How about a little history repeating? Dirty Bomb's movement.


(carefulCandlestick) #1

Hey there,

After playing Dirty Bomb for some hours over a couple of days now, I’ve come to enjoy the fast pace, the variied laning, the chokepoints and how you can break them up and other elements that make for interesting map design. There is, though, a few things that irk me.

1.) Round surfaces seem to have boxed hitboxes.
Tubes and shaped concrete, bushes, etc. appear to be round or sloped, yet when trying to jump onto them, it feels like hitting a box and subsequently, sliding down the side of said box. It would be great if the hitboxes would adapt to the shape of the models, so you can just edge onto these rounded surfaces as one would assume from the visual representation.

2.) Banging up your toes quite often.
Some stairs, ground objections (especially debris after some scripted explosions) and the sides of ramps all cause me to bang my toes a lot. What I mean by that: You run towards a negliable elevation or ledge, and you either get stopped as if hitting a wall, or when you try to jump atop of those knee high elevations, you hit a wall and slide down, robbing you of momentum. It be great if these elements were more lenient and/or traversable - especially the debris and the ramps. Either a vaulting animation (You know the one, place hand on surface, vault over, gun hand goes up for balance) or a “hop” would help there.

3.) No ledge pulling, despite the heritage.
Now, DB is a spirit child of Brink, and without going to deep into Brink’s fate, one thing Brink did really well was movement. DB is missing the ledge pulling of Brink, and often, it feels inappropriate that our hardened mercs aren’t able to climb up a ledge that is reaching their nose, or that you cannot jump across a gap and get up like that. While I am aware that it would require a whole batch of animations and would challenge the level design(ers) with another layer of movement, I’d love to see this added. Hold space after a jump, connect with an eligible ledge, pull yourself up. Whee.

I am thoroughly enjoying long jumps, wall jumps, and the fluidity of the running, gunning, etc. Expanding on that, to make DB even more fluid across the board, would only help to increase that fun, in my opinion.

Thank you for your time. Feel free to discuss and/or call me a noob.


(Chenap) #2

interesting idea… i think they worked pretty hard for the player to be able to shoot at any time, in any given movements and it seems difficult to shoot while pulling oneself onto a ledge, but i think it may worth thinking about this possibility. I totally agree with the not so accurate colliders and the toe banging wich is quite annoying


(JonesyIrl) #3

I dislike the ledge pulling idea, its slow and cumbersome, it would require a full redesign. It also acts as a movement breaker, the game is soooo fluid and its amazing, but with that mechanic it’d break its wall-running nature.


(Szakalot) #4

I also think ledge-pulling would require too much change in the game, and what is possible on the maps.

good ideas though!


(illogicalHatchback) #5

Its a spirit child of ET not brink


(affableTricycle) #6

I agree with most of what you said because it’s common sense, but I don’t agree with ledge pulling. The maps are all designed around our current system of long and wall jumps, with many areas only accessible by these techniques. Adding ledge pulling would require every map to be redesigned to account for this change.


(carefulCandlestick) #7

[quote=“illogicalHatchback;36665”]Its a spirit child of ET not brink[/quote]Potayto, potahto. It’s safe to say that either game left a mark on Dirty Bomb. The missions are certainly ET’s genes, but the movement is heavily influenced by Brink. Whynotnoth.jpg?

[quote=“affableTricycle;37551”]I don’t agree with ledge pulling. Adding ledge pulling would require every map to be redesigned to account for this change.[/quote]Fair enough. I admitted as such, and if ledge pulling is against the design decisions set forth, I am fine with it. If the other issues, such as differing hitboxes and toe banging are addressed, it might not even be that much of an issue anymore. This thread shouldn’t hinge on the least important point.


(Halosheep) #8

I agree with a lot of your points, a lot of frustrations have been had being stopped by a 3 inch thick piece of steel lying flat on the ground. It’s also frustrating getting blocked by invisible walls on things I could otherwise jump onto.


(XavienX) #9

Personally I think there is a reason why they didn’t have mercs being able to climb up ledges like most FPS games because it kinda slows down movement and the devs want people to be skilled with the walljumps.