Skulk POV

crash1992crash1992 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.

Comments

  • SuperflySuperfly Join Date: 2002-11-01 Member: 3485Members, Constellation
    edited November 2012
    I believe that it was tested for a while but removed because people were re-Gorge-itating <sup>™</sup> all over their keyboards.
  • WormeckWormeck Join Date: 2012-08-12 Member: 155483Members
    Yep. The movement was found to be too much when jumping all over the place and people were getting motion sickness.

    I wouldn't be surprised if there was a mod eventually for it, but I don't know of one yet.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2007049:date=Nov 2 2012, 03:44 PM:name=Superfly)--><div class='quotetop'>QUOTE (Superfly @ Nov 2 2012, 03:44 PM) <a href="index.php?act=findpost&pid=2007049"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I believe that it was tested for a while but removed because people were hurling all over they keyboards.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • crash1992crash1992 Join Date: 2012-11-02 Member: 166067Members
    That's a pity. I really enjoyed that mechanic in Tremulous. I hope there is a NS2 mod for it soon.

    Maybe its because I'm still new, but I can just never tell if I'm actually on the wall or not.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    <!--quoteo(post=2007043:date=Nov 2 2012, 03:42 PM:name=crash1992)--><div class='quotetop'>QUOTE (crash1992 @ Nov 2 2012, 03:42 PM) <a href="index.php?act=findpost&pid=2007043"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Tremulus eh?
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    They talked about it being an option to turn on, but I find it sick-inducing so would never use it.
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    If you watch a pro player playing Skulk with the wall jumping I dare anyone to say they would not throw up if the camera rotated. I bring this up because in a few weeks I think we will start to see some much better hopping skulkies and even if you don't get motion sick its really disorienting and for me personally gives me a headache.
  • NoJustice37NoJustice37 Join Date: 2012-11-02 Member: 165852Members
    <!--quoteo(post=2007287:date=Nov 2 2012, 02:23 PM:name=TimmahIsASaint)--><div class='quotetop'>QUOTE (TimmahIsASaint @ Nov 2 2012, 02:23 PM) <a href="index.php?act=findpost&pid=2007287"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you watch a pro player playing Skulk with the wall jumping I dare anyone to say they would not throw up if the camera rotated. I bring this up because in a few weeks I think we will start to see some much better hopping skulkies and even if you don't get motion sick its really disorienting and for me personally gives me a headache.<!--QuoteEnd--></div><!--QuoteEEnd-->


    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.
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    <!--quoteo(post=2007326:date=Nov 2 2012, 03:50 PM:name=NoJustice37)--><div class='quotetop'>QUOTE (NoJustice37 @ Nov 2 2012, 03:50 PM) <a href="index.php?act=findpost&pid=2007326"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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.
  • nsguynsguy Join Date: 2010-01-03 Member: 69869Members
    This was actually the first thing I noticed whilst playing as a skulk. I'm not sure if I would play with the POV changing - it may make me vomit - but it makes sense. If it becomes an option it would be nice. It's always good to let people play however they want as long as it doesn't ruin it for others (which this wouldn't).
  • blujayblujay Join Date: 2012-07-21 Member: 154277Members
    Here is my previously-posted and very fervent opinion on the matter:

    "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.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    +1 for having it as an option I would certainly not mind experimenting with it.
  • AzathothAzathoth Join Date: 2012-11-02 Member: 166149Members
    I never considered this actually, I took to the skulks wall-moving ability quite quickly so I've never even thought about it, don't see why it couldn't be an option though.
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