Skulk should not stuck to wall while leap is activated
Hakujin
Join Date: 2003-05-09 Member: 16157Members, Constellation
As per the title, when leap is active (+leap or whatever), the wall-walking ability should be disabled. When leap is released, wall walking returns. This would make leaping much much easier and prevent getting flypapered on walls or ceilings you may hit. You could still tap leap and stick to walls easily.
Comments
Polished games have simple, powerful interfaces. Clutter and specialized, unneeded keys are the enemy.
It isn't really more intuitive and less clutter-y, as we already teach the player "crouch disables wallwalk!"; teaching them that leap also does so if you hold it down would be less intuitive. And since we're going to want crouch in with or without this change, we'll have the same number of keys.
From NS1 I'm used to holding ctrl whenever I don't want to wall-walk, leap or no, so I guess I'm biased. Certainly wouldn't be bothered if it went in.
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problems with current leap
1.predictable movement
2.slow leaps, sometimes even stoles when trying to leap when you still have energy left
3.leaps are short compared to ns1 leap
4.energy cost for leap is way to much, enough for 3 leaps and usually energy refills very slow
if leap worked as ns1 leap, being stuck to walls while leaping wouldn't be an issue. I actually like to leap and get stuck to walls but with current gimped leap I can see why it might have problems.
Rebind to shift? I use shift as crouch in all my games that have a crouch in them, and other people can rebind the key to their liking to negate said quoted argument.
There needs to be an external key, like crouch
Urzbital - you didn't get it. If you let go, you stick to the wall. Please read and understand the idea before commenting.
ryknow69 - your use case is incorrect, as wall-walk would be disabled simultaneously with leap. Please don't invent implementation issues if you are not a game programmer.
No one has presented a legitimate reason to not implement the hold-leap-disable-wall-walk idea. The only rebuttals have been, "I don't mind holding a third button." Yet if 2 buttons can do what three buttons can do, it is inherently a superior control scheme. I'm not expecting your average game player to be an interaction designer, but it still amazes me that this is even disputed.
Beta testers should be looking for ways to improve the control scheme.
However, here's the thing... While in the air and leaping some people might want to use the parasite or bite even, pressing two buttons on a mouse while maneuvering at high speeds will probably be quite annoying... I'd rather see the crouch button have two modes, which can be setup in the options/controls menu using checkboxes:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Skulk wall walking setting:
[ ] Always on, disabled by crouch (default)
[ ] Toggle (on/off), using crouch
[ ] Optional, disable while holding the movement key<!--QuoteEnd--></div><!--QuoteEEnd-->
Also less keys isn't always a good thing Hakujin as it decreases the amount of options as well in some cases.
So when you go to leap you're automatically getting sucked back into the wall behind you. Which also makes combat pretty irritating as well sometimes.
I agree with losing the stickyness when you hit the leap button.
I get it, I just said I liked it how it was now :) I don't mind, the idea isn't really gonna change the way I play, so I think it's a good idea.
1+
<!--quoteo(post=1861205:date=Jul 17 2011, 08:52 AM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Jul 17 2011, 08:52 AM) <a href="index.php?act=findpost&pid=1861205"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well it seems like they're still working on the stickyness of the walls. A lot of the time when I go to evolve it says I have to be on the ground to evolve. When I'm actually on the ground, but I'm being attached to the wall. Making it impossible for a skulk to stick to one surface in a vent or evolve in small areas.<!--QuoteEnd--></div><!--QuoteEEnd-->
Easy fix, hold your crouch button and open evolve menu, and tada, you're not on the wall anymore.
You seem to be under the impression that everything you believe must be correct, and that there's no way other people actually might be right.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->No one has presented a legitimate reason to not implement the hold-leap-disable-wall-walk idea. The only rebuttals have been, "I don't mind holding a third button." Yet if 2 buttons can do what three buttons can do, it is inherently a superior control scheme. I'm not expecting your average game player to be an interaction designer, but it still amazes me that this is even disputed.<!--QuoteEnd--></div><!--QuoteEEnd-->Imagine if troops would always attack-move in Starcraft or other RTSes, and the "move" and "patrol" functions weren't present...
By keeping the keys separate you guarantee maximum control. Combining functions may make it more immediately easy for beginners as they have less buttons to think about, but it might also mean you're removing valid parts of the game for something that solves itself after not even days of playing for the newbie.
It's not like holding crouch is in any way difficult.
Imagine if troops would always attack-move in Starcraft or other RTSes, and the "move" and "patrol" functions weren't present...
By keeping the keys separate you guarantee maximum control. Combining functions may make it more immediately easy for beginners as they have less buttons to think about, but it might also mean you're removing valid parts of the game for something that solves itself after not even days of playing for the newbie.
It's not like holding crouch is in any way difficult.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is just wrong. <u>Wrong.</u> You are not losing any functionality with the non-sticky leap. If you want to stick, tap the button quickly. If you don't want to stick, hold the button longer. If you want to drop, press crouch. I never advocated removing the crouch button. You are arguing against your own mistaken assumption.
I would still use ctrl to drop down on the marines heads though =)
Which is why I said in my first post that I wouldn't be bothered if it went in. The response was to the general mentality of "lets combine functions so people dont have to know so many buttons".
I use the crouch+leap to prevent sticking while leaping, but it does seem a bit more complicated than necessary. Minimal button pressing is preferable.
I use the crouch+leap to prevent sticking while leaping, but it does seem a bit more complicated than necessary. Minimal button pressing is preferable.<!--QuoteEnd--></div><!--QuoteEEnd-->
you can actually bind this yourself already using AutoHotkey.
download it and write a script where if you longpress the leap key you will automatically longpress the crouch key at the same time, until release. (i believe you can setup timing parameters too if longpressing isnt an option already, i.e. 50 ms etc, i remember writing a script with it to control mouse clicks on a website at certain loading times.)
its magic. :)
If you don't want to stich somewhere press CTRL. If it isn't the same button when walking and leaping, many people get confused.
And with CTRL it is even easyier than with the 2. Att button.
The other problem is leaping from wall to wall would be really hard, because you will often release the Button to early or too late, so that I will do a 2. Leap.
My 2 Rappen.
Only problem is you'll want to increase the Skulks Walk speed to something higher than 50% of Run speed (but lower than 100%). I find 60-75% is pretty manageable. Provides more incentive to Leap across walls (which works better anyways since you aren't having to traverse every nook and cranny of whatever surface you're trying to get across).
Also eliminates the need for this whole discussion :)
Whether you notice it or not, you attach to walls more often than you think with the code in it's current state. The Skulk accelerates at an obscene amount right now, so you can't tell, but if you slow down the acceleration, you'll notice the Skulk latches on to just about anything, making it very difficult to maintain top speed.
I suppose it doesn't matter if they keep the the acceleration the way it is, but personally I don't think they should if they aim to make movement more skill-based. It sounds counter-intuitive, but a lower acceleration (IMHO) allows for more skill-based/tactical movement. Since it's more of a challenge to keep your top speed, you can't just strafe to and fro like a moron, you've got to use Leap much more intelligently.