this post was submitted on 15 Oct 2024
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Gaming

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[–] [email protected] 0 points 1 day ago

If it's like a fast fading wave but the highlight stays then thats fine.

If it's a toggleable mode that shows you only closeby items that you have to pick up and look at in a specific order, then fuck right off. Especially when it's so fucking obvious that theirs a suspicious bloody knife stuck in a tree but I need to follow footprints to it first.

[–] [email protected] 0 points 1 day ago (1 children)

The only game I'm aware of in my library that has a feature like this is Satisfactory, the "ping" feature to find nodes they tutorialize but you'll probably quickly stop using because you use an external map for planning/get to know the map.

[–] [email protected] 0 points 1 day ago

Witcher series.

[–] [email protected] 0 points 1 day ago (1 children)

Honestly if I could do this in real life for an object I'm looking for, and have the object ping and light up and flash and shit, I would love it.

[–] [email protected] 0 points 1 day ago

I use Tile trackers for this. They're pretty good.

[–] [email protected] 0 points 1 day ago (1 children)

It's because in older games, you could clearly differentiate between the background and the gameplay relevant sprites or models drawn over it. It was a technical necessity but it doubled as communicating to the player what's important. When technology advanced past that being technically necessary, something needed to take its place. The pulse is just one of many ways to do that and the easiest one to integrate into a realistic artstyle. When you get more stylized, your options open up considerably.

[–] [email protected] 0 points 1 day ago

Honestly I would prefer it to just be a highlight, like in CRPGs where either itll highlight the outline of the object or the object itself.

[–] [email protected] 0 points 1 day ago

If mandatory: meh
Accessability feature for players with impaired vision: great bloody UX

t, your local UI/UX guy

[–] [email protected] 0 points 1 day ago

If the game has a lot of stuff but only some of it is actually interactive, there should be a way to disambiguate.

[–] [email protected] 0 points 2 days ago

I’m thinking Splinter Cell had this kind of feature.

[–] [email protected] 0 points 2 days ago

Unpopular opinion maybe, but I LOVE that shit!

[–] [email protected] 0 points 2 days ago

I remember the first time I sent out a ping in the voxel-based action-adventure game Outcast (1999). I thought it was the coolest thing I'd ever seen.

There are good and bad implementations, but going to have to disagree with op on the whole.

[–] [email protected] 0 points 2 days ago
[–] [email protected] 0 points 2 days ago (1 children)

The Batman Arkham games kinda do that right? Except it was more of a toggle when you had it on or not?

[–] [email protected] 0 points 2 days ago

That's different. The detective mode is actually useful for when you have to clear a room. It's so good that some of the last and hardest enemies in the game are not visible while using it.

[–] [email protected] 0 points 2 days ago

The first game I remember doing this is The Witcher 2. Not sure if that's the first game to come up with the idea, but it's the earliest example I can remember.

[–] [email protected] 0 points 2 days ago

Just make it a toggle to highlight shit. On and off.

I used to play games that permanently highlighted interactive objects. I am playing a game, I don't need realism.

[–] [email protected] 0 points 2 days ago (4 children)

What I never wanna see again is a game having me hold a button instead of pressing it, for literally anything

Topical example would be apace marine 2

[–] [email protected] 0 points 2 days ago (1 children)

My god no man's sky before they finally added the option was a nightmare.

[–] [email protected] 0 points 2 days ago (1 children)

Omg I had no idea you could disable it thank you!

[–] [email protected] 0 points 2 days ago

Glad I could be of help lol.

[–] [email protected] 0 points 2 days ago (2 children)

Holding it is better than pressing it 10,000x as fast as you can. That shit is fun when you're 12. Not so much when you're twice that age.

[–] [email protected] 0 points 2 days ago (1 children)

I'm positive I couldnt beat Metal Gear Solid 4 again 16 years later. One of the final sequences involves what felt like a 15 minute button mashing section that took extremely in shape 20 somthing to my limit. My fucking forearms cramped like a really bad period

[–] [email protected] 0 points 2 days ago

Most games these days have a setting in the accessibility settings section to change tapping to holding, and that's always one of the first things I check.

[–] [email protected] 0 points 2 days ago (1 children)

This is about normal things like picking up an item, not a QTE. It feels horrible and a pretty big time waster.

[–] [email protected] 0 points 2 days ago

They said "for literally anything" but yes, holding a button to pick something up gets annoying.

[–] [email protected] 0 points 2 days ago

Toggle sprint, hold zoom, please and thank you

[–] [email protected] 0 points 2 days ago

God yes. It makes everything feel unresponsive and less snappy.

[–] [email protected] 0 points 2 days ago (1 children)

What about Satisfactory? It has that feature, but it also has alot more pros than cons?

[–] [email protected] 0 points 2 days ago

The big differences for me in Satisfactory is that you are not pinging resources all the time, it’s a small fractional of the gameplay loop. Also, it doesn’t have a super obnoxious screen effect, so it’s more palatable to me

[–] [email protected] 0 points 2 days ago (2 children)

What? And get stuck in places because you didn't see the not-so-obvious object you needed to interact with?

Yeah, fuck that.

[–] [email protected] 0 points 2 days ago (1 children)

Back in my day, the objects just glimmered every few seconds.

[–] [email protected] 0 points 2 days ago

Back in my day they hovered off the ground, bobbing and rotating in place.

[–] [email protected] 0 points 2 days ago

I don't mind it being an option but the game relying on it so much that it is a constant necessity that pains me.

[–] [email protected] 0 points 2 days ago (1 children)

I was trying to think on the history of this feature, since i wouldn’t necessarily count something like AvP's heatvision mode. That's meant to simulate a real thing, even if it works a bit gamey, by highlighting active objects.

Assassin's Creed is the game that, for me, codified the mechanic into it's current form. Hawk Vision or whatever they called it specifically highlighted game objects. I think they even mention that the animus machine is projecting that view to help Desmond see the world how his ancestors would have understood it.

But... I'm going to call the origin as being way farther back. In flight sims, your targeting hud can highlight enemies and targets by drawing little boxes around them. That is the very first instance I can think of where a game highlighted objects of interest for the player's benefit. Most flight sims (or adjacent genres like mech sims) would also label the box with the name of the thing, sometimes with health, ammo, weapon, or weakpoint indicators as well.

[–] [email protected] 0 points 2 days ago

It was big in Dragon Age.

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