Skulk Field Of View

GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
As you may or may not know, the skulk field of view was changed in version 2.0. It is now slightly wider, stretched a little basically. But, my question is... has it really changed to a significant degree? I, personally, don't even notice it. I'm pretty sure it hasn't affected my skulking (seeing as I seem to be better than I was in 1.04, go figure) and I know it's never bothered me. So, have any of you really noticed the change? Does it actually <i>do</i> anything?

If not, well... I hesitate to say this, but maybe it could be made more pronounced? I just think it would be neat to have obviously different views for the various aliens. I don't know. I'm putting this here instead of S&I because the point of the thread is to spark discussion about whether or not the change did anything, and the idea is just something to kick around.

So, discuss. Is the change good? Bad? Ugly? Did you even notice?

Comments

  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    I noticed, but it doesn't really bother me. Reminds me of view of alien in AvP1, since I believe skulk FOV = 120 degrees, and the alien FOV was also 120 degrees. I got used to it so it doesn't really bother me.
  • HellSpawnHellSpawn Join Date: 2003-05-17 Member: 16415Members
    after the first 5 seconds of playin i didnt notice it anymore.. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    I really hoped that the skulk's FOV would have been moved out of its mouth. Doesn't feel like anything has changed much.. maybe a little more visibility at all times. But why are the skulk's eyes in its mouth? Something I've always wanted to ask. It seems so illogical.
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    <!--QuoteBegin--Sarisel+Aug 26 2003, 12:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Aug 26 2003, 12:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I really hoped that the skulk's FOV would have been moved out of its mouth. Doesn't feel like anything has changed much.. maybe a little more visibility at all times. But why are the skulk's eyes in its mouth? Something I've always wanted to ask. It seems so illogical. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It is illogical, but necessary for maintaining the fragile balance of 2.x
  • Power-LinePower-Line Join Date: 2002-11-04 Member: 6920Members
    haha he said fragile blaance, he sounds like a rainforest activist
  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    <!--QuoteBegin--Sarisel+Aug 26 2003, 12:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Aug 26 2003, 12:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I really hoped that the skulk's FOV would have been moved out of its mouth. Doesn't feel like anything has changed much.. maybe a little more visibility at all times. But why are the skulk's eyes in its mouth? Something I've always wanted to ask. It seems so illogical. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes, the "view in mouth" thing has been talked about since release. It's not going to change because making skulk bite obscure the view is a good balance deal, and also because it's the easiest way to do the melee attacks without looking ridiculous or going into third person mode. Fade viewpoint is actually somewhere midchest, judging from the claws. As I said in a different thread, realism is well and good but this is a FPS and not a sim.
  • JaspJasp Join Date: 2003-02-04 Member: 13076Members
    Found this in the 2.0 changelog

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Tweaked alien field of view for immersion (skulk and gorge can see slightly more, onos can see slightly less). This was in the game for a long time, but was removed when attempting to support software.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Altho ive never noticed it...
  • aegixaegix Join Date: 2002-08-31 Member: 1256Members, NS1 Playtester
    I notice it late at night when I'm leaning back in my chair. If you pay attention you notice it when evolving from gorge -> skulk or vice versa.
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    I notice it. I'm pretty sure it's not 120...I used to play quake 1 at 120 and that made me ill, and NS doesn't. It must be 100 or so. But I vote, increase it! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> It would make skulks much more of a "twitch" class running around seeing everything (not as if skulks aren't powerful enough already though...).
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    <!--QuoteBegin--Mr.KNifey+Aug 26 2003, 12:15 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.KNifey @ Aug 26 2003, 12:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    It is illogical, but necessary for maintaining the fragile balance of 2.x <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What fragile balance?
  • th0r0nth0r0n Born again n00b Join Date: 2003-06-12 Member: 17313Members
    <!--QuoteBegin--Aaron+Aug 26 2003, 01:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aaron @ Aug 26 2003, 01:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I notice it. I'm pretty sure it's not 120...I used to play quake 1 at 120 and that made me ill, and NS doesn't. It must be 100 or so. But I vote, increase it! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> It would make skulks much more of a "twitch" class running around seeing everything (not as if skulks aren't powerful enough already though...). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    120 for Quakeworld? 110 all the way babeh!
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    I'd love to see it increased too, but it just wouldn't work with the aliens already being too powerful. Maybe if marines were dominant it would be something to try to fix the balance a little, but not now.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    <!--QuoteBegin--Sarisel+Aug 26 2003, 01:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Aug 26 2003, 01:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I really hoped that the skulk's FOV would have been moved out of its mouth. Doesn't feel like anything has changed much.. maybe a little more visibility at all times. But why are the skulk's eyes in its mouth? Something I've always wanted to ask. It seems so illogical. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Just think of it this way if it bothers you sooo much, the skulk has eyes on its tounge or, u are the tounge viewing the skulk
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    or the force of the bite makes it close it's eyes like when you sneeze
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    ..or think of it like sharks, who close their eyes reflexively when they attack so that they don't get hurt by their prey.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    I wouldn't mind seeing it increased to 120 if its not already there, and it is useful in battles because you get a better view of whats going on and catch a few marines out of the corner of your eye.
  • bongfarmerbongfarmer Join Date: 2003-02-04 Member: 13119Members
    Or maybe the skulk is like a butterfly, those 'eyes' are just fakes for show, to surprise and scare enamies. Its real eyes are really inside its mouth
  • DizzyOneDizzyOne BASS&#33; Join Date: 2002-11-17 Member: 9095Members
    The first time I noticed it was when i was gestating, the FOV seemed to change and I started wasting all my res to investigate what I was seeing different, but this thread clears it up for me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    And the teeth dont bother me really, after hours of nonstop biting i got used to it (altho most of the time i wanted to kill an rine my energy was drained :/ )
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    Has anyone ever noticed that the Skulks eyes seem to be inside his mouth?
    Looks like they are on his head, but the outer eyes are really just googly eyes put there for added effect...
    "Whats up witht he eyes in the mouth anyways?
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    The eyes on the outside of the mouth are just for looks. The actual eye's evolved inside of the head because they couldn't be injured inside of the mouth. It's an evolutionary trait.



    Anyhow, the FOV is not really for balance as much as it is for immersion. A skulk is more or less of a scout, optimizing hive sight and usuing parasite, while an onos is a predator, keeping his view narrow to focus on his prey.

    Haven't any of you guys learned basic biology on why predators have their eyes in front of their head, having a small FOV, while a non-predator type animal has his eyes on the side of their head, to keep a complete view of their surroundings? Prey type animals such as rabbits have their eyes on the side of their head so they can see oncoming predators (a rabbit has a FOV of nearly 270 degress!), while something like a wolf will have a third of that view so he can clearly focus on the hunt.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    edited August 2003
    <!--QuoteBegin--Forlorn+Aug 26 2003, 01:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Aug 26 2003, 01:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The eyes on the outside of the mouth are just for looks.  The actual eye's evolved inside of the head because they couldn't be injured inside of the mouth.  It's an evolutionary trait.

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What happens if the skulk eats a bone and it stabs into the eye
    or if he barfs, wouldn't acid get on the eyes?
    Also, would that mean that the eyes could get gingivitis?

    You always have to have an explanation Forlorn, but this time you fell short, I OUT SMARTED YOU!
    HAHAHAHAHAHA <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • WarfareWarfare Join Date: 2002-10-29 Member: 1697Members
    Let's put it like this:
    If the teeth are outside the eyes, they would take up the entire screen when biting when you lift the jawm or the screen would tilt backwards, then forward again.
    Kind of hard to explain...

    Thing is I think it would obscure less the way it is now.
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