walking on walls
whocareswc
Join Date: 2007-07-31 Member: 61735Members
So I played NS1 when it first came out for a year then stopped playing it, but when i jumped into a server yesterday it reminded me of one thing that i didnt like.
when you are walking along walls or the ceiling and you face the centre and push forward you drop off. i know that would be my falut, however if your traversing around corners on the wall it makes it a bit hard to stay attached.
is there a way to have a button so that when its held ( or toggle ) that you stick to the wall ?
if you can already do this then im sorry, otherwise could it be added?
when you are walking along walls or the ceiling and you face the centre and push forward you drop off. i know that would be my falut, however if your traversing around corners on the wall it makes it a bit hard to stay attached.
is there a way to have a button so that when its held ( or toggle ) that you stick to the wall ?
if you can already do this then im sorry, otherwise could it be added?
Comments
Hopefully coders will take this into consideration!
Of course you have to keep an eye on this as mapper no matter what wonders the coders do, but I also think that it's part of learning a map as long as the troubling areas are kept to a minimum.
I can only go on the map we're able to play but there's not a lot of hidden passage ways or unique ambush areas/vents. Rather now it's just open spaces for safe fighting.
I am in favor of this idea. +1
To me it seems odd that when I climb a wall the camera angle doesn't change. It's like I'm hanging from the ceiling with my back.
I agree. I realize it'd change balance, but I think the skulk would look a lot better shrunk down to about 60-70% size
It would be nice to toggle wall walking... IE rather than holding crouch to fall off, you click ctr and it makes to stick to the wall, and clicking it again makes you fall (sorta like how a toggled sprint works). One thing AVP 2 did very well was wall walking; having the camera angle change made it feel more 'natural' and it wasn't dizzying.
It would be nice to toggle wall walking... IE rather than holding crouch to fall off, you click ctr and it makes to stick to the wall, and clicking it again makes you fall (sorta like how a toggled sprint works). One thing AVP 2 did very well was wall walking; having the camera angle change made it feel more 'natural' and it wasn't dizzying.<!--QuoteEnd--></div><!--QuoteEEnd-->
Im slightly in agreement on this .. but I'd rather you had the choice of both a hold to wallwalk and click to wallwalk, set in the keybinds or something ..
also just a thought maybe the should have their speed reduced to say 80% while wallwalking but thats just my 2 cents
To me it seems odd that when I climb a wall the camera angle doesn't change. It's like I'm hanging from the ceiling with my back.<!--QuoteEnd--></div><!--QuoteEEnd-->
if you are sensitive to motion sickness it can get nauseating after a while. the motion is very fluent but i found it very annoying when i would run over a small object and the camera would spaz out slightly.
as someone pointed out, it was much more immersive seeing the world upside down as the xenomorph would.. but as far as practicality and functionality goes, i would stick with the locked camera angle as per ns1.
considering the view didnt change in ns1, it would seem odd if it did now
To me it seems odd that when I climb a wall the camera angle doesn't change. It's like I'm hanging from the ceiling with my back.<!--QuoteEnd--></div><!--QuoteEEnd-->
It wasn't that problematic only if you were in a vent and maybe could be easily solved by a toggle and not having to hold down the key to activate and deactivate the wall walking.
Having the camera spaz out would be annoying but overall it would be more intuitive and immersive. As for the nausea I don't see it affecting players any more than your standard fps or flightsim. I bet that it would affect less than %1 of players.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->considering the view didnt change in ns1, it would seem odd if it did now<!--QuoteEnd--></div><!--QuoteEEnd-->
It was odd in ns1 as well. Technology has come a long way since then.
*****
And like before, make it a toggleable option.
So all the HEIL NS1 HITLERS and OMG GAMEPLY > REALISM PEOPLE, can't do their stupid arguments over and over.
AvP2 was amazing to play as Aliens, once you got good at it; and the Predator and Marine "Ranged Weaponry" is not really that big of advantage when you get down to it.
Also, like stated, this type of motion sickness would probably affect less than 1% of people.
Reasons:
*In real life, when your computer screen view turns upside-down, you do not actually(so no blood rushes to your head).
*If you can ride a roller coaster(that goes upside down), you probably will not be affected by screen-turning.
*If you can play any game that has a type of Aircraft in it, without getting motion sickness, you will be fine.
Unless you are in one of those camps, then there is no need to argue against this. <b>I'm sure most of you are doing it just for the sake of arguing. To which I reply, <u>go play here</u>:</b> <a href="http://forums.steampowered.com/forums/" target="_blank">http://forums.steampowered.com/forums/</a>
There is a difference. Most people get the first one, because it is their first time playing a map, new genre of game, or whatever reason.
Don't confuse what you are feeling.
Unless you feel like you are actually about to spew chunks/acid, then its just disorientation.
<a href="http://en.wikipedia.org/wiki/Godwin's_law" target="_blank">Godwin'd</a> on the first page. Nice.
Having a few more inches of freedom to move away (180 degrees away from the collision your are sticking to) from the wall could allow you to manouver around bumps and blockades on walls and ceilings, while still allowing you to detach in an instance and maintain movement speed.
I know that a lot of my friends would agree with the nauseating and disorientating effect that wall climbing in AvP has, I've personally never experienced it like that, the alien campaign was far too short to get disorientated and most of the time too slow, for me to get dizzy from the camera changing angles. The only thing I really disliked about it has been strong grip to the surface you're attached to, resulting in straight drops and crap jumping/leaping performance. I have always preferred the primitive and straight forward way of wall climbing in NS over AvP, but I have to agree that the current maps are far too detailed for this to work.
It's obviously not a priority in the current build, but it'd be nice for the devs to test out some new ideas to make wall walking more immersive/fluid at some point... but hey it's alpha and it's probably the best phase to test these types of changes.
The fix to smooth wall running with realistic POV is to have all POV changes made with the mouse, NEVER automatically.
I dont see it being that hard to code the camera turning onto the wall your legs are on. In fact it would be better because you would see the marines on the "ceiling" (actually the floor) instead of seeing them below you. it gives you in my opinion an advantage either way, but with the AvP style, it makes it more interesting.
Oh and motion sickness is often caused by the body going one way while your eyes are telling you something else. Last time I rode an roller-coaster I didn't get motion sickness but sitting sideways in a train gets me almost every time. So having your eyes telling you that you just turned upside down while your body stays put could be a problem.
According to wikipedia: <a href="http://en.wikipedia.org/wiki/Motion_sickness" target="_blank">http://en.wikipedia.org/wiki/Motion_sickness</a>
around 33% gets sick in mild conditions and 66% in more severe cases. Heck 50% of all astronauts get space sickness. A far cry from the 1% I heard mentioned. Including POV as default could cause problems for lots of gamers.
That being said ,the gameplay is quite different in AvP compared to NS2. Xenomorphs didn't have as much agility as skulks do, AvP is a lot slower then NS. You won't catch a xeno jumping around a marine biting wildly like skulks tend to do.
I wouldn't recommend borrowing too much from AvP as it's not the same type of gameplay, but I do agree that an option to have sticky wall running and dynamic camera angles might add a little more to the games immersion.
true, but I dont think UWE should be relying on modders to implement certain features that could make or break the game.