As a Skulk on the ceiling i can't see Marines looking staight up at me.
zeep
Join Date: 2002-11-01 Member: 3367Members
Join Date: 2002-11-01 Member: 3367Members
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What i meant was that the Marine model does not look up when in fact the player is looking up.
I thought he meant only horizontal animations..
Awesome
What the fuck...you realise half of these "The rego is so bad in this game" posts are about being shot by someone who isn't even facing in your direction and you're saying it's a feature? For what purpose?
Would be sort of fun to try....
This happens to be a melee/ranged game with very fast moving players, and most ranged/ranged games don't even have anywhere near this level of smoothing/delay. Players who arn't naturally gifted twitch shooters and work off animation tells/counter-movement just don't find gameplay movement making much predictable sense with this high smoothing. The priority should be improving the underlying animation framework, instead of these quicker/easier solutions. You see this treat the symptom mentality all over the place in ns2 - over abundance of cd's, supply caps, hard limitations, vision obstruction, on/off switch mechanics. I understand animation work is expensive, but its kinda like rally driving with bicycle tyres.
Better animations/framework with low smoothing is possible. I'm no animation expert, but i feel part of the problem is that the animations have currently passed the complexity line between frustration and immersiveness. Consider in beta days when there was still hardly much smoothing if at all, and skulks wern't doing mid air epileptic chicken dances as much as now. There was the wall transitioning problem, but i surely that didn't require a blanket smoothing rate. Something as simple as marine view turning or skulk view turning should not result in animation spazzing in the absence of smoothing. Blanket smoothing isn't exactly healthy, breaks immersion with butt bites and butt flying, and clashes quite heavily with any kind of skulk movement system beyond floor walking.
NS1 didn't have this heavy animation smoothing/delay, yet retained immersive and accurate animation movement that didn't spazz out at all. It's understandable in that context that many people still find ns2 severely lacking in this department.
So "your skulk was made by the lowest bidder" or "friendly fire isn't"? I am sure some david Garrard fans will be able to list some more...perhaps with an alien slant.
The model animations are really tough and coupled with the nerf of camo you are never sure if the marine is looking at you or not....well aside from if your getting shot at/killed.
Whilst you can assume your always being watched it makes playing a skulk very unituitive and causes lots of new players to rage when they get shot by someone who they believe is not looking at them (or even in their direction)
a) The lag compensation part.
b) Inbuilt animation delays and smoothing that occur irregardless of ping or interp. You can see this by cheats 1, third person, and just turning your view from a still position.
If the devs are concerned about models appearing spastic, they need to completely start over on the skulk / lerk animations .. or at least the speed at which they can change direction.. A lerk can change any direction, even do a complete 180 at any time at full speed without losing any speed at all! Have you ever watched a medium-high skilled player controlling those life forms with celerity? The lerk abruptly changing directions at full speed, the skulk running on uneven surfaced walls / floors/ railings at high speed - Good god it looks insanely spastic, and requires absolutely incredible aiming / tracking ability from the marines.
As a skulk on the ceiling, I could care less if the marines model snaps up abruptly, as long as I am instantly notified of the marine inspecting the ceiling! Because every tenth of a second in delay means I am more likely to get picked off without having a chance to even touch my space bar to attack. Its already pushing the limits of what is functionally reasonable when you count in player pings, last thing we need is to add in a delay so the animation looks smoother.
Definitely agree the number could be lowered, but i don't think you'd want it off necessarily.