#Hide friendly markers(blue dots) over distance

1 messages · Page 1 of 1 (latest)

drowsy surge
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sometimes I have trouble seeing things & enemies because my entire screen is just flooded with blue dots.

It makes it hard to see friendlies near me because there's just so many on my screen.

It also leads me to thinking enemies I come across are friendly sometimes because there's a blue dot above them(friendly far away).

coarse oasis
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absolutely agree. just hide the markers when you dont have direct line of sight or just hide the ones far away

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its just off putting to see a bunch of friendly dots in the distance when it provides little value to the player. of course, you can add this as a setting so nobody can complain about it

distant comet
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Not happening due to performance reasons.
That's oki's reason.

swift grove
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Maybe have the dot scale by distance? That way there's no check for occlusion but doesn't fill the screen?

night pike
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plesae i dont need to see one hundred small dots, it just makes it difficult to look for enemies and in generla

empty brook
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100+ dots is the absolute worst

pastel umbra
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I like seeing them

slate creek
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This was my only complaint about the game while streaming. Rest of the game is perfect 😘
Please remove distanced friendly markers

velvet plover
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Add option to hide ALL of them

distant comet
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You can do that.

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Just check your settings for once.

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Only thing you can't do is set a distance limit

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It's all or nothing

velvet plover
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I couldn't do it but i will chceck

final eagle
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It makes sense, I agree with that.
The screen looks unnecessarily cluttered when you see a lot of dots on it, preventing you from concentrating. Yes, you can highlight allies if you're aiming directly at them, but otherwise it's just uncomfortable.

versed quiver
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I reduce the size a lot in the settings but this would also help a bit

split comet
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Maybe a slider for players to choose their own cutoff distance on the dots?

cedar valley
distant comet
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Don't forget the markers on armor.

night pike
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please, so necesary its jsuta clsuterfuck sometimes of dots

tawny lark
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You can make dots super small in settings. Personally I find it really useful seeing what the team is up to without having to always check map

humble plank
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Pls do this, its unplayable, Im only playing the 32vs32 mode because its just awful on 128vs128

grand lake
full vault
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Nah this definitely needs to be addressed. Having a cluster of distance dots whether it be close or far is obnoxious.

grand lake
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They apparently aren't changing the markers. Really super duper smart idea I'd say 🤡

night pike
full vault
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If anything is gonna kill this games popularity, its 100% the damn HUD lmao

pseudo wren
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I miss the score of My Team Vs Enemy Team at the top of the screen like we had in BF4.

full vault
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Yeah I agree, would be nice to just have a simple "1500 - 1400" in the top corner of the screen or something

lime wedge
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I doubt performance is that big an issue here, but even if it was, adding the option to make markers dynamic would be beneficial to those who don't see a performance impact

pseudo wren
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Too much realism would scare people away.

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If i wanted realism i would be playing ARMA3, SQUAD or Hell Let Loose.

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BBR needs to be a mix of some tactical aspects of other shooter games mixed with some arcade aspects.

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The game needs to be fun, when it feels like you're working it's better to stop playing.

amber topaz
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its not anything to do with realism its just a clarity issue the blue dots on the screen absolutely make it cluttered. However not having any information makes the game unplayable, because its extremely hard to tell the difference between friendly and enemy without the dots. Being able to hide dots at a distance and like fade them in as they get closer would be the best thing to do IMO.

full vault
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People said there was a slider before to adjust when the dots disappeared. Even just one for opacity would be nice. That way I can still see my teammates 500m away, but it's not a prominent dot that makes me think an enemy in front of me might just be a friendly

placid minnow
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I agree, constant blue pings of your entire team is kind of annoying.

Obviously it's useful for identifying friend or foe, but it's too much when your entire team is displayed always. It also makes it difficult to spot enemies sometimes with that much movement.

Maybe make it to where only friendlies in your direct line of sight have the pings? That way you still get IFF but you're not smothered by it.

full vault
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I'd actually argue give me everything but my direct line of sight, so I don't see a distance blue dot hovering above someone im aiming at the turns out to be an enemy

manic zephyr
hollow lodge
snow seal
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they need to have an option to hide them behind walls, it's honestly the worst part about this game and I would be playing a lot more if my entire screen wasn't so cluttered by useless little triangles

livid bane
# distant comet Not happening due to performance reasons. That's oki's reason.

Man that is unfortunate. If it is due to performance, which is understandable... is that coming from the standpoint of implementing a fully customizable system like we have for stationary flags? I.e. - 100+ player locations, all constantly needing to be calced based on tuned client settings for variable distances, size, opacity, etc?

If there was even a single cutoff point in which X distance without direct LOS would remove the icon that would be awesome. Something sensible that we could not change like 200 meters - or even if it was just distance alone. Where the player would lose the icon over friendly targets at longer ranges even when looking right at them.

livid bane
night pike
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still waiting on this 😭

proper finch
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was already a thing and it didnt work out so it was reverted doubt it will come back

mortal fulcrum
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Would love to hear newer comments on this. I'm having trouble to focus on certain times due to the amount of icons on screen

lyric olive
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The clustered hud makes the game unplayable for me, it is okay to have this type of hud for a game with a team size of 16 but not a 100, it is very distracting, sometimes it looks like the enemy is your teammate because the dot sea is above their head, a solution would be to make the dots disappear if not in line of sight or remove the dots and make the two team's clothes more recognizable or both

mortal fulcrum
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I just know that this feature is on the list of "Things that are not gonna happen" but would like to know why

sly sphinx
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I'm not sure if the devs keep up with the threads here but I'd be very curious what the perf hit would be if they were to:

-add physical triangles above teammates heads in game as either a particle system or as a mesh (instead of using it as a UI element where it has to check every frame for whether or not it's being occluded by something else)
-Pass along data of "Is this a teammate?" along to the material on the particle or mesh
-If the data comes back with "not a teammate" -- disable visibility on the mesh/particle and/or scale it down to 0

The biggest problem with this method would be that there'd be no way to adjust the scale of the triangle, but I don't know how much of an issue that would be except for at extreme distances (I'm sure there's a way to scale it as well but I'm not sure how much that would affect performance)

This is the kind of thing I'd know how to set up with Unreal but not with Unity, I unfortunately don't have much experience with Unity

stark zinc
full vault
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Just do what squad does. Decrease opacity depending on distance but the lowest opacity is like 10% or something to help snipers

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As well as making opacity 0% for people outside a certain cone angle of vision

sly sphinx
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A question:

It seems like the whole reason why the triangles need to be added to the game is that there is a readability issue with teammates vs not having teammates from the art end. Solving for team readability would make having the blue triangles unnecessary

Is there a reason why the character models themselves couldn't be more visually distinct on each team, i.e. green uniforms vs tan uniforms, red vs blue, armbands, or anything else? I'm assuming there's a reason why both teams sometimes have tan and green colors, I'd love to hear what that reason is

coral turret
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I really need this. It is impossible for me to want to play this game without getting distracted or disoriented by the million blue triangles on my screen

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also not to act as if I know about being game dev, but how in the fuck does occlusion cause performance issues great enough to not include it? Are they implementing it wrong? literally every non-mil sim fps with teammates has teammate icons that are occluded

sly sphinx
# coral turret also not to act as if I know about being game dev, but how in the fuck does occl...

I can't speak for the team, but I'm guessing the current implementation relies on a raycast from player to player to determine if if line of sight is blocked

One or two raycasts isn't too bad, but 126 raycasts running every frame determining whether or not to draw the UI element is going to get pretty expensive pretty fast.

Getting it to fade at distance is going to be another 126 checks every frame vs your character distance, then doing whatever logic to each triangle element 126 times every frame is, again, going to make it get pretty expensive.

Not every game is built the same and that this game was literally 3 people doing ALL the work-- this is the kind of feature that a dedicated UI/UX team would work on full time for a big AAA game and is, ultimately, a QoL feature. I'm sure it'll get fixed eventually but it seems like there are other higher priority issues (like getting consistently stable servers up and running). Unity definitely wasn't built to handle big team FPS games either so they're having to deal with that as well

That said, yeah, it is a frustrating QoL issue to have to deal with. I'm keeping in mind that this is still in early access and that they're doing the best that they can

cedar valley
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If it's not feasible to hide some of the player markers dependent on proximity, then only having markers on your squad would be better. Everyone else should be easily identifiable by their uniform accents or coloring.

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It's not a huge issue, but I think that at some point, whether it's in a year or two, it should be revisited.

full vault
tired geyser
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I think solving this should be their number 1 priority. I'm trying to introduce some friends to the game and they are always bothered by the cluster of blue dots. If the devs can't fix it on the Hud side, fix it by changing the uniforms as has already been suggested

stark zinc
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How is this still a problem? I made a feedback post for this within the first few days

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It's insane to me that map redesigns are happening and this isn't addressed