View Issue Details

IDProjectCategoryLast Update
0007316Valley 1Suggestion - UI IdeasApr 29, 2012 12:13 am
Reporterkhadgar Assigned ToChris_McElligottPark  
Status closedResolutionnot fixable 
Product Version1.006 
Summary0007316: Change "Stealth Line" to "Stealth Circle"
DescriptionThe stealth lines right now look pretty good, they display all the relevant information in a concise and easy to discern manner. However, right now they look really ugly when you have a whole bunch of monsters at once. Additionally, they look identical to the tab-targeting line, so it's impossible to tell which monster you are targeting in a high monster density situation. So, I suggest that instead of a line, monsters detection radius is displayed as a around the center of the monster. It could be white when you're out of range, and blinking red when you're in range, just like the lines work now.

These could either be unique per monster (Style A), or global for all monsters, in an amalgamated circle/cluster/radius (Style B).

I produced 2 mashups showing what this could look like in an in-game context.
TagsNo tags attached.
Internal WeightNew

Relationships

duplicate of 0007221 closedChris_McElligottPark Replace "Detection Line" with an Aura 

Activities

khadgar

Apr 28, 2012 8:55 pm

reporter  

style A.jpg (404,115 bytes)

khadgar

Apr 28, 2012 8:55 pm

reporter  

style B.jpg (519,457 bytes)

Arnos

Apr 28, 2012 9:27 pm

reporter   ~0022942

I like style B myself.
When I first saw the line, I thought it was a graphical bug.

khadgar

Apr 28, 2012 10:53 pm

reporter   ~0022947

THERES THAT STUPID DUPE! I knew it was already logged, but I couldn't find it. :(

Penumbra

Apr 28, 2012 11:08 pm

reporter   ~0022949

Yeah, I used "detection" instead of stealth and "aura" instead of circle. Tough to search for everything. I like both ideas, but I really want light to _matter_ in stealth. So making enemies emit light in stealth missions would be great.

Chris_McElligottPark

Apr 28, 2012 11:20 pm

administrator   ~0022951

The performance impact of those would be immeasurably larger. 1000% more GPU load? Something like that. It would vary by the range of the enemy, and actually would be something like... logarithmic increase by detection size?

khadgar

Apr 29, 2012 12:07 am

reporter   ~0022969

Wow, that much of an increase? How unfortunate. It's times like this I wish I hadn't dropped out of university compsci.

Chris_McElligottPark

Apr 29, 2012 12:13 am

administrator   ~0022973

The number of pixels drawn is a direct cost per thing. So a line has a linear increase. A circle has the increas of the entire area of the circle defined by the diameter length. Given most lines are 200-1000 long or even more, the costs scaling goes up massively if you do the math to calculate the area of the circle.

Issue History

Date Modified Username Field Change
Apr 28, 2012 8:54 pm khadgar New Issue
Apr 28, 2012 8:55 pm khadgar File Added: style A.jpg
Apr 28, 2012 8:55 pm khadgar File Added: style B.jpg
Apr 28, 2012 9:27 pm Arnos Note Added: 0022942
Apr 28, 2012 10:22 pm Penumbra Relationship added duplicate of 0007221
Apr 28, 2012 10:53 pm khadgar Note Added: 0022947
Apr 28, 2012 11:08 pm Penumbra Note Added: 0022949
Apr 28, 2012 11:20 pm Chris_McElligottPark Internal Weight => New
Apr 28, 2012 11:20 pm Chris_McElligottPark Note Added: 0022951
Apr 28, 2012 11:20 pm Chris_McElligottPark Status new => closed
Apr 28, 2012 11:20 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 28, 2012 11:20 pm Chris_McElligottPark Resolution open => not fixable
Apr 29, 2012 12:07 am khadgar Note Added: 0022969
Apr 29, 2012 12:13 am Chris_McElligottPark Note Added: 0022973