There is no need as all it would do is ruin map design and everything movement wise for the inferior movement types. Also acceleration should be free of any sort of hard limitation because its totally possible to and makes sense physics-wise to have proper momentum without it. Just look at any of the popular Source engine games like CS:GO or TF2, perfect movement without any need of even a sprint button.
Jumping forward momentum loss
I agree, I’m just brainstorming as many possibilities as I can, because I really want to see some kind of cool movement system in DB that I can master, instead of something that after a day I feel like I’ve seen it all.
Hard limit is just easier to implement I think and isn’t that what’s in the game now? After 2 jumps the game just says: “That’ll do pig” regardless of jumping up or down a slope.
[QUOTE=acQu;458799]To be added:
3) stamina bar to enable more sophisticated player decisions; it is a resource he needs to take care of.
[/QUOTE]
Ohh no! That’s something I always disliked about ET. (But this was already discussed and fortunately it won’t come)
I agree on the other suggestions. However I think SD has something own in their minds, they just don’t know it yet.
I think we’re obviously seeing a trend here SD. Jus sayin’. Won’t add a feature that’s worked in the past and a majority of people seem to want. But you implemented that goofy SMART system in Brink. Mmmphhhhh.
Yeah those games have movement speed correctly though. Fast paced, you are already sprinting.
the stamina bar was useless in et. you could just strafe jump forever regardless of stamina. that being said, what i wouldn’t give to have the movement dynamics of idtech3, but i wont hold my breath about it
Invite ‘fans’
Ask ‘fans’ what they want
Tell ‘fans’ they only want <insert mechanic here> because they are ‘fans’
[QUOTE=DarkangelUK;458928]Invite ‘fans’
Ask ‘fans’ what they want
Tell ‘fans’ they only want <insert mechanic here> because they are ‘fans’[/QUOTE]
We invited a few fans of our previous games (the rest decided to join the alpha via pre-order) and we’re asking them to give feedback on our new game, not to tell us what they want. I know the difference between those two is small, but there is one.
[QUOTE=DarkangelUK;458928]Invite ‘fans’
Ask ‘fans’ what they want
Tell ‘fans’ they only want <insert mechanic here> because they are ‘fans’[/QUOTE]
Tell public that the game gets shaped by gamers.
When the game fails -> blame fans for not giving proper feedback :+)
/joke
[QUOTE=Ruben0s;459023]Tell public that the game gets shaped by gamers.
When the game fails -> blame fans for not giving proper feedback :+)
/joke[/QUOTE]
Shaped by gamers, not built
It’d still be down to us.
It does make you vulnerable when you are performing a trickjump. While executing it, you cannot just aim at somebody. On the other hand, thx to trickjumping you might reach places which would not have been possible to reach, and that can give a huge advantage.
I do agree that strafe-jumping has nothing lost in DirtyBomb.
I have played many years W:ET, and I am still very bad at strafe-jumping, most of the tricks I still cannot do. Those are usually jumps which either make you advance faster, or let you get in a good attacking/defense position. Many of those tricks, had not been for-seen by the mappers.
The problem here is, that about 1% can do all these tricks, 3%can do the hard ones , 10% the medium ones, and the easy ones, basically every one can after a short time. I still belong between medium and easy. And sometimes I can even see some of the 1% fail doing those jumps in a scrim. While sure they do the jump almost always, but not always.
Its even valid for QuakeWars, the skill level required for those jumps is sometimes much to high. Having to perform a perfect tj is not easy actually.
And one bullet giving you a little knockback, can ruin your move completely. If you play competitive, trickjumping around will mostly only get you killed, unless you use it to get into superior positions.
Now I have seen QuakeWars on youtube, and that kind of trickjumping seems silly to me, its to fast, and probably makes you hard to hit. I suppose that is what Anti is referring too. But I dunno, as I haven’t really goten into QW.
When BRINK was announced, there was soon the thing about SMART movement, which from the theory is great, but in practice was difficult for the mapper I guess.
I still think SMART movement per se, has a great potential, the idea of predefined movements, based on where you look at - its actually pretty similar to strafe jumping.
For all those wanting strafe-jumping, go play Defrag.
Even the topnotch of those players look pathetic when they try stuff which is “multiplayer”. Like 2-3 peoples doing a trickjump together. While it is amazing, it requires very high skill, and luck I guess.
So I would like to see some teambased movments. Like hand ladders. One Assault guy standing at a corner, grabbing the meds hand and “throw” him into battlefield for a quick revive.
Some advanced movement for myself. Different mercs are planned? I hope we get a ninja…
Like being able to roll into cover after jumping down. Leap over an obstacle, throw a nade around a corner, without exposing my hole body…
I would like to see some realistic movements in this game. which have influence on hitbox, and speed, and my ability to shoot or not. Not mirrors edge after all, but maybe something in that direction, taking a more a mercenary approach then the pizza delivery guy.
To make it not a trigger happy show, those things should not be predefined in the map by a trigger, but rather done by code.
Since most (if not all?) skilled movement in games is based on gaining increased momentum in one way or another, and adding that has more or less been written off, then I don’t see it happening personally.
I don’t understand this though. Why would you ignore an overwhelming majority of feedback? It’s not like we are a minority of gamers. The crowd playing this game is REALLY diverse, across continents, and includes many different skill ranges. The casual crowd is touting the same thing the competitive crowd is.
I think the problem is the convoluted message being given in this thread. I know people are advocating strafe jumping and extra trick jumps and I’d be really happy to see strafe jumping. EDIT (realized this wasn’t clear): I also want strafe jumping, but I understand that is not a realistic or desired goal of splash damage, so instead…on to the next paragraph with the “keep it simple” idea.
In my opinion, I do think there should be a speed ceiling and a low one that doesn’t get to CPM levels. Also, with feedback and changes being requested or discussed, I think the best thing to do (to satisfy a diverse majority) is to keep things simple. At this stage of the thread, I think the simplest idea in line with the feedback is to remove a decrease in sustained momentum when chaining jumps together. This does not satisfy the crowd looking for increase momentum in jumps, but at least it gives a compromise to satisfy a majority. This would provide a little more complex movement system as well as make all players feel less limited or restricted in movement. Also, don’t worry…you won’t see bunny rabbits and kangaroos shooting guns. The gameplay doesn’t work like that for Dirty Bomb.
[QUOTE=ImageOmega;459049]I don’t understand this though. Why would you ignore an overwhelming majority of feedback? It’s not like we are a minority of gamers. The crowd playing this game is REALLY diverse, across continents, and includes many different skill ranges. The casual crowd is touting the same thing the competitive crowd is.
I think the problem is the convoluted message being given in this thread. I know people are advocating strafe jumping and extra trick jumps and I’d be really happy to see strafe jumping.
In my opinion, I do think there should be a speed ceiling and a low one that doesn’t get to CPM levels. Also, with feedback and changes being requested or discussed, I think the best thing to do (to satisfy a diverse majority) is to keep things simple. At this stage of the thread, I think the simplest idea in line with the feedback is to remove a decrease in sustained momentum when chaining jumps together. This does not satisfy the crowd looking for increase momentum in jumps, but at least it gives a compromise to satisfy a majority. This would provide a little more complex movement system as well as make all players feel less limited or restricted in movement. Also, don’t worry…you won’t see bunny rabbits and kangaroos shooting guns. The gameplay doesn’t work like that for Dirty Bomb.[/QUOTE]
Part of the problem we have is the ‘majority’ right now is the vocal, active forum users of a very small player base, a player base that found this game with no advertising, enthusiasts for what we do or might do. That means we have to apply our own judgement to how we act on feedback right now, and what we think the wider community will want for the game when it comes to release.
As we go through closed beta and open beta, as more people start to play the game, it’ll become much clearer what is best for the game and the whole player base. If that ends up being conserved or increased momentum when bunny-hopping then I’m sure well look into it.
[QUOTE=Anti;459055]Part of the problem we have is the ‘majority’ right now is the vocal, active forum users of a very small player base, a player base that found this game with no advertising, enthusiasts for what we do or might do. That means we have to apply our own judgement to how we act on feedback right now, and what we think the wider community will want for the game when it comes to release.
As we go through closed beta and open beta, as more people start to play the game, it’ll become much clearer what is best for the game and the whole player base. If that ends up being conserved or increased momentum when bunny-hopping then I’m sure well look into it.[/QUOTE]
I want some free in-game stuff when the majority of a “larger” community says the same thing.
[QUOTE=DarkangelUK;458928]
Tell ‘fans’ they only want <insert mechanic here> because they are ‘fans’[/QUOTE]
One out of 3 isn’t bad 
and what we think the wider community will want for the game when it comes to release.
I totally understand that. But I’m still sad to read that because the concept to make a game for everybody (hardcode, casuals… The widest community possible) is the reason which killed a lot of FPS for me.
I would have appreciated if you adopt the same behavior as Hi-Rez with Tribes (AAA game with a skilled system of movement, which “respects” the licence)
For the record, the surf in Tribes 1 was a bug, like straff-jump on id tech games. But they reproduced it because it’s an element important for the game and its core fan base.

