<!--quoteo(post=1852791:date=Jun 15 2011, 12:24 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jun 15 2011, 12:24 AM) <a href="index.php?act=findpost&pid=1852791"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Heh, think about the way you guys eat. Do you keep your mouth 30% open when you chew? If so, it's rude and completely annoying.<!--QuoteEnd--></div><!--QuoteEEnd-->
Think about when you bite your pillow. Do your jaws close 100% of the way or are they prevented from closing all of the way because they are biting on to something?
Plus, obligatory "your eyes aren't in your mouth therefore we're not talking about what is perfectly real, we're talking about how best to implement a feature in a video game"
<!--quoteo(post=1852794:date=Jun 15 2011, 12:26 AM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jun 15 2011, 12:26 AM) <a href="index.php?act=findpost&pid=1852794"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Think about when you bite your pillow. Do your jaws close 100% of the way or are they prevented from closing all of the way because they are biting on to something?<!--QuoteEnd--></div><!--QuoteEEnd-->
From your logic, you must then have your victims piece of body in your mouth on screen. Meaning the 100% full shutting of the mouth, visually, is the same.
<!--quoteo(post=1852795:date=Jun 15 2011, 12:27 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jun 15 2011, 12:27 AM) <a href="index.php?act=findpost&pid=1852795"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->From your logic, you must then have your victims piece of body in your mouth on screen. Meaning the 100% full shutting of the mouth, visually, is the same. Welcome back to square one.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->obligatory "your eyes aren't in your mouth therefore we're not talking about what is perfectly real, we're talking about how best to implement a feature in a video game"<!--QuoteEnd--></div><!--QuoteEEnd-->
Neither one of these is even noticeable for me in general play.
Skulk jaws can kind of hurt my eyes if I'm concentrating on something in the distance while killing a power node, but in actual combat it doesn't bother me, and I didn't even notice that the rifle muzzleflash did obscure the crosshair, I've honestly never had any issue aiming with it.
<!--quoteo(post=1852810:date=Jun 15 2011, 12:48 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jun 15 2011, 12:48 AM) <a href="index.php?act=findpost&pid=1852810"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the hit indicator, it indicates hits, whereas the mouth only partially closing just indicates you had an animation glitch.<!--QuoteEnd--></div><!--QuoteEEnd-->
go back and read the past few posts, you aren't quite getting it
<!--quoteo(post=1852815:date=Jun 15 2011, 12:56 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jun 15 2011, 12:56 AM) <a href="index.php?act=findpost&pid=1852815"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What's to get? Some guy said he wanted it instead of the hit indicator, it's a silly idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
You seem to have misread WHAT is being proposed as a hit indicator, and are confusing it with the proposed "miss" indicator.
My suggestion was to have the jaws not close completely ON MISSES so that the gameplay is not obstructed, but to close completely ON HITS so it's obvious when you've done damage.
<!--quoteo(post=1852816:date=Jun 15 2011, 01:58 AM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jun 15 2011, 01:58 AM) <a href="index.php?act=findpost&pid=1852816"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You seem to have misread WHAT is being proposed as a hit indicator, and are confusing it with the proposed "miss" indicator.
My suggestion was to have the jaws not close completely ON MISSES so that the gameplay is not obstructed, but to close completely ON HITS so it's obvious when you've done damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
Seems a bit counterintuitive given that if you actually bit something it would prevent the jaws from closing.
Be kind of like having the hit indicator always peg except when you hit something.
<!--quoteo(post=1852820:date=Jun 15 2011, 01:04 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jun 15 2011, 01:04 AM) <a href="index.php?act=findpost&pid=1852820"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems a bit counterintuitive given that if you actually bit something it would prevent the jaws from closing.<!--QuoteEnd--></div><!--QuoteEEnd-->
How many times is this conversation going to go in circles? If you actually bit something YOU WOULDNT SEE THE INSIDE OF YOUR MOUTH, ergo we're talking about a game and not what literally happens inside biting mouths.
<!--quoteo(post=1852819:date=Jun 14 2011, 07:59 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Jun 14 2011, 07:59 PM) <a href="index.php?act=findpost&pid=1852819"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Techercizer: It's the blue cross that flashes at your crosshair when you hit something.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, well, I probably didn't hit anything then! =P <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Seems a bit counterintuitive given that if you actually bit something it would prevent the jaws from closing.
Be kind of like having the hit indicator always peg except when you hit something.<!--QuoteEnd--></div><!--QuoteEEnd--> I think of having the jaws close all the way as a more "violent" animation; one that gives you a satisfying moment of biting in reward for good aim. The not-closed one is more like a flub in my opinion; it says "whoops, I thought I was biting something, but I guess there's nothing there" to me.
<!--quoteo(post=1852826:date=Jun 15 2011, 01:14 AM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Jun 15 2011, 01:14 AM) <a href="index.php?act=findpost&pid=1852826"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think of having the jaws close all the way as a more "violent" animation; one that gives you a satisfying moment of biting in reward for good aim. The not-closed one is more like a flub in my opinion; it says "whoops, I thought I was biting something, but I guess there's nothing there" to me.<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly. Visual feedback that differentiates a Bite ATTEMPT vs a successful bite.
I think some blood in your mouth when you connect with a marine would be best. If you connect multiple bites in a row, the blood should add up, wich would be really satisfying... You don't need a kill indicator, you can already see who killed who and the fact that a marine corpse are on the ground and not running around shooting at you. I mostly play skulk, and I'm not really bothered by the mouth closing. When lagg improves, you should only bite when you aim at the marine anyway and not just spam it. You get used to it quickly, and the flashlight helps you make out marines easier in combat too.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->With this implementation, it also leaves the possibility for obvious Hit feedback, if the jaws close 100% only when a hit is landed and 70% on misses.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
I love the camera in the mouth. Skulks have the most immersive class for Khara.
Jason WhoreJoin Date: 2011-04-11Member: 92514Members
whats wrong with the skulk? k, it closes so what? you blink is that annoying for you? pl0x don't take that out... if people flame about it just speed it up? would add some kind of power to it also hmm.. and 70% when miss 100% when hit? WTF ? other way around stupids ! if at all.
The gorge's something else btw. if i swith from skulk to gorge i am like WTF thats obstructing my view... but then i get used to it and im like hey thats fine accthually
Skulk bite cam is fine, don't change it. But seriously, this is 2011, it has been like that in NS1 forever, and now all of a sudden it's a big problem?
<!--quoteo(post=1852937:date=Jun 15 2011, 10:49 PM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jun 15 2011, 10:49 PM) <a href="index.php?act=findpost&pid=1852937"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skulk bite cam is fine, don't change it. But seriously, this is 2011, it has been like that in NS1 forever, and now all of a sudden it's a big problem?<!--QuoteEnd--></div><!--QuoteEEnd-->
the big problem is all the 'new players' to the ns scene cant handle the skulks I for one love playing skulk, its so f**king easy, all you have to do is relax and take your time with your bites. lol i can just imagine people holding down their fire button around marines causing their "dont know wtf is going on when jaw closes" whining.
I mean, you get up to a marine, you hear the chomps, how f*cking hard is it?
<!--quoteo(post=1852934:date=Jun 15 2011, 11:34 AM:name=WatchMaker)--><div class='quotetop'>QUOTE (WatchMaker @ Jun 15 2011, 11:34 AM) <a href="index.php?act=findpost&pid=1852934"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love how the title misleads you to believe this thread would be about anything other than superficial aesthetics.<!--QuoteEnd--></div><!--QuoteEEnd--> +1
Comments
Think about when you bite your pillow. Do your jaws close 100% of the way or are they prevented from closing all of the way because they are biting on to something?
Plus, obligatory "your eyes aren't in your mouth therefore we're not talking about what is perfectly real, we're talking about how best to implement a feature in a video game"
From your logic, you must then have your victims piece of body in your mouth on screen. Meaning the 100% full shutting of the mouth, visually, is the same.
Welcome back to square one.
Welcome back to square one.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->obligatory "your eyes aren't in your mouth therefore we're not talking about what is perfectly real, we're talking about how best to implement a feature in a video game"<!--QuoteEnd--></div><!--QuoteEEnd-->
Back to square one indeed.
Skulk jaws can kind of hurt my eyes if I'm concentrating on something in the distance while killing a power node, but in actual combat it doesn't bother me, and I didn't even notice that the rifle muzzleflash did obscure the crosshair, I've honestly never had any issue aiming with it.
go back and read the past few posts, you aren't quite getting it
Having it as well as the hit indicator, I don't really care, I don't have any problem with the current implementation.
You seem to have misread WHAT is being proposed as a hit indicator, and are confusing it with the proposed "miss" indicator.
My suggestion was to have the jaws not close completely ON MISSES so that the gameplay is not obstructed, but to close completely ON HITS so it's obvious when you've done damage.
I didn't notice it (in all of my one matches that I haven't been a marine). Where is it?
@Techercizer: It's the blue cross that flashes at your crosshair when you hit something.
My suggestion was to have the jaws not close completely ON MISSES so that the gameplay is not obstructed, but to close completely ON HITS so it's obvious when you've done damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
Seems a bit counterintuitive given that if you actually bit something it would prevent the jaws from closing.
Be kind of like having the hit indicator always peg except when you hit something.
How many times is this conversation going to go in circles? If you actually bit something YOU WOULDNT SEE THE INSIDE OF YOUR MOUTH, ergo we're talking about a game and not what literally happens inside biting mouths.
Ah, well, I probably didn't hit anything then! =P
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Seems a bit counterintuitive given that if you actually bit something it would prevent the jaws from closing.
Be kind of like having the hit indicator always peg except when you hit something.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think of having the jaws close all the way as a more "violent" animation; one that gives you a satisfying moment of biting in reward for good aim. The not-closed one is more like a flub in my opinion; it says "whoops, I thought I was biting something, but I guess there's nothing there" to me.
Best to keep the hit indicator as well in any case, as that is far less ambiguous.
Exactly. Visual feedback that differentiates a Bite ATTEMPT vs a successful bite.
Think about when you bite your pillow.<!--QuoteEnd--></div><!--QuoteEEnd-->
ROFL.
Anyway, game needs translucency.
+1
I love the camera in the mouth. Skulks have the most immersive class for Khara.
But indeed, the muzzle flash is too big. But it is probably really just the bloom, because i think before the bloom update it didn't bother me.
pl0x don't take that out... if people flame about it just speed it up? would add some kind of power to it also hmm.. and 70% when miss 100% when hit? WTF ? other way around stupids ! if at all.
The gorge's something else btw. if i swith from skulk to gorge i am like WTF thats obstructing my view... but then i get used to it and im like hey thats fine accthually
didn't annoyed me. annoyed my mom thought :/
the big problem is all the 'new players' to the ns scene cant handle the skulks
I for one love playing skulk, its so f**king easy, all you have to do is relax and take your time with your bites. lol i can just imagine people holding down their fire button around marines causing their "dont know wtf is going on when jaw closes" whining.
I mean, you get up to a marine, you hear the chomps, how f*cking hard is it?
edit-
its always been like that. _always_
+1