Visual feedback on the skulk bite

TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
I already mentioned it in another thread, but I'm just going to put it in its own thread to keep things together.

The skulk bite attack really needs some kind of indicator for attack range. It's very hard to hit stuff at times, and more often than not, you find yourself biting away at thin air, while the enemy marine keeps dancing right in front of your face - before he blows it off with a load of buckshot.

I'd recommend a method similar to the Xenomorph in <i>Aliens vs. Predator</i>; with the player's jaws on the screen closing in - subtly but visibly - in order to indicate a possible bite. Also, I'd add some visual feedback to a successfully connecting hit - like having the camera dash forward and tilt a bit.

Comments

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    +1

    I currently just tell whether I hit based on sound. Marines who get bit let out a little pain groan/scream. However, it can get messy when more than one skulk is attacking the marine.
  • DrCubeDrCube Join Date: 2010-11-23 Member: 75221Members
    Once blood decals and blood particles are added it shouldn't be that hard to tell when you hit someone. Though, I think it be neat if when you bite someone blood splatters into the skulks mouth. Would really make it feel like your biting down on the marines and give the feedback from the bite a little bit more of a punch.
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    <!--quoteo(post=1833271:date=Feb 18 2011, 04:34 PM:name=DrCube)--><div class='quotetop'>QUOTE (DrCube @ Feb 18 2011, 04:34 PM) <a href="index.php?act=findpost&pid=1833271"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Though, I think it be neat if when you bite someone blood splatters into the skulks mouth.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I wanted to exactly avoid that. Blood splats on the screen have proven more impeding than helpful in countless games. Although a bloody texture for the skulk teeth after a successful bite would certainly look cool.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    The fact is, the skulk bite itself impedes your view, so if you maintain the blood splatter within just that view-impeding area, there'll be literally no difference from how it is now but you WILL get some VERY OBVIOUS hit feedback.
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    edited February 2011
    And that's exactly why I don't want any <i>Call of Duty</i>-style blood spurts on my screen. However, having my Skulk's teeth turn red at least indicates one successful hit :D .
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Hit indication (eg blood) would certainly help the aesthetics side, but that is not the topic of this discussion. I'll stop biting when the marine's body hits the floor, and until then, just keep biting!

    I like TAPETRVE's suggestion.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2011
    Isn't it more of a "Oh look, I'm not actually doing damage to the marine by doing things this way, I should correct this." kind of situation?
    Good successful-hit feedback, which tells you that yes, you are doing things the right way, will allow you to become attuned to doing things the right way.

    TAPETRVE I don't understand why you don't understand my argument.
    When you bite, a certain area of the view is blocked. This is going to happen regardless, I think we've all accepted this. Those who haven't generally don't like skulk bitecam in general, but that's a much bigger issue.
    If you add bloodspurts, ONLY in this CERTAIN AREA that the view is ALREADY BLOCKED, it will not make any difference to impeding your view less or more. It will however be very, very obvious, because a flying bloodsplatter (because it's animated) is a lot more quick and effective to communicate a successful hit than a mere blood decal.
    That's not to say I don't want blood decals on the teeth, I still do.
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    edited February 2011
    I think we are talking at cross purposes. The animated blood spurts exist already, that's not the problem. What I don't want is something like this:

    <img src="http://cache.g4tv.com/ImageDb3/180033_S/Call-of-Duty-Modern-Warfare-2-Given-18-Rating-In-UK.jpg" border="0" class="linked-image" />

    The view obstruction that comes with the bite itself is gone within the blink of an eye. Blood splats are not.
  • DrCubeDrCube Join Date: 2010-11-23 Member: 75221Members
    Well the thing is when I said add a splash of blood when you bite someone I didn't mean it like that. I meant a spray of blood that goes through the teeth when your view is already covered by the teeth. It wouldn't be a screen overlay like your thinking but a subtle partial effect, kind of like the flamethrower but backwards and not as over the top.
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    Then I apparently got ye wrongsen.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1833747:date=Feb 20 2011, 06:23 AM:name=DrCube)--><div class='quotetop'>QUOTE (DrCube @ Feb 20 2011, 06:23 AM) <a href="index.php?act=findpost&pid=1833747"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well the thing is when I said add a splash of blood when you bite someone I didn't mean it like that. I meant a spray of blood that goes through the teeth when your view is already covered by the teeth. It wouldn't be a screen overlay like your thinking but a subtle partial effect, kind of like the flamethrower but backwards and not as over the top.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah this is also what I was proposing.
  • VicVic Join Date: 2010-11-20 Member: 75106Members
    I'd much rather have the marine's camera jump when bitten first, just like in NS1.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    But we're talking about the skulk having trouble knowing when he's hitting, or what distance he should be at to hit. Not marines getting feedback on taking damage from skulks.
  • lanternxlanternx Join Date: 2010-05-07 Member: 71648Members, Reinforced - Shadow
    you could add the ding noise like tf2.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    You should post suggestion on GetSatisfaction, TAPETRVE.
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
Sign In or Register to comment.