well now that the beta is over, i guess ill be staring at empty servers again 
ideas from titanfall
This thread is nowâŚ
Life after Titanfall betaâŚ
Moving onâŚ
The support group.
Thread.
Go:
lol and donât 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 canât combine.
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!
[QUOTE=trickykungfu;490053]lol and donât 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 canât combine.[/QUOTE]
Donât tell me you canât 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 iâll ask you again, why would it not work? You avoided the question and I know why, because you donât have answer, simply saying it wonât work is not an answer.
Iâm also gonna bet you didnât 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.
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 doesnât mean it isnât advanced. Some people think that if something is easy to learn it isnât worth having. That is the GOAL. Simple to grasp, hard to master. I didnât see people jumping out windows at B, double jump to roof, to then jump kick people through the ceiling⌠I didnât 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.
strafejumping:
- move left + right to gain speed in a way that makes no physical sense. this is faster than just running forward
- random noob: âwtf is this? uninstallâ
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: âomg this is awesome. pre-orderâ
strafejumping:
- allows you to get better over time (new routes, more precision, more speed + consistency)
- random noob: âhow did that guy jump from there to there? I canât do that. it must be hacks. uninstallâ
titanfall:
- allows you to get better over time (new routes, more precision, more speed + consistency)
- random noob: âwow that guy is good. I can try that too. preorderâ
[QUOTE=DarkangelUK;490055]Donât tell me you canât 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 iâll ask you again, why would it not work? You avoided the question and I know why, because you donât have answer, simply saying it wonât work is not an answer.
Iâm also gonna bet you didnât 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 toâŚ
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 thatâŚ
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 enoughâŚ
[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: âwtf is this? uninstallâ
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: âomg this is awesome. pre-orderâ
strafejumping:
- allows you to get better over time (new routes, more precision, more speed + consistency)
- random noob: âhow did that guy jump from there to there? I canât do that. it must be hacks. uninstallâ
titanfall:
- allows you to get better over time (new routes, more precision, more speed + consistency)
- random noob: âwow that guy is good. I can try that too. preorderâ[/QUOTE]
very nice
But thats it.
radom noob = DarkangelUK XD
[QUOTE=trickykungfu;490058]lol XD sure i have not discovered all placed i could jump on. But i know how toâŚ
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 youâre 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 thatâŚ
God forbid players would need to practice and that thereâs discernible skill levels! The players donât 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 youâve used for balancing weapons in the past?
hope thats enoughâŚ
Not even close m8
radom noob = DarkangelUK XD
Could run rings you in any game, can bet Iâve discovered more to Xtâs 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 itâs nowhere near it.
Iâm not sure thatâs 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 âin real lifeâ, and that in a nutshell is SDâs problem with it. Fine, I get that.
But bouncing off a wall is not the same thing. Itâs 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 canât 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.
Iâve said it before and Iâll 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 donât 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=Kendle;490061]Iâm not sure thatâs 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 âin real lifeâ, and that in a nutshell is SDâs 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: âwtf is this? uninstallâ[/QUOTE]
He said it didnât make sense
I agree with the rest though.
[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: âwtf is this? uninstallâ
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: âomg this is awesome. pre-orderâ
strafejumping:
- allows you to get better over time (new routes, more precision, more speed + consistency)
- random noob: âhow did that guy jump from there to there? I canât do that. it must be hacks. uninstallâ
titanfall:
- allows you to get better over time (new routes, more precision, more speed + consistency)
- random noob: âwow that guy is good. I can try that too. preorderâ[/QUOTE]
I havenât played TF yet, but jumping off walls to gain speed doesnât sound intuitive. So I guess there is a tutorial ingame? Couldnât you do the same thing for strafejumping?
I wasnât suggesting he didnât say it doesnât 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 wasnât a fair one. 
Gotcha. The other thing in TF that didnât make sense (Though Iâm glad itâs 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 whatâs 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.
[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: âwtf is this? uninstallâ
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: âomg this is awesome. pre-orderâ
strafejumping:
- allows you to get better over time (new routes, more precision, more speed + consistency)
- random noob: âhow did that guy jump from there to there? I canât do that. it must be hacks. uninstallâ
titanfall:
- allows you to get better over time (new routes, more precision, more speed + consistency)
- random noob: âwow that guy is good. I can try that too. preorderâ[/QUOTE]
Is this some weak attempt to justify strafe jumping being in the game? Iâm 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 isnât 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 ârandom noobsâ.
[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 doesnât mean it isnât advanced. Some people think that if something is easy to learn it isnât worth having. That is the GOAL. Simple to grasp, hard to master. I didnât see people jumping out windows at B, double jump to roof, to then jump kick people through the ceiling⌠I didnât 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 canât 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.
Iâve said it before and Iâll 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 donât 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
[QUOTE=Kendle;490061]
âŚIâve said it before and Iâll 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 donât 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 shouldnât 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
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.
[QUOTE=Protekt1;490074]Is this some weak attempt to justify strafe jumping being in the game? Iâm 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 isnât 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 ârandom noobsâ.[/QUOTE]
Iâm showing the differences between how two different nonsensical movement systems are perceived
the problem isnât 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 donât just involve spamming some sprint key and running forward