Zeal: Bhop replacement / Movement upgrade

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Comments

  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1747580:date=Jan 16 2010, 08:15 PM:name=a_civilian)--><div class='quotetop'>QUOTE (a_civilian @ Jan 16 2010, 08:15 PM) <a href="index.php?act=findpost&pid=1747580"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You are talking about something else now. It's true that the path has to be smooth (with sufficiently small curvature) and I already stated that. But you can switch the direction of curvature as often as you want.<!--QuoteEnd--></div><!--QuoteEEnd-->
    A little bit of off-topic, but what decides how tight the curve can be? At least I've had this weird feeling that it's far easier to curve on a quiet midnight server when the connection is working smoother.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited January 2010
    <!--quoteo(post=1747662:date=Jan 17 2010, 09:09 AM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Jan 17 2010, 09:09 AM) <a href="index.php?act=findpost&pid=1747662"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A little bit of off-topic, but what decides how tight the curve can be? At least I've had this weird feeling that it's far easier to curve on a quiet midnight server when the connection is working smoother.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I believe it's the framerate but I'm not certain. That is, framerate definitely influences this but it may not be the only factor (but I suspect it is).
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    Yeah to me it's always seemed as though speed and framerate were the two only apparent factors. Except I do remember noticing a difference depending on server side framerates as well.. whatever that was called.
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    tickrate. but this is off-topic now, unless to point out that zeal does't suffer from any of these idiosyncrasies.
  • barbarossabarbarossa Join Date: 2003-10-25 Member: 21941Members, Constellation
    <!--quoteo(post=1747480:date=Jan 15 2010, 03:10 PM:name=R_e_n_e_g_a_d_e)--><div class='quotetop'>QUOTE (R_e_n_e_g_a_d_e @ Jan 15 2010, 03:10 PM) <a href="index.php?act=findpost&pid=1747480"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=0:date=:name=barbarossa)--><div class='quotetop'>QUOTE (barbarossa)</div><div class='quotemain'><!--quotec-->(on making zeal loud to balance it)<!--QuoteEnd--></div><!--QuoteEEnd-->
    It had considered this early on, but realized it would require the inclusion of a "disable" key; otherwise players will be forced to look away from the target if they want to bypass Zeal and achieve stealth...
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Well, the shift key (at least in NS1) already makes the skulk walk, which makes it quieter - that would make sense for zeal too. Stealth does present a problem; maybe zeal and stealth could be mutually exclusive. They're different playstyles anyway - charge right in, or sneak up. I don't think it makes sense for a skulk to be able to zeal while stealthed... that's what celerity is for.
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    That's a good point. I had been thinking of the currently broken "walk" system where nobody uses +walk since its faster (and stealthier) to "burst" +forward. But it's imaginable that the devs fixed this for NS2 and so it could be useful in that way for zeal.
  • TeisuTeisu Join Date: 2010-01-20 Member: 70236Members
    edited January 2010
    <!--quoteo(post=1747077:date=Jan 13 2010, 07:25 AM:name=R_e_n_e_g_a_d_e)--><div class='quotetop'>QUOTE (R_e_n_e_g_a_d_e @ Jan 13 2010, 07:25 AM) <a href="index.php?act=findpost&pid=1747077"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How many times after an intense engagement as skulk do we find ourselves several inches closer to the screen, as if to get us that much closer to the target? Zeal attempts to enhance this natural response by manifesting it inside the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    True, i need to clean the sweat from my nose from the screen every time i play Kharaa.

    interesting, I love the seal idea.

    it always appeared to me that bunnyhopping was an accidental creative use of game mechanics. Something that was never intentionally designed to work that way.

    They way you describe your Zeal idea makes me visualize a charge for the enemy which is hard to realize when on one of the many sloped surfaced found in NS.

    I would be awesome to hear something growl, see something shuffle and the next thing you see is something coming towards you bouncing off a wall to a ceiling and next thing you know your head is inside it's stomach.
  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    If I could I would perform small bhops on my chair rather than going closer to the screen, but this Zeal thing is the begining of an idea that could be okay to substitute bhopping. Maybe you should just add some features or flexibility to it that it also can work as faster movement around maps and all the stuff bhopping was really for besides "charging".
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    True, it can be expanded in that way by having Zeal activate even on fellow teammates. Here's something that might fit what you mean:

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Zeal: <!--coloro:indigo--><span style="color:indigo"><!--/coloro-->Brethren<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
    Zeal is also activated when focusing on, or in the vicinity of, teammates.

    This would encourage more teamwork and movement as a pack, as well as allow a lagging skulk to get caught up quickly to a rush. Having to focus a teammate rather than it being a proximity effect I think is better otherwise it becomes redundant to primal scream. But the option is still there, along with adjusting the effect of Zeal on a teammate - i.e. the effect might depend on which teammate you focus, with an Onos stirring up more Zeal, but still less than an enemy, etc.

    It still doesn't address lone movement around a map, but I think this is on purpose - we want to encourage teamplay/combat, not lone skulking.

    To keep track of additions so far:<ul><li>Zeal - (original idea) movement speed is increased while focusing on an enemy</li><li>Zeal: <!--coloro:orange--><span style="color:orange"><!--/coloro-->Momentum<!--colorc--></span><!--/colorc--> - maximum zeal is maintained while focus remains stationary)</li><li>Zeal: <!--coloro:indigo--><span style="color:indigo"><!--/coloro-->Brethren<!--colorc--></span><!--/colorc--> - zeal is also achieved while focusing on teammates</li></ul>
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