Skulk Wall hugging/vision

sumguy720sumguy720 Join Date: 2011-02-09 Member: 81101Members
<div class="IPBDescription">Running around is kinda tricky</div>Dearest Unknown Worlds entertainment,

Whenever I'm a skulk and I want to do cool skulk wall-running moves, I always fall off when I try to get to the ceiling or if I hit a tiny blip of a ridge in the wall. It would be nice if there was a key I could hold town (or toggle) to lock me to the floor/wall/ceiling until I release the key or press jump.

And it would also be cool if there were an option to have the camera rotate with the skulk on walls and ceilings so it doesn't seem like I'm sliding up walls on my side and gliding on ceilings on my back. I understand some people would hate this because of motion sickness (I read a few rants about it in NS1 forums), which is why it would be a cool off-by-default game option. I bet some other people would also love this, though, it'd be like the AVP games-- which are doing quite well nowadays.

Sincerely,
One of the people who bought your game.
Because NS rules.
:D

Comments

  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    Both suggestions have been made nuerous times before, and both have very different responds, the first where people agree, and the second is often flamed :P.

    I agree that the wallclinging is needed, but preferably not as a button, but instead be like it by default, like in ns1 (dont remember if a huge angle out from the wall resulted in dropping tho). iirc uwe already mentioned that skulks inability to stay on a wall is unintentionall, but I might remember wrong.

    The second idea is not very likely to happen tho, I once modded the skulk to do this (only affected the view angles, so forward could be another direction than where you looked ;D) just so I could feel how it was, and I found it quite disorientating (altough I had no problems like motion sickness). Everytime I came to a wall my vision jumped 90 degrees, and while running over the walls it jumped everywhere because of slight geometry. Might be something you can get used to, but I dont really think it would be worth all the work needed.
    I doubt this is any high priority, or even that uwe has any plans whatsoever at implementing it, but I guess only the future can tell.
  • sumguy720sumguy720 Join Date: 2011-02-09 Member: 81101Members
    All right! Thanks for the reply. It's good to hear that others have suggested the former idea, and I understand the resistance to the latter. I bet it could be done well, but I'll leave it up to the dev team since they're already well aware of the situation.

    I guess there isn't much more to be said on either issue, thanks.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Devs have also said they'll be cleaning up how the wall-walking system works with geometry clipping to make it easier.

    And view rotation, while not strongly supported, does have an audience. Most would be willing to put it in if there was an option to toggle it off so that newer players don't get vertigo (and mappers intelligently design maps so you know which way is down!!! Stupid Tremulous and your all gray textures)
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1831135:date=Feb 10 2011, 01:12 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Feb 10 2011, 01:12 PM) <a href="index.php?act=findpost&pid=1831135"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Devs have also said they'll be cleaning up how the wall-walking system works with geometry clipping to make it easier.

    And view rotation, while not strongly supported, does have an audience. Most would be willing to put it in if there was an option to toggle it off so that newer players don't get vertigo (and mappers intelligently design maps so you know which way is down!!! Stupid Tremulous and your all gray textures)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'd support this. Would have to make sure that non-view rotation is the default.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    What about the idea, mentioned in another thread: Just turn the Jaws of the Skulk to represent your position on a wall?
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    The big issue is that you have no feeling of gravity. If there was some sort of indication (3D arrow / effect on view model) then I think flipping the view would be fine. That or some sort of subtle 'glowing shimmering' shader that is evident on the floor when you wall walk as Skulk, so you always know where you are in relation to the Z axis.

    The important part is isolating the view rotation into floor, wall and ceiling and the transitions between these 3 planes that can be built up around existing geometry. Otherwise you'll have some sort of 'crazy' view flipping over complex surfaces.
  • Dank McShwaggerDank McShwagger Join Date: 2009-06-10 Member: 67784Members
    edited February 2011
    Agreed that both these features should be implemented as "off" by default... I, for one, would turn them both on however.

    ...and is AvP really doing well? last time i tried to play that game was about 2 months ago and it couldnt find a server to join... i figured the online community was dead already.
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