The Skulks View On The World...

[Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
edited January 2005 in NS General Discussion
First off im posting this here and not I&S because im just trying to strike a conversation, im not actually suggesting this for the current version of NS.

In almost every FPS, the view you get is what is directly in front of you, because well, it’s sorta hard to see what’s at your side when looking at a flat screen <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

Now for the vast majority of fps games this is fine, because most involve at lest a small distance between the two fighting forces. In ns it’s a bit different though, because other than a few attacks, the aliens have to get in the marines face to deal the damage. The problem with this is, because you are so close and only get to see what is DIRECTLY in front of you, all a marine has to do is quickly strafe in a certain direction, or even better strafe jump in a random direction and he/she is instantly out of the aliens screen, leaving the alien confused and disorientated.

The above example mainly applies to the skulk, as it literally only has a couple of seconds to deal the damage or its dead, and a single strafe jump is often enough to give a rine the time needed to kill the skulk while it franticly looks for the marine. (Not whining about evasion skills, they have to be learned and are perfectly acceptable)

Now look at the skulk in hl model viewer. Its eyes are placed on the side of its head, meaning if it was real, it could most likely see perfectly straight ahead, to the side, and even slightly behind itself. But in game we are still restricted to what’s directly ahead, because of our flat screens and probably technical issues I don’t understand <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

My main point – do you think it would help or hinder if we were able to see to the side while playing as a skulk. Obviously this would be hard to create on a flat screen, but engines are getting advanced so im sure it could be pulled off on newer engines, source, unreal 3 engine etc.

Hard to imagine what it would look like (I havnt seen it in a game before) but im pretty sure it would look strange, if not distorted, and would take a while to get used to, but isn’t NS about adaption? If it was pulled off well and players got used to it, it could give them a much better fighting ability, as they could now find it much easier to track the rines at close range.

discuss <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
«13

Comments

  • SkydancerSkydancer Join Date: 2003-03-28 Member: 14959Members, Constellation
    If you widen your point of view (can be done on hl) you can easily run into motion sickness, and past like 120 degrees turning (and therefore aiming) is VERY difficult.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    The Skulk's field of view is actually considerably bigger than that of any other class in the game.
  • SuitePeeSuitePee Join Date: 2004-11-18 Member: 32857Members
    In that case,can we marines have cloaking? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
    I've never seen a skulk complain about not being able to "see" a marine, especially when skulks find it easy to kill marines. Besides,all skulk have to do is learn to move the view quickly.
    I do see your point though,as many times as a skulk I've had this problem, but as a marine I've had equal problems tracking the movement of the fast buggers. It's just a case of killing quickly and not always taking the head-on option perhaps.
    Now about that marine cloaking..... <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> WHERE'D HE GO??
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin-Skydancer+Jan 29 2005, 07:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skydancer @ Jan 29 2005, 07:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you widen your point of view (can be done on hl) you can easily run into motion sickness, and past like 120 degrees turning (and therefore aiming) is VERY difficult. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well, that depends, I constantly play with fov 120 in Quake and I can aim perfectly fine. However it does help a lot to frag those sneaky dudes coming from the sides. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Nemesis Zero+Jan 29 2005, 06:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Jan 29 2005, 06:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The Skulk's field of view is actually considerably bigger than that of any other class in the game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Would you be so kind as to tell us what the Skulks exact FOV is please? And compare it to all other classes with values? I'm curious.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    i have actually never noticed any difference O_o
  • mr_drug_lordmr_drug_lord Join Date: 2005-01-11 Member: 34836Members
    you watch them move and react

    if they're shooting you track them by ear. if not then you track by their feet landing
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    rines are silent if they land crouched.

    sorta off topic but do you guys have eax sound enabled? is there much a of a difference?
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    edited January 2005
    Good point. I believe the skulk's FOV is currently at 110 degrees (compared to the default FOV of 90 degrees), but making it higher would help more. The problem is, it distorts the screen a lot, and does make some people ill.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Flayra+Jan 29 2005, 01:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Jan 29 2005, 01:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Good point. I believe the skulk's FOV is currently at 110 degrees (compared to the default FOV of 90 degrees), but making it higher would help more. The problem is, it distorts the screen a lot, and does make some people ill. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Tightening the marine FOV could help make the difference more noticable. An FOV of 75-80 perhaps?
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    You can use a wider FOV, but as people have pointed out it distorts the screen and it WILL make some people sick. I personally get ill if I use higher than 110 or so, I tried 125 on the lerk once and had to stop playing until I stopped vomiting during a scrim. You can alter the FOV yourself if memory serves, try it out and see how each one works for you.
  • Raven_of_AzerathRaven_of_Azerath Join Date: 2005-01-13 Member: 35271Members
    i agree i would be hazardous to extend the point of view for the Skulk
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    It looks like it's also a limitation for the skulk; with a larger FOV, they will become stronger, and more imbalanced.
  • mr_drug_lordmr_drug_lord Join Date: 2005-01-11 Member: 34836Members
    edited January 2005
    <!--QuoteBegin-Reeke+Jan 29 2005, 02:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reeke @ Jan 29 2005, 02:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> rines are silent if they land crouched.

    sorta off topic but do you guys have eax sound enabled? is there much a of a difference? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    why would he land crouched if he's dancing around you

    besides, he is most likely to be shooting.

    i only included the 2nd case of feet because hypothetically that could happen. but realistically, he is going to be shooting, and whether or not his feet make noise doesn't matter very much
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    edited January 2005
    maybe with newer engines there could be ways created to "fake" the fov, i wouldnt have a clue about this, but heh, thats why im not a game designer =D

    oh and when dancing around skulks alot of people do croutch jump, lets ya gain even more distance from the wee bitey beggers with the teeth
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-TheAdj+Jan 29 2005, 09:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj @ Jan 29 2005, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You can use a wider FOV, but as people have pointed out it distorts the screen and it WILL make some people sick. I personally get ill if I use higher than 110 or so, I tried 125 on the lerk once and had to stop playing until I stopped vomiting during a scrim. You can alter the FOV yourself if memory serves, try it out and see how each one works for you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I agree, lowering the marine could be more useful. I believe that Half-Life 2 is currently set lower than 90, so maybe it will help not only with gameplay but with people making the transition between playing say HL2DM for an hour then playing NS for an hour, its possible motion sickness could occur between changing FOVs. I'd be all for the change as it would make the game more interesting.

    PS: Might not make sense I'm tired and rambling.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I wonder how hard it would be to play with a 360 degree view.
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    O_o

    Okay....you go play with a 360 fov....come back and tell us how long you were sick. Pictars are a plus (of the vomit all over your comp, I mean).
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    How would I go about changing the settings to try it?
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    edited January 2005
    HL is limited to 179 degree FOV <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    I was thinking about possiblities with newer engines, and if possible I wonder how it would be to play with an FOV like I attached, where what you see is within the green area, and perhaps health and other hud things could be placed in the black (or the hud could be left squarely aligned crossing over the fov border).

    (and maybe not THAT curved, but you get the idea, wider angle without so much stretching)
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-im lost+Jan 29 2005, 04:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Jan 29 2005, 04:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How would I go about changing the settings to try it?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    edited January 2005
    First, you have to change a couple of vairables to make zooming in and out work. Make a server on your own machine and start a game. Set cl_lw and cl_lc to 0. Then, type FOV X in your console (X can be 1-179 I think) to test them out.

    [EDIT] sv_cheats must also be 1.

    [EDIT2] This is what an FOV of 180 looks like. The two corridors you see are at a 90-degree angle to each other.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    weird <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->


    i dont understand why it actually makes us feel sick.. how does our brain know we are looking at something with a 120+ VOF...unless its simply because of the distortion that gives us the sickish feeling?
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin-Reeke+Jan 30 2005, 01:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reeke @ Jan 30 2005, 01:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> weird <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->


    i dont understand why it actually makes us feel sick.. how does our brain know we are looking at something with a 120+ VOF...unless its simply because of the distortion that gives us the sickish feeling? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If you increase your fov things need to get disorted in order to still fit the screen. Basicly everything gets more narrow and you get a feeling that you're moving faster. Aiming is also slightly different, but as a skulk it's not really that much about aiming anyway. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • cortexcortex Join Date: 2003-11-28 Member: 23707Members
    wow... WTH? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    I just tried it. I dont get motion sick, I get a head ache though. It's really hard to compute movements and judge distances at a higher pov than ~130.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Wow how the heck can you guys get sick? That stuff hardly makes me blink.. its a flipping video game screen. Oh well.. I wanna play with 180 lol
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    I think that looks great, that's how the skulk view should look like (since the skulks head is shaped at a long cone, rather than the box-like view we have atm). It will probably be a bit harder to play, but when I played q3 I used a 180 degree FOV all the time.
  • ScuzballScuzball Join Date: 2003-09-08 Member: 20657Members, Constellation, Reinforced - Shadow
    Actually... if the skulk's mouth was lengthened like that, so you could still 'see' the sides when you're biting... that'd rock. I mean, you'd still be blind straight ahead while you attack, but at least you could see marines on either side.
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    You get sick because your natural POV and the POV of the game do not match, and the confusion results in motion sickness. Humans vary individually, I for example have a slightly below average POV, I don't have great peripheral vision. Most people see between 160 and 120 or so, something wider than 90 but not above 180 is possible as well. Motion sickness is mostly your brain being unsure of which direction and at what speed you're travelling, and often occurs with people in vehicles that aren't looking in the direction they're moving (I can't read in a car or I'll get sick). For whoever got a headache, you're still having a reaction. The headache is due to the strain placed on your eyes as well as your cochlea (the inner ear sense organ that actually determines balance). That's what most people that experience motion sickness get first, I headache followed by nausea.

    Note that you do not need cheats on, simply disable "Force 90 degree FOV" in the advanced multiplayer options. I just played a game in which I used a different lerk FOV and it threw me off a bit on landing bites, whereas I bhopped better with a wider skulk FOV (150 was the best but I could already feel the stress on my eyes).
Sign In or Register to comment.