Please add a toggle for wallwalking
Wilson
Join Date: 2010-07-26 Member: 72867Members
I think I'd be much better if the skulks wallwalking ability was enabled from a toggle key press. At the moment when trying to walk along the ceiling or wall you end up falling off at random points of geometry or when the ceiling raises or lowers. This makes it very tedious and it's a hassle to use. IMO, the player should never drop from the ceiling or wall unless they choose to. I'd much rather get stuck (just like on the ground) than fall off and potentially into a lot of trouble.
If you had a toggle key, you would just jump at a wall and press it to stick and start wallwalking. Then you would automatically stay stuck (no matter what way you were looking or what direction you were pressing) until you pressed that key again or used right click to jump from the wall. WASD would just move you around based on whatever plane you were on.
I think this would be easier to use and would allow skulks to wallwalk without having to worry about falling off at random points. At the moment wallwalking isn't really used because you fall off all too often.
EDIT:
Here is a very crude drawing I did of the difference.
It shouldn't matter what direction you are looking at. Your movement should always be based on the plane you are on and when moving between a horizontal and vertical plane it should stick rather than detaching you from the roof.
This drawing shows what happens when you get to a raised ceiling. By holding W to move forward you become detached from the ceiling. It would be much better if you just continued to wallwalk.
<img src="http://img37.imageshack.us/img37/5678/wallwalkingt.jpg" border="0" class="linked-image" />
If you had a toggle key, you would just jump at a wall and press it to stick and start wallwalking. Then you would automatically stay stuck (no matter what way you were looking or what direction you were pressing) until you pressed that key again or used right click to jump from the wall. WASD would just move you around based on whatever plane you were on.
I think this would be easier to use and would allow skulks to wallwalk without having to worry about falling off at random points. At the moment wallwalking isn't really used because you fall off all too often.
EDIT:
Here is a very crude drawing I did of the difference.
It shouldn't matter what direction you are looking at. Your movement should always be based on the plane you are on and when moving between a horizontal and vertical plane it should stick rather than detaching you from the roof.
This drawing shows what happens when you get to a raised ceiling. By holding W to move forward you become detached from the ceiling. It would be much better if you just continued to wallwalk.
<img src="http://img37.imageshack.us/img37/5678/wallwalkingt.jpg" border="0" class="linked-image" />
Comments
Adding a key to do something like this is a big deal because it complicates the game for new people. Making it work without one should be the goal.
This method wouldn't require you to a hit a button every surface. You would just press it once and then stay stuck to all the walls and ceilings you came across (until you detached).
Actually, you don't even need the toggle press. They just need to make it so that when navigating with WASD you don't ever fall off the wall or ceiling. It shouldn't matter what direction you are looking in. Just like on the ground you don't need to worry about looking in the direction you are moving all the time. When you want to jump from the wall you press space or RMB.
Adding a key to do something like this is a big deal because it complicates the game for new people. Making it work without one should be the goal.<!--QuoteEnd--></div><!--QuoteEEnd-->
Lerk's Glide is the same thing. Should we remove that?
<!--quoteo(post=1850838:date=Jun 8 2011, 10:34 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Jun 8 2011, 10:34 AM) <a href="index.php?act=findpost&pid=1850838"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, you don't even need the toggle press. They just need to make it so that when navigating with WASD you don't ever fall off the wall or ceiling. It shouldn't matter what direction you are looking in. Just like on the ground you don't need to worry about looking in the direction you are moving all the time. When you want to jump from the wall you press space or RMB.<!--QuoteEnd--></div><!--QuoteEEnd-->
I feel THIS is an absolutely necessary evolution in the Skulks control scheme. It doesn't intuitively feel like it because the camera roll is (roughly) static, but the control scheme is currently inconsistent. Using A and D to Strafe Left and Right should ALWAYS strafe you Left and Right across whatever plane you are currently attached to, and W and S should move you forward and backwards along it, regardless of gravity.
It will no doubt feel confusing at first, but once you're used to it your maneuverability will not be sacrificed on walls and ceilings. And that is what the Skulk is all about!
^This.
Hold crouch to stop wallwalking.
This sounds sensible enough, though the new stickiness makes it practically impossible to fall off as long as you're taking a bit of care.
This sounds sensible enough, though the new stickiness makes it practically impossible to fall off as long as you're taking a bit of care.<!--QuoteEnd--></div><!--QuoteEEnd-->
If I understand this correctly, the point isn't so much that it's hard to stay attached to walls, but that you don't have the same level of maneuverability from plane to plane. Skulk Movement does not change with the Skulks orientation, meaning your degree of control is circumstantial. You can't navigate each surface with an equal level of maneuverability.
If you're attached to a wall that is (from the Skulks first-person perspective) to your left, hitting Right Strafe moves you away from the wall, and by the relative (and fixed) viewpoint of the Skulk, you APPEAR to be Right-Strafing, but you aren't actually moving LATERALLY, you're moving DORSALLY (in the direction of the back or upper-surface of the organism).
Adding a key to do something like this is a big deal because it complicates the game for new people. Making it work without one should be the goal.<!--QuoteEnd--></div><!--QuoteEEnd-->
Take a look at the geometry in NS1 and come back.
1. Using WASD should never detach you from the wall or ceiling.
2. When attached to the wall you should be able to move in 4 directions.
The first point is really the most important. Just try walking along the ceiling while looking down at some marines and you'll fall off all too easy. The player should be able to stay attached until they press jump or RMB. That's not really complicated.
It would be nice to have point 2 as well, but perhaps they play tested it and it didn't work out without rotating the camera. Still, I don't think A and D should move you away from the walls like they do.
It would also be cool if you could control your movement on the ceiling while continuing to look down. As often when you are up high you will want to keep your eye on the marines while navigating. Although I understand that this may be difficult to implement, but if that's the case I'd rather just stop when I get to a recess on the roof rather than fall off.
I think the current system works very well, i have no trouble at all walking on walls.