Interesting. (And my favourite peeve in RO2, no less!)
I have a Love/Hate relationship with Peripheral Vision Indicators (PVIs) in RO2: I like the idea behind it but as is the case with so many of the ‘in principle’ good ideas in RO2 the implementation leaves an awful lot to be desired. It makes sense to implement a mechanic that gives the player peripheral feedback; it makes no sense at all that the PVIs see through concealment and only detect the enemy.
Tweak:
Adjust PVIs to detect friendly as well as enemy movements or get rid of them entirely.
Tweak:
Do not detect movements that are concealed or get rid of them entirely.
Sorry people, but I’m going to bang on again about how unnoticeable PVIs are on large, widescreen monitors. I recently played the game on a friend’s 4:3 aspect ratio screen and the PVIs are in your face and very difficult to ignore. On my 24” 16:10 aspect ratio screen they are tiny and fall outside of the central cone of detail in the typical Human eye thus all but unnoticeable. Debate regarding current implementation aside, it is undeniable that PVIs help you stay alive; not being able to notice them is a significant disadvantage. (The angle of detection that PVIs pick up is far, far wider than the extra few degrees of view that widescreens present over normal aspect displays.)
Brace yourselves, here comes the science bit (to add to what Temporary already posted)…
If you sit with your face ~1.5ft away from a 16:10, 1920x1200+ resolution monitor – aka. Gamer’s Hunch - the PVIs are no longer picked up by the eye’s densely packed cone cell receptors in the
fovea centralis, but are instead more reliant on being detected by the rod cell receptors in the areas surrounding the
fovea centralis. Cone cells are packed far more densely than rod cells, thus the level of visual acuity in this central region of the eye is far higher than in any other area. The net result of this is that rod cells (the cells that most of us are relying on to notice PVIs when using large, widescreen resolutions) are only really capable of detecting movement and rapid changes in contrast. In RO2 PVIs are pretty much static (thus aren’t likely to be detected by rod cells) and they have a fixed colour, white (thus aren’t likely to be detected by rod cells again). When playing on large, widescreen resolutions you only notice PVIs when you are looking for them, which pretty much defeats the point of having them.
Tweak:
Make the PVIs rapidly flash black and white via a tickbox option [on/off].
I created a poll about this (
http://forums.tripwireinteractive.com/showthread.php?t=71396http://forums.tripwireinteractive.com/showthread.php?t=71396) and no-one thinks making PVIs easier to see on widescreen resolutions is a good idea. I’m a bit flummoxed by this result and have concluded that the poll has been hijacked by protest votes against the PVI system in general. Perfectly valid sentiment, at present there is very little that works about RO2’s PVI implementation and it is currently borderline ‘hackish’; however, If PVIs are here to stay then they need to be fixed and the visibility of these indicators
must be factored into said fix for hi-res, widescreen players.
Peace & chocolate.