The seamoth controls make me motion sick
moultano
Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
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Would love to have this toned down a bit.
https://trello.com/c/XLq7OcmY/3296-improve-seamoth-stabilization
https://trello.com/c/Kgn9d3Lp/3609-add-slower-acceleration-to-seamoth-and-stabilize-faster
For me it stems from the fact that there's a huge "lag" when you try to turn the SeaMoth. Your own view moves fast, and then the SeaMoth slowly adjusts to where you've turned. I understand that this has probably been made to make it feel more sluggish in order to underline that you're no longer free-swimming but inside a vehicle... it just has a very unfortunate side effect.
I do suffer from motion sickness fairly easily on the back seat of cars, but very rarely in games. I almost never encounter a first person game which I react to anymore (as in; since I started getting used to FPS about 15 years ago), and this reaction was VERY strong. I got so sick after 10 minutes with the SeaMoth that I had to stop playing altogether.
I can't imagine how bad it would be in VR.
Maybe just a headbob-like toggle that turns the view lag off when in the moth? Then people who have no problem with it can keep the current setting. I don't know how much work that would be to implement though, but the quality of life improvement for me would just be IMMENSE.
But this is what I think is the actual problem.
Pretty much like Necrox already stated the own view moves faster then the SeaMoth actually turns.
This delay which is making the SeaMoth adjust AFTER the view moved causes the motion sickness since in general motion sickness is caused through non-valid movement.
Let me explain that a bit for those who don't know why you get sick.
First of all in this case it's called VIMS (visually induced motion sickness) in other words Motion (movement) which you see but cannot feel.
Now if you see movement your eyes tell your brain woah hey something is moving, while your inner ear which is our vestibular system (balance) is telling your brain HEY we aren't moving we don't feel what we see.
At this point your brain doesn't know how to handle that situation and thinks you are under influence of i.e drugs and you are hallucinating. Your brain responds on that with inducing vomiting to clear the toxin which in this case doesn't exists.
You actually cannot prevent this 100% since everyone's responds on these things are different.
BUT by reducing the movement and fixing the delay of seamoth turning to adjust the view can reduce the chance.
What I am not sure about is if the quite big cockpit of the seamoth increases the chance of motion sickness.
Aswell I am not sure about if the water current effects that you see when moving with seamoth (those effects which makes fast movement visually fancy) are also increasing the motion sickness.
And in addition to be able to turn in ALL angles actually really makes it worse if motion sickness starts to hit you.
Many will probably also get into a panic since not everyone knows what is actually causing the feeling so they try to adjust the view and turn in a rush which makes the feeling even worse.
I can't start the game now to check, but I'm pretty sure that it is already working that way.
Aye it does, the q & e for the pitch and yaw are what's truly needed.
I think the solution is to make it so the roll of the seamoth doesn't effect your view. The player's notion of what is "up" should be unaffected by how the seamoth shifts around you. This gives you the sense of swooping movement without the disorientation.