Skulk POV
crash1992
Join Date: 2012-11-02 Member: 166067Members
<div class="IPBDescription">Changing camera angle when on walls?</div>As a newbie to the NS world in general I find the skulk somewhat confusing. Although your camera view is through its mouth (Cool points there), wouldn't it make sense to change the viewing angle when climbing on the walls? (ie. feet on wall instead of feet on floor view)
I'm used to a playstyle where the POV flips, I know the model in game flips, is there a command/setting/code/mod to get your pov to flip as well?
Thanks.
I'm used to a playstyle where the POV flips, I know the model in game flips, is there a command/setting/code/mod to get your pov to flip as well?
Thanks.
Comments
I wouldn't be surprised if there was a mod eventually for it, but I don't know of one yet.
This is accurate. POV will not be free latching for skulk because it was found to be too destructive for people with motion sickness, and it's too much of a disadvantage to make it an option. That's just sort of the sacrifice for having people with motion sickness on the development team.
Maybe its because I'm still new, but I can just never tell if I'm actually on the wall or not.
I'm used to a playstyle where the POV flips, I know the model in game flips, is there a command/setting/code/mod to get your pov to flip as well?
Thanks.<!--QuoteEnd--></div><!--QuoteEEnd-->
Tremulus eh?
I for one can tell you that it is not as bad as you think it would be BECAUSE when your PoV changes the wall or ceiling becomes your floor. Unless you get motion sickness from running along the floor, at which point you're screwed and should just give up playing FPS. I know this because I played an alien in AvP (1999 and AvP 2) almost exclusively and they're easily twice as fast as a skulk with celerity. The PoV change helps because it lets you know when you're on the wall or ceiling, and you can actually follow the wall or ceiling like you're supposed to. Instead of, you know, having to aim slightly up to stay on the ceiling when moving, or slightly to the left or right to stay on the wall. Nothing is worse than running along the ceiling only to fall off because you weren't aiming up quite enough.
As for it being disorienting? Sure as ###### it is. For maybe the first half hour you play it. Then it becomes natural, because, like I said, the ceiling and wall just becomes your floor.
As for it being disorienting? Sure as ###### it is. For maybe the first half hour you play it. Then it becomes natural, because, like I said, the ceiling and wall just becomes your floor.<!--QuoteEnd--></div><!--QuoteEEnd-->
I wouldn't mind if they added it for those who want it. You make a very good argument for it and I think it could definitely help skulk positioning. :)
Ps I think it was in AvP right ? And it felt pretty badass.
"Having proper view alignment for the Skulk is something we'll probably be revisiting for Natural Selection 2. Both of the major hurdles we had originally no longer exist, and I like to think we're a little bit smarter now too (maybe that was the third, unidentified hurdle). One of the things that really sets Natural Selection apart from other games is how different the alien side feels from your standard first-person shooter experience. Watching this old video gets me pumped to take that to the next level!"
Tremulous does it. Although, as I said, terrible game.
It might be "nauseating" to you, or confusing, but to me- turning the camera as my character does actually makes my orientation easier. In order to stick to a surface you need to aim towards it a certain amount. On the ground, this obviously doesn't matter ;) but on a wall or ceiling I often find myself having difficulty judging just how far "down" (for the skulk in question) towards to "floor" (from his current perspective) I need to aim to stay stuck. It's confusing and difficult to scurry along the often-complex roofing without flinging myself off it, because my upper jaw is blocking my view of the land(ceiling)scape. As I approach a large obstacle I often can't really judge the 90 degree changes on it, and I just fall off. Walking helps, but I keep feeling that were the system intuitive I would be able to do much crazier stunts by being more "into the character" That and I have this constant cognitive dissonance trying to play because I am up side down so so should my view-port be, and I should be aiming down to stay attached. To any surface (because that's where my legs are).
End result, it's way harder to run ceilings. Often nary impossible, in my games tonight I saw very few Skulks playing the ceilings. I saw a lot of vaunting off walls, but even then for only brief moments.
I get the whole draconian EVERYONE DOES SAME THING OR A PROGRAMER DIDNT MAKE DECISION!!!!!
But this should be an option if it's at all possible, even if it's not 100% polished.
That, or widen the angle of error for surface-stick so getting over those mean cross beams can be achieved with slightly less accuracy.
Then again, I'll get good at it either way because it's crazy fun. I guess most players aren't as into the 18-inch butcher-blade-arm psycho-murdering-you-alien category of method-acting as I am.
If it can be done, it should be done. it's not fair to penalize me because someone else has a disability. By that logic Counter-Strike should have no sound, because the deaf can't listen for footsteps.