Jumping forward momentum loss


(Erkin31) #81

I believe ‘fun gameplay’ is subjective, it’d be hard to argue that it’s not. Players of Call of Duty believe that is fun gameplay, players of Tribes think it has fun gameplay, players of Arma think it has fun gameplay.

I want to say two things about that :

The first thing is that there is much more players which loves COD than ARMA + Tribes.
If you want to address the widest community, you will finish by create a COD/BF clone.

The second thing is that developers of ARMA and Tribes made the (good for the player that I am) choice to create niche FPS for specific fans.


(DarkangelUK) #82

[QUOTE=Erkin31;459099]
The second thing is that developers of ARMA and Tribes made the (good for the player that I am) choice to create niche FPS for specific fans.[/QUOTE]

The man makes a very valid point


(Nail) #83

remember Tribes sold several millions before it was F2P/ P2W


(Erkin31) #84

And Enemy Territory was the FPS-multiplayers the most played during several years. :slight_smile: (I rembember the gamespy stats !)

But its true, in 2001, Tribes wasn’t a niche game. But in 2012, it was.


(Violator) #85

[QUOTE=iwound;459065]i havent seen one valid reason to change it. give me some reasons why i would need to jump thrice or more, that you can not do already. the only argument ive seen is sd bashing, oh the majority says change it so change.
you need valid reasons and examples.

also sorry vio but your poll is loaded towards change. to say yes to no change and no to change.
my first intention was to vote no as i disagreed, but changed when i re-checked.
do a new poll to get a proper result.

someone said there wont be jumping everywhere,
but that’s the point of this thread to not lose momentum so you can continually jump.
its not about increased momentum or anything else.

if you change this. DB becomes a completely different game.
hey why not double jumps and low grav oh! thats what messed up et.

as a crazy separate gametype maybe but not in the core game.
and before you bash anti, respect his experience. (takes fiver)

so new poll

  • change to continuous jumping no degrade in forward speed. / bunny hopping
    or
  • no stay as it is.

/shenanigans[/QUOTE]

Hmm it was meant to be impartial and meant to address the one single issue, sorry if it came across as biased in any way, however I don’t see what swapping the question order round would achieve except perhaps biasing the argument the other way :).

Also I made no mention of strafe-jumping / gaining speed (personally I’m not so fussed about this and it warrants another discussion). In my defense milud I also said later that ‘mad bunnyhopping’ would possilby be bad. My personal gripe is currently it seems to break movement flow in an unnatural way, and jumping has very little use beyond getting through the odd window or two. If momentum loss was reduced or removed, the jumper’s shooting ability should be severely impared. Its also not meant to be a way of dodging bullets - jumping madly about is usually the best way to get you killed, IMHO its about adding more ways of getting from A to B quickly and allowing more scope for trick jumps instead, but without being essential so as not to scare off less experienced players.


(Evil-Doer) #86

Keep in mind Hi-rez did not design tribes. Also, the owner of Hi-rez was the co-founder of radiant systems…who was a multi-milionare in his own right. So he has been funding Tribes, Smite, and Global Agenda.


(iwound) #87

if you remember SD have already said in ye olde strafe jump thread
that they want to create some kind of better movement.
“easy to learn, hard to master” sound familiar.
your absolutely right they havent brought anything new, yet.
im also disappointed at this. and no ideas from the forumites either tbh.
but i to want something new.
i came up with a pretty lame idea about jumping off an
upward slope would increase distance. rubbish but its a start.
at least this thread has created some debate about exactly what should be done.

re what vio said getting from a->b quicker. is this true on flat? jump is quicker than sprint?
my thinking is this will only work on long downward slopes ie like in qw and et.
atm you can still do this in DB just not chain a long run of jumps together.
but you need some large open maps for that. atm i dont know enough about the Uengine.
or what sd have modified to say whats possible.

re jumping in other games like qw. no its not continual but its a lot.
i remember in QW beta having a pop at anti for bunnyhopping
and being told by another dev it wasnt b/hopping and
the whole thread degraded into a definition argument.
personally i didnt like it in qw and said but im talking
about the extreme amount of distance gained by some.

so for me we both want something different which is maybe some way of
gaining some momentum or distance in jumps and varying movement choices.
i just dont want it chained together. if there is a change and
some momentum gain is added. dont you think continued jumping will cause a big issue.

the day i see someone hopping down the street continually i will be :frowning: no skill there.
but if i see someone using a skill to gain a better advantage then i will want to do the same.

so lets have some original ideas about how jumping can be different.
sd said movement but lets be honest running is running. its the jumping that needs
to change. but just continual wont help there needs to be something else.
maybe sd already have something in the works and continual will break that.

so if sd have plans already in mind maybe its best to let the alpha testers know.

*** edit

just to expand on the thought of a greater distance from jumping off an upward slope.
this could be used to gain distance off anything even as small as a curb or small object with a clipped slope.
this could add enough variation as to make fights more unpredictable.

its obvious that people are feeling frustrated in not being able to use jump in an effective way.
so being able to identify areas of a level that can be used as an advantage this way is skilful and fun.
in part it relates to flow as in being able to jump onto a lot of objects.
minis are particular issue with me as i cant jump onto and over these.
it could be solved with just adjusting heights but it is a case of just one way to get over an object.
my suggestion would create many variations of getting over objects and dodging fire
by using your environment in conjunction with the jump button.

for reference call it the “cat jump”.


(en2ie) #88

add double jump

/end thread?

:wink:


(Rex) #89

[QUOTE=en2ie;459143]add double jump

/end thread?

:wink:[/QUOTE]

Ah, a NoQuarter fan. :tongue:


(Mustang) #90

And everyone else knows this as a ramp jump. :smiley:


(iwound) #91

not all possible jump points would be obviously a ramp so confusing. so © cat jump it is. :smiley:


(Mustang) #92

You mean something like this right?

//youtu.be/VstED4hivio


(iwound) #93

no. not even close.


(Mustang) #94

“greater distance from jumping off an upward slope” is what you said, and that’s what the video showed.

So could you explain a bit more what your idea is?


(INF3RN0) #95

All I know is that I now can’t jump over 99% of what I used to. I really hope that changes.


(rand0m) #96

[QUOTE=Mustang;459187]You mean something like this right?

//youtu.be/VstED4hivio
[/QUOTE]

For a quake 4 engine those graphics in etqw were terrible lol.
Who the hell paid for that garbage?


(RasteRayzeR) #97

[QUOTE=rand0m;459305]For a quake 4 engine those graphics in etqw were terrible lol.
Who the hell paid for that garbage?[/QUOTE]

The video was shot with low settings in the game. I remember the game had better graphics than that.


(rand0m) #98

Seems like I see those graphics everyone I see a video of etqw. Awful looking maps terrible textures etc…dunno lol just something I notice about it every time.


(INF3RN0) #99

They were actually pretty nice, but we all played minecraft mode for 9999999fps. Best thing imo was everything was very clean and crisp.


(Bangtastic) #100

clean and muddy you mean^^