Jumping forward momentum loss


(BomBaKlaK) #21
  • 1 000 000

(NeoRussia) #22

Yes there needs to be more momentum! and while you’re at it, also increase jump-crouch height!

Jumping would always make someone a lot easier to hit unless they are doing it around a corner in surprise. If mechanics are perfect, people who are strafing side to side or around cover should be much more successful in dodging fire from skilled players than if they were jumping around in the air. There just needs to be more momentum in the air but it should not give you the exact same control as if you’re on the ground. Even in a game like quake or UT if people are dueling it out close to each other they won’t be jumping around. This is even more true at long range, players that are jumping up and down are a lot easier to headshot with a sniper rifle in any game rather than if they were strafing side to side. Sure with more momentum jumping from/to cover becomes much easier but that’s where the skill in player movement is increased in my opinion. The only real problem shooting someone in mid-air comes from crouch-jumping hitboxes but that can be solved with accurate player animations. Also don’t forget that momentum does not always mean a positive boon to player speed, in some cases it can even be negative.


(tokamak) #23

What Anti means is that bunnyhopping is silly and that people should doing that.


(Rex) #24

No, he simply means bunny hopping won’t make it into the game.


(rapid_shot) #25

Current Keep it the same: 2
Current Change it: 33

Something tells me you should at least seriously reconsider.


(Ruben0s) #26

Well. If I did multiple jumps in ET it made me the most vulnerable person in the game. One time strafe/crouch jumping makes you harder to hit.

It sucks that you guys don’t even consider it. As multiple jumps is only usefull for faster travelling and special routes. In 1v1 you will most likely loose.


(Dragonji) #27

The difference is that in ET you have a stamina bar.


(stealth6) #28

Also no unlimited momentum… You could only keep / increase momentum by jumping to something lower. The only games I can think of that you can keep jumping on flat ground are Q3, Q3 inspired games (warsow) & NS. I don’t think it would be fitting for DB, if they increased the momentum to 3 jumps that would be a different story since I could use that to escape, while not going over the top, but unlimited… No thanks.


(Nail) #29

I agree with 6, 3 linked jumps should be enough. Right now I can link a couple on CW, but that’s the only map I seem to get a speed boost


(ImageOmega) #30

[QUOTE=iwound;458737]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.[/QUOTE]

Your argument? Haha, you mean when you stated an opinion that is not widely shared by evidence of the poll for this very thread? Sorry, I didn’t rebuke your opinion and tell you that something doesn’t look “ridiculous”.

The truth is that jumping all around does not happen like your claim would be. People don’t always hold down space while playing any game. Sure, you use strafe-jumping to get places faster, but if that is all that happened, you’d have a lot of piss poor performance from every single player. Also, at no juncture has anyone ever accused Quake or Unreal Tournament of being ridiculous for its jumping mechanics. Never was there a question of how often people jump. The same applies for Battlefield 3 and the Call of Duty series as people effortlessly jump over insanely high obstacles by pressing the same space button that vaults them aerially.

And, what the hell does ladders have to do with anything? I bring up games that have the capability of consistently jumping and bring up another game mechanic? Is that your way of backing up your opinion or is that more evidence that my reply thread should have been directed towards berating your subjective post?

Then again bringing up Sonic the Hedgehog…what? We are simply talking about not being limited in movement, not having super sonic Nikes or wild blue hair as we drift across green meadows and collect golden rings. Don’t even bother trying to enlighten me of what great forethought you put into bringing up a 2D platformer as a comparison to any first person shooter.

Then to tell me that if chaining jumps was not subject to decreased forward momentum that it’d be a clone of another game. Really? What game? Wolfenstein: Enemy Territory? Quake Wars? I think it’d be just the same as those two games you have so blatantly touted in your signature that you care enough about to create custom maps for. Gee, do those games allow chaining jumps together?

The subject is that there should not be a decrease in forward momentum because you’re chaining jumps. That doesn’t intrinsically mean that there should be an increase in forward momentum. Regardless, I enjoy Dirty Bomb the same, but I’m welcome to state my opinion and suggest that jumping multiple times not decrease momentum as well as my other thread suggesting that the base jump height should be increased. I apologize if I ruffled your feathers because I don’t agree that a lot of jumping makes gameplay look ridiculous. However, next time you call me out, please understand that I will give you as thorough of a post as you need and also be able to demonstrate how to do such things in game too.


(tacocat) #31

[QUOTE=ImageOmega;458777]
The subject is that there should not be a decrease in forward momentum because you’re chaining jumps. That doesn’t intrinsically mean that there should be an increase in forward momentum. [/QUOTE]

this

just because i dont want it to slow me down, doesnt mean it has to be q3 cpm physics.


(Protekt1) #32

If he was, okay. But this is Ue3 after all.


(acQu) #33

[QUOTE=ImageOmega;458777]Your argument? Haha, you mean when you stated an opinion that is not widely shared by evidence of the poll for this very thread? Sorry, I didn’t rebuke your opinion and tell you that something doesn’t look “ridiculous”.

The truth is that jumping all around does not happen like your claim would be. People don’t always hold down space while playing any game. Sure, you use strafe-jumping to get places faster, but if that is all that happened, you’d have a lot of piss poor performance from every single player. Also, at no juncture has anyone ever accused Quake or Unreal Tournament of being ridiculous for its jumping mechanics. Never was there a question of how often people jump. The same applies for Battlefield 3 and the Call of Duty series as people effortlessly jump over insanely high obstacles by pressing the same space button that vaults them aerially.

And, what the hell does ladders have to do with anything? I bring up games that have the capability of consistently jumping and bring up another game mechanic? Is that your way of backing up your opinion or is that more evidence that my reply thread should have been directed towards berating your subjective post?

Then again bringing up Sonic the Hedgehog…what? We are simply talking about not being limited in movement, not having super sonic Nikes or wild blue hair as we drift across green meadows and collect golden rings. Don’t even bother trying to enlighten me of what great forethought you put into bringing up a 2D platformer as a comparison to any first person shooter.

Then to tell me that if chaining jumps was not subject to decreased forward momentum that it’d be a clone of another game. Really? What game? Wolfenstein: Enemy Territory? Quake Wars? I think it’d be just the same as those two games you have so blatantly touted in your signature that you care enough about to create custom maps for. Gee, do those games allow chaining jumps together?

The subject is that there should not be a decrease in forward momentum because you’re chaining jumps. That doesn’t intrinsically mean that there should be an increase in forward momentum. Regardless, I enjoy Dirty Bomb the same, but I’m welcome to state my opinion and suggest that jumping multiple times not decrease momentum as well as my other thread suggesting that the base jump height should be increased. I apologize if I ruffled your feathers because I don’t agree that a lot of jumping makes gameplay look ridiculous. However, next time you call me out, please understand that I will give you as thorough of a post as you need and also be able to demonstrate how to do such things in game too.[/QUOTE]

Amen. I was about to write about the same yesterday :wink: There is really hard evidence out there in the form of Quake or Wolf ET which prove almost all arguments wrong. However, i feel this is a hidden strafe-jump discussion :rolleyes:


(stealth6) #34

I don’t know which Wolf ET you guys were playing, but in my version it wouldn’t even allow you to chain 2 jumps together on flat ground. I understand chaining as jumping again as soon as you land. In W:ET you had to break between jumps on flat ground. Basically you can do the same thing in DB as you could do in W:ET probably even better since DB has unlimited sprint.

What W:ET did have is a higher jump peak I think (64 units when a play was under 80 units tall? Not 100% on player height) Or maybe it was just an illusion caused by the fact that all the maps had obstacles you could jump onto or over.

Also obviously strafe jumping which allowed you to jump further and minor aircontrol so you could bend around corners.

I’d love to see a similar system to W:ET in DB, but unlimited chaining jumps just didn’t exist in W:ET… :rolleyes:


(acQu) #35

It could very well be double-jump jaymod servers, and then never again :slight_smile: I don’t understand the aversion either. The gaining-momentum-from-consecutive-jumps probably wouldn’t fit into DB, but all the rest actually fits very well into DB imo.

EDIT to be clear: that is a stamina bar and having the ability to increase jump distance by e.g. moving your crosshair along with the jump. This way i think it would be nice. Then just strafe-sprinting side to side and we have a little version of movement system i think would be great. Add crouch-jumping (which is already added) and we could even combo that. It is at least a little skill curve 2 combo. You can jump wider by moving crosshair along with the jump and you can increase your midair-time by using crouch jump, which in turn makes you jump a little further again.

I think especially the dodging out of firefights is a stamina bar problem and your ability to not be able to strafe-sprint to the side. The jumping-out-of-firefights is mostly done after one dodged out via strafe-sprint-side. Then maybe running away, self-healing, where the jumping mechanic played a more major role in avoiding fights … <- related to W:ET.

EDIT2 At least an approach. I forgot about the slowdowns :o (not the mid-air slowdowns, but the other ones such as reload … talking about movement in general again, sory ^^ ah such a wide field and so many misunderstandings imo because there was not looked at the actual evidence)


(slanir) #36

While I don’t feel that strafejumping or other methods to increase speed is needed in DB I don’t think you should lose speed either. Restricting movement is not a good thing for fast fps games. Being in good control of your character is an essential skill, just like being a good aimer.

tl;dr: Punishing players for jumping/reloading is frustrating.


(stealth6) #37

ye, DJ servers had unlimited momentum :smiley: , but the gameplay on those servers was completely broken. (objective wise) Maybe you could fix it with the right maps, but I don’t think anybody really took those servers seriously.

I think it’s a shame DB didn’t go for a stamina bar, it added a kind of balance to the game. You could choose, get to your destination faster or save your stamina and use it in fights to dodge bullets (quick side strafing).

I’d love to see the single strafe jump return to DB (jumping once and using circular motions with your mouse to prolong your jump) and simple trickjumps like chaining 2 or 3 jumps together to jump over something or take a shortcut. They could even use the system they have now to slow you down after X amount of jumps so you can’t keep jumping with unlimited sprint. All I think we need is a little more wiggle room. Atm you can chain 2 jumps and even that doesn’t really feel smooth.

I have 2 suggestions:

  1. Bring back strafejumping and allow us to chain 2 jumps max - or just 1 jump (since you’d be given aircontrol and greater distances I think this would be fair)
    or
  2. Allow us to chain 3 jumps with the current system.

Obviously my vote goes for the first suggestion since I love the dynamics strafejumping offers and it gives you something to improve on (can’t be mastered on day 1)

imo the current poll sucks since it’s either current system or a pretty crazy proposal, there is no “other” option.


(acQu) #38

Ha, that would lead to the following current movement system. Hope i have followed closely enough and not forgotten something or written it up wrongly. This is really where my english hits its limits it seems :smiley:

Already added:

  1. crouch jump

To be added:

  1. circular crosshair movement (using crosshair motions) to increase jump distance and speed
  2. slight air control (really just slightly)
  3. stamina bar to enable more sophisticated player decisions; it is a resource he needs to take care of.
  4. following the adding of stamina bar comes strafe-sprinting (immensly important!!! to support old ET gameplay with its typical strafe-and-dodge-firefights)
  5. consecutive jumping in multiple possible ways, jumping on non-flat surfaces has impact on your movement speed and the amount of consecutive jumps is limited to amount of two or three.
  6. Removing of ability slow-downs.

Ah, that would be kewl … :stroggbanana:

Someone wants to make a vote about that movement system? I would really be interested what is the opinion, since this has so many touches from W:ET. After adding this, i think DB is moving towards the true oldschool ET again.

EDIT i might have gone over board with this one :smiley:


(stealth6) #39

Should make a multi option poll so people can cherry pick the stuff they want :smiley:

I think aircontrol is already implemented.
5) should be split into more options since strafejumping + flatground chaining + unlimited sprint is a bit OP. Can you just imagine flying across the map with the objective? :smiley:
Something like:

  • unlimited consecutive jumps
  • limited consecutive jumps (by number)
  • limited consecutive jumps (by slope of the ground) - W:ET style

(Mustang) #40

No stamina bars thanks.