An option to make them transparent, less intrusive? If i can see something on my screen, i don't need a big white circle messing up the contrast and making it hard to see model facing/animations.
I currently don't find them to be a huge problem, since I'll just aim towards the center of the circle anyways.
More transparency would be nice if your crosshairs is near it. Perhaps have it so that the circles are more solid on the outside of your vision, and become more transparent the closer you get. (I think it already does this? My memory is faulty).
ArgathorJoin Date: 2011-07-18Member: 110942Members, Squad Five Blue
It seems to me all effects are added with the wrong mindset. They appear to be added with an artists mindset, with the aim of looking cool. Instead, they should be added with their true purpose in mind, assisting players in-game.
A simple distinction but a very important one, getting it wrong adds layers and layers of gameplay frustration (like we have in NS2 now). It creates a very negative experience.
ZeikkoJoin Date: 2007-12-16Member: 63179Members, Squad Five Blue, NS2 Map Tester
Yea it's always quite a gamble to find the skulks from the twelve of these blips that appear to your screen in the limited time that you have before you get eaten alive. Without the blips the skulks are very easy to distinguish from Cysts, Crags and what have you.
<!--quoteo(post=2012587:date=Nov 6 2012, 01:49 PM:name=Argathor)--><div class='quotetop'>QUOTE (Argathor @ Nov 6 2012, 01:49 PM) <a href="index.php?act=findpost&pid=2012587"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It seems to me all effects are added with the wrong mindset. They appear to be added with an artists mindset, with the aim of looking cool. Instead, they should be added with their true purpose in mind, assisting players in-game.
A simple distinction but a very important one, getting it wrong adds layers and layers of gameplay frustration (like we have in NS2 now). It creates a very negative experience.<!--QuoteEnd--></div><!--QuoteEEnd--> This is spot on. Style needs to be informed by function.
<!--quoteo(post=2012587:date=Nov 6 2012, 03:49 AM:name=Argathor)--><div class='quotetop'>QUOTE (Argathor @ Nov 6 2012, 03:49 AM) <a href="index.php?act=findpost&pid=2012587"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It seems to me all effects are added with the wrong mindset. They appear to be added with an artists mindset, with the aim of looking cool. Instead, they should be added with their true purpose in mind, assisting players in-game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Absolutely agree.
The circles end up obstructing my view quite often, especially in large alien rushes or pushes to the alien base.
Comments
More transparency would be nice if your crosshairs is near it. Perhaps have it so that the circles are more solid on the outside of your vision, and become more transparent the closer you get. (I think it already does this? My memory is faulty).
Motion tracking, makes it harder to track. Somethings wrong here.
Way over the top. As most of the effects are I feel.
A simple distinction but a very important one, getting it wrong adds layers and layers of gameplay frustration (like we have in NS2 now). It creates a very negative experience.
A simple distinction but a very important one, getting it wrong adds layers and layers of gameplay frustration (like we have in NS2 now). It creates a very negative experience.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is spot on. Style needs to be informed by function.
I guess we'll have to wait until Spark has transparency.
Absolutely agree.
The circles end up obstructing my view quite often, especially in large alien rushes or pushes to the alien base.