How was Alien View initially planned to be implemented?
vizioNz
InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
After viewing the original YouTube video of the early development of Alien Few (Push F while an Alien class), it appears the developers/designed did not plan for this view to be turn on all the time:
<a href="http://www.youtube.com/watch?v=0txpeJUsbCw" target="_blank">http://www.youtube.com/watch?v=0txpeJUsbCw</a> @7:20
I personally dislike the view and only use it when I am within a Hive location (usually pitch dark and Alien View is necessary), which leads to my suggestion for a re-implementation of the feature.
<b>Should Alien View fade out the father you travel from a Hive location?</b>
Then grow back in strength/density the closer you are to the Hive? What this means is that the early game/mid game will no longer favor Aliens due to this view mode. Aliens will not have the capability to use Alien View in Heliport/SA/Marine Base (ever, due to CC being in the Hive location). I think this will also help differentiate the skilled Alien players for the average players. Another side note, when navigating the map, if the Alien is within an infestation location, the strength of Alien View is far greater (even if the area does not have a nearby Hive close to it [Infestation spread into Ventilation -or- Flight Control on ns2_summit]).
The only issue I can see with this is the constant opacity fading from 0-100% if Alien View is turned on and left on. Some may consider this an issue, however the best solution is to turn it off unless you need it to defend your Hive location. This will remove the clutch that so many players have with using the Alien View and it will allow everyone to appreciate the pretty materials/design of NS2 better :).
<a href="http://www.youtube.com/watch?v=0txpeJUsbCw" target="_blank">http://www.youtube.com/watch?v=0txpeJUsbCw</a> @7:20
I personally dislike the view and only use it when I am within a Hive location (usually pitch dark and Alien View is necessary), which leads to my suggestion for a re-implementation of the feature.
<b>Should Alien View fade out the father you travel from a Hive location?</b>
Then grow back in strength/density the closer you are to the Hive? What this means is that the early game/mid game will no longer favor Aliens due to this view mode. Aliens will not have the capability to use Alien View in Heliport/SA/Marine Base (ever, due to CC being in the Hive location). I think this will also help differentiate the skilled Alien players for the average players. Another side note, when navigating the map, if the Alien is within an infestation location, the strength of Alien View is far greater (even if the area does not have a nearby Hive close to it [Infestation spread into Ventilation -or- Flight Control on ns2_summit]).
The only issue I can see with this is the constant opacity fading from 0-100% if Alien View is turned on and left on. Some may consider this an issue, however the best solution is to turn it off unless you need it to defend your Hive location. This will remove the clutch that so many players have with using the Alien View and it will allow everyone to appreciate the pretty materials/design of NS2 better :).
Comments
I guess I'm just old fashion and look at Alien View as unecessary. I can live with it being used in the Hive which is [usually] a dark place like you stated, but anywhere else is just an unfair advantage over Marines (in a completely lit area such as Marine Start/Crevice/Crossroads).
I just think Alien View is a crutch for poor Alien players :/.
I love the last version of the Sona but it should fade back to normal instead of that blockwise thing.
I have to say i mostly run with Alien Vision on. It makes it much easier to navigate trough the maps and you will even see a Marines foot from far away.
The only "real" disadvantage it has, you don't know if you're hiding in the dark. But with the key binded to a mouse button it is really powerful.
Other smaler disadvantages are also:
-you don't see Sppres
-you don't see Umbra
-you don't see Fury
-you just don't see any Effects and Textures
And that are many disadvantages for the bounses you get in agility and awareness.
I just think Alien View is a crutch for poor Alien players :/.<!--QuoteEnd--></div><!--QuoteEEnd-->
Why would you care? if you dont need/want it dont use it.
And if someone really want to use it as a "crutch" let them, it doesnt really effect you anyway.
And if someone really want to use it as a "crutch" let them, it doesnt really effect you anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->
True...
<!--quoteo(post=1867947:date=Aug 9 2011, 06:20 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Aug 9 2011, 06:20 PM) <a href="index.php?act=findpost&pid=1867947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it intended that we can't see spores or infestation? I don't see why devs would do that...<!--QuoteEnd--></div><!--QuoteEEnd-->
I would assume that they didn't want you to turn on Alien View and just use it all the time, so they left some key components out.
exactly
And this is why alien view gets blurry if you are in camorflage.
Doesn't anybody else is scandalized by the fact that the huge amount of work and gpu cycles that are used to make the game look nice is wasted by a green filter ?
I would much prefer something like that :
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114172" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114172</a>
The only remaining problem in this version is that more distant objects appear more and more yellow.
Doesn't anybody else is scandalized by the fact that the huge amount of work and gpu cycles that are used to make the game look nice is wasted by a green filter ?
I would much prefer something like that :
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114172" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114172</a>
The only remaining problem in this version is that more distant objects appear more and more yellow.<!--QuoteEnd--></div><!--QuoteEEnd-->
I do like that MOD much more and it's a perfect example that the Alien View has the ability to fade in opacity depending on the Aliens location. I was going to attempt to apply that to my game but it appears it isn't compatible with 184 :sadface:
I use the modded alien vision to have it transparent. That way the maps aren't as dull, but actually still look good. It is more like the ns1 alien vision + the night vision effect from yellow outlining.
A nice byproduct is that it still lets me see stuff like spores and lighting conditions.
Doesn't anybody else is scandalized by the fact that the huge amount of work and gpu cycles that are used to make the game look nice is wasted by a green filter ?
I would much prefer something like that :
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114172" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114172</a>
The only remaining problem in this version is that more distant objects appear more and more yellow.<!--QuoteEnd--></div><!--QuoteEEnd-->
I really like the look of that mod, it both looks better and would be a lot nicer to play with for someone like me who spent 8 years playing NS1 with alien flashlight, but without the seeing through entities abuse-ability :D
I still have a working version. Guess I have to probe it and whip it into shape.
@Asraniel (post blow) When I play Marine, I totally feel violated when those aliens can see me in the dark! How dare those cheating aliens spy on us in the dark, when our flashlight battery is limited! Oh wait... never mind...
I think alien vision is basicaly fine, but needs some more downsides. For example not seeing map
Blips( parasited marines, teammates). To encourage players not to have it always on
I think alien vision is basicaly fine, but needs some more downsides. For example not seeing map
Blips( parasited marines, teammates). To encourage players not to have it always on<!--QuoteEnd--></div><!--QuoteEEnd-->
Source?
As far as I noticed, you cant see any cinematic effects at all when you use alien vision, and I am going to assume that is unintended behavior.
Also, as yuuki said, the game looks really pretty, until you use alien vision. And that is something you always use as an alien, making the game really ugly for aliens. The transparency makes you still see all the nice details, lighting and colors.
The alien view is "sound" based, thats why you can't "see" flames etc.
The idea is really to have downsides for the alien vision, otherwise there would be no reason not to use it.
The alien view is "sound" based, thats why you can't "see" flames etc.
The idea is really to have downsides for the alien vision, otherwise there would be no reason not to use it.<!--QuoteEnd--></div><!--QuoteEEnd-->
That doesnt make much sense... A Marine sitting in one location (still) shouldnt be seen then correct?
I don't think it's fair how an Alien can spot a Marine from the other side of the map in a completely lit/powered area; Are the Marines not supposed to have the upper hand it powered, lit area? Everyones arguement is that Aliens should have the upper hand is darkness, well, they have the visual advantage in all areas/lighting with Alien View ON the whole time (other than Flamers, which is late game; Meaning the early game advantage is far to great over the Marines capabilities.).
The Frontiersman are nerfed at this point. Having Alien View active and at the same strength (regarding the room lighting situation) the whole time is beyond the scope the original Alien View concept was built on...
No it makes sense, its more like bat. Marines will create a different echo than a wall for example.
<!--quoteo(post=1868090:date=Aug 10 2011, 03:47 PM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Aug 10 2011, 03:47 PM) <a href="index.php?act=findpost&pid=1868090"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Frontiersman are extremely nerfed at this point. Having Alien View active and at the same strength (regarding the room lighting situation) the whole time is beyond the scope the original concept was built on...<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats why its good that alien view is not all powerful. And should be never even more by removing map blips.
- Make upgrades to allow for longer time on. (5 10 20 secs?)
- Maybe other upgrades can allow for enhanced video quality / sent of fear / um, stuff like that.
- Make upgrades to allow for longer time on. (5 10 20 secs?)
- Maybe other upgrades can allow for enhanced video quality / sent of fear / um, stuff like that.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the first item, if it's going to stay in, have it not be a capability that can stay on the whole time.
What's the point of UWE and Mappers of spending time creating amazing materials/faces/graphics in NS2 if you just overlay it with that [gross] Alien View mode?
I agree, I hope it's not final because the maps are too beautiful to be turned into plain yellow for the alien team.
I find it most helpful traversing geometry
I also find it useful for a quick look around an area.
I switch it off most of the time because I do not want to miss out on
spores => Keep fighting the spores are dropping on them
fire => aaaagghh I'm on fire ....run
I think its detriments balance its power.
The look of Alien Vision is definitely not final. It will eventually look a little more organic and natural. Also, there has been some discussion about ways to keep players from playing the whole game with it up, but no final decisions yet.
--Cory
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you for clarifying that the Alien View will not be allowed to be used through the whole game. I am take a deep breath now :)
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Im actually playing the almost whole game as alien with "Alien Vision" on ... because there is rly goot to see marines and other inportant thinks ... Im feeling like Wall hack cheating :)
yeah i think its way to blurry.