OK LOL, no wonder - thank you!...so i just learned that you have to(are able to) click the upgrades in the evolve menu, after it is researched :O
They need to remake that menu! (or at least make it easier to understand)
HOLY ###### PIERCING IS IMBA (dev 1, crazy lerk dmg boost) 3 lerks could destroy CC and powernodes in a few seconds (10-20) 1 sniper or 6 normal spikes = dead marine (with 0 armor upgrade) 2 and 10 (if they have armor 3)
<!--quoteo(post=1825661:date=Jan 20 2011, 05:28 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Jan 20 2011, 05:28 AM) <a href="index.php?act=findpost&pid=1825661"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->OK LOL, no wonder - thank you!...so i just learned that you have to(are able to) click the upgrades in the evolve menu, after it is researched :O
They need to remake that menu!
HOLY ###### PIERCING IS IMBA (dev 1, crazy lerk dmg boost) 3 lerks could destroy CC and powernodes in a few seconds (10-20) 1 sniper or 6 normal spikes = dead marine (with 0 armor upgrade) 2 and 10 (if they have armor 3)<!--QuoteEnd--></div><!--QuoteEEnd-->
ok also first time for me to realize you actually can choose an upgrade from the evolve menu :D how could you enable piercing? its signed with "coming soon" for me?!
I think you should either be able to leap, or you shouldn't be able to.
People won't get the whole 'leap from stop' concept.
We tend to interpret what we can do in games from what we can do in real life, and it doesn't make any sense - especially to new players.
In all honesty (and I hope this does not offend UWE) it feels like a work around for a Skulk wall walk model/concept that is not at the AAA quality that I think the rest of the game is either at or heading towards.
Do you have plans to develop the wall walk further, because it is the only part of the game (I know NS1 was like it) that feels odd still.
<!--quoteo(post=1825667:date=Jan 20 2011, 12:32 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Jan 20 2011, 12:32 PM) <a href="index.php?act=findpost&pid=1825667"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think you should either be able to leap, or you shouldn't be able to.
People won't get the whole 'leap from stop' concept.<!--QuoteEnd--></div><!--QuoteEEnd-->
Agree
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Do you have plans to develop the wall walk further, because it is the only part of the game (I know NS1 was like it) that feels odd still.<!--QuoteEnd--></div><!--QuoteEEnd-->
Could you explain this further? I know at some places (props) it doesn't work that good - but its the job of mappers to address this i guess. So you mean the mechanic/concept itself? What feels odd and how should it be changed? (New Thread?)
<!--quoteo(post=1825661:date=Jan 20 2011, 10:28 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Jan 20 2011, 10:28 AM) <a href="index.php?act=findpost&pid=1825661"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They need to remake that menu! (or at least make it easier to understand)<!--QuoteEnd--></div><!--QuoteEEnd-->
I guess, that the evolve menu will be revamped once it is being redone without flash, as it happened with the commander interfaces
Could you explain this further? I know at some places (props) it doesn't work that good - but its the job of mappers to address this i guess. So you mean the mechanic/concept itself? What feels odd and how should it be changed? (New Thread?)<!--QuoteEnd--></div><!--QuoteEEnd-->
Well I want to feel like and alien when I am running on the walls, and at the moment I don't.
You don't really have to work hard that hard when you step, fly or move as any other lifeform in the game. I want to be able to run on any surface in any situation without worrying (as much) about geometry.
The walls and ceilings should define the Skulks role, it should be and feel at home on these surfaces. At the moment it does not.
I don't think it is to do with mapping, I think it is to do with the system that makes up the Skulks wall walking ability.
It sort of feels 'stapled on' as is, like I am in a game and I am an entity stuck to a wall. Not, I am walking up a wall and on a ceiling and no one can stop me, BWAHAHAHA!
I don't think there is a 'cheap' solution to be honest, but if there is then I would:
# Make it so the footstep (clawstep?) sound alters and your breathing whilst on a wall or ceiling. # Always be stuck to surfaces unless you jump. # Jump and Leap become more about moving between surfaces to avoid enemy fire (down a corridor say), as well as attacking.
It would be good to have the view change axis as well, and I know a lot of people detest this. But I think the biggest issue with this was that you couldn't identify what was up and what was down, as you can't 'feel' gravity.
But if there was some sort of 'visual reference' for the skulk, i.e a floor that shimmers with light, it would make things easier.
Maybe the change in view is something that adds further depth to the skulk as well, because essentially you have to learn the map right side up as well as upside down. It should be a challenge as well as advantage.
There has to be a way of smoothing the skulk view change out as well. I know on the ceiling there will be geometry that is complex, so it could 'flicker'. But couldn't you (as with the build bots) place in some invis clipping geometry that identified with the skulk.
# This is a ceiling # This is a wall # This is the floor
That way, it would ignore complex geometry for the view change and be hanging on this instead of the brush geometry.
I don't pretend I know anything about programming, but I feel like the Skulk is missing the Spark that defines its class. Especially as the Fade and Lerk work so well with their movement abilities.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited January 2011
@Runteh: Agreed. Skulk wall-walking implementation isn't quite finished. For example, as a Skulk if you look perpendicular to the wall/ceiling you're walking, and press forward, you easily "walk" away from it, and fall off it, instead of sticking to the surface. Also, it is currently very difficult for a Skulk to climb past protrusions in walls and ceilings (see diagram) for the same reason.
##ceiling#### # # ## # #Skulk # ##floor##
There's also bug with Skulk orientation, which can be observed when it falls/jumps off the ceiling. The Skulk model would sink into the floor belly-up for a few seconds, rather than reorienting while in midair.
Comments
They need to remake that menu! (or at least make it easier to understand)
HOLY ###### PIERCING IS IMBA (dev 1, crazy lerk dmg boost) 3 lerks could destroy CC and powernodes in a few seconds (10-20)
1 sniper or 6 normal spikes = dead marine (with 0 armor upgrade)
2 and 10 (if they have armor 3)
They need to remake that menu!
HOLY ###### PIERCING IS IMBA (dev 1, crazy lerk dmg boost) 3 lerks could destroy CC and powernodes in a few seconds (10-20)
1 sniper or 6 normal spikes = dead marine (with 0 armor upgrade)
2 and 10 (if they have armor 3)<!--QuoteEnd--></div><!--QuoteEEnd-->
ok also first time for me to realize you actually can choose an upgrade from the evolve menu :D
how could you enable piercing? its signed with "coming soon" for me?!
People won't get the whole 'leap from stop' concept.
We tend to interpret what we can do in games from what we can do in real life, and it doesn't make any sense - especially to new players.
In all honesty (and I hope this does not offend UWE) it feels like a work around for a Skulk wall walk model/concept that is not at the AAA quality that I think the rest of the game is either at or heading towards.
Do you have plans to develop the wall walk further, because it is the only part of the game (I know NS1 was like it) that feels odd still.
People won't get the whole 'leap from stop' concept.<!--QuoteEnd--></div><!--QuoteEEnd-->
Agree
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Do you have plans to develop the wall walk further, because it is the only part of the game (I know NS1 was like it) that feels odd still.<!--QuoteEnd--></div><!--QuoteEEnd-->
Could you explain this further? I know at some places (props) it doesn't work that good - but its the job of mappers to address this i guess.
So you mean the mechanic/concept itself? What feels odd and how should it be changed? (New Thread?)
I guess, that the evolve menu will be revamped once it is being redone without flash, as it happened with the commander interfaces
Could you explain this further? I know at some places (props) it doesn't work that good - but its the job of mappers to address this i guess.
So you mean the mechanic/concept itself? What feels odd and how should it be changed? (New Thread?)<!--QuoteEnd--></div><!--QuoteEEnd-->
Well I want to feel like and alien when I am running on the walls, and at the moment I don't.
You don't really have to work hard that hard when you step, fly or move as any other lifeform in the game. I want to be able to run on any surface in any situation without worrying (as much) about geometry.
The walls and ceilings should define the Skulks role, it should be and feel at home on these surfaces. At the moment it does not.
I don't think it is to do with mapping, I think it is to do with the system that makes up the Skulks wall walking ability.
It sort of feels 'stapled on' as is, like I am in a game and I am an entity stuck to a wall. Not, I am walking up a wall and on a ceiling and no one can stop me, BWAHAHAHA!
I don't think there is a 'cheap' solution to be honest, but if there is then I would:
# Make it so the footstep (clawstep?) sound alters and your breathing whilst on a wall or ceiling.
# Always be stuck to surfaces unless you jump.
# Jump and Leap become more about moving between surfaces to avoid enemy fire (down a corridor say), as well as attacking.
It would be good to have the view change axis as well, and I know a lot of people detest this. But I think the biggest issue with this was that you couldn't identify what was up and what was down, as you can't 'feel' gravity.
But if there was some sort of 'visual reference' for the skulk, i.e a floor that shimmers with light, it would make things easier.
Maybe the change in view is something that adds further depth to the skulk as well, because essentially you have to learn the map right side up as well as upside down. It should be a challenge as well as advantage.
There has to be a way of smoothing the skulk view change out as well. I know on the ceiling there will be geometry that is complex, so it could 'flicker'. But couldn't you (as with the build bots) place in some invis clipping geometry that identified with the skulk.
# This is a ceiling
# This is a wall
# This is the floor
That way, it would ignore complex geometry for the view change and be hanging on this instead of the brush geometry.
I don't pretend I know anything about programming, but I feel like the Skulk is missing the Spark that defines its class. Especially as the Fade and Lerk work so well with their movement abilities.
Agreed. Skulk wall-walking implementation isn't quite finished. For example, as a Skulk if you look perpendicular to the wall/ceiling you're walking, and press forward, you easily "walk" away from it, and fall off it, instead of sticking to the surface. Also, it is currently very difficult for a Skulk to climb past protrusions in walls and ceilings (see diagram) for the same reason.
##ceiling####
# #
##
#
#Skulk
#
##floor##
There's also bug with Skulk orientation, which can be observed when it falls/jumps off the ceiling. The Skulk model would sink into the floor belly-up for a few seconds, rather than reorienting while in midair.