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the one thing that bothers me about syndicate's detection UI

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Calvar The Blade's picture
Calvar The Blade
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Citizen
male
Joined: 11/21/2010

So hey, syndicate took the localized directional detection representation of Unity and made it more readable and clear. Cool! But the main weird thing about a circle that's ostensibly wrapped around your character is when it doesn't actually wrap around! Obviously you want the player to be able to see indicators that are between the character and them and would be blocked by LoS if the detection ring was a grounded physical object in the world. But my thinking is that the ring could work both ways, cutting out the portion that looks like it shouldn't be visible and fading it back in whenever it needs to display something.

So if you are being detected from behind, the ring looks like it's wrapping around the character, and if you turn the camera 180 degrees around then it looks like it's overlaid on top because it needs to showcase the detection indicator.

This is important to me because it's something that makes you think less about the inherent strangeness of floating UI indicators in a realistic setting. It bothered me about the detection wheel in the old multiplayer, too.

the posts a bit guy

Leo K's picture
Leo K
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male
Toronto, Canada
Joined: 12/30/2009

I had to re-read this once because I just woke up, but thinking about this, I totally get it. It's such a small, simple thing but it can really just make a player grit their teeth and go, "EHHHHHHH..." when they see it unless it's done the way you suggest.