I got part 1 of my 2 wishes for NS2 (First person spectate). My second wish: CRISP MOVEMENT

rook2pawnrook2pawn Join Date: 2008-07-03 Member: 64552Members
edited March 2013 in NS2 General Discussion
I couldnt care less about everything else, sure its great, gorge tunnels, babblers, railguns, improved engine, yay.
All those changes can come and go, balance changes will be incoming, things will be nerfed, improved, redone, etc...
Great.

But the only pivotal thing that mattered was First Person Spectate to ensure that we are all on the same playing field,

and my only other wish in THINGS THAT TRULY MATTER? Make movement crisp - movement for all players, all lifeforms.

When you are a marine, and you walk, you want to really feel that pressing forward will move you precisely a set amount of direction, that when you jump,
it feels snappy. That when you Jetpack, your movements are a polished mirror of your inputs. When you skulk, your jumps and twists are perfectly mirrored
your keyboard and mouse control. When you fade, your blink feels exact, precise, repeatable. In short, game aspects/features will always be-achanging,
but the core stuff is whats important. Right now, virtually every NS1 vet says the same thing: the movement feels MUSHY, like everyone is moving through a soup while walking atop a sponge.

1. First Person Spectate - Thank you dev team.
2. Crisp movement for all life forms - My only other wish.

If this is here, I think NS2 will be where it needs to be.

Comments

  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited March 2013
    i sort of a agree - although if ns1 was anything like half-life 1 then nooooooo. half-life 1 felt like freeman was a human locomotive.

    skulk movement keeps changing: balance-wise it's working alright, but right now (i think) it's bugged so wall-jumping effectiveness was greatly reduced, ergo we can realistically hope for a fix to that one.

    imo other lifeforms and marines seem pretty good. the marines have a very limited ability to maneuver to give a more balanced and 'realistic' feel. they wear armour plating; you don't expect nor want them to cavort around like usain bolt.
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    tarquinbb wrote: »
    skulk movement keeps changing: balance-wise it's working alright, but right now (i think) it's bugged so wall-jumping effectiveness was greatly reduced, ergo we can realistically hope for a fix to that one.

    Skulk movement is painful right now. The old system was bad, I don't want to go back to that so many marines couldn't hit a single shot down a corridor. But the new system is just too far, good marines are now out maneuvering Skulks who have got the drop on them. They either need to to bring Skulk movement back up or seriously nerf marine agility. Marines should have the range advantage, soon as that Skulks on your feet the balance should shift in a big way to favor the Skulk.
  • DestherDesther Join Date: 2012-10-31 Member: 165195Members
    Emoo wrote: »
    tarquinbb wrote: »
    skulk movement keeps changing: balance-wise it's working alright, but right now (i think) it's bugged so wall-jumping effectiveness was greatly reduced, ergo we can realistically hope for a fix to that one.

    Skulk movement is painful right now. The old system was bad, I don't want to go back to that so many marines couldn't hit a single shot down a corridor. But the new system is just too far, good marines are now out maneuvering Skulks who have got the drop on them. They either need to to bring Skulk movement back up or seriously nerf marine agility. Marines should have the range advantage, soon as that Skulks on your feet the balance should shift in a big way to favor the Skulk.

    What has changed since the last patch other than the increased friction when you land on the ground?

    I think that ns2 skulk movement is much more fluid than ns1, it's very easy to keep momentum and change direction. You also don't slide when stopping like you did in ns1.

    I think some of this is because of performance. If you don't have 60fps then it will never feel crisp.
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    Desther wrote: »
    Emoo wrote: »
    tarquinbb wrote: »
    skulk movement keeps changing: balance-wise it's working alright, but right now (i think) it's bugged so wall-jumping effectiveness was greatly reduced, ergo we can realistically hope for a fix to that one.

    Skulk movement is painful right now. The old system was bad, I don't want to go back to that so many marines couldn't hit a single shot down a corridor. But the new system is just too far, good marines are now out maneuvering Skulks who have got the drop on them. They either need to to bring Skulk movement back up or seriously nerf marine agility. Marines should have the range advantage, soon as that Skulks on your feet the balance should shift in a big way to favor the Skulk.

    What has changed since the last patch other than the increased friction when you land on the ground?

    I think that ns2 skulk movement is much more fluid than ns1, it's very easy to keep momentum and change direction. You also don't slide when stopping like you did in ns1.

    I think some of this is because of performance. If you don't have 60fps then it will never feel crisp.

    Acceleration has been reduced as well. The floor friction seems to be the biggest issue (hopefully fixed quickly), but acceleration might need looking at again after the fix. I like the idea of making Skulks playing more as an ambush class than "run down the corridor and win" class, but it's hard to win ambushes and nigh impossible to run down a corridor against decent marines (even with multiple Skulks).
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    Hopefully they fix up 1st person spec though. It's not predicted properly. With sub 30ping to the server, I'm watching guys playing and they're all shooting behind the models as if pings were 250+.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited March 2013
    Emoo wrote: »
    Acceleration has been reduced as well. The floor friction seems to be the biggest issue (hopefully fixed quickly), but acceleration might need looking at again after the fix. I like the idea of making Skulks playing more as an ambush class than "run down the corridor and win" class, but it's hard to win ambushes and nigh impossible to run down a corridor against decent marines (even with multiple Skulks).

    with decreased acceleration you still go from stationary to max speed in a fraction of a second... can't remember off the top of my head but it's something like 0.15 sec slower than before.

    the actual change is far smaller than you'd expect from the forum reaction to the perceived 'nerf'. the friction (we guess is a bug) on the other hand.... yeah it kinda feels like the skulk is having a velcro relationship with the floor.

    my skulk efficiency has probably lowered by 1-2% since the patch... slightly noticible, but hardly gamebreaking. i just rely less on 'bunny hopping' and more on cunning.
  • tamalontamalon Join Date: 2012-11-08 Member: 168470Members
    edited March 2013
    Emoo wrote: »
    my skulk efficiency has probably lowered by 1-2% since the patch... slightly noticible, but hardly gamebreaking. i just rely less on 'bunny hopping' and more on cunning.





    that sums up the skulk pretty damn well. its all about cunning. your a predator. you have to hunt your prey ;) . at first it took a bit of getting used to, but now i'm pretty much the same skulk i have always been in 240.

  • extolloextollo Ping Blip Join Date: 2010-07-16 Member: 72457Members
    there is a noticeable loss of explosion in the movement, but the skulk change isnt as bad as the marine movement change during the beta which was really sluggish there for a patch or two. but like that one, i could see it being partially rolled back as other changes are made.
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    tamalon wrote: »
    tarquinbb wrote: »
    my skulk efficiency has probably lowered by 1-2% since the patch... slightly noticible, but hardly gamebreaking. i just rely less on 'bunny hopping' and more on cunning.

    that sums up the skulk pretty damn well. its all about cunning. your a predator. you have to hunt your prey ;) . at first it took a bit of getting used to, but now i'm pretty much the same skulk i have always been in 240.

    Against average marines I'm back to normal. Against good marines I'm getting shredded. Even getting the jump on them results in them just jumping away, and its hard to catch up again! All the while they're shooting and hitting you, add med pack spam and nano shield and one good marine will win a 3 skull ambush.

    Now these guys are good so they should do well, but skulk play is really unforgiving. I'm not a great player but I'm coming out of some fights with multiple skulks where they didn't even touch me. They need their speed back.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    First person spectate came at the perfect time for the Twitch TV semi-finals. Some people on the stream didn't know that this game wasn't just an RTS until first person kicked in :)

    Marine movement is fine, except for the backwards scalar. It's too low, and I see a lot of new players walking backwards in a fight, slowing down to a crawl and getting munched on. If unbinding the S key is actually an improvement, I think the scalar should be kicked up to .85 or even to 1.00.

    I'm not sure about the brick skulk yet. Yes, it improved the balance, but personally I find skulk play less fun than before. No, I'm not saying that Skulk is not fun at all, it still is. But it's less than it was. I think small tweaks can improve skulk fun factor without messing with balance.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    edited March 2013
    Getting around the map as the base alien class needs to be enjoyable but difficult to optimize, whilst retaining predictability at higher speeds. We're not there yet. Lets start by fixing the momentum bug.

    First person spectate needs work and I hope it gets it before the finals, the disconnection between where the player is actually aiming and what you see as a spectator is very apparent.
    Also there's no animation for parasite.




  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited March 2013
    Jekt wrote: »
    Getting around the map as the base alien class needs to be enjoyable but difficult to optimize, whilst retaining predictability at higher speeds. We're not there yet. Lets start by fixing the momentum bug.

    First person spectate needs work and I hope it gets it before the finals, the disconnection between where the player is actually aiming and what you see as a spectator is very apparent.
    Also there's no animation for parasite.

    this is exactly what i would call the priority right now. it's fun and an entirely different experience to navigate the map as lerk, fade and to a lesser extent gorge. skulk lost a lot of that fun with the nerfing (or limitation) of wall-jump since release - especially without leap. i'm waiting for the bug fix before thinking too much about that.

    i can't see any big problem with first-person spectator. unless i'm mistaken there's a 0.1 sec discrepancy between the server and client, this will always be the same unless a) server settings alter interp setting or b) you receive data directly from clients - not gonna happen. that discrepancy occurs in ALL FPS games.
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Andi (Programmer) is spending the majority of his time working on new movement code. I'm so happy we were able to satisfy one of your wishes, and the second is being worked on every day :)
  • ShakerShaker Join Date: 2002-11-21 Member: 9582Members, NS2 Map Tester, Reinforced - Shadow
    Lastusedweapon bind is my only wish
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    I've yet to have a solid first person spec experience, even with low ping high performance AU servers. During the casts during the weekend you can clearly see lmg tracking trailing another entire skulks length behind movement. This is a problem in a lot of games with spec sure, but it seems to be worse here. Although getting shot long after getting around that corner is particularly noticeable in NS2 also, eeep.

    I'm not familiar with how the interp or networking works in NS2, I know Matso's explained it a few times in good detail though.
  • kalakujakalakuja Join Date: 2012-09-11 Member: 159045Members, NS2 Map Tester, Reinforced - Supporter
  • rook2pawnrook2pawn Join Date: 2008-07-03 Member: 64552Members
    Andi (Programmer) is spending the majority of his time working on new movement code. I'm so happy we were able to satisfy one of your wishes, and the second is being worked on every day :)

    Hallelujah

    ThyTk.gif
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