Nametags
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BrokenArrow
- Retired PR Developer
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worst 3
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ArchEnemy
- Retired PR Developer
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imagine, you're in a heli, you see a black spot on the screen, which represent a soldier, however due the distance between you and him you can't see if its a friendly or enemy. So you shoot: ArchEnemy[TK]guy. It happend to me 7 times in 1 game.
Also you cant identify your friends anymore on the server, which makes it difficult to do some teamwork.
Also you cant identify your friends anymore on the server, which makes it difficult to do some teamwork.
Retired PR Lead Coder


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Scribble
- Posts: 69
- Joined: 2005-08-11 16:00
I think you will need [friendly] tags at long distances than many are sugesting for precisly the reasons Arch has disclosed.
Having them very restricted nackers teamwork and makes the game very hard to without scopes. As arch says the game engine (especcially for low ned machines like mine) represents anything over a few dousen meteres as a black blob.
Having them very restricted nackers teamwork and makes the game very hard to without scopes. As arch says the game engine (especcially for low ned machines like mine) represents anything over a few dousen meteres as a black blob.
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OverwatchX
- Posts: 258
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So you see a black blob and your system stinks, we all need to suffer for a lack of realism? Upgrade your system if it is that bad where you see blobs. Enemy nametag removal is a must. Friendly nametags shown only at very short distances (5-10) is a must. Anything else, IMHO, flies in the face of the name of the mod.
Realism and fun aren't mutually exclusive.
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BrokenArrow
- Retired PR Developer
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CobraPhantom
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Uh, no, when you see anyone at a distance, its really a black blob. Has nothing to do with the system.JohnDoeGamer wrote:So you see a black blob and your system stinks, we all need to suffer for a lack of realism? Upgrade your system if it is that bad where you see blobs. Enemy nametag removal is a must. Friendly nametags shown only at very short distances (5-10) is a must. Anything else, IMHO, flies in the face of the name of the mod.

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OverwatchX
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Paladin-X
- Retired PR Developer
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I think we'll go with leaving friendly tags as they are and completely removing enemy tags. At least for now. I say we should slowly work into it. We took away too many things at once at first at that was too much of a shock for a lot of people. Slowly moving towards what we want with each release might go more smooth.

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Monkwarrior
- Posts: 7
- Joined: 2005-09-08 14:56
That's exactly why I suggested to make serverside variables: most community members can be served this way. I'm curious why the dev-team hasn't embraced this flexible solution since it makes these kind of discussions rather superfluous.BrokenArrow wrote:careful john, its not his fault his system isnt up to the same standards as yours. one of the things a mod has to do is accomodate people, regardless of their system. its not that either he or us has to suffer its that we need to reach a compromise.
Monk.
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{GD}Snake13
- Posts: 142
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Explain how your solution is consistent with reality, are half the USMC legally blind?JohnDoeGamer wrote:Well, all Im saying lets not compromise reality at all.
And making nametags show up at a distance inconsistent with realism because of a portion of players have weak systems is a bad thing.
Realism is more then technical accuracy, the limitations of the digital medium require that certain aspects be simulated in order to have a better representation of reality. The fact that PRMM is a video game and not real life does not afford us the ability to make each soldier geneticly distinct, or allow us to convey a familarity with our fellow soldiers that comes from spending time with them 24/7, as such we have nametags which allow us to identify our comrades under the assumption that our ingame personas would recognize our comrades ingame personas. This familarity is simulated to the player by giving us a nametag.
Furthermore our computerscreens, even if powered by the latest IMB supercomputer, do not afford even a fraction of the resolution of the human eye. As such it is sometimes neccesary, 'realistic' even, to provide visual aids in order to simulate the visual abilities a real soldier would have. allowing players to identify other friendly players is one such acceptable aid. However the range of this aid shouldn't extend beyond that which a soldier could reasonably identify a soldier (or vehical's) uniform/insignia. beyond that range a soldier would have to rely on his knowledge of friendly unit's activities in the area (this is represented by the player in question checking the minimap).
I think the range which a friendly nametag appears should be at least 100m. However I'm not opposed to leaving it a server variable

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Scribble
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{GD}Snake13 wrote:Explain how your solution is consistent with reality, are half the USMC legally blind?
Realism is more then technical accuracy, the limitations of the digital medium require that certain aspects be simulated in order to have a better representation of reality. The fact that PRMM is a video game and not real life does not afford us the ability to make each soldier geneticly distinct, or allow us to convey a familarity with our fellow soldiers that comes from spending time with them 24/7, as such we have nametags which allow us to identify our comrades under the assumption that our ingame personas would recognize our comrades ingame personas. This familarity is simulated to the player by giving us a nametag.
Furthermore our computerscreens, even if powered by the latest IMB supercomputer, do not afford even a fraction of the resolution of the human eye. As such it is sometimes neccesary, 'realistic' even, to provide visual aids in order to simulate the visual abilities a real soldier would have. allowing players to identify other friendly players is one such acceptable aid. However the range of this aid shouldn't extend beyond that which a soldier could reasonably identify a soldier (or vehical's) uniform/insignia. beyond that range a soldier would have to rely on his knowledge of friendly unit's activities in the area (this is represented by the player in question checking the minimap).
I think the range which a friendly nametag appears should be at least 100m. However I'm not opposed to leaving it a server variable
Ah thank you, I've been searching for an eloquent way to say this since I saw these forums. You've sumerised my feelings exactly.
that is to say: you must use artificial constructs to replicate those features the simulator (BF2) cannot reproduce inorder to make it accurate.
thanks mate!
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R.Johnson_USMC
- Posts: 221
- Joined: 2005-09-15 02:22
Well... I think we should leave them in. Fade in about 60-50m for the people that do front line stuff. But for hte snipers (like me) even in BF2 now... I always watch my target and wait for the moment to pull the trigger maybe when he stops to capture a flag or somthing similiar. But I can certianly recgonize the uniform worn... SO there for. If you are a sniper you should be able to see the differant uniforms. Unless your a sniper that just shoots at anything that moves... which isnt realistic in itself.
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BrokenArrow
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{GD}Snake13
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BrokenArrow
- Retired PR Developer
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hmm. wouldn't them being close enough (or at least not far away enough not to) see their uniforms make nametags redundant? after their out of clear visiual range (assuming youre a sniper) then you shouldnt take the shot, its easy as that. if you arent sure about your target, calm youre itchy trigger finger. within visual range of the uniforms would make nametags an unnecessary crutch.
as i said before 5-10 meters i think is acceptable though not totally necessary. maybe if theyre in your squad you should be able to see their names that close and every other soldier would be just a sort of anonymous soldier that you dont know, which is sort of realistic. then SLs could be able to see the names of their men and other SLs so they know who theyre talking to.
as i said before 5-10 meters i think is acceptable though not totally necessary. maybe if theyre in your squad you should be able to see their names that close and every other soldier would be just a sort of anonymous soldier that you dont know, which is sort of realistic. then SLs could be able to see the names of their men and other SLs so they know who theyre talking to.


