While other threads about loving/hating the new movement change rise, fall, or rage on, what I really want to know is what the impetus was behind the change.
We have this quote from Cory...
QUOTE (Squeal_Like_A_Pig @ Mar 1 2012, 03:50 PM) »
There was a bug in the movement code that meant that players with high FPS had more speed and more control with the skulk then players with low FPS. We fixed that, which meant we had to find a base speed and feeling that would work for everyone. There was some more air control added to allow for more skill based movement, as we've been hearing about a desire for that for quite a long time from a lot of players. It's not perfect yet, and will continue to be tweaked.
...but the implications of it aren't quite clear, and they leave a few questions I'd like to ask the developers, time and interest willing.1) Was the air control/wall-jump movement change an unavoidable side effect of the bug fix?
The first solution to a problem such as this that comes to my mind would be to give all players the same control that players running at 60fps had, but then again, I know next to nothing about the bug. It might be that an equal playing field was impossible under the old mechanics, which would certainly explain the suddenness and immutability of the change.
If not, that leads to question two2) Was the old Skulk movement lacking in some significant way?
I'm not here to complain about the movement changes, and I don't want to make a thread that turns into anything of the sort. What I would
like to do is figure out if there was a key gameplay component that b198 Skulk movement lacked, or any problems it caused. I know a lot off people (myself included) were pretty happy about the way it felt, but feeling isn't everything. If there was something wrong with skulk movement from the big picture, I'd love to hear about it. It might even change the way I (and potentially others) view what the Skulk is supposed to be.
Of course, it's perfectly plausible that the old movement scheme just didn't have the potential UWE sees in the current one, which leads me to ask3) Is there a driving focus, concept, or goal behind the new Skulk movement? What, if anything, makes it attractive?
With a lot of the sticking/friction issues and wall-jump bugs that arrived with the movement change (as with all major changes), it's been quite difficult for the community to really see what it has to offer. I'd really like to know that the new movement system is intended to offer once it's polished up and cleaned of bugs, and how it's intended to change or improve the way we play NS2.
If anyone has the answers to these, please let me know. I'm sure I'm not the only person who's curious about the changes. As a closing caveat to other players: UWE has said that while the movement changes are slated to be improved, they're also here to stay, so asking for a rollback right now isn't likely to accomplish much.Edit: We have an update from Schimmel suggesting that the movement changes were the result of a physics overhaul
QUOTE (Schimmel @ Mar 1 2012, 07:03 PM) »
you are wrong about momentum. before what you called momentum was a hacky implementation. We build some artificial mechanic on top of the already present player movement physics (which supports momentum implicite) to try out how well momentum works with the skulk. this hack has been removed and instead everything works now with friction and acceleration (friction was btw almost totally ignored before, a big flaw). what you might call momentum here is i guess the ability to store up some part of your impact velocity and release this stored energy on the next well timed jump (white bar indication in skulk speed meter). this mechanic will have a come back, and the skulk movement will be polished more to give you the same, but improved feeling without using hacks but "real" physics....and answers to the remaining quesitons of the thread by IE and Schimmel.
so to sum it up: "momentum" was never present before, this is now new. before we had this storing of impact energy mechanic in place, and it will return once im convinced that the uncapped skulks max speed (yes it's uncapped right now) cannot be exploited or causes big troubles to balance. hopefully i will be able to add that back in already next weeks patch, but i cannot promise it.
QUOTE (internetexplorer @ Mar 1 2012, 09:22 PM) »
From the way schimmel and Cory explained it, it's not that the system was "buggy" per se. You couldn't see tons of game-breaking bugs (like the current air friction problem), but it was architecturally messy. The physics model was not clear and extensible, because it was a hackjob of some kind.
Of course it's a good idea to rebuild something like that with the mentioned design goals in mind, but people would react a lot better if you paired the new physics system with fun new features instead of bugs. Even if these problems are all gone in 2 days, it's another little source of aggravation for players.
QUOTE (Schimmel @ Mar 1 2012, 09:42 PM) »
really good summarization. not much more to say other than it will become better with next patch, and continue to become better until we have something we consider as perfect, challenging and keep people playing! it's not an easy task to create a movement system that has no artificial skill cap, but i consider this as the most important factor. the beginning of this is now unpleasant, i understand everyone, but the end result (which depends also highly on player feedback) will be worth it
Once the infestation reaches the Command Chair, the process begins. One Gorge enters the chair to provide the necessary height. Another climbs on its shoulders to access the controls.
A Gorge Lab is quickly established, staffed by microscopic Gorges who work tirelessly to unlock the secrets of Frontiersman Technology, stopping only to change their lab coats when they become dirtied. Once the research progresses to a certain point, the Gorgecom gives the order. Nanites are called into service.
The armature forms. A chosen Gorge, tested many times in the field of battle, enters the machine.
Servos whir; miniguns spin up in diagnostics; an Exogorge is born.