Jumping forward momentum loss


(Violator) #1

Following on from the ‘why is the jump height so low’ topic, another issue is the fact that after jumping and running forward you gradually lose forward speed to the point that after 3 jumps you come to a complete halt and just jump straight up in the air.

So the question is are we happy with this or do players want a more fluid bunny hopping style?


(Karpax) #2

I like the fluid bunny hopping! So much fun to do and it gives you even more advantage when mastering jumping and aiming combined.


(Dthy) #3

I’d like a fluid bunny hopping style, but it’ll either be too much effort/impossible to implement into U3. (Remember it was a bug in the engine before which became a feature)


(Protekt1) #4

The loss of momentum is to put a cap on how useful bunny hopping is which I personally think is a good thing. But they could make it so the first jump doesn’t lose momentum, if it does right now.


(Protekt1) #5

I’ve played UE3 engine games and only like 2 have this “bug” so I doubt its a bug and is intentional.


(Erkin31) #6

This is not impossible. Especially as it exists on the Painkiller reboot (and on mods), but this requires to work on it yes.
A less complicated system (to develop) but still fun to play is the jump system of xonotic, which permits to gain speed with multiple jumps.


(ImageOmega) #7

I am pretty sure the first jump gains momentum as there is a trick jump I do that only works when sprinting. I could be wrong.


(Violator) #8

Yes the first jump is fine, but the forward speed decays the more consecutive jumps you do. Having a brief break between jumps doesn’t seem to help either. I can see the argument to stop mad indefinate bunny hopping but imho this is more fun :).


(1-800-NOTHING) #9

there’s also the limited aerial control. maybe if there was more of a horizontal acceleration or something in midair the jumping and normal movement would fit together more seamlessly.
to me it feels like you’re either moving about freely, or you’re strafing, or you’re jumping, with fairly unresponsive and clunky transitions from one to the other.


(Anti) #10

That’s the reason it is as it is, we don’t want unlimited consecutive jumps making people even harder to hit. We’re open to ways of making movement more fun and skilled, within reason, but this specific element is unlikely to change.


(Erkin31) #11

Oh :frowning:
Is it to avoid some rush on objectives which can give the advantage to the attacks ?

Ok, we can bargain. I take none straff-jump, but instead, I will take a small wall-jump !


(tokamak) #12

I think people don’t like how it affects their movement rather than their next jump. So preventing bunny hopping ought to penalise second and third jumps with rapidly diminishing returns rather than affecting the speed.


(iwound) #13

its fine as it is. otherwise you will get people jumping everywhere. which looks ridiculous.
can i request vio takes a breathalyser sir. :tongue:


(ImageOmega) #14

[QUOTE=iwound;458727]its fine as it is. otherwise you will get people jumping everywhere. which looks ridiculous.
can i request vio takes a breathalyser sir. :tongue:[/QUOTE]

Ever played Quake? How about any Unreal game? Have people jumping everywhere in Battlefield and Call of Duty as well. Mostly because they’re climbing up things. The penalty is aim or spread.


(Dthy) #15

I wouldn’t mind seeing bunny hopping being implemented, but having a ludicrous amount of spread and/or recoil as a penalty when firing.


(shaftz0r) #16

he was talking about idtech3


(iwound) #17

whats your point? you havnt countered my argument by saying everyone’s on ladders, really! they are ladders games.
my point stands, it looks ridiculous. and yes it happens when people can do it with no reduction in movement.
to get to places and in fights. this isnt sonic the hedgehog. and if those games are what you want go and play them instead.
personally i dont want some bad clone.


(Evil-Doer) #18

Can we atleast keep speed while reloading


(Erkin31) #19

my point stands, it looks ridiculous.

On an arcade game, I don’t see the problem. We don’t need to have a realistic/immersive experience like in Red Orchestra/ARMA.

E.T. was ridiculous with its nazis under ecstasy.
Tribes is ridiculous with its master chief which throw discs of energy.
This is not a problem, the important thing is the gameplay.

i dont want some bad clone.

Why a bad clone ? You can copy some good features without doing a clone of this games.
And after all, I prefer a bad clone of ET/Quake rather than a good clone of BF/COD.


(Rex) #20

So on the one hand you don’t want to make people even harder to hit and on the other hand you want the movement to be skilled. Isn’t this a contradiction? I mean if the movement actually would require skill and let’s assume someone mastered it, isn’t he then harder to hit?