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View Poll Results: Do you want the peripheral action indicators to be reintroduced
Yes 5 10.20%
No 37 75.51%
different 7 14.29%
Voters: 49. You may not vote on this poll

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  #1  
Old 03-19-2012, 02:26 PM
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Default Peripheral Action Indicator: Yes or No? (Classic Mode)

After having played some time I kind of miss the action indicators. They let me go into cover well before the enemy started shooting at me.

Now, I'm laying somewhere thinking I'm save here and get shot without knowing where it came from.

I think action indicators should be reintroduced into classic mode but less precise. I'd like to be warned of an enemy who could see me but not exactly knowing where to aim in order to get him.

What's your opinion?
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  #2  
Old 03-19-2012, 02:48 PM
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Nano vision activate.

Naaah I prefer it off.
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  #3  
Old 03-19-2012, 02:49 PM
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Tweak it, see thread in RO2 suggestions.
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  #4  
Old 03-19-2012, 02:54 PM
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I think it is apparent that some of you guys simply prefer tweaks to Realism Mode instead of wishing to play Classic. This is almost a joke now.

How about the good additions to RO2 that can actually co-exist with Classic, not just all of them according to some random player's preference.
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  #5  
Old 03-19-2012, 02:58 PM
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Remove it, for good, at least from Classic mode. You should be aware of whats around you, even if you don't have peripheral vision like irl. I found these indicators would have me turning around circles, until I learnt to ignore them. I'm glad they are gone from Classic!
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  This is the last developer post in this thread.   #6  
Old 03-19-2012, 02:59 PM
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Keep in mind that we are making changes to standard realism mode as well as adding classic mode. For instance we are revising the peripheral action indicators so that they can't be used to pinpoint where distant enemies are, but still give you a realistic idea of when there is a player in your periphery.

Additionally, most of the new functionality in classic mode will be able to be turned off/on in custom mode, without losing ranking. This allows server admins to tailor the gameplay on their server to what they enjoy the most, or is in their opinion the most realistic. So you will quite likely see some servers that are running with settings somewhere between RO Classic and the new Realism mode.
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  #7  
Old 03-19-2012, 03:01 PM
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As a starting point, I suggest limiting the range of the indicators to 10m. I think this will add something to the game without making it a target tracking device.
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  #8  
Old 03-19-2012, 03:09 PM
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Different: Limit range somewhat, it should not activate in smoke or behind fences, activate for both enemies and friendlies.
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  #9  
Old 03-19-2012, 03:14 PM
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Quote:
Originally Posted by Gudenrath View Post
Different: Limit range somewhat, it should not activate in smoke or behind fences, activate for both enemies and friendlies.
That sounds wise.
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  #10  
Old 03-19-2012, 03:16 PM
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My answer is no.

Quote:
Originally Posted by Gudenrath View Post
Different: Limit range somewhat, it should not activate in smoke or behind fences, activate for both enemies and friendlies.
If there must be a compromise then this is what I would agree with here. Must be activated for all movement, not just enemies, disabled through smoke and objects and limited in range.
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  #11  
Old 03-19-2012, 04:08 PM
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I'd like the indicators to be in both Classic and Realism and here is why:

I can normally see to the left and right much more than my screen allows and having to rotate yourself quickly left and right actually makes your whole avatar move which is hokey and unrealistic. In real life, my eyes are going to pick up movement. Just saying no to it because it wasn't in ROOST isn't really a reason.

The only thing I would have a problem with is IF the indicators give away a person who may be obscured by smoke, which I think it might actually do now.
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  #12  
Old 03-19-2012, 04:19 PM
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Should work for both enemies and friendlies.
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  #13  
Old 03-19-2012, 04:20 PM
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**** no

this was the single biggest gimmick in hoes. it was very, very easy to rack up kills solely by using these indicators and shooting without actually seeing an enemy. it was nothing like ostfront, which is what this mode is supposed to emulate
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  #14  
Old 03-19-2012, 04:31 PM
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Quote:
Originally Posted by illinifan View Post
**** no

this was the single biggest gimmick in hoes. it was very, very easy to rack up kills solely by using these indicators and shooting without actually seeing an enemy. it was nothing like ostfront, which is what this mode is supposed to emulate
Really??? How do they allow you to rack up kills? All they do is indicate movement in your normal FOV but outside the monitor's FOV. Do they aim and shoot the enemy for you even if you can't see him? I know my indicators don't do that. I still have to manually do all the rest

Most of the time, it allows me to turn my head just in time for it to get bashed in. I actually like that.
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  #15  
Old 03-19-2012, 05:06 PM
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No! I I'm so happy they're gone. The gameplay improvement has been immense for me. I originally thought peripheral vision indicators would be okay in the lead up to RO2, but now that I've seen them in action, I think they create problems with gameplay more than anything else.

As I stated in my other post in the RO Classic feedback thread, the old indicators often felt like a universally-used hack to me. You could see other players through smoke, they worked at pretty large distances and often I'd feel as if the indicator showed me enemies that I probably wouldn't have seen even if they were in the middle of my screen, and even worse, they only showed enemies. This last point makes NO sense given that if an object is on the edge of your peripheral vision, you may very well know it's a person, but being able to tell exactly what uniform they are wearing is a major stretch. All of these things made the system very very easy to exploit, and honestly, even if there are improvements made to the system, I think the game is best served without indicators altogether.
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  #16  
Old 03-19-2012, 06:01 PM
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I wouldn't mind them in classic if they picked up every movement and didn't obviously detect movement through smoke.
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  #17  
Old 03-19-2012, 06:06 PM
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Only if they show all movement and not just enemies.
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  #18  
Old 03-19-2012, 06:56 PM
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Quote:
Originally Posted by [TW]Ramm-Jaeger View Post
Keep in mind that we are making changes to standard realism mode as well as adding classic mode. For instance we are revising the peripheral action indicators so that they can't be used to pinpoint where distant enemies are, but still give you a realistic idea of when there is a player in your periphery.

Additionally, most of the new functionality in classic mode will be able to be turned off/on in custom mode, without losing ranking. This allows server admins to tailor the gameplay on their server to what they enjoy the most, or is in their opinion the most realistic. So you will quite likely see some servers that are running with settings somewhere between RO Classic and the new Realism mode.
Sounds great. I'm glad you guys are looking into this. I hope similar tweaks are made to the enemy spotting mechanic, as right now you can use it as an enemy detector.

For now, I'd suggest keeping them out of classic mode, since they weren't in RO1. That said, I'd like to see how the new tweaks turn out in Realism Mode before making final judgement.
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  #19  
Old 04-15-2012, 02:03 PM
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In my opinion, since it's the Classic mode, peripheral action indicators should stay off.
In Hardcore Realism mode on the other hand, they should be tweaked, at the very least to show friendlies as well.
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  #20  
Old 04-15-2012, 02:22 PM
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Quote:
Originally Posted by Gudenrath View Post
Different: Limit range somewhat, it should not activate in smoke or behind fences, activate for both enemies and friendlies.
This. Ideally it shouldn't actvate for stationary friendlies/enemies either. The indicator could also be a little more subtle.

Unfortunately, I'm of the opinion that it would probably take far too much effort to make peripheral indicators work just like your peripheral vision in real life to justify the added gameplay utility. And if they're going to be included without working properly (only enemy-exclusive detection, too much spam, too long detection range, detect totally stationary enemies) then it might just be better, especially for Classic Mode, to leave them out altogether.

Have to say though--I was all for keeping the peripheral indicators before Classic was released in the beta, but now that I've played without them, I much prefer the reduced clutter.
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