Two Point Museum

Two Point Museum

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Myst Mar 29 @ 10:11am
Peripheral Vision
Does this make the camera view wider? Or does this circle around them just work better if they are walkers?
Originally posted by Kessra:
AFAICT such properties only ever effect the entity itself, so the peripheral vision of the security guard roaming through your museum but not the cameras themselves when the security guard checks the monitors. But I have no proof to back this. In fact, when placing two security guards next to each other, one with the peripheral vision property the other without it seem that the peripheral vision property doesn't even work:

https://steamcommunity.com/sharedfiles/filedetails/?id=3454402644

The security station though allows adding addons that increase the radius of cameras. Therefore, I don't think that the peripheral vision trait of a security guard will affect video cameras controlled by security rooms here as well.
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It makes their vision cone larger if they are a walker. Has no effect on them when working in a camera room.
The author of this thread has indicated that this post answers the original topic.
Kessra Mar 29 @ 10:53am 
AFAICT such properties only ever effect the entity itself, so the peripheral vision of the security guard roaming through your museum but not the cameras themselves when the security guard checks the monitors. But I have no proof to back this. In fact, when placing two security guards next to each other, one with the peripheral vision property the other without it seem that the peripheral vision property doesn't even work:

https://steamcommunity.com/sharedfiles/filedetails/?id=3454402644

The security station though allows adding addons that increase the radius of cameras. Therefore, I don't think that the peripheral vision trait of a security guard will affect video cameras controlled by security rooms here as well.
Myst Mar 29 @ 12:09pm 
Yeah i know about the perk slot items you can put in which is what i usually go with was just hoping that it helped more
Originally posted by Kessra:
AFAICT such properties only ever effect the entity itself, so the peripheral vision of the security guard roaming through your museum but not the cameras themselves when the security guard checks the monitors. But I have no proof to back this. In fact, when placing two security guards next to each other, one with the peripheral vision property the other without it seem that the peripheral vision property doesn't even work:
That's very strange that it's like that for you. For me, security guards with Peripheral vision combined with a single strolling surveillance upgrade have a full 360 degree cone of vision:
https://steamcommunity.com/sharedfiles/filedetails/?id=3454565465
Last edited by Jaggid Edje; Mar 29 @ 3:12pm
Kessra Mar 29 @ 3:37pm 
I checked my security guards and in fact some have a 360° scope, others don't. Not sure what's causing the the difference here. But I hope that's just a visual bug
Myst Mar 29 @ 4:22pm 
Originally posted by Kessra:
I checked my security guards and in fact some have a 360° scope, others don't. Not sure what's causing the the difference here. But I hope that's just a visual bug
no thats not a bug thats HOW peripheral vision works... if your guards dont have it they only see in a cone in front of them... if they have it they see in the full circle...

It's pretty much MANDATORY for walkers.
Originally posted by Kessra:
I checked my security guards and in fact some have a 360° scope, others don't. Not sure what's causing the the difference here. But I hope that's just a visual bug
The difference should be the trait mentioned in the thread title: Peripheral Vision. If you’ve got guards who have the trait, but not the full circle (or a circle but no trait) that would be a bug.
Myst Mar 29 @ 4:52pm 
Originally posted by GhostWolfe:
Originally posted by Kessra:
I checked my security guards and in fact some have a 360° scope, others don't. Not sure what's causing the the difference here. But I hope that's just a visual bug
The difference should be the trait mentioned in the thread title: Peripheral Vision. If you’ve got guards who have the trait, but not the full circle (or a circle but no trait) that would be a bug.


You mean by the orig author... ME...
Talking about the interaction of this trait and how it interacts if it does with CAMERAS?
by... ME?

Not sure what/why you are talking about a completely different thing about it....
Kessra Mar 29 @ 5:06pm 
Originally posted by Myst:
no thats not a bug thats HOW peripheral vision works... if your guards dont have it they only see in a cone in front of them... if they have it they see in the full circle...

It's pretty much MANDATORY for walkers.
I think you misunderstood what I wrote. I checked multiple of my security guards who have this trait and some do have the full circle while others don't. They have no cone or crcle at all like in the screenshot I posted. They all have the per-pedes-police training for detecting nearby thieves
@Kessra, security guards that aren't actively patrolling don't have a vision cone at all, regardless of traits. Common when they are fulfilling needs or on break, but I've also seen it (or, more accurately, not seen it) when they are actively doing donation collection, though not always. Might be a bug.
Last edited by Jaggid Edje; Mar 29 @ 5:24pm
Kessra Mar 29 @ 5:58pm 
That active duty might be an explanation. In the screenshot above the guard is also in state available and not on active dutiy
Originally posted by Myst:
Originally posted by GhostWolfe:
The difference should be the trait mentioned in the thread title: Peripheral Vision. If you’ve got guards who have the trait, but not the full circle (or a circle but no trait) that would be a bug.


You mean by the orig author... ME...
Talking about the interaction of this trait and how it interacts if it does with CAMERAS?
by... ME?

Not sure what/why you are talking about a completely different thing about it....
I’m replying to a tangential comment that is related to your original post. We’re having a conversation, I don’t understand why that’s confusing/a problem for you.
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