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Trooper

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agreed, they are hard to distinguish. but I think radar needs to be standard. after all, how often to higher levels need to run to find a medic?
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Szlat

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Another screenshot. This time using class symbols for every class.

The adrenaline pill has lost its white, but is still recognisable.
EDIT: slightly better picture - the colors are now clearer


So, out of all the alternatives, what do we want?
Dracos

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Szlat wrote:




So, out of all the alternatives, what do we want? 


Oh snap, I likes the best.

To quote what i said earlier which applies to this

Dracos wrote:
Wow

...
...
...

Thats about all i can say about it.
Wow




Really nice job on it and now really looking foward to release. 


Seriously, you guys rock at this stuff.

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Trooper

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like. gives more info on location rather than the health indication, which is secondary anyway. now I know where to run when I need to
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Elite

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Yes i must agree fantastic job.
All you need to add now is a big letter E (elite) so people know where not to go on the map, so they dont get their points taken...

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Szlat

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So, just so I get things as the majority want rather than imposing my own ideas, we have some choices to make. I will list what I think will work:
  • Player display. Have all classes identified by their symbol, as in the last radar I published
  • Monsters. I am not sure if I prefer the color change or the "red dots growing". Red tends to blend into the background more, so yellow monsters stand out more than red monsters on the color change - which is the wrong way round. With the growing dots the titan dots are perhaps too big. However, whichever one we go for, I think it ought to be independent of the player's health.
  • Pets only having normal size dots works I think

    So if you agree or disagree with the above please comment so I know which way to go.
    Are all these radars too busy, and should we go back to a simple one?
    Just do the medic to a cross and nothing else.
    etc

    And before I finish I want to do a fps check to make sure these changes are not slowing it down.
  • Lad



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    I think that if you're going to have a cross for the medic, you may as well be unbiased and give every class an individual icon. And all the icons together looks fine.

    With the monsters though, I think you're right that red does blend in a bit, but it still looks decent. The two options I think for monster would eiter be the reds dots that grow relative to monsters health (independent of player health like you said) or just a plain old yellow dot for all monsters. I still can't decide which though :S

    The dots being same size for pets also seems fine. But one other thing. Now that a player with no class (if it's implemented) has a white dot, how distinguishable is it from an empty vehicle? Only a minor thing but I'd be keen for a screenshot maybe, if it's not too much hassle.

    Oh and are monsters still going to be on the edge of the radar when they're out of range?

    Great work with it regardless of what the changes end up being though.
    Ghost

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    Personally, I like the changes on the radar, nice colors and such. But in reality I'm so busy killing monsters that I don't pay attention to where everybody is, unless if I'm looking for the base, in this case, easy to find, a bunch of blue dots clustered in one location. I use the radar on later waves to
    find queens, titans and monsters with high health.

    The new radar won't help me much, except that it will distract me instead. Nice work zlat, but I feel it will clutter the radar with unnecessary info.

    That's my humble opinion.




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    Szlat

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    Lad wrote:
    The dots being same size for pets also seems fine. But one other thing. Now that a player with no class (if it's implemented) has a white dot, how distinguishable is it from an empty vehicle? Only a minor thing but I'd be keen for a screenshot maybe, if it's not too much hassle. 
    Will post one later, but there is a big difference. i think the last screenshot had a class-less player - see the white dot. But no vehicle to compare it against.

    Lad wrote:
    Oh and are monsters still going to be on the edge of the radar when they're out of range? 
    Yes, but only if the client knows about them. On an open map, no problem. On a tight map, the server makes decisions about what the client needs to know about and only tells the client about those things. So the client can only draw those things.
    Szlat

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    Ghost wrote:
    I use the radar on later waves to find queens, titans and monsters with high health. 
    Do you prefer the bigger monsters to have bigger dots or a different color?

    Ghost wrote:
    The new radar won't help me much, except that it will distract me instead. Nice work zlat, but I feel it will clutter the radar with unnecessary info. 
    I fully understand what you are saying. Just because we can display class symbols doesn't mean we should - and they do tend to draw your eye to them rather than the blurry monsters. If I get a significant number of no's, then I will not go for class symbols.
    Lad



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    Perhaps if it's a kind of stalemate between whether or not to have the class symbols, maybe it could be implemented as an ability that the people who want it can buy, like someone, TON I think, said a few days ago.
    Szlat

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    Szlat wrote:

    Lad wrote:
    The dots being same size for pets also seems fine. But one other thing. Now that a player with no class (if it's implemented) has a white dot, how distinguishable is it from an empty vehicle? Only a minor thing but I'd be keen for a screenshot maybe, if it's not too much hassle. 
    Will post one later, but there is a big difference. i think the last screenshot had a class-less player - see the white dot. But no vehicle to compare it against. 
    Ok, one screen shot.
    This one is on a screen 1024x768. (The smaller the resultion the less clarity you get in the radar).

    The red dots are titans - so that is as big as the dots get.
    See the two dots on the right - the lower grey one is a sentinel (counts as a vehicle). The one just above it to the left is a class-less player. So you can see the difference.
    This one was on Helmzdeep, so around the top left of the radar you can see a titan, an AM, 2 engineers and another class-less player. These would not currently be shown on the radar as they would have been out of range.

    However, 2 more things to ponder.
    a) items out of range I am displaying on the rim, but am 'dulling' them down a bit, as players should be more concerned with the local stuff. However this means the class-less player at the top is dulled from white to grey - so is almost dull enough to be a vehicle.
    b) I didn't realise that blocks were currently drawn on the radar. The class-less players on this radar were actually blocks. Obviously they should not be white but should we be displaying blocks, and if so what color? grey like vehicles/turrets etc?

    EDIT: For reference, this is what a similar sort of radar looks like in druidsRPG216, although the monsters were not titans so the monster dots are yellow rather than red. Notice the current radar dulls everything the further you get away.
    Lad



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    I think I actually prefer the red dots that grow for monsters now. It gives you more of a feel for what you're going to be up against when you go around the corner

    To be honest, if it was up to me, I wouldn't show blocks. But from what I've read (I barely play on DC cause I'm in Australia :p) people seem to notice a mass of dots on the radar and realize that it's a block base. So I dunno.

    Oh and what's the dot look like when someone's in a vehicle? I've never really paid much attention to dots when people get in / out. Can't remember if it even changes at all? :S
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    love the icons on the radar matches teh new scoreboard idea
    as for monsters on radar simpler is better for me but still think the radar should be used for location only and not for type of monster or amount of hp the monsters have

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    I too think that too many icons are causing clutter. I'm beginning to regret mentioning making medics crosses - it was going to be fairly subtle (but noticeable) being the same color (and fairly symmetrical around all four axis) and I don't really see the need for having any of the other classes as different icons.

    That screenshot ... ick.

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