Consistent Skulk HUD that makes sense

Nex CarnifexNex Carnifex Join Date: 2011-01-06 Member: 76366Members
Ok, so I am really bothered by the fact that despite the Skulk being upside-down or sideways, his mouth is always parallel to the ground in first person and it doesn't make any sense visually or logically. This heavily detracts from the deep immersion this game tries to create in my opinion. But I have an idea that can fix this issue of visual inconsistency while not disorienting players.

My idea is to have the teeth pull back and rotate to keep things visually consistent while keeping the vision parallel to the floor, then you can say skulks adjust their vision based on gravity, but obviously their mouth rotates with their head. The teeth pull back so the mouth doesn't obstruct your vision, but they come back to their normal resting place when you jump off the walls.

So the camera inside the mouth is static and unchanging, but the inside of the Skulks mouth isn't and stays consistent with the character model. When I say pull back I mean whenever the skulk changes its body orientation its mouth will open more so when it turns the teeth won't get in the way and make it harder to see. You'd still see a bit of mouth around the edges but it would be much less than you normal see when the Skulk is running on the ground. The in-universe explanation for him opening his mouth more might be the same as the out of universe explanation, the Skulk just needs to see better.

Comments

  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    I would like to try this, which I think the devs also mentioned something similar in a Q&A. I also like the mouth-cam widening while on walls, where Skulks belong :)
  • Nex CarnifexNex Carnifex Join Date: 2011-01-06 Member: 76366Members
    edited September 2012
    <!--quoteo(post=1982472:date=Sep 24 2012, 06:27 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Sep 24 2012, 06:27 PM) <a href="index.php?act=findpost&pid=1982472"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would like to try this, which I think the devs also mentioned something similar in a Q&A. I also like the mouth-cam widening while on walls, where Skulks belong :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think its essential if they want the skulk to make sense.
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    The concept of a rotating view-model has been tested, tried, and debated many times in the past. After extensive iteration, the consensus here at UWE is that it is not a good gameplay feature.

    Rotation of the skulk view model tends to cause severe disorientation, and even motion sickness, in more players than it excites. Many people bring up the AVP analogy to argue for view-model rotation, and even total view rotation. This analogy is not valid in the NS2 context: NS2 is not AVP, and the Skulk plays extremely differently to the Aliens universe xenomorphs.

    The speed at which a good Skulk moves through the environment is simply unmatched by other games that do rotating view models. Wall jumping, ceiling running, clinging to obstacles at ever changing angles, bouncing off the floor; all these can all happen within the space of seconds. Often, the transition is so fast that the view model, or camera angle, does not even have time to react.

    What you get is not an AVP style level immersion. Instead, you get a view model doing its best Washing Machine Simulator 2012.

    At all times, in all games, there must be trade-offs between 'realism' and good gameplay. No, it does not make physical 'sense' for the view model and camera to remain static relative to the floor. But nanites don't make sense, the size of the teeth don'e make sense, infinite marine respawns don't make sense, the whole NS universe is a crazy non-sensical sci-fi playground. But is a fun playground.

    To that end, we are doing what is best to keep the skulk fun, and making a reasonable realism sacrifice in the process.
  • piratedavepiratedave Join Date: 2012-03-10 Member: 148561Members
    <!--quoteo(post=1982488:date=Sep 24 2012, 11:07 AM:name=Strayan (NS2HD))--><div class='quotetop'>QUOTE (Strayan (NS2HD) @ Sep 24 2012, 11:07 AM) <a href="index.php?act=findpost&pid=1982488"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The concept of a rotating view-model has been tested, tried, and debated many times in the past. After extensive iteration, the consensus here at UWE is that it is not a good gameplay feature.

    Rotation of the skulk view model tends to cause severe disorientation, and even motion sickness, in more players than it excites. Many people bring up the AVP analogy to argue for view-model rotation, and even total view rotation. This analogy is not valid in the NS2 context: NS2 is not AVP, and the Skulk plays extremely differently to the Aliens universe xenomorphs.

    The speed at which a good Skulk moves through the environment is simply unmatched by other games that do rotating view models. Wall jumping, ceiling running, clinging to obstacles at ever changing angles, bouncing off the floor; all these can all happen within the space of seconds. Often, the transition is so fast that the view model, or camera angle, does not even have time to react.

    What you get is not an AVP style level immersion. Instead, you get a view model doing its best Washing Machine Simulator 2012.

    At all times, in all games, there must be trade-offs between 'realism' and good gameplay. No, it does not make physical 'sense' for the view model and camera to remain static relative to the floor. But nanites don't make sense, the size of the teeth don'e make sense, infinite marine respawns don't make sense, the whole NS universe is a crazy non-sensical sci-fi playground. But is a fun playground.

    To that end, we are doing what is best to keep the skulk fun, and making a reasonable realism sacrifice in the process.<!--QuoteEnd--></div><!--QuoteEEnd-->

    reading comprehension .... never leave home without it :)
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    <!--quoteo(post=1982493:date=Sep 24 2012, 01:35 PM:name=piratedave)--><div class='quotetop'>QUOTE (piratedave @ Sep 24 2012, 01:35 PM) <a href="index.php?act=findpost&pid=1982493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->reading comprehension .... never leave home without it :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think that you think Hugh thinks OP is talking about camera rotation.

    If I am right, then I say to you sir, you have left home without it. D:

    Hugh's post talks about both viewmodel (mouth image) rotation and camera rotation.
  • Nex CarnifexNex Carnifex Join Date: 2011-01-06 Member: 76366Members
    edited September 2012
    <!--quoteo(post=1982488:date=Sep 24 2012, 07:07 PM:name=Strayan (NS2HD))--><div class='quotetop'>QUOTE (Strayan (NS2HD) @ Sep 24 2012, 07:07 PM) <a href="index.php?act=findpost&pid=1982488"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The concept of a rotating view-model has been tested, tried, and debated many times in the past. After extensive iteration, the consensus here at UWE is that it is not a good gameplay feature.

    Rotation of the skulk view model tends to cause severe disorientation, and even motion sickness, in more players than it excites. Many people bring up the AVP analogy to argue for view-model rotation, and even total view rotation. This analogy is not valid in the NS2 context: NS2 is not AVP, and the Skulk plays extremely differently to the Aliens universe xenomorphs.

    The speed at which a good Skulk moves through the environment is simply unmatched by other games that do rotating view models. Wall jumping, ceiling running, clinging to obstacles at ever changing angles, bouncing off the floor; all these can all happen within the space of seconds. Often, the transition is so fast that the view model, or camera angle, does not even have time to react.

    What you get is not an AVP style level immersion. Instead, you get a view model doing its best Washing Machine Simulator 2012.

    At all times, in all games, there must be trade-offs between 'realism' and good gameplay. No, it does not make physical 'sense' for the view model and camera to remain static relative to the floor. But nanites don't make sense, the size of the teeth don'e make sense, infinite marine respawns don't make sense, the whole NS universe is a crazy non-sensical sci-fi playground. But is a fun playground.

    To that end, we are doing what is best to keep the skulk fun, and making a reasonable realism sacrifice in the process.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree that the camera should remain static, but if the teeth pull back and rotate without obstructing the view there should be no problem and no gaping inconsistency in front of everyone's face all the time (because the Skulk is the starting and basic class). Again I don't think the camera should rotate like in AvP, I didn't say that, but you don't completely understand my idea.

    There will be no washing machine disorientation, if you knew what I was saying you wouldn't make that analogy.

    I'm fine with things like Marine spawns and stuff, perhaps the Marines are being spawned in from a far-away base, but this is a HUGE visual inconsistency and it really takes away from the game for me and others who are bothered by these things. Again, if the Skulk opens its mouth on walls allowing the HUD model to rotate without being annoying, there should be no problem at all, please consider this.
  • LutherLuther Join Date: 2012-05-29 Member: 152714Members
    I'm just glad its the way it currently is, I myself am prone to motion sickness so it doesn't really take much before I get sick, even the old loading screens would make me feel dizzy there for awhile, If the first person view changed angles with where you where standing then I don't think I would be able to play ns2 like I am now.

    I own AvP and well lets just say I never finished the Aliens story line.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    Perhaps 1 solution is to get rid of the skulk mouth view model entirely and replace it with an animated crosshair of a small mini mouth that bites down when you click to give feedback. I doubt that will happen though (unless someone mods it) because the skulk mouth is so iconic to ns.
  • Nex CarnifexNex Carnifex Join Date: 2011-01-06 Member: 76366Members
    <!--quoteo(post=1982675:date=Sep 25 2012, 02:12 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Sep 25 2012, 02:12 AM) <a href="index.php?act=findpost&pid=1982675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Perhaps 1 solution is to get rid of the skulk mouth view model entirely and replace it with an animated crosshair of a small mini mouth that bites down when you click to give feedback. I doubt that will happen though (unless someone mods it) because the skulk mouth is so iconic to ns.<!--QuoteEnd--></div><!--QuoteEEnd-->
    A good idea but I think my idea works fine, there would be not disorientation or obstruction of sight it would work perfectly. NS2HDs argument would work if I was proposing stuff they have already tried but I knew of that prior and innovated, there would be no issues.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    <!--quoteo(post=1982488:date=Sep 24 2012, 02:07 PM:name=Strayan (NS2HD))--><div class='quotetop'>QUOTE (Strayan (NS2HD) @ Sep 24 2012, 02:07 PM) <a href="index.php?act=findpost&pid=1982488"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The concept of a rotating view-model has been tested, tried, and debated many times in the past. After extensive iteration, the consensus here at UWE is that it is not a good gameplay feature.

    Rotation of the skulk view model tends to cause severe disorientation, and even motion sickness, in more players than it excites. Many people bring up the AVP analogy to argue for view-model rotation, and even total view rotation. This analogy is not valid in the NS2 context: NS2 is not AVP, and the Skulk plays extremely differently to the Aliens universe xenomorphs.

    The speed at which a good Skulk moves through the environment is simply unmatched by other games that do rotating view models. Wall jumping, ceiling running, clinging to obstacles at ever changing angles, bouncing off the floor; all these can all happen within the space of seconds. Often, the transition is so fast that the view model, or camera angle, does not even have time to react.

    What you get is not an AVP style level immersion. Instead, you get a view model doing its best Washing Machine Simulator 2012.

    At all times, in all games, there must be trade-offs between 'realism' and good gameplay. No, it does not make physical 'sense' for the view model and camera to remain static relative to the floor. But nanites don't make sense, the size of the teeth don'e make sense, infinite marine respawns don't make sense, the whole NS universe is a crazy non-sensical sci-fi playground. But is a fun playground.

    To that end, we are doing what is best to keep the skulk fun, and making a reasonable realism sacrifice in the process.<!--QuoteEnd--></div><!--QuoteEEnd-->

    How about you just rotate the teeth view-model?
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    <!--quoteo(post=1982493:date=Sep 24 2012, 01:35 PM:name=piratedave)--><div class='quotetop'>QUOTE (piratedave @ Sep 24 2012, 01:35 PM) <a href="index.php?act=findpost&pid=1982493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->reading comprehension .... never leave home without it :)<!--QuoteEnd--></div><!--QuoteEEnd-->


    <!--quoteo(post=1982585:date=Sep 24 2012, 05:21 PM:name=Nex Carnifex)--><div class='quotetop'>QUOTE (Nex Carnifex @ Sep 24 2012, 05:21 PM) <a href="index.php?act=findpost&pid=1982585"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Again I don't think the camera should rotate like in AvP, I didn't say that, but you don't completely understand my idea.

    There will be no washing machine disorientation, if you knew what I was saying you wouldn't make that analogy.<!--QuoteEnd--></div><!--QuoteEEnd-->


    <!--quoteo(post=1982671:date=Sep 24 2012, 08:05 PM:name=Luther)--><div class='quotetop'>QUOTE (Luther @ Sep 24 2012, 08:05 PM) <a href="index.php?act=findpost&pid=1982671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the first person view changed angles with where you where standing then I don't think I would be able to play ns2 like I am now.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Um... um.... hey guys..... I think you all need to reread this bit:

    <!--quoteo(post=1982488:date=Sep 24 2012, 01:07 PM:name=Strayan (NS2HD))--><div class='quotetop'>QUOTE (Strayan (NS2HD) @ Sep 24 2012, 01:07 PM) <a href="index.php?act=findpost&pid=1982488"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The concept of a rotating <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>view-model</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> has been tested, tried, and debated many times in the past. After extensive iteration, the consensus here at UWE is that it is not a good gameplay feature.

    Rotation of the skulk <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>view model</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> tends to cause severe disorientation, and even motion sickness, in more players than it excites. Many people bring up the AVP analogy to argue for <!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro--><b>view-model rotation</b><!--colorc--></span><!--/colorc-->, and even <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>total view rotation.</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--> <i>[Please note how these are clearly acknowledged as two separate things]</i><!--QuoteEnd--></div><!--QuoteEEnd-->

    The ratio of reading to posting in this thread is remarkably bad....

    <!--quoteo(post=1982717:date=Sep 24 2012, 10:50 PM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ Sep 24 2012, 10:50 PM) <a href="index.php?act=findpost&pid=1982717"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about you just rotate the teeth view-model?<!--QuoteEnd--></div><!--QuoteEEnd-->

    @_@
  • Nex CarnifexNex Carnifex Join Date: 2011-01-06 Member: 76366Members
    I'm not saying JUST rotate the view model though, I agree that would cause disorientation and would make it hard to see. I'm saying rotate the view model, but have the Skulk open his mouth a bit more so that while it rotates it isn't distracting or in the way as much.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    Irrelevant movement on screen can be intensely distracting. I think everyone just needs to accept that this is a case of game play over realism, and move on.
  • Nex CarnifexNex Carnifex Join Date: 2011-01-06 Member: 76366Members
    irrelevant? Its very relevant. And like I said the teeth pull back so it won't be distracting, what do you not understand? You'd see the teeth rotating on the very edges, but it would be so little. They could even pull back all the way, and they the cursor could be a mini mouth so you had something to look at. Or maybe even the on screen teeth model becomes transparent? Anything but the nonsensical always parallel mouth to the floor even though I'm parallel to the wall. You should feel like the alien, isn't that the point of making an fps where you can play the aliens? You have the hive voice giving orders, a complex hive system with creep and everything, different alien roles, everything in the game works to make you feel like your an actually creature, but this just ruins it. Maybe when the skulk jumps on walls it opens its mouth wide to prepare to bite someone and so as it turns its teeth don't obstruct its vision. When you hop of the wall you see the teeth come back into place. I seriously don't understand how you don't see my point of view.
  • DamDSxDamDSx Join Date: 2004-08-10 Member: 30506Members
    edited September 2012
    <!--quoteo(post=1982810:date=Sep 25 2012, 06:44 AM:name=Nex Carnifex)--><div class='quotetop'>QUOTE (Nex Carnifex @ Sep 25 2012, 06:44 AM) <a href="index.php?act=findpost&pid=1982810"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not saying JUST rotate the view model though, I agree that would cause disorientation and would make it hard to see. I'm saying rotate the view model, but have the Skulk open his mouth a bit more so that while it rotates it isn't distracting or in the way as much.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Your trolling amazes me. Did you read Strayan´s post? did you even read the post above the one I´m quoting?? everyone understood what you said, my 1 year old probably understood it as well, and he cant read. Read strayan´s post again, please.


    Are teeth that much of a bother for you?

    You want to rotate AND move the teeth out of the way. Strayan one shotted your idea, with clear argument that it was tested and found not suitable for the game.

    If you were to present your idea AGAIN and ONLY for the teeth, then I think people would stop being annoyed by this. You want BOTH, you keep insisting in BOTH, when you have been told it WONT work.
  • Nex CarnifexNex Carnifex Join Date: 2011-01-06 Member: 76366Members
    <!--quoteo(post=1982896:date=Sep 25 2012, 04:55 PM:name=DamDSx)--><div class='quotetop'>QUOTE (DamDSx @ Sep 25 2012, 04:55 PM) <a href="index.php?act=findpost&pid=1982896"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Your trolling amazes me. Did you read Strayan´s post? did you even read the post above the one I´m quoting?? everyone understood what you said, my 1 year old probably understood it as well, and he cant read. Read strayan´s post again, please.


    Are teeth that much of a bother for you?

    You want to rotate AND move the teeth out of the way. Strayan one shotted your idea, with clear argument that it was tested and found not suitable for the game.

    If you were to present your idea AGAIN and ONLY for the teeth, then I think people would stop being annoyed by this. You want BOTH, you keep insisting in BOTH, when you have been told it WONT work.<!--QuoteEnd--></div><!--QuoteEEnd-->
    No I never wanted both I always meant just the teeth...
  • Nex CarnifexNex Carnifex Join Date: 2011-01-06 Member: 76366Members
    Seriously, if you are that scared the teeth rotating alone would be distracting, why not just have the teeth pull back all the way and just have a clear screen? This lets the imagination make sense of what's happening, as you can say the teeth are still rotating with his position obviously, but the skulk's mouth is wide open.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1994363:date=Oct 21 2012, 04:36 PM:name=Nex Carnifex)--><div class='quotetop'>QUOTE (Nex Carnifex @ Oct 21 2012, 04:36 PM) <a href="index.php?act=findpost&pid=1994363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seriously, if you are that scared the teeth rotating alone would be distracting, why not just have the teeth pull back all the way and just have a clear screen? This lets the imagination make sense of what's happening, as you can say the teeth are still rotating with his position obviously, but the skulk's mouth is wide open.<!--QuoteEnd--></div><!--QuoteEEnd-->

    also the teeth don't need to rotate at a crazy speed like the skulk model, it can be a delay so that they rotate very smoothly.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited October 2012
    <!--quoteo(post=1994370:date=Oct 21 2012, 08:09 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Oct 21 2012, 08:09 AM) <a href="index.php?act=findpost&pid=1994370"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->also the teeth don't need to rotate at a crazy speed like the skulk model, it can be a delay so that they rotate very smoothly.<!--QuoteEnd--></div><!--QuoteEEnd-->

    And if you leap from the ground to the ceiling? That's a 180 rotation the teeth need to do, and if they don't do it relatively quickly, they could still be rotating after you've been running on the ceiling for a good few seconds. I think that would look even less consistent than what we have currently.
  • Nex CarnifexNex Carnifex Join Date: 2011-01-06 Member: 76366Members
    <!--quoteo(post=1994374:date=Oct 21 2012, 09:08 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Oct 21 2012, 09:08 AM) <a href="index.php?act=findpost&pid=1994374"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And if you leap from the ground to the ceiling? That's a 180 rotation the teeth need to do, and if they don't do it relatively quickly, they could still be rotating after you've been running on the ceiling for a good few seconds. I think that would look even less consistent than what we have currently.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nothing is less consistent as what we have now. I say just make the teeth disappear.
  • Bad MojoBad Mojo Join Date: 2009-05-01 Member: 67317Members
    You got a direct reply from a developer, which is something not a whole lot of us get here on the forums. You are lucky to have gotten it. Additionally, the dev clearly understood your idea and stated that UWE <b>has tested</b> this idea and variations of it in the past, and decided that it doesn't work well in the game. You're still asking them to "please consider this," but the fact is, they already have, so you might as well accept it and move on.

    /Close thread
  • Nex CarnifexNex Carnifex Join Date: 2011-01-06 Member: 76366Members
    <!--quoteo(post=1994675:date=Oct 22 2012, 03:17 AM:name=Bad Mojo)--><div class='quotetop'>QUOTE (Bad Mojo @ Oct 22 2012, 03:17 AM) <a href="index.php?act=findpost&pid=1994675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You got a direct reply from a developer, which is something not a whole lot of us get here on the forums. You are lucky to have gotten it. Additionally, the dev clearly understood your idea and stated that UWE <b>has tested</b> this idea and variations of it in the past, and decided that it doesn't work well in the game. You're still asking them to "please consider this," but the fact is, they already have, so you might as well accept it and move on.

    /Close thread<!--QuoteEnd--></div><!--QuoteEEnd-->
    He addressed the idea of having a rotating view model, but now I'm saying just have the view model completely disappear.
  • Nex CarnifexNex Carnifex Join Date: 2011-01-06 Member: 76366Members
    they should at least do something to make it make sense im just saying, you can't have things be so blatantly nonsensical its annoying
Sign In or Register to comment.