Jittery movement?
Wakke
Join Date: 2003-08-01 Member: 18672Members
Hello, I enjoyed NS1 a great deal and I am following this one as well (preordered, haven't played yet). What struck me from the video's is that the movement (mostly the marines as observed by an other player) is 'jittery', like people have no momentum, can change directions on a dime. Also bunnyhopping seems possible. This is kind of an immersion breaker for me. Anybody else noticed this?
Also, has it ever been considered to put iron sights in this game? I thought it might be nice for the marines.
Also, has it ever been considered to put iron sights in this game? I thought it might be nice for the marines.
Comments
I'd suggest you play it on the HBZ or Inversion server. You'll find the game a smooth experience. Youtube limits FPS to just 30 FPS, a lot of people get much higher.
<!--quoteo(post=1885817:date=Nov 20 2011, 04:45 AM:name=Wakke)--><div class='quotetop'>QUOTE (Wakke @ Nov 20 2011, 04:45 AM) <a href="index.php?act=findpost&pid=1885817"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also bunnyhopping seems possible.<!--QuoteEnd--></div><!--QuoteEEnd-->
NS2 does not have bunnyhopping, though there is and will be skilled movement abilities.
Ironsights kinda slows the game down as well, I do prefer it without, in my opinion!
And what makes this different from NS1, which you enjoyed?
Most multiplayer shooters have that kind of movement since it is just annoying not to have full control over your character. Immersion or realism is also not the goal of a multiplayer shooter, but rather making the gameplay interesting and competitive. Too much realism destroys any kind of fun or fairness, because reality is mostly neither fun nor fair.
I hope to see some kind of way to gain/keep momentum for the skulk at least.
As far as the jumping goes, there is not bunnyjumping like you know it from Half-Life or NS1.
But still, jumping for evasion is still in the game, and it will be there as long as you can press space to jump.
Without jumping, it would dumb down the game, because targets movement would become even easier than now to predict.
You would not be able to evade once a skulk gets close, and you would not be able to evade marine bullets as easily at tier 1.
The game would become simple and static, and require less skill to be good at.
I would not like to see iron sights in this game, you don't even need it as much as you need to be able to turn 180 to get a target behind you.
Do you guys have any precise idea on how to do this ? What I would do is to code general movement in a kind of open way and let the players find a way to gain speed by themselves. Now, as I understand it, the speed is clamped at a maximal value, so there is no way gain speed. Designing a precise skill base movement mechanism seems very hard to me, I would rather let it emerge from sufficiently complex and open movement mechanics.
Do you guys have any precise idea on how to do this ? What I would do is to code general movement in a kind of open way and let the players find a way to gain speed by themselves. Now, as I understand it, the speed is clamped at a maximal value, so there is no way gain speed. Designing a precise skill base movement mechanism seems very hard to me, I would rather let it emerge from sufficiently complex and open movement mechanics.<!--QuoteEnd--></div><!--QuoteEEnd-->
Vertical speed is independent of speed on the XZ plane, and any vertical velocity change (jumping/falling) would make the Skulk more difficult to hit.
Schimmel's Skulk wall jumping should be coming with build 188, I believe?