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Author Topic: Team distinctions/outlines  (Read 16488 times)

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Smurfy

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Team distinctions/outlines
« on: April 25, 2009, 07:06:09 pm »

I came back to GE:S and noticed that it's very hard to tell apart one team from the other. At first I just shot everyone, but then I was more hesitant so the other guy always got a shot off before me. Valve are always talking about how they exhaggerated team outlines in TF2 so you could tell classes apart, and they all have big blue/red arms and rim highlighting. They also redesigned the L4D characters with what they learned. The GE:S team needs to work on these things too.

I'd like to add that when I broached the subject on the server, everyone agreed with me. Please consider it.
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Re: Team distinctions/outlines
« Reply #1 on: April 25, 2009, 07:49:27 pm »

The teams are incredibly easy to tell apart from each other. The MI6 team is compromised of the "good guys", i.e. Bond, Valentin and Mishkin. The Janus team is the "bad guys", like Ourumov and Boris. You can't have "bad guys" on the MI6 team nor vice-versa.

It is this simple and straightforward. Also, you can pass by your team members whereas you'll collide with members of the opposite team.
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Jonathon [SSL]

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Re: Team distinctions/outlines
« Reply #2 on: April 25, 2009, 07:58:05 pm »

The teams are incredibly easy to tell apart from each other. The MI6 team is compromised of the "good guys", i.e. Bond, Valentin and Mishkin. The Janus team is the "bad guys", like Ourumov and Boris. You can't have "bad guys" on the MI6 team nor vice-versa.

It is this simple and straightforward. Also, you can pass by your team members whereas you'll collide with members of the opposite team.

It's easiest to tell by just looking at the guy. If he's on your team, when you look in his direction, a blue (MI6) or red (Janus) string of text will pop up telling your ally's name, health, and armor.

Typically, I just spray at the guy to be safe though (In darker maps like temple_classic it's sometimes hard to tell who's who), as long as FF isn't on (Which on 99% of servers it isn't).

The TF2 outlines thing would be tricky to do in GES, because almost every character model is wearing some sort of darker-colored outfit, with the exception of Jaws and Semedi
« Last Edit: April 25, 2009, 11:01:59 pm by The SSL »
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Re: Team distinctions/outlines
« Reply #3 on: April 25, 2009, 08:14:54 pm »

This seems to be the opinions only of people who havent learned our game yet. Thats not to say the opinions arent meaningful, just that all of us who know better, know because we took the time to learn and understand the game's teamplay system.

Ive had the experience to learn, you should allow yourselves the time to learn also. In tf2 the classes are mirrored so of course you need to set them apart with graphics and they chose outlines... well in GE:S its character based not class based, and on each team there is assignage as said "bad guys vs good guys" once you learn what that means.

.......

Think of it this way, in a james bond movie you can assert from plot if a character is bond ally or villian. In the game we create it relates only to goldeneye and the original game sure, but is already well layed out for you with our selection menu what team a player is. Its clearly written and all you then need to be aware of is what team you chose, and to shoot people on the opposite team.
« Last Edit: April 25, 2009, 08:22:29 pm by Wake[of]theBunT »
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Re: Team distinctions/outlines
« Reply #4 on: April 25, 2009, 08:33:38 pm »

People aren't used to needing to recognize the characters they see.  For so long, all you've needed to know is color patterns.  Except for Counterstrike, which is at least a little more subtle and varied, it's been RED versus BLUE for nearly all games.
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Re: Team distinctions/outlines
« Reply #5 on: April 25, 2009, 08:36:57 pm »

yea man, just learn the game. Alot of games are based off character recognition
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Re: Team distinctions/outlines
« Reply #6 on: May 02, 2009, 11:44:18 pm »

Though I must note that not all people are familiar with the characters. I'm not speaking of myself though, but people new to GoldenEye altogether.
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Re: Team distinctions/outlines
« Reply #7 on: May 13, 2009, 07:57:24 pm »

The costumes vary too much in both colour and styles many other games that do not use clours such as Americas army or CS and HL2DM do not use colours but the skins are at least cordinated in similar clothing styles.

The orginal it was pretty obvious who was the enemy becasue it was 2v2 not 16v16 and you saw your mates choose the characters.

FFA it don't matter.
« Last Edit: May 13, 2009, 08:00:24 pm by keefy »
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Re: Team distinctions/outlines
« Reply #8 on: May 13, 2009, 10:03:52 pm »

Since we are still on this subject...

I am going to be experimenting with ideas in Beta 4, possibly even some client side only team-mate identification stuff (icons over heads, glow color on their weapon, etc.) that can be easily turned off by those not wanting it.

Costumes will NOT be changed, however. That would ruin the look of the mod for EVERYONE
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Re: Team distinctions/outlines
« Reply #9 on: May 13, 2009, 10:32:22 pm »

Costumes will NOT be changed, however. That would ruin the look of the mod for EVERYONE

Hear hear.
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Re: Team distinctions/outlines
« Reply #10 on: May 13, 2009, 10:38:34 pm »

Speaking of distinction between players, I just wanted to bring this up. I'd really appreciate it if the dev team would allow for individual player's names to show up above them like they did in the beta 1/1.1h.

It sort of helped strategize somewhat when you knew who you were going up against and what you wanted to do to try and kill your opponent. Now there are 4 Boris, 2 Mishkins, and 2 Bonds in every game and no way to tell who is who in game.

It also made it fun to know you were going up against a friend of yours as well. Thought I'd throw this in since I haven't been around in awhile.
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Re: Team distinctions/outlines
« Reply #11 on: May 14, 2009, 05:42:37 am »

we had that in before we released B3, it got VERY confusing with all the different names and colors popping up all the time. Also it looks terrible to have a name over someone's head in any legibly sized font.

We opted for names on teammates only, I am totally for names on all, but it did get a bit ridiculous
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Re: Team distinctions/outlines
« Reply #12 on: May 14, 2009, 09:01:20 am »

yeah, I can see how it might get annoying. However, I find it so much fun to actually know when I am fighting monkey or not. That way I can play dirty like our little klobb fight we had and I knifed him. :D
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Re: Team distinctions/outlines
« Reply #13 on: May 14, 2009, 02:37:23 pm »

Maybe I'll make a client side option to show your opponents name in the corner of the HUD, but it will be limited range (melee distances) to prevent camping snipes by scoping out the name popup. We'll see...
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Re: Team distinctions/outlines
« Reply #14 on: May 24, 2009, 12:40:36 pm »

Hear hear.

Yes, I agree one hundred percent! Here here!
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Re: Team distinctions/outlines
« Reply #15 on: June 30, 2009, 05:56:24 am »

Here here!

At most, there should be a name-size option.
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Re: Team distinctions/outlines
« Reply #16 on: September 05, 2009, 08:20:46 pm »

I am going to be experimenting with ideas in Beta 4, possibly even some client side only team-mate identification stuff (icons over heads, glow color on their weapon, etc.) that can be easily turned off by those not wanting it.

I think that despite some players not struggling to recognise who their opponents are, it is a fact that some do and especially non Bond fans. Some like Valentine and Mishkin are also fairly samey...

I think it would be nice to have some effects to recognise members of your team as a second's hesitation can cost you the gun battle.
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Re: Team distinctions/outlines
« Reply #17 on: September 05, 2009, 08:26:52 pm »

Play some Insurgency (it's free) and you'll learn to learn to identify people.
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Re: Team distinctions/outlines
« Reply #18 on: September 05, 2009, 08:30:40 pm »

I can already do it fine (except in the dark on occasion).  But thanks for the tip!  I don't have enough time to play any other games though, barely have enough time to have a go at Goldeneye ... but I've been waiting for this to happen since the original :)
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