The white peripheral indicators

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Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
Let's start by severely lowering the distance they show up at and tag both enemies and friendlies.

Then it will not feel like such a hack.
 
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Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
Let's start by severely lowering the distance they show up at and tag both enemies and friendlies.

Then it will not feel like such a hack.

And a bit more transparent and auto fade away after for instance being visible for 2 seconds. This way they will be less obvious.
 

akb

FNG / Fresh Meat
Feb 14, 2012
501
9
0
USA
Let's start by severely lowering the distance they show up at and tag both enemies and friendlies.

Then it will not feel like such a hack.

And a bit more transparent and auto fade away after for instance being visible for 2 seconds. This way they will be less obvious.

2 Good points here. Maybe then they will feel legit.
 

Chefkoch182

FNG / Fresh Meat
Nov 10, 2012
10
0
0
Germany
How about removing those indicators for enemys (many reasons are already listed here), but include them only for friendlies (maybe only those who are closer around you: lets say 30meters for example)
Should be much usefuller and fair for all.
Indicators in that way, should be included only in "action" mode, not realism and of course not classic
 

r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
0
San Bruno, California
How about removing those indicators for enemys (many reasons are already listed here), but include them only for friendlies (maybe only those who are closer around you: lets say 30meters for example)
Should be much usefuller and fair for all.
Indicators in that way, should be included only in "action" mode, not realism and of course not classic
i'd rather see this, than leave them in as is. good idea.
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
0
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.

I'm also sorry, but they don't trigger for friendlies yet. I wished it was not so, but unfortunately it is. They only trigger for enemies. They do however trigger on enemies in smoke, in trenches and behind fences, and have quite a distance, so this is what must make it trigger under those circumstances in your test.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
I'm also sorry, but they don't trigger for friendlies yet. I wished it was not so, but unfortunately it is. They only trigger for enemies. They do however trigger on enemies in smoke, in trenches and behind fences, and have quite a distance, so this is what must make it trigger under those circumstances in your test.

IF that is the case, then I would consider the feature bugged because it should not do that, at least in my opinion. It should then be fixed, not removed (since you can do that with a server option)
 

Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
IF that is the case, then I would consider the feature bugged because it should not do that, at least in my opinion. It should then be fixed, not removed (since you can do that with a server option)

It is the case. I tested it in a server with 2 other players, testing this very thing.
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
0
It is triggered by friendlies, I've seen it happen numerous times.

Sorry, but such anectdotal evidence just won't do. I have never seen them trigger for friendlies, and I blatantly abuse the peripheral indicators. They only trigger for enemies, there has never been a patch update that reported that they changed this, nor any testing of it in the beta.
 

Rabid Penguin

FNG / Fresh Meat
Sep 6, 2007
770
135
0
Ipswich, Queensland, Australia
Sorry, but such anectdotal evidence just won't do. I have never seen them trigger for friendlies, and I blatantly abuse the peripheral indicators. They only trigger for enemies, there has never been a patch update that reported that they changed this, nor any testing of it in the beta.

Don't you realise that you saying they DON'T trigger for friendlies is also anecdotal evidence?
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
0
Don't you realise that you saying they DON'T trigger for friendlies is also anecdotal evidence?

Indeed. It's like this: Have you tried starting a round, you know, where the whole team is spawning at the same time, and seeing the peripheral triggers all bloated and big triggering all over the place because you have the whole team there? You know the feeling, right? No? That's right, that's because they don't trigger for friendlies.
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
0
How do you know for certain that they are not turned off around spawn to prevent that, Hmm?

Never seen them trigger in any other situation where the team huddles together. Try the church in Spartanovka, either as allies shooting at the enemy taking the Gullies, or as the Axis taking it shooting down into Housing Blocks. It should be on constantly, the town hall in Spartanovka, same situation, nothing. Holding Gate House in Grain Elevator, with teammates standing in the windows shooting at the enemy, nothing. The number of situations where you have one or more teammates standing next to you during the game are virtually endless. The indicators would flash constantly, they don't.

This isn't rocket science. When they flash I always move to find out why, and it has always been an enemy triggering them. Your tests has simply proved your lack of attention to the game. It is an acquired thing, or maybe it isn't, who knows, the important thing is that you are dead wrong.
 

migmadmarine

FNG / Fresh Meat
Aug 5, 2012
634
0
0
And with the same sort of anecdotal evidence, I would say that I have seen them when I am with friendlies, but with usually only one or two, but it has happened in areas where there is no possibility of a hostile triggering it, IE a wall directly next to them. I fully acknowledge that they do not occur around large groups of friendlies, but I attribute that to clever design rather than them not happening at all. We can go back and forth on this all we like, but the only way to prove this one way or the other would be to have some one go into the coding for this feature and see what triggers it. Unfortunately, I for one do not know how to do this.
 

Rabid Penguin

FNG / Fresh Meat
Sep 6, 2007
770
135
0
Ipswich, Queensland, Australia
Here's how we can test: 3 people join an empty realism server with no bots. Obviously 2 will be on one team and 1 on the other. Stand opposite the enemy player so they are in direct view in the middle of your screen. Since they are the only enemy on the map there is no possibility of the PI's being triggered by enemy. Then have the friendly player stand off to one side just out of view. If you get a PI we then KNOW for sure that friendlies trigger them.
 

PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
The code builds a potential list of peripheral contacts with a condition that requires the team of the potential target pawn to be different than the player's pawn. If same-team pawns are somehow getting in the list, then there's a bug somewhere.

In any case, the fact that you're not flooded with peripheral contacts at the start of the match is evidence enough that you don't show friendlies. At least, not normally, never discount the possibility that something in this game is bugged...
 

Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
The code builds a potential list of peripheral contacts with a condition that requires the team of the potential target pawn to be different than the player's pawn. If same-team pawns are somehow getting in the list, then there's a bug somewhere.

In any case, the fact that you're not flooded with peripheral contacts at the start of the match is evidence enough that you don't show friendlies. At least, not normally, never discount the possibility that something in this game is bugged...

There we go. Was waiting for someone to take a peek at the actual code.
 

Rabid Penguin

FNG / Fresh Meat
Sep 6, 2007
770
135
0
Ipswich, Queensland, Australia
The code builds a potential list of peripheral contacts with a condition that requires the team of the potential target pawn to be different than the player's pawn. If same-team pawns are somehow getting in the list, then there's a bug somewhere.

In any case, the fact that you're not flooded with peripheral contacts at the start of the match is evidence enough that you don't show friendlies. At least, not normally, never discount the possibility that something in this game is bugged...

Gonna test it myself using my suggested method above when I get a chance. Forgive me for not taking your word for it, but you're not exactly unbiased.