Skulk view
MrEntity
Join Date: 2012-12-27 Member: 176489Members
I find latching to walls and ceilings very difficult as a skulk. The most aggravating part of the latching process is the fact that half the time you can see the "ground" you're walking on.
I think it would be much much easier if when you latched to a surface your POV shifted to accomodate your new sense of down - i.e. when you walk onto a wall your view shifts 90 degrees and the wall looks like the floor. You know, as it would look if your eyes were where the skulks eyes are.
I think it would be much much easier if when you latched to a surface your POV shifted to accomodate your new sense of down - i.e. when you walk onto a wall your view shifts 90 degrees and the wall looks like the floor. You know, as it would look if your eyes were where the skulks eyes are.
Comments
AVP2 had Wallwalk- and WallwalkToggle Buttons, also hud arrow that pointed to "gravitational fall" direction. This was improved from the first AVP by Rebellion.
NS2 Skulk wallwalk is abit different, only required good reflexes to react on changing surfaces, is not sticky wallwalk and is always on.
If AVP2 style wallwalk would be implemented, tho it's very unlikely, it would be optional.
basically make it so that holding shift will stick you to the wall/solid surface so you can't fall and keep everything else the way it is
basically make it so that holding shift will stick you to the wall/solid surface so you can't fall and keep everything else the way it is<!--QuoteEnd--></div><!--QuoteEEnd-->
yeh, there is also an unstick button in the form of the left ctrl key which detaches you from the wall so that could still be used to unstick too I'd imagine
Hold shift ;)
You test the mechanic, you get feedback. Is the feedback negative? Then the feature doesn't make it through. The feedback was negative, so this didn't make it through.
Designing a game isn't about getting a long list of possible features together and then including every single one with an on off switch. Its about determining the best solution and using it.
So everything toggleable in the options is a design cop-out, eh?
Unless design and testing dictates that a toggle is the best option to use.
Using information to make the choice of using a toggle is fine. Using a toggle to avoid making a choice is not.
Using information to make the choice of using a toggle is fine. Using a toggle to avoid making a choice is not.<!--QuoteEnd--></div><!--QuoteEEnd-->
So everything toggleable in the options is a design cop-out, except when it's not a design cop-out?
Come on, now.
Come on, now.<!--QuoteEnd--></div><!--QuoteEEnd-->
When you test something out, and nobody wants it, you don't include it as a toggle-able option. Thats a cop out.
When you test something out and it ends up being 50/50, then you have a possible candidate for a toggle-able option.
The problem is, 99% of players don't want rotating skulk views to even be considered for inclusion in NS2. 99% of that 1% that do also won't want it once they've tried it for 10 seconds. UWE already knows this, because UWE has already taken the time to test it. Thus the decision has been made. No Toggle.