Issues With Gameplay And Sight

AtaRiAtaRi Join Date: 2003-01-19 Member: 12459Members
<div class="IPBDescription">I'll try my best to explain this one..</div> This has been something that bugged me for a while about FPS, but only now it seems has it really gotten bad.

The illusion that is the whole FPS and the 3D world around it is seen through a pair of "eyes" that can rotate on an axis.. This axis is usually located on the head of a model, only, it is seemingly only about 1 unit big. You can spin on a needle tip it seems. When in reality ™, you don't.. Your eyes are a little more foreward than the back of your head for example.. minor difference, I know..

But when you have a fatbutt 2-3 ft long Gorge or skulk things can get crazy and detract from the gameplay.

As a skulk, gorge, or any long model that has eyes, it is IMPERATIVE the viewpoint *is* where the graphical location seems to be.

For instance, be a gorge or skulk, and back into an open ended box (above Mess Hall for ex.).. You will notice out of your peripheral "vision", you seem butt ended against the wall. You can even think your head is completely against the wall, smashed through your butt and everything.. When other players probably see your head sticking out. Had the viewpoint been correct, you would NOT see yourself inside the box, but you would have your fatt butt behind you stopping you from backing up further while your head hangs out.

Where this becomes an issue even more is say cornering.. I try to corner and look around with only my head? Too bad as it seems my eyes are in my tookas. I physically have the entire model around the corner for the enemy to shoot at while I see out of my viewpoint a view that is barely around the corner, giving me the impression I am in the clear and *not* haning around the corner..

Kind of hard to explain..

I think what is needed is a circle of sorts that the viewpoint "swings" on.. A halo if you will that surrounds the model that the viewpoint sits on.. As you turn, the eyes follow this outer ring, instead of a central pivot point.. It would get rid of the eyes on the middle of the model issue, I just don't know how hard coding wise we are talking. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> It does seem very important in such games as the models get longer.. Imagine a 6" snake with eyes.. Where would the viewpoint put you, the player, as opposed to what they, the enemy see?

Comments

  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--AtaRi.+Jan 19 2003, 02:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AtaRi. @ Jan 19 2003, 02:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Too bad as it seems my eyes are in my tookas.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It's an excellent point... and this is one of the funniest statements I've read in a LONG time. ^^
  • TieomTieom Join Date: 2002-10-31 Member: 1774Members
    Hmm... interesting.
    But it would likely crop up new problems, etc.
  • randomrandom Join Date: 2002-11-05 Member: 7090Members
    sounds too much like innovation.

    we'll have none of that!
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    think about what you see as a skulk, your eyes ARE half way down your digestional trackt at the very least <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    Seriously though, good point.

    BlueGhost
  • fwd-Randomfwd-Random Join Date: 2002-12-30 Member: 11618Members
    Its a good point.

    But most of the problems of this are overcome with knowledge. You will eventually learn a map precisely so you know every nook and cranny that you can hide in without your **** sticking out like a neon sign. NS is only what 2 1/2 months old? I practicaly know every part of every map by heart already.
    When your getting hit and your thinking "ffs noway i was well past that corner" well even if your view did portay your real position you still would of gotten hit just perhaps without the split second disbelief/stress.

    Just takes some time
  • AtaRiAtaRi Join Date: 2003-01-19 Member: 12459Members
    Ah! Despite my newness here, I know the maps inside and out. I make a very good gorge i must say, but it's troubling to try to judge what *I* percieve as my model and what others see as my model based on my viewpoint. Again, it's not so much about being able to hide in a box.. I used that example to show how the situation is.. You have a 2-3 ft long model with eyes on the front, backed into a box, and he can see from the back wall? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> hah!

    I must reiterate, where this becomes essential is when attacking (or running) and what you percieve as your hulking body of a model being "in" or "out" of the way. With eyes on my butt end, I would know to overcompensate for my invisible long head in front of me.. With my eyes on my head, I try to overcompensate for my invisible long torso behind me. When trying to "peek" around a corner, I find myself barely able to see around, while the enemy can see my entire model. It's hard to even tell where exactly your viewpoint is located on the model. And I doub this has been an issue with other mods as none I can think of use long bodied models. perhaps for this disorientating reason. It *is* no big deal to the common player or the "newbie" as they will pass it off without thinking.. The more I play it however, the more it truly irks me to no end not being able to tell if I am hidden or in plain site, only fooled. It's something that every FPS needs to address honestly, only moreso in games that use long models for characters..
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    <!--QuoteBegin--BlueGhost+Jan 19 2003, 12:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueGhost @ Jan 19 2003, 12:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->think about what you see as a skulk, your eyes ARE half way down your digestional trackt at the very least <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Depends on what view you are talking about. First person view? Yea the eyes are in the skulks colon but in third person view the skulks eyes are on the front of his face.
  • mojojojomojojojo Join Date: 2002-11-01 Member: 2017Members
    ah, yes that would explain why I keep on getting shot when I try to reverse in to a little cranny. And I get shot going up to corner I know a marine is around. Damn, I really should of figured this out.
    Is this related to the way the damage indicators seem to be a bit messed up? When I get surprised, I always seem to end up looking the wrong way - and if you can be shot in front of your eyes, when they're shooting the side of your model, I could see that this would easily mess up the damage indicators. Or is it just me who has a problem with the damage indicators?
  • [WHO]Them[WHO]Them You can call me Dave Join Date: 2002-12-11 Member: 10593Members, Constellation
    I think that moving the viewpoint would be useful but would also create a very large problem of being able to see through walls unless collision is uberprecise and can stop you from moving your viewpoint through a wall
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