i killed the guy who started this thread, when my peripheral indicator showed me he was in the bushes on the bridges map the yesterday. i couldn't see him looking at him, but the indicator told me he was there and i shot at him till he died.
it's a dumb feature.
me too. but i didn't didn't see movement, even after the indicator told me there was a guy there. so i shot where i thought the indicator wanted me to. good for me. bad for him. so much for all the trouble he went to, to try and sneak up behind me for a well-deserved kill.If I saw a movement in a bush in my peripheral vision, I would fire into that bush.
The problem is that often targets in your peripheral vision aren't moving and yet you magically see them anyway, despite being hidden in brush or something.If I saw a movement in a bush in my peripheral vision, I would fire into that bush.
The problem is that often targets in your peripheral vision aren't moving and yet you magically see them anyway, despite being hidden in brush or something.
anyone (map makers) who doesn't make use of the moving foliage in this game, should. because it's there.If they're not moving, the peripherals only show up within 50m.
Though really, in this case I think it's not so much a problem with the peripherals (Although they could use adjustment too), so much as how you can move through a bush without the foliage moving at all. Most games just treat foliage as insubstantial, when it should move around as you move through it. It's one of the things that have made games set in areas of dense foliage, such as jungles, so annoying. (Or, for that matter, games like Oblivion, where you'd easily lose bodies in open fields because the grass just sticks right through them).
anyone who doesn't make use of the moving foliage in this game, should. because it's there.
it's in ogledow.
it does now. it's not wind that makes the wheat fields move in ogledow. it's people crawling through them.I think he means that the player themselves must initiate the movement of the foliage, not just foliage that moves as an environmental eye candy.
Think something like Crysis and Crysis Warhead for instance. While nice, I don't think we'll ever see that in RO2 vanilla.
me too. but i didn't didn't see movement, even after the indicator told me there was a guy there. so i shot where i thought the indicator wanted me to. good for me. bad for him. so much for all the trouble he went to, to try and sneak up behind me for a well-deserved kill.
i just don't see how anyone can be happy with these.![]()
i took care of any further movement. :IS2:He might have been moving, but wasn't when you looked![]()
Ducky said:Those max. range setting values look odd and are odd. I took them directly from the RO2 Peripheral pawn widget where it says that:
No clue what the formula behind that logic is (and too lazy to figure it out).
- Max range 225,000,000 equals 300 meter
- Max range prone 25,000,000 equals 100 meter
- Max range static 6,250,000 equals 50 meter
Those max. range setting values look odd and are odd. I took them directly from the RO2 Peripheral pawn widget where it says that:
No clue what the formula behind that logic is (and too lazy to figure it out).
- Max range 225,000,000 equals 300 meter
- Max range prone 25,000,000 equals 100 meter
- Max range static 6,250,000 equals 50 meter
The values are the range, in UUs, squared (So "static" range is (50m x 50UU/m)^2 = 6,250,000). It's squared as an optimization technique, so the game doesn't have to do that (Or find square roots!) when processing ranges.
(Also note, this means just adjusting the variable by X percent will not change the actual range by X percent)
Besides your much more aware if you ... have good directional sound.
I made a small mutator with the name WhoGoesThere. It allows some tweaking of the peripheral indicators.
Here are the additional settings (available in the web-admin screen):
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And:
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The above quote isn't relevant anymore. Those parameters are now in meters (used PhoenixDragon's info below)
For those server admins that want to test it, the mutator can be downloaded from here.
For those that run the ColoredChat mutator. This mutator must be placed after ColoredChat on your command line. If it is placed before, then ColoredChat will overwrite this WhoGoesThere mutator.
Example:
?Mutators=ColoredChat.ColoredChat,WhoGoesThere.WhoGoesThere
me too. but i didn't didn't see movement, even after the indicator told me there was a guy there. so i shot where i thought the indicator wanted me to. good for me. bad for him. so much for all the trouble he went to, to try and sneak up behind me for a well-deserved kill.
i just don't see how anyone can be happy with these.![]()
Good point. What I'd like to see is peripheral markers for close peripheral vision, where you could see a non moving person, but aren't looking directly at them, but are cut off due to the monitor/IS zoom. But for more peripheral vision, where IRL you can only sense motion, have that NOT sensitive to non moving people.
The close markers, if the person is close enough, would be color coded to team, while the further ones would light up for either team.