MatrixCL Posted July 17, 2021 From watching demo's I noticed that pretty much all players have bobbing turned on...except for me. I'm very happy that this is a setting nowadays, and that it's allowed to have it turned off when submitting speedruns. It doesn't give me motion sickness, but the gun often not being in the centre annoys the hell out of me. In fact, I remember from the old DOS era, that I usually stood still first before shooting, just so that the weapon would be centred. But I also just like how I slide smoothly over the floor (like those floating nuns in Death Becomes Her). Is that something that doesn't bother you? Do you keep it on just for aestetic reasons, or because you never had it any different, or because it is such a bonus to be able to time when damaging floor would hit you? I was a little surprised that bobbing is stored in the demo, until I read that weapon changing goes faster when the weapon is at it's lowest point. Would've been fun to see my runs back with bobbing turned on, because I'll admit, it does look more aestetic. 3 Quote Share this post Link to post
GarrettChan Posted July 17, 2021 Wait, this is allowed? I actually don't know. 5 Quote Share this post Link to post
Andromeda Posted July 17, 2021 2 hours ago, MatrixCL said: until I read that weapon changing goes faster when the weapon is at it's lowest point. I didn't know this was a thing! As for why I have bobbing on, because it's on by default and also because I'm used to it by now. 4 Quote Share this post Link to post
Arrowhead Posted July 17, 2021 2 hours ago, MatrixCL said: ...or because it is such a bonus to be able to time when damaging floor would hit you? Very slightly because of this; also because Doomguy is walking/running, and not piloting a Segway. At least that's what the movement feels like to me without 'bob' on... The bob makes Doomguy feel as if he is actually walking / running and not gliding. That's why I keep it on. :) 10 Quote Share this post Link to post
omx32x Posted July 17, 2021 i used to disable it in the past when playing deathmatch and on duels but i saw that my aim started to get a lot worse because i was too dependedent on it so i dont disable it anymore (same reason why i dont use crosshairs) and i use the doom guy face in the hud to aim also feedback running without bobbing makes me feel like i am flying trough the levels instead of walking and lastly the damage floors are in sync with the weapon bob thats something not many people know but you can really exploit this to avoid taking damage on short lava pits 2 Quote Share this post Link to post
BoxY Posted July 17, 2021 I find no-bob really weird and unnatural to play with, but I use a crosshair anyway so I don't care where the weapon sprite is when I'm firing. 8 Quote Share this post Link to post
silentzorah Posted July 18, 2021 I leave it on because if I wanted to play Wolfenstein, I would play Wolfenstein and not Doom. 1 Quote Share this post Link to post
Spectre01 Posted July 18, 2021 Bobbing is one of the few types of feedback Doom has when your character is moving (no footstep sounds or screen shaking) so it's visually nice to have it on. I also use a crosshair but isn't there an option now to center weapons while shooting? 1 Quote Share this post Link to post
Shepardus Posted July 18, 2021 IMO the bobbing in Doom is a bit excessive, but no bobbing at all is just jarring. Also, bobbing is forced on when using -complevel 2, so may as well get used to it. 3 Quote Share this post Link to post
Dubbag Posted July 18, 2021 because without it I feel less connected to the game. If feels like you're just a camera on one long tracking shot 8 Quote Share this post Link to post
magicsofa Posted July 18, 2021 44 minutes ago, Spectre01 said: Bobbing is one of the few types of feedback Doom has when your character is moving (no footstep sounds or screen shaking) The viewpoint does move up and down while you walk. It's kinda funny because the rate it goes up and down is faster than the weapon bob, but not twice as fast, meaning they are totally out of sync with each other. This would look really weird if someone did it in real life... The amount that the view moves up and down doesn't seem to change based on your speed, so it's a lot more noticeable when walking vs running. 1 Quote Share this post Link to post
Spectre01 Posted July 18, 2021 21 minutes ago, magicsofa said: The amount that the view moves up and down doesn't seem to change based on your speed, so it's a lot more noticeable when walking vs running. It's true! Barely noticeable when zooming around but hilarious by holding forward against an impassable, 2-sided line like a midtexture fence. Doomguy stands in place but the camera makes it look like he's trying to jump over with how much it bobs. 0 Quote Share this post Link to post
Ragu Posted July 18, 2021 I can remember seeing Doom for the first time in 1994, seeing how the view bobbed and your gun swayed really brought home the magnitude of the advancements it made over Wolf 3D. The way it feels to move in a game is probably the single most important thing you need to get right, and Doom was among the first of the 3D games to really make you feel like you were embodied within the world -- not just, as previously mentioned, a camera with a gun attached to it. It seems kind of quaint to think about it like that now, and I can see wanting to turn it off for reasons of accuracy or because you're prone to motion sickness, but I don't think I ever got over how good it feels to move around in Doom, and the gentle bobbing and swaying were absolutely instrumental in that to me. 2 Quote Share this post Link to post
Doomkid Posted July 18, 2021 1 hour ago, magicsofa said: The amount that the view moves up and down doesn't seem to change based on your speed, so it's a lot more noticeable when walking vs running. I might be hallucinating, but in DOSBox, the actual view bobbing (not the weapon bobbing) does seem to be more intense when I hold down the "run" key. I grew up with the bobbing on, so it feels the most natural to me. I know a bunch of other DM and multiplayer types have had it switched off for the last 15 years, basically ever since it became an option. To me it feels very awkward, what little "movement feedback" there once was being gone is very awkward. I will say in most ZDoom-family ports, I feel like I have to reduce the movebob value to get it back in line with vanilla. The default value appears notably more exaggerated than the actual vanilla movement bobbing, oddly. 2 Quote Share this post Link to post
omx32x Posted July 18, 2021 3 minutes ago, Doomkid said: I might be hallucinating, but in DOSBox, the actual view bobbing (not the weapon bobbing) does seem to be more intense when I hold down the "run" key. I grew up with the bobbing on, so it feels the most natural to me. I know a bunch of other DM and multiplayer types have had it switched off for the last 15 years, basically ever since it became an option. To me it feels very awkward, what little "movement feedback" there once was being gone is very awkward. I will say in most ZDoom-family ports, I feel like I have to reduce the movebob value to get it back in line with vanilla. The default value appears notably more exaggerated than the actual vanilla movement bobbing, oddly. theres also the still bob in zandronum that was made to simulate breath or something like that i always disable it because it just looks weird 2 Quote Share this post Link to post
Spendoragon Posted July 18, 2021 Can't be wobble gamers without bobble 5 Quote Share this post Link to post
xX_Lol6_Xx Posted July 18, 2021 47 minutes ago, omalefico32x said: theres also the still bob in zandronum that was made to simulate breath or something like that i always disable it because it just looks weird It's there on ZDoom too, maybe it's present in Zandronum because the earlier versions of GZDoom (on which Zandronum is based) were literally ZDoom with Hardware acceleration (IDK if it was the case, but it can be a posibility). The only thing I don't like is the weapon being centered when firing, like, IDK, it looks weird to me 1 Quote Share this post Link to post
BerserkerNoir Posted July 18, 2021 Without bobbing it feels like Doomguy is using a WheelChair with an omni-directional setting lol. 2 Quote Share this post Link to post
Hayden49 Posted July 18, 2021 I play with bobbing on while just running around but I have bobbing turned off when the weapon is firing. 0 Quote Share this post Link to post
Biodegradable Posted July 18, 2021 The more animation, the better. Weapon sway/bobbing just looks nice and as people have pointed out it simply adds to feedback from your actions and makes it effectively more immersive overall. 0 Quote Share this post Link to post
ApprihensivSoul Posted July 18, 2021 Doom didn't have enough bobbing. I love mods that increase it, or add HeXen 2-style camera roll. 0 Quote Share this post Link to post
TasAcri Posted July 18, 2021 4 hours ago, Ragu said: I can remember seeing Doom for the first time in 1994, seeing how the view bobbed and your gun swayed really brought home the magnitude of the advancements it made over Wolf 3D. Funnily enough, Hovertank 3D (iD's first FPS, way before Wolfenstein 3D) does have bobbing. I saw a video review of it recently and it stood out to me because it felt so much better than Wolf3D. 0 Quote Share this post Link to post
Da Werecat Posted July 18, 2021 8 hours ago, magicsofa said: The amount that the view moves up and down doesn't seem to change based on your speed, so it's a lot more noticeable when walking vs running. Both screen and weapon bobbing should change with speed, but they're pretty much already maximized when "walking". The system might've been tuned when the game was supposed to have slower characters. I usually reduce the value a bit in ZDoom-derived ports to feel the difference between slow and fast movement. 0 Quote Share this post Link to post
magicsofa Posted July 18, 2021 12 hours ago, Doomkid said: I might be hallucinating, but in DOSBox, the actual view bobbing (not the weapon bobbing) does seem to be more intense when I hold down the "run" key. I think you are right... I was probably seeing the walk bob as more intense because you're moving so much slower in x-y direction, which makes the arc of any reference point more round. When you run, it flattens out (doppler effect yay!). However I just did a really smart experiment of continuous walking and running into a wall, and the difference there is pretty big. 1 Quote Share this post Link to post
MatrixCL Posted July 18, 2021 17 hours ago, GarrettChan said: Wait, this is allowed? I actually don't know. I assumed as such, because strict mode doesn't turn it back on. Or they didn't think of that option. But I don't really see how either way can give a (significant) advantage for speedruns. Perhaps on E1M1 Hangar we would prefer to be more strict, but I read now that complevel 2 already takes care of that anyway. Anyway, so it's mostly for the immersive effect. Makes sense. And I think I would keep it on if the off-centre weapon wasn't messing with my head. And still, first time I played without bobbing my reaction was "Cool, this is so pure! :D" And by the way, in GZDoom the weapon is centred when you shoot, also with bobbing on. (Not even sure if you can turn it off there.) 0 Quote Share this post Link to post
Decay Posted July 18, 2021 Don't you like bobbing and weaving between punches? 6 Quote Share this post Link to post
GarrettChan Posted July 18, 2021 4 hours ago, MatrixCL said: I assumed as such, because strict mode doesn't turn it back on. Or they didn't think of that option. But I don't really see how either way can give a (significant) advantage for speedruns. Perhaps on E1M1 Hangar we would prefer to be more strict, but I read now that complevel 2 already takes care of that anyway. Sometimes the rules are just not very completed with these, and strict mode is not an absolute correct way to prevent you from cheating. That's not the way to value things, alongside with whether it provides you with advantages as well. Right now I personally think the rules are way too lenient and many things shouldn't be allowed is allowed IMO, but I'm not the rule maker, so I can't say too much. 0 Quote Share this post Link to post
Looper Posted July 19, 2021 (edited) On 7/18/2021 at 2:06 AM, omalefico32x said: i used to disable it in the past when playing deathmatch and on duels but i saw that my aim started to get a lot worse because i was too dependedent on it so i dont disable it anymore (same reason why i dont use crosshairs) What? :D Your aim gets worse by having a crosshair? That's the biggest lie/misunderstanding in the history of First-Person Shooter gaming history. What does "too dependedent(dependent?) even mean there? "Oh no, my weapon is too stable! I am unable to hit my opponent because the weapon bobbing is not confusing my aiming!" Sorry, but this sounds so wrong/bad that I am really curious what you meant now :D Crosshair helps to aim for sure, and I am quite confident that when you do not have a crosshair, having weapon bobbing disabled improves your aim compared to the bobbing weapon. Edited July 19, 2021 by Looper 3 Quote Share this post Link to post
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