AvP vs. Skulk movement

NA1NA1 Join Date: 2012-11-29 Member: 173677Members, Reinforced - Shadow
<div class="IPBDescription">Can we have the choice?</div>I've played every AvP game and have logged significant hours into NS1, and am sinking more into NS2 as of late.

The lack of BHop has created an interesting skill hole for the skulk. I'd really like something to fill it.

Can we please, please have the option to use the stick-to-surface controls of the Alien in all AvP games? A camera that rotates to your current model's angle, and 100% wall stick until you decide to let go.

Frequent players of AvP1 or AvP2 will remember what it's like driving at super speeds while maintaining orientation awareness. It was a skill. Doing spiralling wall->floor->wall->ceiling runs. Circling around pipes only to leap off. Finding absolutely amazing sneak points to attack from. It was a great skill with a very very tall ceiling that really separated the mediocre from the amazing alien players.

Why can't we have this? Current skulk movement is pretty boring. Give us the option to let us control it the same way as in AvP, 100% wall-stick (with appropriate toggle on) and camera rotation to current orientation.



I know this was brought up before NS2 came out. Why wasn't the option given?
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Comments

  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    edited December 2012
    Because even if it were possible to get this sort of thing working in NS2 well enough that a significant number of players would use it, the effort to implement (and tweak) such a feature is enormous, and the dev team has a huge laundry list of much more important things to work on for the foreseeable future.

    EDIT: I believe it has been stated that doing this right would also require changes to the maps to add direction hints all over the place, adding even more dev and testing time to this.
  • NA1NA1 Join Date: 2012-11-29 Member: 173677Members, Reinforced - Shadow
    Well that's depressing.
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    I believe they tested the AvP type camera in the early stages of development and decided it was a bit too nauseating/disorienting considering the fast pace and jumping about, and thus reverted to the NS1 cam.
  • AWhiteAWhite Join Date: 2007-07-26 Member: 61685Members
    You already have wall stick, the camera just doesn't rotate. Or am I missing something?
  • Samus1111111Samus1111111 Join Date: 2012-08-07 Member: 154930Members, Reinforced - Shadow
    <!--quoteo(post=2047179:date=Dec 17 2012, 11:36 AM:name=AWhite)--><div class='quotetop'>QUOTE (AWhite @ Dec 17 2012, 11:36 AM) <a href="index.php?act=findpost&pid=2047179"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You already have wall stick, the camera just doesn't rotate. Or am I missing something?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I believe the OP, when he mentions 100% wall stick, means that you don't fall off the wall if you look slightly away from the wall and move forward.

    I can completely agree that this would be nice, but then again, I already get stuck on many of the props (probably just me being terribad) and that wouldn't help XD.
  • RaZDaZRaZDaZ Join Date: 2012-11-05 Member: 167331Members, Reinforced - Shadow
    edited December 2012
    AvP2 (what I logged 1000s of hours into), the surfaces in that game were very angular and straight meaning that wall movement was smooth compared to what could happen in NS2 environments. In NS2, every surface is textured with doodads, varied angles whereas the walls in AvP2 were very plain. As much as I would prefer playing like a wall-walking runner again it just wouldn't work in the long run.

    Despite wall-walking being available in AvP2, not many people utilized it much thanks to pounce being the main method of evasion and tail stun for close range but in NS2, it isn't available + the clunky wall orientation it just wouldn't work. I do remember playing a runner though and being able to perfect wall-walking vs pulse marines. That was an art.

    The wall stick is something I would like though, hold down ctrl or something to stick.
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    I'd prefer to not get motion sickness kthx
  • xen32xen32 Join Date: 2012-10-18 Member: 162676Members, Reinforced - Supporter
    Current camera does not allow you to move freely. It's really hard to navigate ceiling because it's never flat and as soon as there is even a minor bump - you fall, if you are not looking up at the moment. If you look down - you fall.
  • TinkerTinker Join Date: 2003-03-11 Member: 14395Members
    I hated the AVP alien camera rotation. With no sense of gravity pulling on you it was just disorienting. I guess I kinda see the appeal but...blegh.
  • HardnailsHardnails Join Date: 2012-12-17 Member: 175355Members
  • awwwsnapawwwsnap Join Date: 2012-09-20 Member: 160066Members
    I do not support this. Using walls to jump off of is crucial in gaining/maintaining speed as a skulk(adding another button in the mix that you'd have to press in a very timely manner would be overkill). It's the new BHop, I suppose, if you guys weren't aware. All we really need is the ability to use the mousewheel as a jump button.
  • godriflegodrifle Join Date: 2006-12-01 Member: 58815Members
    There are TWO separate parts.

    1. Camera Orientation.
    Being upside down, your skulk camera should be upside down. Logical, but unlikely that many players would ever pick this up. It's a skill based game, and the only way I see people using it is if you actually enforce everyone to use it. But the current way wall jump is now, it would be extremely disorienting compared to AvP. Skulks are faster and wall jump extremely frequently as a necessity.

    2. Button to Stick to the Wall, without falling.
    This is an option that would be good for skulks, because running along ceilings and walls is difficult to keep doing, especially if you want to look elsewhere while moving. I support the idea, but it's not really necessary compared to other features at the moment.
  • DwavenhobbleDwavenhobble Join Date: 2012-12-14 Member: 175044Members
    can we just add a stick to wall button ?
    You know a button you press and it toggles you to not leave walls so it won't let you make the slight error movements what cause you to drop down it will just sort of hold you there. Not saying I have much of a issue with the present wall running but I have found myself falling a few times and just managed to save it after imperfectly moving over something sticking up on a wall / ceiling.
  • ritualsacrificeritualsacrifice Join Date: 2012-11-14 Member: 171148Members, Reinforced - Shadow
    I've been hoping for this since I bought the game last july. Unfortunately I don't think it'll be coming any time soon, if at all. I don't know why people would say it's disorienting, I think it would be much easier to track a target if the camera was behaving more naturally.
  • TunskaTunska Join Date: 2003-03-01 Member: 14176Members
    You can always mod it yourself :)
  • NA1NA1 Join Date: 2012-11-29 Member: 173677Members, Reinforced - Shadow
    <!--quoteo(post=2047256:date=Dec 17 2012, 01:10 PM:name=godrifle)--><div class='quotetop'>QUOTE (godrifle @ Dec 17 2012, 01:10 PM) <a href="index.php?act=findpost&pid=2047256"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There are TWO separate parts.

    1. Camera Orientation.
    Being upside down, your skulk camera should be upside down. Logical, but unlikely that many players would ever pick this up. It's a skill based game, and the only way I see people using it is if you actually enforce everyone to use it. But the current way wall jump is now, it would be extremely disorienting compared to AvP. Skulks are faster and wall jump extremely frequently as a necessity.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Skulks move at about.... 1/4 the speed of aliens in the original AvP.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    edited December 2012
    How about we port over AvP:2 style survival mode over to NS:2

    Now that is a combat mod I'd play

    -
  • SeeVeeSeeVee Join Date: 2012-10-31 Member: 165206Members
    I play both games and do like being the alien in AVP however I do get a headache if I play it too long because of the camera going upside down etc... I like the camera view in NS2 even though it doesn't make sense logically because you know your player model is on the ceiling upside down. However, I can play for days on NS2 because I'm not getting sick or dizzy from the rotating camera view.

    I say keep it the way it is or at the least make it so the user can decide in settings.
  • CsaeCsae Join Date: 2012-11-17 Member: 172145Members
    I loved and hated that camera thing in AvP...

    The only way it would work for ns2 is with focus, if you remember AvP had the one-shot head leap mechanism, and you were harder to spot, and more durable, it was like that because having the camera rotating actually made moving around for aliens very hard to master.

    Theres some skulk movement tricks that you can do in ns2, wall hopping and whatnot. But if you start rotating my camera, i am not going to be able to get the 4 bites i need to kill a rine as easily, almost all my attacks involve hoping on and off walls to avoid bullets.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    People are too ignorant to the technical challenges. AVP was designed with wallrunning in mind, that means simple easy to run on surfaces.

    Think about it, the camera has to be locked to the angle of your direction as you move. If that was the case in NS2 and you ran over a girder, your view would suddenly flip 90 degrees upwards, then 90 degrees to flat, then 90 degrees down then 90 degrees forward just to move over it.

    Obviously this could be limited and smoothed, but that is essentially what the challenge is. I imagine the levels in ALIEN based games have a collision layer covering the whole map, just to address alien movement. That or you just use really simplistic surfaces to run on.

    Charlie mentioned that 3rd person might be seeing the light of day, we'll have to wait and see.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    you can also do the smoothing in code. just needs to be written in a smart way and you need to know what you are doing. all functions which would be required to implemented the AVP movement in ns2 are exposed in lua, there is no such thing as technical limitation in that regards. despite that such drastic camera rotation wont be added to standard ns2 (maybe as a mod, someone? :D ). something less drastic has been tried during the alpha/beta, and even that most people didnt like.
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    view turning should be an option but toggle walk stick is a terrible idea.
  • RaZDaZRaZDaZ Join Date: 2012-11-05 Member: 167331Members, Reinforced - Shadow
    <!--quoteo(post=2047306:date=Dec 17 2012, 11:16 PM:name=MaximumSquid)--><div class='quotetop'>QUOTE (MaximumSquid @ Dec 17 2012, 11:16 PM) <a href="index.php?act=findpost&pid=2047306"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about we port over AvP:2 style survival mode over to NS:2

    Now that is a combat mod I'd play

    -<!--QuoteEnd--></div><!--QuoteEEnd-->

    Holy ######, survival mode with Quarantine on NS2? Kreygasm! SOMEONE MAKE IT!
  • ritualsacrificeritualsacrifice Join Date: 2012-11-14 Member: 171148Members, Reinforced - Shadow
    <!--quoteo(post=2047618:date=Dec 18 2012, 07:07 AM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Dec 18 2012, 07:07 AM) <a href="index.php?act=findpost&pid=2047618"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you can also do the smoothing in code. just needs to be written in a smart way and you need to know what you are doing. all functions which would be required to implemented the AVP movement in ns2 are exposed in lua, there is no such thing as technical limitation in that regards. despite that such drastic camera rotation wont be added to standard ns2 (maybe as a mod, someone? :D ). something less drastic has been tried during the alpha/beta, and even that most people didnt like.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I remember the old camera rotation... it was weird.

    I think this is definitely one of those "all or nothing" kind of things... the only amounts of camera rotation that make sense are 0% or 100%.

    0% makes sense because everything is always constant, up is always up, down is always down.

    100% makes sense because it allows you to get inside the skulks head and, once you get used to the mechanics of it, would allow you to more naturally move through the environments.

    As far as the technical aspect goes, I'm no computer programmer or anything... but couldn't you figure out a way around the erratic camera movements pretty that moving through a detailed environment would cause pretty easily? It seems like you could do something simple involving momentum and trajectory vs time spent on a given surface to figure out what direction the camera should be facing... but I honestly don't know what I'm talking about at all when it comes to that so I could be totally wrong.
  • SpaceJewSpaceJew Join Date: 2012-09-03 Member: 157584Members
    Something has changed recently with wall walking. I'm not sure what, but it's tougher to 'stick' to surfaces reliably. The skulk feels fatter too, I don't get anywhere near the air I used to off a wall jump.

    I would love a 'lock to wall' button, but the people pointing out that the geometry in NS2 would limit it far more than AvP are right. Although it might be possible to 'smooth' wall running through reworking where the 'walls' are for Aliens, but that's probably a bit too much work for an already released game with other nagging map issues.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Holy ######, survival mode with Quarantine on NS2? Kreygasm! SOMEONE MAKE IT!<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1 to that!
  • Ness_FrogKingNess_FrogKing Join Date: 2012-10-18 Member: 162628Members
    There is a stick to wall key: Shift. Unfortunately, it was made much looser before release, so it's not really "stick to wall" any more. I wish it was reverted. :-(
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    Jeez guys, some of you naysayers really need to think outside the box here.

    It will be difficult to smooth out the constant camera movement? Well, the obvious solution is to have a simple keybind: flip towards whatever orientation the model is already positioned to, and it won't change until you press it again. (Much like the current system except you can choose which way is up whenever you please).

    Example:

    1) Jump towards wall. I don't want to orient right now because I'm planning on going to the ceiling anyways. It'll be just like the normal camera setting as it is now.

    2) Reach the ceiling. Do I want to flip my view? Of course! Bam, flipped.

    3) Oh no! There's a pipe on the ceiling! What do I do? Well, I'm already oriented to the ceiling, so there is no point in flipping around a pipe. Don't push the button.

    4) Oh no! I'm queasy because I have a pathetically weak stomach! Solution: jump towards the ceiling (used to be the floor), hit the button, and never worry about it again.
  • MavickMavick Join Date: 2012-11-07 Member: 168138Members
    I think most people that support this and say "what a great idea" would beat themselves in the moneypurse after they actually saw this in action.
  • sliktsslikts Join Date: 2012-12-11 Member: 174759Members
    <!--quoteo(post=2048023:date=Dec 19 2012, 04:22 PM:name=Squishpoke)--><div class='quotetop'>QUOTE (Squishpoke @ Dec 19 2012, 04:22 PM) <a href="index.php?act=findpost&pid=2048023"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It will be difficult to smooth out the constant camera movement? Well, the obvious solution is to have a simple keybind: flip towards whatever orientation the model is already positioned to, and it won't change until you press it again. (Much like the current system except you can choose which way is up whenever you please).<!--QuoteEnd--></div><!--QuoteEEnd-->
    Oh yeah, the obvious solution of adding a new keybind for a gimmicky effect…
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited December 2012
    We did a lot of prototypes of this during the beta (if you search a bit you'll find lengthy threads about it). The smoothing part wasn't a huge problem, although the convoluted map geometry in NS2 can be problematic, just look at the model orientation that basically do most of what the camera would need to do.

    We always had some bugs however with the camera flipping around the wrong axis and such, it's not the easiest problem. For example if you strafe against a wall you need the camera to rotate around the z (forward) axis, while if you face a wall the camera need to rotate around the x (left-right) axis.
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