Skulk wallwalking view rotation
Asraniel
Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
So, the new patch has the slight view change when wallwalking as a skulk. Since beta is all about testing, lets see what people think about it.
I for one think that while it looks nice, it makes the skulk unplayable, at least if you wallwalk often. I really get sick after a short time, making it impossible to play a skulk for more than a few minutes.
So what do you think? does this go into the "nice idea, but not playable" category or could it be improved? Made optional?
I for one think that while it looks nice, it makes the skulk unplayable, at least if you wallwalk often. I really get sick after a short time, making it impossible to play a skulk for more than a few minutes.
So what do you think? does this go into the "nice idea, but not playable" category or could it be improved? Made optional?
Comments
That sounds like a good compromise
My opionion is to either fix the effect, for example with the mentioned compromise, or remove it completely.
Having an option is not really a solution, most people won't find it etc. Having the viewmodel tilt, still achieves the goal of showing when you are wallwalking, but on the same time does not make you feel sick
It's not a huge issue and i do think it adds a certain immersion into the character, think onos momentum. It just fits.
I think it is working really well, it might need a bit more tweaking as suggested with the vents, but it on its way to being complete. It certainly has more of an alien feel, and doesn't feel as much like I'm a entity stuck to a wall.
View tilt seems cool and appears to be beneficial, but I haven't had a chance to try it out due to comp being borken.
For me it gives the wall walking skulk feel more like I am indeed wall walking. Instead of the obvious of being 5-15 feet off the ground on the side of a wall or ceiling.
I expected that more people would feel sick using it like me. Now i don't know how much those that liked it actually used it, but it shows that every person is different.
So i think the best way to go is to have an option.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->For me it gives the wall walking skulk feel more like I am indeed wall walking.<!--QuoteEnd--></div><!--QuoteEEnd-->
This
However I would prefer to have one of three options to choose:
- no rotation
- slightly rotation (default)
- full rotation
because judging by the posts here (not only in this thread) every option will have its fans.
- no rotation
- slightly rotation (default)
- full rotation<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm with you on that. The only problem I see is that full view rotation gives those who can use it a serious advantage in terms of movement restriction over those who don't. So maybe it should be marked as some kind of "pro" option, that can only be activated in matches where the host grants permission to use it. That would, of course, mean that the use of view rotation has to be considered in matchmaking.
I truly wish the stickiness reaches a point where walking on the ceiling is no problem.
and I jump or leap to detach.
But all these incremental improvements of skulk stickiness i love.
I actually hope they put the other camera (rotate with the model) in as an option.
Maybe after initial release.
Some people will like that.
They should throw that code in the 'maybe in the future' pile.
Little things like this should be added to all classes, and i imagine that's what the plan is.
I don't think there should be the option to turn it off/different modes. It may need some tweaking so it is just barely noticeable yet still adds a lot to the feel. These effects for each life form will give each class a signature feel and its what makes NS2 a unique product. If they consider them as an option, its like saying this is <i>a</i> way you can play NS2 but its not really part of NS2. I think the devs have to be bold in their decisions and give a precise NS2 experience.