Ahhh I can't see anything because of his big horn!!! Make it transparent or put an eye on it!!



    There is a reason why they didn't change it (for 9 years)!
    It is the best solution for max Balanec, Atmosphere and Movement. BAM!
  • w0dk4w0dk4 Join Date: 2008-04-22 Member: 64129Members, Constellation, Reinforced - Shadow
    Seriously, who in their right mind does not play NS1 with alien flashlight?
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1853271:date=Jun 15 2011, 06:53 PM:name=w0dk4)--><div class='quotetop'>QUOTE (w0dk4 @ Jun 15 2011, 06:53 PM) <a href="index.php?act=findpost&pid=1853271"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seriously, who in their right mind does not play NS1 with alien flashlight?<!--QuoteEnd--></div><!--QuoteEEnd-->
    People without NS1 =P
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1853244:date=Jun 16 2011, 12:26 AM:name=eisiger)--><div class='quotetop'>QUOTE (eisiger @ Jun 16 2011, 12:26 AM) <a href="index.php?act=findpost&pid=1853244"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Which was really no different from NS1's fullbright flashlight. It all depends on if they want to keep it as a pro/con ability and if it can be enforced to prevent an unfair advantage.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well no, NS1 just made players glow, NS2 runs the entire game on a vectrex.

    I object to NS1 flashlight, NS2 flashlight would be so bloody stupid if you had no reason to turn it off.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited June 2011
    I still don't like the current implementation of alien vision. When it's on it obscures all the detail and makes it hard to read your surroundings, when it's off the game often feels too dark even in lit areas. I think it should simply be something you permanently keep on like in NS1, make it on by default with the toggle just so you can see what marines see. Then make it a subtle glowing effect on players/structures combined with slightly improved night vision. Aliens should never have problems with visibility IMO. There was nothing wrong with leaving your flashlight on in NS1 except that the effect was so ugly.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1853289:date=Jun 16 2011, 01:13 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Jun 16 2011, 01:13 AM) <a href="index.php?act=findpost&pid=1853289"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There was nothing wrong with leaving your flashlight on in NS1 except that the effect was so ugly.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Which is sort of the point?

    I don't want to have to make the game ugly as hell in order to have it be playable.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    That looks better but maybe not 50%?
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    I too would like something like this. Not exactly just a 50% overlay, but if the effect were tweaked to not obscure details at close range and was made permanent (so it's not a vision mode you turn on, it's just how aliens see the world), I think I would be happier with it.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    That picture in the OP looks fantastic for the "gradual alien vision from powered to unpowered rooms" that Cory mentioned in the alien vision experiment video.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited June 2011
    I find to the alien sight to be VERY useful....almost TOO useful.

    I am always in alien sight. I only occasionally switch to normal sight to see if I'm on infestation or if I'm in a dark area to hide in. Otherwise its yellow and orange for me. I think this is the opposite of what the devs intended.

    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Im experiencing Arkham Asylum syndrome. Im in the special Tron view mode the whole game and miss out on the beautiful visuals.</b><!--colorc--></span><!--/colorc-->

    I don't think it should be either one or the other.
    With this kind of visual mechanic, one always seems to win making the other hardly used.
    Alien sight should be something that supplements your vision.

    In the early video where the devs played around with different visual modes, there was one that had a lot of fans in the comments...and even from the devs themselves in the video.<b> <a href="http://www.youtube.com/watch?v=0txpeJUsbCw&feature=player_embedded" target="_blank">Watch the video here starting at the 5:08 mark.</a></b>. It looked like the alien was emitting sonar pulse. A green pulse would shoot out and highlight important object orange.
    <b>
    <u>What I'd like to see is every time you tap "F" it temporarily enhances your vision then it goes back to normal.</u>

    Basically tapping "F" it emits a 'sonar pulse' that quickly highlights your surroundings green (or some other color) but quickly dissipates back to normal (you saw examples of this in the video above). However, the important objects (such as players, structures) remain orange for a little while longer and eventually dissipate back to normal (say over the course of 5-10secs). The "drawback" would be that it could cost energy, and that the player has to tap F every time they want to use it. Normally they'll be seeing in normal vision, and only tapping F when they really need to (dark rooms, or right before engagement to have clear targets).</b>
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1853352:date=Jun 15 2011, 06:59 PM:name=OutlawDr)--><div class='quotetop'>QUOTE (OutlawDr @ Jun 15 2011, 06:59 PM) <a href="index.php?act=findpost&pid=1853352"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I find to the alien sight to be VERY useful....almost TOO useful.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Seconded.

    If anything, it probably needs more downside, like having it drain energy or clip vision over a certain distance. I generally have it on all the time and only turn it off so that I can see DI (as a gorge).
  • TravCarpTravCarp Join Date: 2010-06-04 Member: 71962Members, Reinforced - Supporter
    edited June 2011
    Alien sight reduces all the fancy stuff and only draws the important stuff. Basically you don't need to focus as hard on the visuals. OP? maybe, but it helps with the marines jumping EVERYWHERE - were melee creatures. (Everything helps.) I like to refer to it as nanovision on crysis 2. But in crysis 2 you needed it to spot cloaked people.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    <!--quoteo(post=1853363:date=Jun 15 2011, 07:53 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jun 15 2011, 07:53 PM) <a href="index.php?act=findpost&pid=1853363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seconded.

    If anything, it probably needs more downside, like having it drain energy or clip vision over a certain distance. I generally have it on all the time and only turn it off so that I can see DI (as a gorge).<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like those downsides. Maybe Alien Vision can look like Minecraft on Tiny distance setting, as to make it more close combat oriented.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    It's be interesting to have alien flashlight highlight nearby vents as well (especially useful for skulks).
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    There should be a reason to turn it on, and a reason to turn it off.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    I find myself torn over whether to have it on or off. On, I'm about 200% better in combat, off and I get to actually see the level and enjoy the aesthetics. Flicking it on and off all the time is a bit poo.

    Personally I would like to have it highlight enemies, friendlies and dark areas, more subtly than its current state but not quite as terrible as NS1 alien vision.

    --Scythe--
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    Just make it so when you are in a powered room the alien vision becomes so bright you can't see.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I like the suggestion. I use the alien vision all the time in NS1 and I can't see that many people being able to play to full potential without high gamma or the vision mode.

    How would it look with even more transparency, maybe somewhere around 75% ? The outlines are probably sufficient for the gameplay feedback, so there's quite a lot of space to play around with the settings to figure good aesthetics.

    I'm not too excited about the drawbacks. Give it drawbacks and you're playing quite directly into high gamma players advantage. There's more than that in NS2 already if you ask me. I don't want to be forced to configure too much just to be able to play half the maps without giving advantage directly to the oppositing player.
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