Jumping forward momentum loss


(Hundopercent) #101

[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]

Yet you applied feedback from an even smaller group and data from echo (with a very small playerbase) to justify nerfing a class to near unplayability. I’ve changed my ways on this forum so don’t take this as a troll/dig, take it as a visual truth. You are beginning to contradict yourself and it’s become apparent that the use of “this is an alpha” is just a way to avoid addressing game changing mechanics. If you weren’t aware, the vibe you are giving off is that you (SD) are scared to make “drastic” (in my book this isn’t even drastic) changes because you want to attract players from other communities that are not interested in your style of game. I’m not saying for you to adhere to everything we say. But lets be real, if you can’t even appease your hardcore fans, your enthusiasts, the people who paid 120+ to play an alpha of your product. How the **** do you plan on keeping players from another community?

Edit: This isn’t the only topic you’ve done this on by the way. You have also mostly dodged Sprint + Reload, Special, Cooking Nades which, in my and “the minority’s” opinion would greatly increase the fluidity of the movement in game. Even with the awkward strafing that you currently have implemented.

Also, when I say you, I don’t mean you directly, Anti. I mean SD in general. You just seem to be the most active along with Ed. So don’t take this as a personal attack please.


(ImageOmega) #102

Just want to +1 this. Love the ending to this post (despite that strych’s language is offensive!).


(Hundopercent) #103

[QUOTE=iwound;459068]ive already said twice now. because people will be continually jumping everywhere.
now your your turn the defence rests. :tongue:[/QUOTE]

What you consider jumping everywhere we consider rhythm. The flow of the game so to speak. Right now it is chunky, between the constant sprint cancel and jumping a few times bringing you to a complete halt. The movement in this game needs attention and it needs it now. Movement is a core component and should be on the top of the list as things to be in perfect working condition.

You can make the coolest maps, guns, and special features you want. If the movement is trash it will detract from everything else. Where as a game with extremely solid movement and gameplay will last a long time.

RtCW didn’t have the coolest guns, they were actually quite bland and homogeneous. The movement was near perfection. The way the movement played with the guns firing it was like listening to a symphony with your eyeballs. No one can deny that or they wouldn’t be here supporting SD in the first place.


(INF3RN0) #104

All I want to comment on is the process behind “attracting players to DB”. The most important thing is to have a functional and fun game first and foremost, whether it caters to CoD, CS, or ET preferred styles shouldn’t be the goal. Anything that is in the game must compliment the overall game play and cannot exist for the sake of appeasing specific groups or mimicking common trends. I personally want as much originality and creativity for DB as possible because you won’t get real success by producing a pseudo sequel to a bunch of different games by combining parts of them into one big mass. You also won’t get success by making an identical sequel to games that already had their chance or those that already have a well known producer. It’s better to have people go “Wow I’ve never really played anything like this” instead of “This is just like X game” or “This is a lesser version of X game”. All that old school FPS fans truly should want is a high skill cap and solid functional game play; at least that’s what I want and it could be anything as far as I am concerned. When that is achieved and the game itself feels completely unique, then you end up with something that gets taken seriously.

I really felt like the attraction bit was really overwhelming the design logic from the start of Alpha though. The early game play resembled a Frankenstein monster of mechanics and it appeared like SD folk felt that specific things had to be there to gain attention from various game communities or to satisfy stereotypes of the main stream. Questions like “Does X gun mechanic work with X movement speed?” were obviously being ignored because of this and the problem wasn’t that the game was too similar or too different to another or that X game mechanic was bad, but just that the game mechanics themselves weren’t complimentary.

What I find furthers the confusion though is that a lot of people instantly jump to the conclusion that the only right way to do something is what they were used to in the past. I’ll admit I like ET more than CoD for example, but I wouldn’t claim that CoD was a poorly designed game or that ET was better because it’s just my preference. The logical functionality of game play is all that makes a game good or bad imo, whether I like it or not. There’s a certain point where “if it’s not broken don’t try to fix it” leads to the repeat and recycle formula that only serves to renew a community that already existed, but never grows. Maybe if we can both think and formulate our ideas on the forum in a way that doesn’t always fall back on previous games they will be taken more seriously, but unfortunately every idea that would indeed be a strong compliment to DB get’s justified by “ET/RTCW/QW had it” or is lost among a hundred other highly specific preferential demands.


(stealth6) #105

Well judging by the most popular games on the market… I’d say this is wrong. (BF3 soon to be 4, CoD … what number are they at by now?, TF2)

I don’t think it’s wrong to constantly bring up mechanics from games past, why?

  • Those games were popular, even to this day. Just last week there was a topic on reddit “Favorite free games” and W:ET was still quite a popular title. (10+ years later with no official support)
  • We’re here because of said games.
  • SD made those games and thus I think it’s easier to do something you’ve already done instead of trying to reinvent the wheel.

I completely agree that DB doesn’t have to be like the previous games at all, but then why invite you’re diehard fans that loved those games and constantly ask them for feedback? Also people keep referring to those games, because they were awesome. Even you said it yourself that you thought ET is better than CoD. It’s a bit crazy that we can’t tell the people that made those games how awesome we thought they were and that’s why we’re here.

“if it’s not broken don’t try to fix it” - The biggest names in the industry basically follow this principle, so…
I also don’t think anybody wants a complete clone (well maybe somebody does), but I do think people want at least the core game to be the same (movement & guns to a degree)

Another reason I think people keep asking for more features from those games is because the first impression you get from DB is that it’s very similar. I remember my first match I thought: “Wow classes, old style medpacks, strafing in a gunfight, LB looks just like goldrush, WL looks just like oasis, this could finally be the sequel we’ve been waiting for!”
But then after a while you realize that it’s still missing key features and thus suggest them to the devs only to be shot down. Kind of confusing wouldn’t you say? (Even promoting the game as “Capturing the magic of ET”, then when people ask for more ET features say: “That’s not the game we’re going for”*)

*They’ve never personally said this, but I think you know what I’m talking about.

I still love SD though and will continue to even if they don’t make DB more like previous titles, but then I probably won’t play it as much.


(INF3RN0) #106

Stealth the main thing I was pointing out here is that those games aren’t building fan bases, they are just resupplying their existing ones. I don’t see DB attracting a community that will continue to grow unless the game comes across as a truly unique experience. There’s tons of F2P clones of successful games and they don’t last. Why? Because the communities that are interested in those games already have what they want. Then there’s all the sequels that yes are successful, but are they generating growth? No. CoD can afford to do what it does for obvious reasons, but in recent events even CoD seems to be trying to embrace change. Maybe one day when they feel that they have enough money they will move to a completely new franchise, but that would involve Activision developing a conscience.

I also said that I only like ET more than CoD, not that one is better than the other. They are different, but functionality is what they have in common. So my focus isn’t exactly demanding DB to be a replica of ET or CoD or CS, but rather it becomes something comparable in terms of how solid the game play is in general whatever it may entail. I don’t think that the era of original games is over… and it would be really refreshing to see a developer attempt it finally. People complain about the lack of it all the time, but then don’t want to deal with the problematic process of experimenting.


(stealth6) #107

What’s the difference between resupplying an existing player base and growing a new one? Seems to me like resupplying just means you start off with more.

As for loads of F2P clones. Could you give some examples? The only titles I can think of weren’t backed by well known game devs or were cheap remakes (as in low quality, just out to make a quick buck off the hype)

I agree, but I don’t really see SD experimenting either. (I obviously see the minor tweaks all the time, but they never just throw something completely broken and crazy into the patch, just to make people shut up about it)


(Stumperd) #108

After reading the forums for a while and especially this thread, I just wanted to point out that I wish ImageOmega and Strychzilla were on the development team. I have read alot of your suggestions on different threads and I almost always completely agree with your opinion.

And now that I see SD refusing to listen to so many people that usually have very good idea’s, and are now even sharing (almost) the same idea… It just hurts.
I spent 120$ to get alpha access and help shape this game, and this is what we get in return. “Captures the magic of ET”, but you remove the feature that (among others) MADE ET, such a good and thus popular game.

To me, this is just like " removing killstreak rewards from the next CoD, to attract people that don’t like CoD because of killstreaks. To get a wider audience.".


(Tankey) #109

[QUOTE=Stumperd;460041]After reading the forums for a while and especially this thread, I just wanted to point out that I wish ImageOmega and Strychzilla were on the development team. I have read alot of your suggestions on different threads and I almost always completely agree with your opinion.

And now that I see SD refusing to listen to so many people that usually have very good idea’s, and are now even sharing (almost) the same idea… It just hurts.
I spent 120$ to get alpha access and help shape this game, and this is what we get in return. “Captures the magic of ET”, but you remove the feature that (among others) MADE ET, such a good and thus popular game.

To me, this is just like " removing killstreak rewards from the next CoD, to attract people that don’t like CoD because of killstreaks. To get a wider audience.".[/QUOTE]

Quoting because I can’t give +1…


(INF3RN0) #110

[QUOTE=Stumperd;460041]

To me, this is just like " removing killstreak rewards from the next CoD, to attract people that don’t like CoD because of killstreaks. To get a wider audience.".[/QUOTE]

I don’t think that is a good comparison of what happened here. Honestly I think only a small portion of ET players really understood why they liked the game considering many people here demand very specific things that are comparable to the CoD killstreak in terms of necessity. It’s actually kind of bad that they used a quote like “captures the magic of ET” to be quite frank; they should have instead said “return of old school FPS”. Now you have people expecting some kind of recognizable sequel, which isn’t what we’re going to end up with at all. The biggest message from this forum that seems to be shared amongst all players at some point is that ultimately DB has to be an accepted replacement for ET or RTCW or whatever; essentially it needs to feel like a solid game whether it’s the game we want most or not. This doesn’t mean it has to adopt identical game play or mechanics, but whatever it invents to take its stead has to be of equal or greater value to the game play. The unfortunate part is that not enough time is spent creatively generating new ideas on the forum and instead a lot of time is spent yelling at the devs to do it the same as before- which pretty much any person is capable of doing and is not that impressive. When people realize that’s what we should be putting our effort towards instead maybe we won’t end up with a thousand pages that go unused for obvious reasons…


(Stumperd) #111

In my opinion, if they wanted to create a new game, they shouldn’t have made the game so similar to W:ET/ET:QW. A new game is a new game and not a game with some features of previous games combined with some other features with new graphics. If you want to start a new game it should be innovative and of it’s own kind. Building a game based on a different and then grabbing some things from other games here and there to some sort of mix with a little bit of new stuff in it just isn’t the way to go in my opinion. I can’t think of a game that is very succesful and is a mix of different games (or I am missing something).

A game should be new, or based on core features of a previous succesful game. I don’t think a game that combines different kind of features will be succesful. There is a reason W:ET was so popular and is still played by quite a few people after 10years. There is a reason CoD is so popular and keeps selling so many copies every year. It’s because people like these games the way they are. And this is also why cheap clones fail, because these clones try to be just a little different. But this is not what the players want, because they like it the way it is.
And yes, I see Dirty Bomb as a W:ET clone trying to be just a little bit different, which won’t lead to a succesful game. Ofcourse, they should change some things to make the game refreshing. But keep the core the same, to keep the same feeling. If SD wanted to create a completely new game, I think they took the wrong path.

Please keep in mind that I am not trying to make any conclusions. Everything in my post is based on my opinion, even if it may not look like it.

And sorry if my English isn’t good :smiley:


(INF3RN0) #112

[QUOTE=Stumperd;460055]In my opinion, if they wanted to create a new game, they shouldn’t have made the game so similar to W:ET/ET:QW. A new game is a new game and not a game with some features of previous games combined with some other features with new graphics. If you want to start a new game it should be innovative and of it’s own kind. Building a game based on a different and then grabbing some things from other games here and there to some sort of mix with a little bit of new stuff in it just isn’t the way to go in my opinion. I can’t think of a game that is very succesful and is a mix of different games (or I am missing something).

A game should be new, or based on core features of a previous succesful game. I don’t think a game that combines different kind of features will be succesful. There is a reason W:ET was so popular and is still played by quite a few people after 10years. There is a reason CoD is so popular and keeps selling so many copies every year. It’s because people like these games the way they are. And this is also why cheap clones fail, because these clones try to be just a little different. But this is not what the players want, because they like it the way it is.
And yes, I see Dirty Bomb as a W:ET clone trying to be just a little bit different, which won’t lead to a succesful game. Ofcourse, they should change some things to make the game refreshing. But keep the core the same, to keep the same feeling. If SD wanted to create a completely new game, I think they took the wrong path.

Please keep in mind that I am not trying to make any conclusions. Everything in my post is based on my opinion, even if it may not look like it.

And sorry if my English isn’t good :D[/QUOTE]

This is what I was saying pretty much, however it seems like SD can’t entirely decide what it wants it to come across as. I fear the “Brink outcome” where SD tries to make everyone happy, which ultimately leads to illogical game play simply because people playing games tend to have very impulsive mindsets. Many players here want a reproduction of their game though, which won’t work out well either. Past games were indeed good, but SD won’t make any money if they simply keep making games for their existing fans and the games won’t grow. This is why I am strongly supporting SD’s attempts at innovation that will hopefully change the entire dynamic of the overall game. Shooting mechanics, movement, class mechanics, etc can be completely new or even similar to other things- the only requirement is that they meet the challenging standards of the past and make sense in terms of how the game works. “Old school games” defined most of the genres we now have in FPS, but surely that wasn’t the stopping point. It just doesn’t help when a huge amount of the forum content isn’t focused on being constructive or helping take experimental ideas to acceptable places. A ton of the stuff SD has done differently in DB has had incredibly terrible starts, but realistically that is to be expected. Why waste time pointing out the obvious when instead we can try to help them out before considering recycling previous mechanics as the only solution.

So what I’ve thought about is how do you make a game that can attract players from other FPS titles? Simply throwing in copied mechanics doesn’t work because then you just have people recognizing it as a wonky remake of a different game and focusing all their feedback on how to make it more similar to the original. Completely remaking a previous title will only revive the community it already had before and trying to compete with an existing title won’t work either. If instead you have something that feels and plays really different, but delivers the same quality of content and complexity of game play- well I see that as being the best way to generate natural growth and attention without things like huge tournaments, constant publicity, or attempts at stealing fan bases.


(Stumperd) #113

[QUOTE=INF3RN0;460074]This is what I was saying pretty much, however it seems like SD can’t entirely decide what it wants it to come across as. I fear the “Brink outcome” where SD tries to make everyone happy, which ultimately leads to illogical game play simply because people playing games tend to have very impulsive mindsets. Many players here want a reproduction of their game though, which won’t work out well either. Past games were indeed good, but SD won’t make any money if they simply keep making games for their existing fans and the games won’t grow. This is why I am strongly supporting SD’s attempts at innovation that will hopefully change the entire dynamic of the overall game. Shooting mechanics, movement, class mechanics, etc can be completely new or even similar to other things- the only requirement is that they meet the challenging standards of the past and make sense in terms of how the game works. “Old school games” defined most of the genres we now have in FPS, but surely that wasn’t the stopping point. It just doesn’t help when a huge amount of the forum content isn’t focused on being constructive or helping take experimental ideas to acceptable places. A ton of the stuff SD has done differently in DB has had incredibly terrible starts, but realistically that is to be expected. Why waste time pointing out the obvious when instead we can try to help them out before considering recycling previous mechanics as the only solution.

So what I’ve thought about is how do you make a game that can attract players from other FPS titles? Simply throwing in copied mechanics doesn’t work because then you just have people recognizing it as a wonky remake of a different game and focusing all their feedback on how to make it more similar to the original. Completely remaking a previous title will only revive the community it already had before and trying to compete with an existing title won’t work either. If instead you have something that feels and plays really different, but delivers the same quality of content and complexity of game play- well I see that as being the best way to generate natural growth and attention without things like huge tournaments, constant publicity, or attempts at stealing fan bases.[/QUOTE]

I agree with you and I like the way you think. But we have to stay on-topic :p.
Your last paragraph is comepletely true. But I don’t think changing the movement mechanism is a good thing to change. I mean, the fact that sooooo many people on this forum want the movement to be similar to W:ET allready says enough for me. We are only a small part of all people interested in DB. Almost everyone has played W:ET or ET:QW or both in the past, and we all have liked atleast one of them or we wouldn’t be here. Both games have similar movement mechanism, which means pretty much everyone here likes that kind of gameplay. When the game releases, there won’t be all random CoD or BF fanboys come over and play this game, it will mostly be people who have played W:ET or ET:QW because they liked these games so much. Because of this, there will be alot of people that are disappointed and stop playing because they expected the game to be more like their beloved ET or ETQW.
So if SD can’t even satisfy the majority of their players at the start, they will not have a playerbase to build on to improve the game and expand the playerbase.


(ImageOmega) #114

[QUOTE=INF3RN0;460074]This is what I was saying pretty much, however it seems like SD can’t entirely decide what it wants it to come across as. I fear the “Brink outcome” where SD tries to make everyone happy, which ultimately leads to illogical game play simply because people playing games tend to have very impulsive mindsets. Many players here want a reproduction of their game though, which won’t work out well either. Past games were indeed good, but SD won’t make any money if they simply keep making games for their existing fans and the games won’t grow. This is why I am strongly supporting SD’s attempts at innovation that will hopefully change the entire dynamic of the overall game. Shooting mechanics, movement, class mechanics, etc can be completely new or even similar to other things- the only requirement is that they meet the challenging standards of the past and make sense in terms of how the game works. “Old school games” defined most of the genres we now have in FPS, but surely that wasn’t the stopping point. It just doesn’t help when a huge amount of the forum content isn’t focused on being constructive or helping take experimental ideas to acceptable places. A ton of the stuff SD has done differently in DB has had incredibly terrible starts, but realistically that is to be expected. Why waste time pointing out the obvious when instead we can try to help them out before considering recycling previous mechanics as the only solution.

So what I’ve thought about is how do you make a game that can attract players from other FPS titles? Simply throwing in copied mechanics doesn’t work because then you just have people recognizing it as a wonky remake of a different game and focusing all their feedback on how to make it more similar to the original. Completely remaking a previous title will only revive the community it already had before and trying to compete with an existing title won’t work either. If instead you have something that feels and plays really different, but delivers the same quality of content and complexity of game play- well I see that as being the best way to generate natural growth and attention without things like huge tournaments, constant publicity, or attempts at stealing fan bases.[/QUOTE]

Inferno, I believe everyone would love to see something original and something that stands apart from the current gen of FPS games. This whole thread is lost, but I just wanted to ask, what are we talking about here?

I see that you’re touting innovation over copied mechanics. But, this thread is all about the fact that Dirty Bomb has limited the movement of players, thus going backwards in progress instead of forwards. If we increased the base jump height, would that be considered a copied mechanic? Unlimited chaining of jumps…would that be considered a copied mechanic? These are limitations that DB have imposed on the player and thus severely limiting the movement and gameplay flow. If this is innovation, somebody better tell Ford to bring back the Model T.

I’m not here to argue against you, the forum gods know we’ve done that in the past, and a lot of the times we agree on the subject (even though I feel like you play devil’s advocate quite often – considering our past conversations would show that you wanted strafe jumping in this game). I am just here to set the facts straight that Dirty Bomb isn’t being innovative by limiting the abilities of the player; specifically, in their movement.

The game being fun and having other great attributes (to monetize) is of course a necessity to having a successful game and having a successful F2P business model. What we’re talking about, and you have written about it the past, are the core mechanics of the game. If jump height was increased 10% it’d change the flow of maps TREMENDOUSLY. Thus, the maps being made now would need makeovers for a lot of areas since I’m sure a lot of unintentional passages would be created. I’ve only been trying to get SD to increase jump height early so that they aren’t trying to go back and fix things later if they ever do decide to implement it. I mean…what is the opportunity cost for increasing jump height for a week worth of patching? I’m sure the animation can be stretched, even if it would be slightly buggy (like when crouch jumping was introduced). I just see it as a mistake to play the “wait and see” game.

While, I agree that Dirty Bomb should be its own game and I never spout that any other game did it better, I think there’s a time when you do look at other games and think what makes them fun for you and what simple additions would help the gameplay and flow of Dirty Bomb. For myself, simply being able to jump a bit higher and reload while sprinting would changes things dramatically. I can not shake the urge to reload while sprinting away and I often die because of this. If I was the type of player that had no clue, then sure, you could bash me all you want for that urge, but I think I have a bit of a clue of what’s going on in-game. These are simple additions that will change how Dirty Bomb’s gameplay flows and plays and would make a huge impact on the maps and combat for many player classes.


(stealth6) #115

I’m not sure raising the jump height with 10% would really do anything. Most of the objects in the game are clipped in a way that there seems to be no way of getting onto them. I’ve seen a few ledges or stuff sticking out that I would like to climb onto, but thanks to the clipping or lack there of it’s unfortunately not possible.

Some more suggestions:

  • Implement some kind of system that allows you to walk over small obstacles without having to jump. (there are a few steps the player gets stuck on, instead of clipping these maybe just eliminate the problem entirely by adjusting the movement system?) - Not talking about SMART here, more like just being able to get over very minor obstacles. example of annoying obstacle
  • Add a sliding mechanic to crouch or improve the crouch jump
    —Why? For example just before the first tank barrier on LB there is a window on the left I think you should be able to crouch jump though with ease, but atm it’s easy to get stuck in the window)


    — Another example is past the tank barrier to the left, go up the escalator and then jump through the window, this one is slightly smoother to perform atm, but imo both of these need to feel smoother. (might need to adjust aircontrol slightly to allow you to curve into the first window)

  • Better clipping, everywhere it seems like it’s either all or nothing. Why are the bags clipped on waterloo? It might be a stupid idea to run across the top, but blocking it feels weird. Another example is the lack of clipping in LB around the bridge area. Two give 2 examples why cant you climb onto the other side of the yellow / white shield? and why can’t you jump from the defenders spawn second floor onto the edge of the bridge and then possibly be able to shoot people on the bridge or jump back through to the second floor?



(haydar100) #116

ET style, trickjumping <3 :smiley:


(Volcano) #117

not happening haydar


(1-800-NOTHING) #118

really agree with stealth6’s post.
maybe a separate thread with annoying clipping (or lack thereof) locations would be helpful with regards to future “trick jump” passes.


jumping in general: it feels to me like i’m hanging suspended in midair when i’m jumping, rather than moving forward.
even if the momentum loss was removed from successive forward jumps or jump height increased by 10%, i think this would still be the case,
and sprinting would still be more effective as a means of movement (and this seems to be what SD have in mind for the movement system).

one thing that could be done to make the sprinting-only-system perhaps more satisfying is acceleration or other speed modifiers.
atm you very quickly reach top speed, and then you stay at that constant speed (at least it seems that way to me. hard to gauge this ingame, though).
the ability to quickly reach “sprint speed” is good, but i’d like to see some speed build-up beyond that, too - so if you’re sprinting a long distance you gradually reach even higher velocity. why? because velocity is fun sometimes.
if this was combined with a forward jumping momentum (though decaying for successive jumps) on par with the actual movement speed, i think the movement system could feel a lot more -playful-, rather than just “functional”. i could be wrong.


(INF3RN0) #119

This thread was lost near the top of the page 6. To iterate on your example, which is just one of many; I don’t disagree at all that the movement in DB is boring, however do I think strafe jumping is the best solution? Not at all. Do I think something should be there of equal or greater value to strafe jumping though? Indeed I do. I want to have more discussions about what they could try instead, rather than why strafe jumping is best. Just apply this to pretty much every topic that resurfaces here if you get my drift. I don’t mind removal, but I want renewal.

When I play the ‘devils advocate’ as you put it, it is because I try to detach myself from what I am used to so that I have as little bias as possible. I am not motivated by the desire for an instantly gratifying competition scene on one hand or instant reward of my alleged skill, where as a lot of others here are. I’d much rather see DB develop into a lot of new unfamiliar areas rather than sticking with what already worked because it will only temporarily satisfy a small group that only wants to pickup where they left off. When you have a lot of ‘experienced gamers’ in one place, egos and emotional frustration tend to interfere with focus and feedback. This also becomes problematic when a lot of people are already set in exactly what they want and not what is possible.

“New” doesn’t mean gimmicks, cheap mechanics, or low skill ceilings, but they probably will start out that way. All that is needed is ample time to test and to have patient testers that try to help further development before always going back to what they already know as the only path. What I care about is the standard of quality, content, and challenge that was presented in past games- not that DB has even come close yet, but I think it can still achieve that and be different in a lot of ways. I simply don’t see a whole lot of tester contribution or patience towards getting there really. There’s a lot of high fiving over “this won’t work, just do it like before” as if it’s some sort of ingenious discovery. I could easily avoid being called stuff like a ‘blind fan boy’ and just start stating the obvious and pretending like I’ve developed a game before, but it won’t get me or anyone else anywhere. I’m in a private alpha test where the best I can do is provide my patience and encouragement towards the development of SD’s ideas while attempting to suggest means of making these new things challenging, skillful, and fun. Currently awaiting the next big patch before I continue to poke devs with a stick about what parts of the game are lacking per usual.


(INF3RN0) #120

On topic;

The weird thing is that the maps went through some immense clipping phases, where suddenly every object on the map was clipped. On top of that we still haven’t seen much done towards allowing for more dynamic player interaction with environmental objects. All you can do is run up a stair way backwards or forwards, strafe in an alley side to side, etc, etc. There’s a big lack of being able to traverse through an area in more than one way, which hopefully changes soon.

Even if we had strafe jumping in DB, we couldn’t really do anything with it.