The white peripheral indicators

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migmadmarine

FNG / Fresh Meat
Aug 5, 2012
634
0
0
Yes, they defiantly pick up both friendlies and enemies, I have memories of being in rooms, seeing the indicator, and looking over to see a friendly and feeling pretty releaved. . Perhaps they should just be fainter.
 

PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
What`s your opinion?

My opinion is that it's pretty pointless to make a mutator for an options that's already available in server settings.

In more depth, I think there needs to be something done to account for the fact that we're using a roughly 90-by-60 degree in-game viewing angle to represent the roughly 180-by-120 degree viewing angle that a normal human has. Peripheral markers are a step in the right direction. More tweaking could certainly be done to make them behave more realistically, but I consider having them to be more realistic than not having them.

Plenty of full-on simulators agree.
 

-=THOR=-

FNG / Fresh Meat
Sep 20, 2011
1,050
50
0
You guys are overacting much?

I don't think they are that bad, in fact they should stay. And if someone don't want them, just make it a server option.

It is already a server option.
 
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Rabid Penguin

FNG / Fresh Meat
Sep 6, 2007
770
135
0
Ipswich, Queensland, Australia
In more depth, I think there needs to be something done to account for the fact that we're using a roughly 90-by-60 degree in-game viewing angle to represent the roughly 180-by-120 degree viewing angle that a normal human has. Peripheral markers are a step in the right direction.

Agreed, think of the view on your monitor as having a cardboard box over your head with a small rectangle viewslit cut out of it.
 

PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
Agreed, think of the view on your monitor as having a cardboard box over your head with a small rectangle viewslit cut out of it.

Or cutting out the small ends of a shoebox and strapping it to your face. It's basically going around with blinders on.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
Well, as its been said, its a server option. I'd prefer them on, but its no big deal if they are off.

In any case, I doubt I have been the victim of someone whipping their screen around looking for the white indicators, and then having been shot and killed soley because of that. So many other factors go into the game that even if I had been, its no big deal. If some idiot wants to give himself a headache by trying to exploit the game in that manner, so be it :D
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
0
Yes, they defiantly pick up both friendlies and enemies, I have memories of being in rooms, seeing the indicator, and looking over to see a friendly and feeling pretty releaved. . Perhaps they should just be fainter.

No, at the moment they are only triggered by enemies. You must have had an enemy pass you without either of you noticing each other.

I do think they should be made to trigger by both friendlies or enemies, because at the moment they are nothing but an advanced enemy-gps. However after such a (minor) change they would be a perfectly reasonable feature in the game.
 

GRIZZLY

FNG / Fresh Meat
Jun 18, 2011
745
337
0
New Jersey
I hate them. Even if they are "technically" "realisitic", I feel that it's an immersion breaker. I want to spot the enemy with my own eyes. Even if you COULD see the enemy in your peripheral vision doesn't mean you absolutely WOULD. As it stands it seems like the avatar has far superior vision on the peripheries than he does staring straight at something.
 

Piscator

FNG / Fresh Meat
Jun 26, 2006
672
83
0
The indicators are horribly implemented in the game and whenever I see them especially through smoke I feel like the game wants me to be a cheat.

Then again with the super-human soldier in Realism maybe that is intended and is a further representation of the "Uebersoldat" in "Realism" mode.
He is so fast, aims perfectly, sees through smoke and can bandage away a bullet through the leg only to run off at superspeed seconds later. So maybe they should stay in this mode.;) It all fits!

Thank TWI for Classic!
 

PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
Then again with the super-human soldier in Realism maybe that is intended and is a further representation of the "Uebersoldat" in "Realism" mode.
He is so fast, aims perfectly, sees through smoke and can bandage away a bullet through the leg only to run off at superspeed seconds later. So maybe they should stay in this mode.;) It all fits!

Didn't we just have a thread shooting down some of this?

In short, the run speed (On open, level terrain, at least) is realistic, even a bit slow, and the only thing bandaging does is stop bleeding (It is not a heal).

...And the penalties to performance for being wounded (Or the lack thereof) are exactly the same between Classic and Realism: Any shot to the foot, calf, or right thigh will slow your movement for a short period of time. (And yes, right thigh, they left the left thigh and its critical zone out of the if condition statement...)
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
I only play on a classic server, have not seen them in so long. I forgot they were in the game.

Same here, it must be off on the servers I frequent.
 

Lord_Lovat

FNG / Fresh Meat
Dec 18, 2011
446
20
0
Belgium
I play classic and i'm glad they are absent. I don't like the indicators. I understand the reasoning behind them, but it just doesn't feel right in game.
 

migmadmarine

FNG / Fresh Meat
Aug 5, 2012
634
0
0
No, at the moment they are only triggered by enemies. You must have had an enemy pass you without either of you noticing each other.

I do think they should be made to trigger by both friendlies or enemies, because at the moment they are nothing but an advanced enemy-gps. However after such a (minor) change they would be a perfectly reasonable feature in the game.

Sorry, but they are a triggered by both friendlies and enemies, I played the game immediately after reading this thread yesterday, and made mental notes each time this happened. I can recall around ten times I saw the marker, then looked over and only saw a friendly. Perhaps it varies from conditions (say, with in a certain range of spawn, or something like that.) but friendlies certainly trigger them.