Path Line to Way points

l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
So this is a very simple idea. I remember in NS1, when I first started playing, getting lost numerous times trying to get to a way point. It wasn't until I got a good grasp on all the maps and different areas this didn't happen, and by that time the commander didn't even use way points. He would just shout out a room to get too and hope the majority of the marines knew where to go.

I think a small edition in NS2 that would make a big impact for players is having a thin slightly illuminated blue trace line go from your current position all way to the next way point. Of course it would just use AI path finding to draw the shortest route. This way you didn't get lost in all the turns and so on trying to get to it.

Of course you would put in a shortcut key to turn it on and off so the more experienced players could turn it on and off according to if they needed the help or not.

Comments

  • ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
    I might be wrong but this is already in the game, isn't it?
    If I get a waypoint by the commander the lillte triangle waypoint jumps from point to point in front of me until I reach my destination.

    It's a pity that only a few commanders give waypoints...
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    yes, this is already implemented..

    and i was just thinking "if this waypoint guiding line would use the same path following code macs and floaters use, it would guide you all around the map, straight through the alien hive and back, until you realize that the waypoint the commander sent you to would have been just a few meters behind you around a corner, from the spot you started from following that line...
  • WarlockSynoWarlockSyno Join Date: 2010-07-11 Member: 72312Members
    With way points it'd be easier to see where exactly you need to go if it was more like Dead Space.

    <a href="http://www.youtube.com/watch?v=_OW8Ff61jPo" target="_blank">http://www.youtube.com/watch?v=_OW8Ff61jPo</a>
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    I was thinking more like dead space also. The current system isn't always intuitive to players.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Blue lines on the floor to follow? Do gamers need that much hand holding?
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited February 2011
    <!--quoteo(post=1830185:date=Feb 7 2011, 08:28 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Feb 7 2011, 08:28 PM) <a href="index.php?act=findpost&pid=1830185"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Blue lines on the floor to follow? Do gamers need that much hand holding?<!--QuoteEnd--></div><!--QuoteEEnd-->
    i was thinking the same..wheres the fun in that, friggen learn the map layout, explore while you try to find your waypoint, to much intuitivity is also called "dumbed down to the max to adjust to the intellect of a casual downsyndrome console gamer clientele"


    this waypoint system works for linear gameplay , where you move on and on through unknown terretory, without having to memorize the location, because you wont come back to it anyways. ns2 maps will be played over and over again, if the waypoint points you to ...CARGO BAY for christs sake, you dont have to asks where it is.. the maps arent that big, and someone in your squad will know where to go.

    edit: oh, why not putting a dog collar around marines necks, leash them to a mac, so the com can drag them to the waypoint, turning NS into a rail shooter where you just have to aim and shoot, that would be more intuitive
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    ^ I lol'd. Comedic genius.


    Oh. That was meant to be taken seriously?
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    <!--quoteo(post=1830208:date=Feb 7 2011, 10:43 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 7 2011, 10:43 PM) <a href="index.php?act=findpost&pid=1830208"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->^ I lol'd. Comedic genius.


    Oh. That was meant to be taken seriously?<!--QuoteEnd--></div><!--QuoteEEnd-->


    <div align='center'><img src="http://ui03.gamespot.com/514/batmandarkknightjoker_2.jpg" border="0" class="linked-image" /></div>
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    It works on a technical level, but it is not implemented that well currently.

    You have two blue arrows on screen, what you really need is a main arrow for the final destination and a differently coloured arrow that points in the direction of the next arrow to follow. It is also hard to track where the arrow is in space, especially when you get close to it - which is why you need something on the ground.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited February 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->i was thinking the same..wheres the fun in that, friggen learn the map layout, explore while you try to find your waypoint, to much intuitivity is also called "dumbed down to the max to adjust to the intellect of a casual downsyndrome console gamer clientele"<!--QuoteEnd--></div><!--QuoteEEnd-->

    Get off your throne and actually form a real and logical argument. Stop relying on emotionally charged and decisive rhetoric that gets no one any where. Claiming that new players should just learn through trail and error is not sound at all, and it is off putting and frustrating to potential buyers of the game, who would have to run around lost until they finally learn the layout. There is a reason you don't see modern games rely on this brute force way of learning anymore. This has no adverse affect on game play mechanics. All it does is help insure commanders don't have to deal with the annoyance of marines getting lost on their way to places.

    Not every one plays competitively. Casual gamers are a huge demographic now, and they have just as much of a right to have games that meet their needs and wants as much as supposed hardcore players. There is no reason they should have to dump huge amounts of hours into this game in order to memorize the layout of every single map including all it's off shoots, short cuts, and so on. Many people have a lot in their lives and can only afford an hour every great once in a while.

    Also intuitive design doesn't mean dumb down design. It means designing with ease of use and accessibility in mind.

    I'm glad you aren't designing games. Games would still only give you three men and expect you to beat the whole thing in one sitting.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    More importantly, this idea combined with a ctrl+waypoint function opens up a deeper and OPTIONALLY more detailed way of a commander expressing his wishes. The only other way for a commander to let his team know that he wants a marine to go from A to B via X is for him to verbally describe each order in detail which, quite plainly, sucks. If something so simple can make it easier for newcomers, accentuate teamwork and improve of noise-spam levels, it's hard to see (from a player's POV) why its implementation should be ignored.

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102260&st=320&start=320" target="_blank">http://www.unknownworlds.com/ns2/forums/in...0&start=320</a> covers this idea in more detail.
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    edited February 2011
    I love the dead space waypoint and the bioshock arrow was also pretty good one for me... I'm not going to lie I am one of those gamers who has terrible sense of direction and i get lost a lot.. in games and real life.. just not good at navigation. If the maps are anything like the size of tram though even someone like me can get the hang of the map after a few times playing it. It's a little learning curve... at this point in time I think its a bit of a trivial thing to be working on, i don't know how much time it would take to do right ut for beta... not that important.. for release.. very important for people who pick up the game for the first time and want to enjoy it and not be frustrated by a floating way point somewhere in a map you have never played before.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Yes to auto-pathing.
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