[QUOTE=tangoliber;492681]I understand why developers are against strafe-jumping style movement. In theory, it is bad design. But to be honest, I just don’t know any movement system that feels as satsifying as strafe jumping in Quake. I can go from Titanfall or Tribes to other games, and feel fine. But if I go from Quake 3 to another game, it is very hard to get used to.
In theory though, I think Titanfall, Tribes: Ascend, and Shootmania do it right.[/QUOTE]
I don’t think there’s a movement system that has the varying degree of skill that the likes of Quake 3 provides, or a movement system that will ever bring the same satisfaction that you mention. They’re all very limited in one way or another and require very little input to make everyone feel special… and when everyone is special, no one is special, which makes me think the entire point of the request has been missed completely.
Bridge to rail isn’t the most difficult jump in Q3 but it’s probably the most popular, most used and most known about jump in the game, it requires 2 jumps to complete but needs some practice. Practising that one single jump based on a simple tutorial on youtube teaches the player about circlejumping, ground acceleration, air acceleration, strafe angles, air switching, the fact that all this together increases pace and distance, and by the fact you get a railgun in 1/10th of the time it takes going the long way also teaches the player that learning this **** gives rewards. Practising that one jump and landing it put me on the path to applying it to my gameplay and it yielded amazing results… more so cos it wasn’t handed to me on a bloody plate! Had it been 2 button presses that anyone could’ve pulled off? Meh, so what, anyone can do it at any time so renders it pointless. Practice made perfect, gave me consistency and the results gave me a reason to practice.
Ok so a wall kick has been added, everyone was pulling every jump off on the server in a couple of tries. Titanfall and Tribes at least require timing and landing aim, hitting the right slopes at the right time and pressing the 2nd jump exactly when needed. Unless a serious iteration of the… actually I paused here, thought about it then thought, what’s the point so i’ll wrap up.
There’s no great varying degree of success, so there’s no varying degree of satisfaction, everyone can do just about everything with everyone reaping the small gains that come with it. I honestly don’t know how to put it across, but just adding a wall kick that has no variation in degree of output vs input does nothing for skill. Bridge to rail was Q3’s in-game tutorial and it was great, the fear that ‘people won’t get it’ and leaving it out just means everyone misses out… you’re deciding for them that they won’t like it and won’t want it.
buncha crappy nonsense rambling from me at the end of the day and I’m not even drunk 