<!--quoteo(post=1904750:date=Feb 19 2012, 10:47 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Feb 19 2012, 10:47 AM) <a href="index.php?act=findpost&pid=1904750"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you by any chance have a 4:3 monitor? :P They reverted the 4:3 FOV to previous, but they changed the viewmodels, so it feels very wierd, and "zoomed". I agree with you though, the viewmodels needs a change, they take up soo much of the screen now. :(<!--QuoteEnd--></div><!--QuoteEEnd-->
I realise about the 4:3 change which I have read several posts about but as I have a 16:9 24" screen the view now gives me a headache. I don't know anyone with a 4:3 monitor these days so am confused to why this change was implemented although accept there will be players with 4:3 screens. Ideally the option for all the resolutions should be catered for and also a simple way to set the FOV to the users preference.
If I look at something in the centre of the screen, it looks fine. Turn my view so that object is off centre, to the side and its stretched and distorted causing a sort of fish eye effect which causes my headache. It now looks zoomed out, stretched and to my eye unnatural. Yes I have a wider field of view but if that means a stretched and distorted wider view I would prefer a smaller FOV and have the stretching and fish eye effect gone or at least reduced. I simply cant play as it is as it makes me feel physically ill.
I guess it looks great to those with 4:3 screens as they don't see the extra distorted and stretched parts at the side of the screen those of us with 16:9 or 16:10 screens see.
I am begging the devs to do something about this asap. NS2 is my most played game on Steam and I have had to stop playing until the FOV can be set by the user. We are all different and have different opinions to what looks good or right so give us the option to change it with a slider or something. A range of 70 - 105 which seems the normal parameter for PC screens would be fantastic.
In regard to the view models, are you talking about how the players gun looks closer to the screen in game? I like it as it is in 197, and again it shows the need for options in the game as we all have different ideas about stuff like this.
Have they really changed the view to better fit a non widescreen monitor?
Seriously?
Either make the game work appropriately for a given resolution the way it should be done or improve things for widescreen, 4:3 displays are outdated and shouldn't of even been an issue.
<!--quoteo(post=1904785:date=Feb 19 2012, 11:15 PM:name=Electr0)--><div class='quotetop'>QUOTE (Electr0 @ Feb 19 2012, 11:15 PM) <a href="index.php?act=findpost&pid=1904785"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have they really changed the view to better fit a non widescreen monitor?
Seriously?
Either make the game work appropriately for a given resolution the way it should be done or improve things for widescreen, 4:3 displays are outdated and shouldn't of even been an issue.<!--QuoteEnd--></div><!--QuoteEEnd-->No, you've got it wrong. The game looks extremely awesome in widescreen now. The FoV on my 16:9 display went from about 90 to about 105.
Yeah, the idea that they changed something specifically for 4:3 aspect ratio is wrong. They changed the FOV so it scales properly with all aspect ratios. Obviously some people prefer lower FOV settings though which is why an option to adjust it is really needed. I'd also love an option to adjust the weapon viewmodel FOV as it's too zoomed in for me at the default settings.
Salraine_Chi, you can edit your client.lua file to change the FOV manually for now. Edit this line: "horizontalFov = 2.0 * math.atan(math.tan(verticalFov * 0.5) * actualAspect)" lower the number at the start from 2.0 and your FOV will be reduced. You might need to play around with it a little to find a comfortable setting.
Build 196 was playable, but after updating to 197, I only see 4 servers under "Join Game", and non of them ever has players on it. Before there were about 30 servers, with about 8 full of people
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited February 2012
I'm not sure how or why this is happening if it worked in previous builds, but since gorilla I've seen a constant amount of servers online ranging from 40-50 servers.
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
<!--quoteo(post=1904812:date=Feb 19 2012, 05:11 PM:name=Solitario)--><div class='quotetop'>QUOTE (Solitario @ Feb 19 2012, 05:11 PM) <a href="index.php?act=findpost&pid=1904812"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Build 196 was playable, but after updating to 197, I only see 4 servers under "Join Game", and non of them ever has players on it. Before there were about 30 servers, with about 8 full of people<!--QuoteEnd--></div><!--QuoteEEnd-->
Something fishy with your upgrade, probably ... validate game cache has helped other other people. It might be that the servers you see are 196 servers that haven't upgraded. You could log onto them and see what the version is (upper left corner, should say Beta Build 197).
Glowing smoke which is only visible when cloaked. I also see these 'wormholes' around maps at random places, they might be the fade's teleport effect? <img src="http://i.imgur.com/erCAV.jpg" border="0" class="linked-image" /> <img src="http://i.imgur.com/jg883.jpg" border="0" class="linked-image" />
Marines flying with invisible jet packs. I saw jet packs appearing and disappearing at other times too. <img src="http://i.imgur.com/9MTAn.jpg" border="0" class="linked-image" /> <img src="http://i.imgur.com/AeIza.jpg" border="0" class="linked-image" />
Parts of the maps have invisible walls where you wouldnt expect them. mineshaft (can't go down there) <img src="http://i.imgur.com/DBTDd.jpg" border="0" class="linked-image" /> tram (can't go in these places in Warehouse anymore) <img src="http://i.imgur.com/bcfD6.jpg" border="0" class="linked-image" />
<!--quoteo(post=1904819:date=Feb 19 2012, 05:42 PM:name=matso)--><div class='quotetop'>QUOTE (matso @ Feb 19 2012, 05:42 PM) <a href="index.php?act=findpost&pid=1904819"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Something fishy with your upgrade, probably ... validate game cache has helped other other people. It might be that the servers you see are 196 servers that haven't upgraded. You could log onto them and see what the version is (upper left corner, should say Beta Build 197).<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah .. I just reinstalled the game, and now it's fine! have a lot of servers like in 196! but still annoying, some people could think, there aren't yet enough 197 servers! :/
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
@Kouji_San: It's very hard to not accidentally bump into stuff when walljumping, but even when it's not perfect I'm usually under 1:10 when walljumping your course. Best I've had is 1:04. Under 1 minute is only possible with lots of luck, since walljumping is a bit random sometimes. :/
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Yeah I find walljumping nice to engage marines, but it is so damn unreliable to actually use the walls I find. sometimes the walljump doesn't register at all and you fall to the floor. Could be my 3.2Ghz C2D failing to respond fast enough I guess :/
<!--quoteo(post=1904792:date=Feb 19 2012, 01:53 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Feb 19 2012, 01:53 PM) <a href="index.php?act=findpost&pid=1904792"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, the idea that they changed something specifically for 4:3 aspect ratio is wrong. They changed the FOV so it scales properly with all aspect ratios. Obviously some people prefer lower FOV settings though which is why an option to adjust it is really needed. I'd also love an option to adjust the weapon viewmodel FOV as it's too zoomed in for me at the default settings.
Salraine_Chi, you can edit your client.lua file to change the FOV manually for now. Edit this line: "horizontalFov = 2.0 * math.atan(math.tan(verticalFov * 0.5) * actualAspect)" lower the number at the start from 2.0 and your FOV will be reduced. You might need to play around with it a little to find a comfortable setting.<!--QuoteEnd--></div><!--QuoteEEnd-->
I will try the LUA change. Thanks for that. I thought about looking in the LUA files for this but was sure I read servers could run a LUA check and ban/kick you for changing the LUA files so I didn't. That will do for now but hopefully the devs will add a slider or something sooner rather than later.
The 4:3 thing needs looked at. I'm no expert but get the feeling on a 4:3 monitor it will look great but that image just seems stretched to fit mine which is 16:9 so looks weird. Agreed though Wilson we need the options in game to set this and like you said for the weapon model. I like it in 197 but lots of players wont just like yourself. The option to set the weapon model for left handers would be nice as well. On a tangent, we also need to be able to set brightness and contrast in game too.
<!--quoteo(post=1904881:date=Feb 19 2012, 10:53 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Feb 19 2012, 10:53 PM) <a href="index.php?act=findpost&pid=1904881"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Speaking of too much text, the "+30" when you kill stuff as marines is useless and distracting. Remove it and don't think twice :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I play without it since a few build, it's probability the ugliest part of the game, simply removing it is a bit too nice :
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
The score display can be useful sometimes. You can see instantly whether you've killed something without looking at the top right corner of the screen. I'm using this a lot to know whether I've killed a gorge at the hive or just a skulk for example, or something along those lines.
Yeah, like I said I play without it and it does feels weird at first, but then you start to do a weird thing: looking in the game instead looking at the text overlay, and everything is fine again, it even helps to switch target since you don't have a text in the middle of your screen blocking your view.
If you need a text overlay to notify kills then there is something wrong with visual/sound feedback.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited February 2012
<!--quoteo(post=1904779:date=Feb 19 2012, 04:19 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Feb 19 2012, 04:19 AM) <a href="index.php?act=findpost&pid=1904779"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Having a longer range makes it much more fun, since you can start interact with the map.<!--QuoteEnd--></div><!--QuoteEEnd-->
that is <u><b>exactly </b></u>what i meant. the current implementation is just lacking in those two areas: length of jump and cool down time of jump. (meaning 1/3 of my jumps arent executed because there was not enough time in between, or something is making it feel like this such as the jumps not registering. i should make a vid)
its like they gave us the ability to have skilled movement mechanics but chopped it off at the knees just before it could become really useful / smooth. and its not skill bound, its the size of corridors and geometry, as well as jump just not activating 1/3 of the time. <!--quoteo(post=1904840:date=Feb 19 2012, 10:32 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Feb 19 2012, 10:32 AM) <a href="index.php?act=findpost&pid=1904840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->sometimes the walljump doesn't register at all and you fall to the floor.<!--QuoteEnd--></div><!--QuoteEEnd-->QFT
does your modification address needing the angle of your view to be staring at the wall? i can see this being kept as it does require skill..
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1904881:date=Feb 19 2012, 01:53 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Feb 19 2012, 01:53 PM) <a href="index.php?act=findpost&pid=1904881"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Speaking of too much text, the "+30" when you kill stuff as marines is useless and distracting. Remove it and don't think twice :)<!--QuoteEnd--></div><!--QuoteEEnd-->
eehhhh while i despise immersive destroying on screen text, I wouldnt go <i>that </i>far.. players, especially new ones.. need to know the consequences of their actions and what their goals are / what they are rewarded for - <b>feedback</b>. Sure okay, the +30 notification is sightly COD style, but that doesnt mean scrap the need for notification. it just means find a better way :)
if i were a new player, and I didn't know i got resources for doing certain things i may be more inclined to just be support and not as active in building/teamwork etc. All I'm saying is: dont forget to reward the player for his actions, this includes letting them know they've A) done something good B) been rewarded for it. feedback, basically.
It's not the immersion that's the problem. It's having a bunch of stuff fly up on the centre of the screen that could be anywhere else and be just as effective. In fact, you can relate it to immersion without thinking about 'game realism' or 'flavour' - seeing stuff cover your crosshair area (the focus of your vision) takes the player out of the game repeatedly. Every time you get a kill there's a little cue to stop paying attention for a moment, and people don't react well to things like that.
I bet if it was tested in a focus group you would get a good idea of how many people like or dislike it. Maybe we could try it in the playtesting group?
the +5 for killing skulks has been made a lot less in your face i think. it's not nearly as distracting as it used to be. It is, however, a useful way to know if you've killed something (don't stop shooting til you see the yellow text).
<!--quoteo(post=1904949:date=Feb 20 2012, 02:37 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Feb 20 2012, 02:37 AM) <a href="index.php?act=findpost&pid=1904949"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's not the immersion that's the problem. It's having a bunch of stuff fly up on the centre of the screen that could be anywhere else and be just as effective. In fact, you can relate it to immersion without thinking about 'game realism' or 'flavour' - seeing stuff cover your crosshair area (the focus of your vision) takes the player out of the game repeatedly. Every time you get a kill there's a little cue to stop paying attention for a moment, and people don't react well to things like that.
I bet if it was tested in a focus group you would get a good idea of how many people like or dislike it. Maybe we could try it in the playtesting group?<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, having the money for eye-tracking tests would be nice! :)
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1904953:date=Feb 19 2012, 05:42 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Feb 19 2012, 05:42 PM) <a href="index.php?act=findpost&pid=1904953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the +5 for killing skulks has been made a lot less in your face i think. it's not nearly as distracting as it used to be. It is, however, a useful way to know if you've killed something (don't stop shooting til you see the yellow text).<!--QuoteEnd--></div><!--QuoteEEnd-->
no more RFK.. :(
but yea, i agree firefo-Internetexplorer... it should be placed somewhere not so distractingly, perhaps at the top?
on a slightly related note: is there a way in LUA to disable that minimap at the top left of my screen? i <b>DESPISE </b>it. when building, repairing, my peripheral is of the upmost importance and really, i never use that thing, i have a REAL map to look at whenever i want, its just too opaque and in the way!
<!--quoteo(post=1904954:date=Feb 19 2012, 09:43 PM:name=Solitario)--><div class='quotetop'>QUOTE (Solitario @ Feb 19 2012, 09:43 PM) <a href="index.php?act=findpost&pid=1904954"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, having the money for eye-tracking tests would be nice! :)<!--QuoteEnd--></div><!--QuoteEEnd-->
It could even be as simple as letting 10 people play a round, then ask them each in private if they liked the +30 text or not
Better yet, get some people from different game communities to try NS2. I can basically guarantee you any competitive Quake duel player will point out a few really jarring things in the current UI, and you don't have to be a Quake duel player for those things to hurt your experience of the game.
People who play Starcraft, for instance, might want something like a toggle option to always show health bars on things when they're commanding. Or to select multiple buildings of the same type together. You find stuff like this out by watching how RTS players approach the game, and what their concerns are.
<!--quoteo(post=1904958:date=Feb 19 2012, 09:46 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 19 2012, 09:46 PM) <a href="index.php?act=findpost&pid=1904958"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->is there a way in LUA to disable that minimap at the top left of my screen? i <b>DESPISE </b>it. when building, repairing, my peripheral is of the upmost importance and really, i never use that thing, i have a REAL map to look at whenever i want, its just too opaque and in the way!<!--QuoteEnd--></div><!--QuoteEEnd-->
To be honest, stuff like this is probably deliberate (just like the viewmodel animations getting in the way when you run and stuff like that)
It's all part of the NS experience - being scared when you don't know what's coming, but being able to put yourself in a different position to see things clearly (at some tradeoff, like maybe you can't build the resource tower now and someone else has to while you guard them)
It might be fun to let players decide where the HUD elements go (with some restrictions), though. It feels weird to have things biased to one side (like the rocket launcher firing from the right side toward the crosshair in TF2).
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
but.. its useless....it doesnt make me scared.. it makes me frustrated? because i dont need it, and its in the way of important screen real estate for no good reason?..
<!--quoteo(post=1904963:date=Feb 19 2012, 09:52 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 19 2012, 09:52 PM) <a href="index.php?act=findpost&pid=1904963"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->but.. its useless....it doesnt make me scared.. it makes me frustrated? because i dont need it, and its in the way of important screen real estate for no good reason?..<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
They reverted the 4:3 FOV to previous, but they changed the viewmodels, so it feels very wierd, and "zoomed".
I agree with you though, the viewmodels needs a change, they take up soo much of the screen now. :(<!--QuoteEnd--></div><!--QuoteEEnd-->
I realise about the 4:3 change which I have read several posts about but as I have a 16:9 24" screen the view now gives me a headache. I don't know anyone with a 4:3 monitor these days so am confused to why this change was implemented although accept there will be players with 4:3 screens. Ideally the option for all the resolutions should be catered for and also a simple way to set the FOV to the users preference.
If I look at something in the centre of the screen, it looks fine. Turn my view so that object is off centre, to the side and its stretched and distorted causing a sort of fish eye effect which causes my headache. It now looks zoomed out, stretched and to my eye unnatural. Yes I have a wider field of view but if that means a stretched and distorted wider view I would prefer a smaller FOV and have the stretching and fish eye effect gone or at least reduced. I simply cant play as it is as it makes me feel physically ill.
I guess it looks great to those with 4:3 screens as they don't see the extra distorted and stretched parts at the side of the screen those of us with 16:9 or 16:10 screens see.
I am begging the devs to do something about this asap. NS2 is my most played game on Steam and I have had to stop playing until the FOV can be set by the user. We are all different and have different opinions to what looks good or right so give us the option to change it with a slider or something. A range of 70 - 105 which seems the normal parameter for PC screens would be fantastic.
In regard to the view models, are you talking about how the players gun looks closer to the screen in game? I like it as it is in 197, and again it shows the need for options in the game as we all have different ideas about stuff like this.
Sal
Seriously?
Either make the game work appropriately for a given resolution the way it should be done or improve things for widescreen, 4:3 displays are outdated and shouldn't of even been an issue.
Seriously?
Either make the game work appropriately for a given resolution the way it should be done or improve things for widescreen, 4:3 displays are outdated and shouldn't of even been an issue.<!--QuoteEnd--></div><!--QuoteEEnd-->No, you've got it wrong. The game looks extremely awesome in widescreen now. The FoV on my 16:9 display went from about 90 to about 105.
Salraine_Chi, you can edit your client.lua file to change the FOV manually for now. Edit this line: "horizontalFov = 2.0 * math.atan(math.tan(verticalFov * 0.5) * actualAspect)" lower the number at the start from 2.0 and your FOV will be reduced. You might need to play around with it a little to find a comfortable setting.
<img src="http://i.imgur.com/4Cga2.jpg" border="0" class="linked-image" />
...
Just checked I see 53 right now.
Something fishy with your upgrade, probably ... validate game cache has helped other other people. It might be that the servers you see are 196 servers that haven't upgraded. You could log onto them and see what the version is (upper left corner, should say Beta Build 197).
Glowing smoke which is only visible when cloaked. I also see these 'wormholes' around maps at random places, they might be the fade's teleport effect?
<img src="http://i.imgur.com/erCAV.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/jg883.jpg" border="0" class="linked-image" />
Marines flying with invisible jet packs. I saw jet packs appearing and disappearing at other times too.
<img src="http://i.imgur.com/9MTAn.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/AeIza.jpg" border="0" class="linked-image" />
Parts of the maps have invisible walls where you wouldnt expect them.
mineshaft (can't go down there)
<img src="http://i.imgur.com/DBTDd.jpg" border="0" class="linked-image" />
tram (can't go in these places in Warehouse anymore)
<img src="http://i.imgur.com/bcfD6.jpg" border="0" class="linked-image" />
Yeah .. I just reinstalled the game, and now it's fine! have a lot of servers like in 196!
but still annoying, some people could think, there aren't yet enough 197 servers! :/
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/ki1Uv0JdfHM"></param><embed src="http://www.youtube.com/v/ki1Uv0JdfHM" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<a href="http://www.youtube.com/watch?v=ki1Uv0JdfHM" target="_blank">http://www.youtube.com/watch?v=ki1Uv0JdfHM</a>
Both video's are also in fullscreen using Annotations (not sure if they work here, ya might need to go to the YouTube video page)</div>
It's very hard to not accidentally bump into stuff when walljumping, but even when it's not perfect I'm usually under 1:10 when walljumping your course. Best I've had is 1:04. Under 1 minute is only possible with lots of luck, since walljumping is a bit random sometimes. :/
Salraine_Chi, you can edit your client.lua file to change the FOV manually for now. Edit this line: "horizontalFov = 2.0 * math.atan(math.tan(verticalFov * 0.5) * actualAspect)" lower the number at the start from 2.0 and your FOV will be reduced. You might need to play around with it a little to find a comfortable setting.<!--QuoteEnd--></div><!--QuoteEEnd-->
I will try the LUA change. Thanks for that. I thought about looking in the LUA files for this but was sure I read servers could run a LUA check and ban/kick you for changing the LUA files so I didn't. That will do for now but hopefully the devs will add a slider or something sooner rather than later.
The 4:3 thing needs looked at. I'm no expert but get the feeling on a 4:3 monitor it will look great but that image just seems stretched to fit mine which is 16:9 so looks weird. Agreed though Wilson we need the options in game to set this and like you said for the weapon model. I like it in 197 but lots of players wont just like yourself. The option to set the weapon model for left handers would be nice as well. On a tangent, we also need to be able to set brightness and contrast in game too.
Sal
<img src="http://i.imgur.com/cYdc7.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/b5VDk.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/UL8Bl.jpg" border="0" class="linked-image" />
Also think the font needs work to match the hud so it doesnt look like it came straight out of a word processing file.
Compare to Dead Space 2
<img src="http://cdn2-b.examiner.com/sites/default/files/styles/image_full_width_scaled/hash/dc/d8/dcd83c22b7e4aa7ab2499bf2f2b070d5.jpg" border="0" class="linked-image" />
I play without it since a few build, it's probability the ugliest part of the game, simply removing it is a bit too nice :
<img src="http://images.cheezburger.com/completestore/2011/3/27/a0cf4627-37a1-47db-b08c-733df3fe4e19.jpg" border="0" class="linked-image" />
If you need a text overlay to notify kills then there is something wrong with visual/sound feedback.
that is <u><b>exactly </b></u>what i meant.
the current implementation is just lacking in those two areas: length of jump and cool down time of jump. (meaning 1/3 of my jumps arent executed because there was not enough time in between, or something is making it feel like this such as the jumps not registering. i should make a vid)
its like they gave us the ability to have skilled movement mechanics but chopped it off at the knees just before it could become really useful / smooth. and its not skill bound, its the size of corridors and geometry, as well as jump just not activating 1/3 of the time.
<!--quoteo(post=1904840:date=Feb 19 2012, 10:32 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Feb 19 2012, 10:32 AM) <a href="index.php?act=findpost&pid=1904840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->sometimes the walljump doesn't register at all and you fall to the floor.<!--QuoteEnd--></div><!--QuoteEEnd-->QFT
does your modification address needing the angle of your view to be staring at the wall? i can see this being kept as it does require skill..
eehhhh while i despise immersive destroying on screen text, I wouldnt go <i>that </i>far.. players, especially new ones.. need to know the consequences of their actions and what their goals are / what they are rewarded for - <b>feedback</b>. Sure okay, the +30 notification is sightly COD style, but that doesnt mean scrap the need for notification. it just means find a better way :)
if i were a new player, and I didn't know i got resources for doing certain things i may be more inclined to just be support and not as active in building/teamwork etc. All I'm saying is: dont forget to reward the player for his actions, this includes letting them know they've A) done something good B) been rewarded for it. feedback, basically.
In fact, you can relate it to immersion without thinking about 'game realism' or 'flavour' - seeing stuff cover your crosshair area (the focus of your vision) takes the player out of the game repeatedly. Every time you get a kill there's a little cue to stop paying attention for a moment, and people don't react well to things like that.
I bet if it was tested in a focus group you would get a good idea of how many people like or dislike it. Maybe we could try it in the playtesting group?
In fact, you can relate it to immersion without thinking about 'game realism' or 'flavour' - seeing stuff cover your crosshair area (the focus of your vision) takes the player out of the game repeatedly. Every time you get a kill there's a little cue to stop paying attention for a moment, and people don't react well to things like that.
I bet if it was tested in a focus group you would get a good idea of how many people like or dislike it. Maybe we could try it in the playtesting group?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, having the money for eye-tracking tests would be nice! :)
no more RFK.. :(
but yea, i agree firefo-Internetexplorer... it should be placed somewhere not so distractingly, perhaps at the top?
on a slightly related note:
is there a way in LUA to disable that minimap at the top left of my screen? i <b>DESPISE </b>it. when building, repairing, my peripheral is of the upmost importance and really, i never use that thing, i have a REAL map to look at whenever i want, its just too opaque and in the way!
It could even be as simple as letting 10 people play a round, then ask them each in private if they liked the +30 text or not
Better yet, get some people from different game communities to try NS2. I can basically guarantee you any competitive Quake duel player will point out a few really jarring things in the current UI, and you don't have to be a Quake duel player for those things to hurt your experience of the game.
People who play Starcraft, for instance, might want something like a toggle option to always show health bars on things when they're commanding. Or to select multiple buildings of the same type together. You find stuff like this out by watching how RTS players approach the game, and what their concerns are.
<!--quoteo(post=1904958:date=Feb 19 2012, 09:46 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 19 2012, 09:46 PM) <a href="index.php?act=findpost&pid=1904958"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->is there a way in LUA to disable that minimap at the top left of my screen? i <b>DESPISE </b>it. when building, repairing, my peripheral is of the upmost importance and really, i never use that thing, i have a REAL map to look at whenever i want, its just too opaque and in the way!<!--QuoteEnd--></div><!--QuoteEEnd-->
To be honest, stuff like this is probably deliberate (just like the viewmodel animations getting in the way when you run and stuff like that)
It's all part of the NS experience - being scared when you don't know what's coming, but being able to put yourself in a different position to see things clearly (at some tradeoff, like maybe you can't build the resource tower now and someone else has to while you guard them)
It might be fun to let players decide where the HUD elements go (with some restrictions), though. It feels weird to have things biased to one side (like the rocket launcher firing from the right side toward the crosshair in TF2).
this is a valid concern!