ideas from titanfall


(shaftz0r) #81

well now that the beta is over, i guess ill be staring at empty servers again :slight_smile:


(Protekt1) #82

This thread is now…

Life after Titanfall beta…

Moving on…

The support group.

Thread.

Go:


(trickykungfu) #83

lol and don’t tell me that you really think TF has advanced movement XD You seriously have a big problem. After 1 hour of playing there was nothing more to lern about that movement.

There are just things you can’t combine.


(trickykungfu) #84

looool you are so stupid XD
You are saying make the maps like titanfall then the movement system works. I guess you are 10000% right mate! If you see it the other way around that TF movement will not work with Xt map. Great mate! Thats all i said. Idiot!


(DarkangelUK) #85

[QUOTE=trickykungfu;490053]lol and don’t tell me that you really think TF has advanced movement XD You seriously have a big problem. After 1 hour of playing there was nothing more to lern about that movement.

There are just things you can’t combine.[/QUOTE]

Don’t tell me you can’t read, I said further up it was semi-advanced, and compared to Xt it looks a hell of a lot more advanced than that. But i’ll ask you again, why would it not work? You avoided the question and I know why, because you don’t have answer, simply saying it won’t work is not an answer.

I’m also gonna bet you didn’t discover half the things you could do with the movement, like most people did with Brink… thinking their own limits are the limits of the system.


(Protekt1) #86

TF movement system is pretty complex imo. I would call it advanced. Especially if you pay attention to the animations from the other side.

It may not be hard to get used to, but there is definitely room for growth as you learn routes and whip around the map fast since you build up a lot of momentum the longer you wall run. And there are a lot of surfaces you can wall run and bounce off of. Then throw something in like the stim tactical ability… yeah… you can go FAST. I think the movement system is deceptively simple with depth behind the hood; a helluva lot of work behind the scenes to make it work smoothly.

Just because something works so well that it is intuitive and easy to pick up doesn’t mean it isn’t advanced. Some people think that if something is easy to learn it isn’t worth having. That is the GOAL. Simple to grasp, hard to master. I didn’t see people jumping out windows at B, double jump to roof, to then jump kick people through the ceiling… I didn’t even see people really utilizing wall running to its maximum benefit. It is simple enough that you understand how to do it if you have really any experience with a FPS. But there is a lot of room to maximize your movement efficiency.


(biz) #87

strafejumping:

  • move left + right to gain speed in a way that makes no physical sense. this is faster than just running forward
  • random noob: “wtf is this? uninstall”

titanfall:

  • jump off walls to gain speed in a way that makes no physical sense. this is faster than just simply sprinting forward
  • random noob: “omg this is awesome. pre-order”

strafejumping:

  • allows you to get better over time (new routes, more precision, more speed + consistency)
  • random noob: “how did that guy jump from there to there? I can’t do that. it must be hacks. uninstall”

titanfall:

  • allows you to get better over time (new routes, more precision, more speed + consistency)
  • random noob: “wow that guy is good. I can try that too. preorder”

(trickykungfu) #88

[QUOTE=DarkangelUK;490055]Don’t tell me you can’t read, I said further up it was semi-advanced, and compared to Xt it looks a hell of a lot more advanced than that. But i’ll ask you again, why would it not work? You avoided the question and I know why, because you don’t have answer, simply saying it won’t work is not an answer.

I’m also gonna bet you didn’t discover half the things you could do with the movement, like most people did with Brink… thinking their own limits are the limits of the system.[/QUOTE]

lol XD sure i have not discovered all placed i could jump on. But i know how to…

Its hard for me to explain you that stuff in english.
First it will not work because i would play get hit and run. (Like Bamfana does in Xt, very annoying game style) So every time a opponent would sight and shoot me first i would not bother shooting back at him, to give him a advantage.
Its would also be far to hard to kill people. Look at the skill gab in Xt with static movement atm. For me and for the competitive side thats a good think. But all Public Low-Bird complain about that…
With a higher TTK its much harder to balance the Weapons. Pistol 4 Headshots. Rocket 1 Shot? Every1 would use the rocket launcher. And it the Rocket launcher would not kill in 1 shot. The Low Public Birds would complain about it is not realistic enough.

hope thats enough…


(trickykungfu) #89

[QUOTE=biz;490057]strafejumping:

  • move left + right to gain speed in a way that makes no physical sense. this is faster than just running forward
  • random noob: “wtf is this? uninstall”

titanfall:

  • jump off walls to gain speed in a way that makes no physical sense. this is faster than just simply sprinting forward
  • random noob: “omg this is awesome. pre-order”

strafejumping:

  • allows you to get better over time (new routes, more precision, more speed + consistency)
  • random noob: “how did that guy jump from there to there? I can’t do that. it must be hacks. uninstall”

titanfall:

  • allows you to get better over time (new routes, more precision, more speed + consistency)
  • random noob: “wow that guy is good. I can try that too. preorder”[/QUOTE]

very nice :slight_smile: But thats it.

radom noob = DarkangelUK XD


(DarkangelUK) #90

[QUOTE=trickykungfu;490058]lol XD sure i have not discovered all placed i could jump on. But i know how to…

Its hard for me to explain you that stuff in english.
First it will not work because i would play get hit and run. (Like Bamfana does in Xt, very annoying game style) So every time a opponent would sight and shoot me first i would not bother shooting back at him, to give him a advantage.[/quote]
So you’re basing this on your poor play style, glad we got that out in the open.

Its would also be far to hard to kill people. Look at the skill gab in Xt with static movement atm. For me and for the competitive side thats a good think. But all Public Low-Bird complain about that…

God forbid players would need to practice and that there’s discernible skill levels! The players don’t move THAT fast, again Q3 wants to have a word with you.

With a higher TTK its much harder to balance the Weapons. Pistol 4 Headshots. Rocket 1 Shot? Every1 would use the rocket launcher. And it the Rocket launcher would not kill in 1 shot. The Low Public Birds would complain about it is not realistic enough.

What rocket launcher? Is this based on your wide plethora of game design knowledge that you’ve used for balancing weapons in the past?

hope thats enough…

Not even close m8

radom noob = DarkangelUK XD

Could run rings you in any game, can bet I’ve discovered more to Xt’s movement in the past few weeks than you have the whole time playing.

I also find it quite funny that you think the movement in TF is actually fast. Compared to current CoD games sure, compared to the older games that had decent movement it’s nowhere near it.


(Kendle) #91

I’m not sure that’s a fair comparison.

Strafe-jumping most certainly does not make sense. Jumping further by approaching the jump in a circular trajectory is not something that anyone does “in real life”, and that in a nutshell is SD’s problem with it. Fine, I get that.

But bouncing off a wall is not the same thing. It’s essentially parkour, which is something that people can do in real life, although not to the extent it happens in TitanFall of course.

I do agree however that TF blows a hole in the argument that modern gamers can’t cope with anything more complex than +forward. It is possible to have an exaggerated / arcade-ish movement system in modern games without alienating your potential player-base. We just need to forget Quake-style strafe-jumping as the model for that and implore SD to add a more intuitive system.

I’ve said it before and I’ll say it again, a Brink style parkour system would fit XT like a glove (just drop the SMART system and let us learn how to mash the appropriate keys to pull off the specific move). XT is set in inner-city urban environments, which is precisely where parkour comes from. I don’t even think the maps would need to be changed much, if at all. Maybe the repositioning of a few vehicles / boxes, and adding window ledges or other objects that can be jumped to / stood on etc. I think it would be perfect. :slight_smile:


(DarkangelUK) #92

[QUOTE=Kendle;490061]I’m not sure that’s a fair comparison.

Strafe-jumping most certainly does not make sense. Jumping further by approaching the jump in a circular trajectory is not something that anyone does “in real life”, and that in a nutshell is SD’s problem with it. Fine, I get that.[/QUOTE]

[QUOTE=biz;490057]strafejumping:

  • move left + right to gain speed in a way that makes no physical sense. this is faster than just running forward
  • random noob: “wtf is this? uninstall”[/QUOTE]

He said it didn’t make sense :wink: I agree with the rest though.


(stealth6) #93

[QUOTE=biz;490057]strafejumping:

  • move left + right to gain speed in a way that makes no physical sense. this is faster than just running forward
  • random noob: “wtf is this? uninstall”

titanfall:

  • jump off walls to gain speed in a way that makes no physical sense. this is faster than just simply sprinting forward
  • random noob: “omg this is awesome. pre-order”

strafejumping:

  • allows you to get better over time (new routes, more precision, more speed + consistency)
  • random noob: “how did that guy jump from there to there? I can’t do that. it must be hacks. uninstall”

titanfall:

  • allows you to get better over time (new routes, more precision, more speed + consistency)
  • random noob: “wow that guy is good. I can try that too. preorder”[/QUOTE]

I haven’t played TF yet, but jumping off walls to gain speed doesn’t sound intuitive. So I guess there is a tutorial ingame? Couldn’t you do the same thing for strafejumping?


(Kendle) #94

I wasn’t suggesting he didn’t say it doesn’t make sense (I was agreeing with him and expanding on why he was right), I was just suggesting that the strafe-jumping / wall-jumping comparison wasn’t a fair one. :slight_smile:


(DarkangelUK) #95

Gotcha. The other thing in TF that didn’t make sense (Though I’m glad it’s there because selfish) is the fact that your double jump is reset with each wall run. You can basically go from one end of the map to the other without touching a flat surface… chaining wall runs between buildings with bloody good fun, and I think the sheer fun and enjoyment aspect is what’s being overlooked here. The satisfaction of hitting those chain jumps and making it to the other side in a short period of time can be just as great as destroying a Titan single handed while on foot.


(Protekt1) #96

[QUOTE=biz;490057]strafejumping:

  • move left + right to gain speed in a way that makes no physical sense. this is faster than just running forward
  • random noob: “wtf is this? uninstall”

titanfall:

  • jump off walls to gain speed in a way that makes no physical sense. this is faster than just simply sprinting forward
  • random noob: “omg this is awesome. pre-order”

strafejumping:

  • allows you to get better over time (new routes, more precision, more speed + consistency)
  • random noob: “how did that guy jump from there to there? I can’t do that. it must be hacks. uninstall”

titanfall:

  • allows you to get better over time (new routes, more precision, more speed + consistency)
  • random noob: “wow that guy is good. I can try that too. preorder”[/QUOTE]

Is this some weak attempt to justify strafe jumping being in the game? I’m sure you can do better than this.

I disagree with you saying gaining speed over time makes no physical because that is a basic principle in physics: accelleration. Gaining speed because your turned your body isn’t intuitive. Gaining speed because your are gaining momentum and building momentum is a pretty simple concept, also not really a huge selling point of the game anyway. But go on, the problem is with everyone else… especially them “random noobs”.


(shaftz0r) #97

[QUOTE=Protekt1;490056]
It may not be hard to get used to, but there is definitely room for growth as you learn routes and whip around the map fast since you build up a lot of momentum the longer you wall run. And there are a lot of surfaces you can wall run and bounce off of. Then throw something in like the stim tactical ability… yeah… you can go FAST. I think the movement system is deceptively simple with depth behind the hood; a helluva lot of work behind the scenes to make it work smoothly.

Just because something works so well that it is intuitive and easy to pick up doesn’t mean it isn’t advanced. Some people think that if something is easy to learn it isn’t worth having. That is the GOAL. Simple to grasp, hard to master. I didn’t see people jumping out windows at B, double jump to roof, to then jump kick people through the ceiling… I didn’t even see people really utilizing wall running to its maximum benefit. It is simple enough that you understand how to do it if you have really any experience with a FPS. But there is a lot of room to maximize your movement efficiency.[/QUOTE]

[QUOTE=Kendle;490061]
I do agree however that TF blows a hole in the argument that modern gamers can’t cope with anything more complex than +forward. It is possible to have an exaggerated / arcade-ish movement system in modern games without alienating your potential player-base. We just need to forget Quake-style strafe-jumping as the model for that and implore SD to add a more intuitive system.

I’ve said it before and I’ll say it again, a Brink style parkour system would fit XT like a glove (just drop the SMART system and let us learn how to mash the appropriate keys to pull off the specific move). XT is set in inner-city urban environments, which is precisely where parkour comes from. I don’t even think the maps would need to be changed much, if at all. Maybe the repositioning of a few vehicles / boxes, and adding window ledges or other objects that can be jumped to / stood on etc. I think it would be perfect. :)[/QUOTE]

/thread move along please. nothing to see here


(rookie1) #98

[QUOTE=Kendle;490061]
…I’ve said it before and I’ll say it again, a Brink style parkour system would fit XT like a glove (just drop the SMART system and let us learn how to mash the appropriate keys to pull off the specific move). XT is set in inner-city urban environments, which is precisely where parkour comes from. I don’t even think the maps would need to be changed much, if at all. Maybe the repositioning of a few vehicles / boxes, and adding window ledges or other objects that can be jumped to / stood on etc. I think it would be perfect. :)[/QUOTE]
Parkour movements is perfect for XT ,Brink SMART system is been copied and improved by other studios ,Its an SD thing and shouldn’t be wasted.
It would be perfectly fit and normal to be remaster in SD game . Parkour movement should stay included in SD future games as SD signature


(Raviolay) #99

I think some are also missing that in Titanfall you can jump after successive wall runs and double jumps, and that jump will carry that momentum into that jump. Allowing you to hit the ground once and carry on wall running, I also like holding ADS on a wall/ceiling while cloaked to shoot pursuers in the back while doing a Spiderman.


(biz) #100

[QUOTE=Protekt1;490074]Is this some weak attempt to justify strafe jumping being in the game? I’m sure you can do better than this.

I disagree with you saying gaining speed over time makes no physical because that is a basic principle in physics: accelleration. Gaining speed because your turned your body isn’t intuitive. Gaining speed because your are gaining momentum and building momentum is a pretty simple concept, also not really a huge selling point of the game anyway. But go on, the problem is with everyone else… especially them “random noobs”.[/QUOTE]

I’m showing the differences between how two different nonsensical movement systems are perceived
the problem isn’t the acceleration, but the method of acceleration

including quake-style strafejumping means your game is dead on arrival
but Titanfall is proof that there are commercially viable ways to put acceleration into a game that don’t just involve spamming some sprint key and running forward