11-05-2009, 04:06 PM
Diggles Wrote:Ability to see players namesYou mean at all, or the floaty names? I wouldn't mind disabling floaty names but I like knowing who I just killed, or who just killed me, because it makes it more personal.
Plus, if it's a guild war (factional) type game you need to see player names since anyone could become an ally later.
Quote:Ability to see enemy players classI dunno... I'm thinking of like TF2. If someone could look like a Heavy but was actually a Medic or a Scout, what does that add to the gameplay? I think it might just make the game more frustrating. I like to know something about who I'm about to try and kill.
I do like skill based classless systems, though, in which case this problem goes away anyway. Ideally we could hide behind a tree and watch to get an idea of what our intended victim was doing.
Quote:Any sort of radarYeah, I dunno about this one. EQ didn't have radar, but every dipshit cheater in the game had ShowEQ anyway. Ideally line of sight could be enforced server-side rather than client-side, which would totally solve this problem but if that's not doable then we might need radar just to keep things even.
I do miss being able to sneak up on people in the water or by hiding behind trees, though. Server-side LOS enforcement should be a priority item, to be implemented if at all possible. (By this I mean that if the server decides that you can't see me, then it simply doesn't send the packet telling you where I'm at.)
Quote:Ability to stay stealthed and moving for infinite time and in broaddaylightYeah, stealth should be a limited and more complex mechanic. Aion at least took a nod in this direction by making stealth very limited (duration-wise), but even there, if someone stealths in front of you, you can't do anything about it until it wears off. There should be some "I know you're there" facility to de-stealth someone if you know where they are, like a ground targetable AE de-cloak bomb.
