Skulk wallwalking view rotation

AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
So, the new patch has the slight view change when wallwalking as a skulk. Since beta is all about testing, lets see what people think about it.

I for one think that while it looks nice, it makes the skulk unplayable, at least if you wallwalk often. I really get sick after a short time, making it impossible to play a skulk for more than a few minutes.

So what do you think? does this go into the "nice idea, but not playable" category or could it be improved? Made optional?

Comments

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Make it optional so I can turn it off. It gets disorienting, especially in vents or other tight spaces.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    I kind of like it, but it sould be optional, and I think it might be better if only the viewmodel rotate, not the actual camera (atm i am not always sure if I am on a wall because of no good horizon to tell me how angled i am).
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    <!--quoteo(post=1837593:date=Mar 17 2011, 08:47 PM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Mar 17 2011, 08:47 PM) <a href="index.php?act=findpost&pid=1837593"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I kind of like it, but it sould be optional, and I think it might be better if only the viewmodel rotate, not the actual camera (atm i am not always sure if I am on a wall because of no good horizon to tell me how angled i am).<!--QuoteEnd--></div><!--QuoteEEnd-->

    That sounds like a good compromise
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    edited March 2011
    Nope, it's not a "compromise", it is an entirely useless cosmetical shenanigan. When it comes to latitude, it doesn't change a thing.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Could you elaborate?

    My opionion is to either fix the effect, for example with the mentioned compromise, or remove it completely.
    Having an option is not really a solution, most people won't find it etc. Having the viewmodel tilt, still achieves the goal of showing when you are wallwalking, but on the same time does not make you feel sick
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    The only issue i have with it is when inside vents. I could see a entity introduced in the editor to cancel out tilt/view so mappers can place these in vents or if it where possible to make the view tilt disable when space is smaller than x#/y#/z#.

    It's not a huge issue and i do think it adds a certain immersion into the character, think onos momentum. It just fits.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    It does actually help, despite what people have said. Because of the angle of rotation when looking down on people from an angle, it gives you a better FOV because of the way the teeth align. It also means you can stay fairly parallel with the wall, so you don't have to turn yourself as much to see what is going on.

    I think it is working really well, it might need a bit more tweaking as suggested with the vents, but it on its way to being complete. It certainly has more of an alien feel, and doesn't feel as much like I'm a entity stuck to a wall.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Full View Rotation,if added in, should be optional.

    View tilt seems cool and appears to be beneficial, but I haven't had a chance to try it out due to comp being borken.
  • OPIEOPIE Join Date: 2002-11-12 Member: 8343Members
    I like it. Then again I don't get any type of motion sickness and I guess it depends on the person but it doesn't seem disorientating to me at all. I never lose my barrings.

    For me it gives the wall walking skulk feel more like I am indeed wall walking. Instead of the obvious of being 5-15 feet off the ground on the side of a wall or ceiling.
  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
    Given how many people complained about not having it in NS1, and the fact that it is implemented, I think it should remain as an option. Perhaps even the default option, since it helps "sell" the benefits of the custom game engine.
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    Its really nice I love it!
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    Its a really nice effect and for me its subtle enough that it doesn't bother me, though i guess for the people who get motion sickness very easily it should be an option to turn off.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Interesting discussion!

    I expected that more people would feel sick using it like me. Now i don't know how much those that liked it actually used it, but it shows that every person is different.

    So i think the best way to go is to have an option.
  • ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
    edited March 2011
    I admit I get a little sea sick but the view tilt is awesome!

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->For me it gives the wall walking skulk feel more like I am indeed wall walking.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This

    However I would prefer to have one of three options to choose:
    - no rotation
    - slightly rotation (default)
    - full rotation


    because judging by the posts here (not only in this thread) every option will have its fans.
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    edited March 2011
    <!--quoteo(post=1837758:date=Mar 18 2011, 12:29 PM:name=Shilorius)--><div class='quotetop'>QUOTE (Shilorius @ Mar 18 2011, 12:29 PM) <a href="index.php?act=findpost&pid=1837758"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->However I would prefer to have one of three options to choose:
    - no rotation
    - slightly rotation (default)
    - full rotation<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm with you on that. The only problem I see is that full view rotation gives those who can use it a serious advantage in terms of movement restriction over those who don't. So maybe it should be marked as some kind of "pro" option, that can only be activated in matches where the host grants permission to use it. That would, of course, mean that the use of view rotation has to be considered in matchmaking.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Fully agree. Keep all 3 as an option, but keep in mind that full rotation is not just a gimmick, it affects game play because it allows for far more efficient movement.
  • danshyudanshyu Join Date: 2002-11-01 Member: 2105Members
    Well I'll have to say with view tilt it felt a lot easier to stay on the wall now.
  • GrapeVineGrapeVine Join Date: 2006-12-01 Member: 58803Members
    I like it very much, it adds a cool hangy feel when wallwalking but I can see how it can be disorienting for some people. They could make on/off option but I don't think they should add full rotation just because they can.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    I honestly did not notice the tilt playing as skulk.
    I truly wish the stickiness reaches a point where walking on the ceiling is no problem.
    and I jump or leap to detach.
    But all these incremental improvements of skulk stickiness i love.

    I actually hope they put the other camera (rotate with the model) in as an option.
    Maybe after initial release.
    Some people will like that.

    They should throw that code in the 'maybe in the future' pile.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I Love the tilting it gives a nice feel to the skulk.

    Little things like this should be added to all classes, and i imagine that's what the plan is.

    I don't think there should be the option to turn it off/different modes. It may need some tweaking so it is just barely noticeable yet still adds a lot to the feel. These effects for each life form will give each class a signature feel and its what makes NS2 a unique product. If they consider them as an option, its like saying this is <i>a</i> way you can play NS2 but its not really part of NS2. I think the devs have to be bold in their decisions and give a precise NS2 experience.
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