Skulk viewpoint

SheepeSheepe Join Date: 2003-12-22 Member: 24650Members
<div class="IPBDescription">Rotating rooms oh my!</div>I personally believe that when a skulk is on a wall, rather than simple be there, your view should turn to match the average surface, maybe not instantly, but fast enough to not be annoying, maybe even an option to turn it off...

Why do I want this? Because I find it frustrating at the slightly higher difficulty of running on walls and ceilings, now I have no problem with the current system, I just wish it was as easy as walking to walks. It would make much more sense too, given how the skulk model changes. However I have this distinct feeling that it was a coding issue with HL that saw this feature not implemented rather than noone thinking it up. So, really all I'm doing is just proposing it.

-Sheepe
lalalala
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Comments

  • DigitalAnthraxDigitalAnthrax Join Date: 2006-12-24 Member: 59219Members, Constellation
    edited January 2007
    Actually, this would be a pretty interesting idea especially if it changed as well with the ragdoll and whatnot.
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    Been proposed in many other threads, and AFAIK there was even a question regarding it in the survey.

    Personally, I'm going to assume by default that this will be in NS2, unless specifically told by a devoloper otherwise. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • NSSlayerNSSlayer Join Date: 2006-11-12 Member: 58554Members
    It's pretty good, but ffs, just make an option to be able to turn it off:D
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    Was originally proposed for the NS1 skulk, was never implemented because it was decided it would disorient the player too much - and as such I'd be <b>EXTREMELY</b> surprised if it was implemented in NS2 for the exact same reason.
  • SheepeSheepe Join Date: 2003-12-22 Member: 24650Members
    I wish it was implement with the option to turn it on or whatever...

    -Sheepe
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1601762:date=Jan 25 2007, 05:41 PM:name=SpaceJesus)--><div class='quotetop'>QUOTE(SpaceJesus @ Jan 25 2007, 05:41 PM) [snapback]1601762[/snapback]</div><div class='quotemain'><!--quotec-->
    Was originally proposed for the NS1 skulk, was never implemented because it was decided it would disorient the player too much - and as such I'd be <b>EXTREMELY</b> surprised if it was implemented in NS2 for the exact same reason.
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    Not true! It was implemented, it just was a lot harder to use than the non-rotating view and we didn't see much hope of being able to make it better.

    Max
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    <!--quoteo(post=1601903:date=Jan 26 2007, 03:46 AM:name=Max)--><div class='quotetop'>QUOTE(Max @ Jan 26 2007, 03:46 AM) [snapback]1601903[/snapback]</div><div class='quotemain'><!--quotec-->
    Not true! It was implemented, it just was a lot harder to use than the non-rotating view and we didn't see much hope of being able to make it better.

    Max
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    Hmmm, same difference if you ask me ... hard to use a rotating camera in an FPS ... disorienting the player .... I never knew it was actually implemented at one point though.
  • HozartHozart Join Date: 2003-08-05 Member: 19004Members
    I think the option to turn it off is a good one. From the way it seems, the only argument against it is it's difficulty. If that is all, then by default it should be off, but the option to turn it on is there.

    This will give the best players something else to master, especially if this view makes it easier to stick to the walls in some way. In my opinion there's nothing wrong with a deeper game, so presumably at high level play, skulks will be that much harder to shoot.
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    The main reason why I'm expecting this feature to be in is that it will make moving around maps at the surface of your choice much, MUCH easier. Currently it's pretty much impossible to move around maps quickly by only using the ceiling/walls.

    Being able to move around in the ceiling while concentrating on looking what's around you instead of looking straight forward to be able to stick to the surface would be heavenly.
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    <!--quoteo(post=1602044:date=Jan 26 2007, 04:16 PM:name=Khaze)--><div class='quotetop'>QUOTE(Khaze @ Jan 26 2007, 04:16 PM) [snapback]1602044[/snapback]</div><div class='quotemain'><!--quotec-->Being able to move around in the ceiling while concentrating on looking what's around you instead of looking straight forward to be able to stick to the surface would be heavenly.
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    Look down and use strafe keys.
  • SheepeSheepe Join Date: 2003-12-22 Member: 24650Members
    <!--quoteo(post=1601903:date=Jan 26 2007, 03:46 AM:name=Max)--><div class='quotetop'>QUOTE(Max @ Jan 26 2007, 03:46 AM) [snapback]1601903[/snapback]</div><div class='quotemain'><!--quotec-->
    Not true! It was implemented, it just was a lot harder to use than the non-rotating view and we didn't see much hope of being able to make it better.

    Max
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    Well, you could have it be sorta fast and then slow down as it got closer to the right orientation... also perhaps you could make it so that either it doesn't rotate quite all the way (its at an angle, like turning your head), or maybe a little arrow showing gravity?

    -Sheepe
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    The only other problem i see with this is that its going to be really weird biting a marine walking on the roof <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ! Defiantly add the 'turn off' button, i don't want to be sick after 10 minutes of NS2 <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> , i already got enough problems playing the new games with their effects on the screen when shot or something like that <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> .
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    <!--quoteo(post=1602056:date=Jan 27 2007, 12:20 AM:name=SpaceJesus)--><div class='quotetop'>QUOTE(SpaceJesus @ Jan 27 2007, 12:20 AM) [snapback]1602056[/snapback]</div><div class='quotemain'><!--quotec-->
    Look down and use strafe keys.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    But what about when there's a bumb on the ceiling and you have to carefully adjust your view to get past it without falling down?

    With a system identical to AvP2s Alien system, you can just run right past any bumbs on any surface without having to worry about where you're looking and risking falling off.
  • BlueOneBlueOne Join Date: 2002-11-05 Member: 7036Members
    edited January 2007
    But who like the AVP's system ?

    It's so desorienting...(even if you pass that <i>bumb</i> u're talking about, ur screen goes crazy front-top-back- until you pass it) If this is implemented in NS, I will for sure turn it off, and I'm sure 99% of the players will do the same after they see how harder it is to handle.

    I always thought The NS's system was perfect, a Non-rotating-view BUT a skulk displayed in the right position for the others players...perrfect.
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    It would be cooler if just the mouth model rotated and the view stayed the same.
    You know like humans actually see things upside down but the brain flips it around, so could the skulk rotate the image in it's brain to match the direction of gravity.
  • PikminwarsPikminwars Join Date: 2006-11-07 Member: 58468Members
    I've seen it done in Tremulous. It's a very annoying feature, essentially when you're on a ceiling with many different levels. Not only is it disorienting, but you're usually going too damn fast, which results in you having no idea where you're going while the view keeps flipping and flipping.
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    edited January 2007
    I suppose it all comes down to what kind of a person you are in terms of how easily you get motion sickness and what are your preferences...

    Personally, I'll be really disappointed if the view doesn't turn. I played AvP2 actively for a good 5 years, mainly as an Alien. Absolutely loved the system there, and never got any motion sickness, even though I could easily play 2 and a half hours in a row without breaks.
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    <!--quoteo(post=1602191:date=Jan 27 2007, 10:41 AM:name=Pikminwars)--><div class='quotetop'>QUOTE(Pikminwars @ Jan 27 2007, 10:41 AM) [snapback]1602191[/snapback]</div><div class='quotemain'><!--quotec-->
    It's a very annoying feature, essentially when you're on a ceiling with many different levels. Not only is it disorienting, but you're usually going too damn fast, which results in you having no idea where you're going while the view keeps flipping and flipping.
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    Hammer. Nail. Head.
  • demmdemm Join Date: 2003-09-10 Member: 20714Members, Constellation, Reinforced - Diamond
    edited February 2007
    I like the idea of a rotation view, but as many already pointed out there could be problems with the implemenation.

    So instead of a completly rotated view I think it would be cool to tilt the view a few degrees when jumping from one surface to another. The tilt would go away after a short amount of time (like the brain of the skulk rotates the view, but it needs a bit to adjust).

    This would not be limited to the skulk. I think having this kind of tilt as a lerk would be really awesome. I guess most of you have seen the NS 3.0 trailer. There is a scene where a lerk is flying around in the refinery hive of bast. The camera follows the lerk and is slightly tilted as if flies around a corner.
    Imagine that would be the first-person view of a lerk. It would look so great!


    edit: PS: If there really would be a fully rotated view for the skulks, it would have to be mandatory. Having an option to turn it off would make the whole feature useless. Because if it's really easier to have a non-rotating view everybody would just disable it.
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    <!--quoteo(post=1603522:date=Feb 2 2007, 11:32 AM:name=demm)--><div class='quotetop'>QUOTE(demm @ Feb 2 2007, 11:32 AM) [snapback]1603522[/snapback]</div><div class='quotemain'><!--quotec--> Having an option to turn it off would make the whole feature useless. Because if it's really easier to have a non-rotating view everybody would just disable it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Am I really the only one here that thinks the current wallwalking system is absolutely horrid? If you want to travel the ceiling or the walls, you really shouldn't be forced to concentrate on just that, instead of fighting aswell.

    In AvP2 a competent Alien player never had to touch the ground and could keep on fighting enemies with the same ease as if he was on the floor level, that's impossible in NS.
  • demmdemm Join Date: 2003-09-10 Member: 20714Members, Constellation, Reinforced - Diamond
    <!--quoteo(post=1603538:date=Feb 2 2007, 07:54 AM:name=Khaze)--><div class='quotetop'>QUOTE(Khaze @ Feb 2 2007, 07:54 AM) [snapback]1603538[/snapback]</div><div class='quotemain'><!--quotec-->
    Am I really the only one here that thinks the current wallwalking system is absolutely horrid?
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    I really wouldn't call the current system horrid but I still would prefer a fully rotating view for skulks.
    I just posted my idea as an alternative, because so many people seem to dislike a rotating view for various reasons.

    I think if it's well implemented this idea would greatly improve the atmosphere of the game and would actually make it easier to walk on the ceilings.
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    Ok, yeah, maybe "absolutely horrid" is a bit of an overstatement. The point was that, in my opinion, a rotating view where the surface the Skulk is on would always be treated as "the floor" would serve Skulks much better than the current system.

    It just doesn't feel like the Skulk was really wallwalking.
  • SheepeSheepe Join Date: 2003-12-22 Member: 24650Members
    Just imagine a really bumpy surface, that would be hell, It'd need some sort of "averaging" code in it to make the average surface its in contact with the "floor"

    Also, the view can't be mandatory because people could get very sick...

    -Sheepe
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    <!--quoteo(post=1603962:date=Feb 5 2007, 07:18 AM:name=Sheepe)--><div class='quotetop'>QUOTE(Sheepe @ Feb 5 2007, 07:18 AM) [snapback]1603962[/snapback]</div><div class='quotemain'><!--quotec-->
    Just imagine a really bumpy surface, that would be hell, It'd need some sort of "averaging" code in it to make the average surface its in contact with the "floor"<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't have to imagine. As I've said, I played AvP2 actively for about 5 years.

    Of course the AvP2s system had it's flaws, but overral as an idea, it's far superior to the current system. There's always room for improvement.
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    <!--quoteo(post=1603962:date=Feb 5 2007, 05:18 AM:name=Sheepe)--><div class='quotetop'>QUOTE(Sheepe @ Feb 5 2007, 05:18 AM) [snapback]1603962[/snapback]</div><div class='quotemain'><!--quotec-->
    Just imagine a really bumpy surface, that would be hell<!--QuoteEnd--></div><!--QuoteEEnd-->

    if anyone has played tremulous and walked over pipes/vents on the roof, they will understand. the view changes about 4 times when you walk over the contours of a single small pipe, if there's a few in a row it can be really disorientating, and looks terrible....

    i always thought the skulk wall walking view was a bit silly, if the skulk is upside down, the screen should be too. it was like the dev's couldnt be bothered getting it right. but after playing tremulous and reading some of max's previous posts on the issue, obviously the devs thought long and hard about it, and chose the option with the least amount of problems....
  • SheepeSheepe Join Date: 2003-12-22 Member: 24650Members
    True, but make the switch (the shift) slow initially and then speed up

    -Sheepe
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    i would still like this feature implemented, i think i could get used to it pretty quickly...

    but they would need to make it so you can turn it on/off, because it wont work for everyone.
  • KashinataaKashinataa Join Date: 2006-12-08 Member: 58954Members
    edited February 2013
  • SheepeSheepe Join Date: 2003-12-22 Member: 24650Members
    <!--quoteo(post=1604245:date=Feb 6 2007, 11:28 AM:name=Kashinataa)--><div class='quotetop'>QUOTE(Kashinataa @ Feb 6 2007, 11:28 AM) [snapback]1604245[/snapback]</div><div class='quotemain'><!--quotec-->
    I like the idea, and I even think, that there shouldn't be an option for turning it off.

    But I also think that it wouldn't make wall climbing easier-but harder. Still it would be something that Id prefer. More realistic too!
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    Two reasons I see that making it mandatory is bad

    1) Making it more difficult is going to piss off everyone and new players will get frustrated more easily.
    2) People might get sick, depending on the implementation of it.

    -Sheepe
  • demmdemm Join Date: 2003-09-10 Member: 20714Members, Constellation, Reinforced - Diamond
    <!--quoteo(post=1604316:date=Feb 6 2007, 07:01 PM:name=Sheepe)--><div class='quotetop'>QUOTE(Sheepe @ Feb 6 2007, 07:01 PM) [snapback]1604316[/snapback]</div><div class='quotemain'><!--quotec-->
    1) Making it more difficult is going to piss off everyone and new players will get frustrated more easily.
    2) People might get sick, depending on the implementation of it.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    1) With a rotating view walking on the ceiling could actually be easier than it is now.
    Also, walking on the ceiling should be more difficult than walking on the floor, because it gives you a tactical advantage.

    2) I don't think that too many people would get sick from that. NS is already a very fast-paced game and people that have problems with fast moving images probably won't play NS anyways.
    Besides that they don't need to wall-walk if they don't want to. NS offers a lot of different roles to play.
    (that's like saying: "I can't aim, i want auto-aim!")
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