Movement system improvements ?


(Eox) #1

Following that article : http://www.hardcoregamer.com/2015/03/26/dirty-bomb-the-most-honest-free-to-play-shooter-of-the-year/141083/

The game also has a parkour system to allow players to wall run, triple jump, and reach higher ground, but it wasn’t available in the build we played. Still, we were told that Dirty Bomb would ultimately have more parkour in it than Brink, Splash Damage’s previous multiplayer shooter that made parkour a very heavy focus of the action.

If I understand well, it looks like more movement manipulations are planned, and this is something I am really hyped for. I was wondering when we will see those changes, and if the dev team didn’t changed their mind about that movement system improvement. I really hope to see an extended movement system in DB.


(Buttback) #2

Same here. Right now the parkour that found its way into the game is pretty much only used to reach certain spots slightly faster. Other than that people just use the mobility to bunnyhop during shootouts.


(Szakalot) #3

so the movement is used to

  • reach places faster
  • use tricks during shootouts

what other type of movements do you propose?


(Eox) #4

so the movement is used to

  • reach places faster
  • use tricks during shootouts

what other type of movements do you propose?[/quote]

You didn’t asked it to me, but I can answer this question.

I’d love to be able to slide on the ground, just by sprinting, and then hitting ctrl : this could be used both for evasiveness and general parkour (devs may want to add obstacles to slide under in some maps). Side rolls would also be nice to see. I’d even love to see leaps a la Max Payne.

Some players also wanted to see ledge grabs, but that would kill a bit the pace IMO. Finally some movements based abilities could be awesome to see. Grappling Hook anyone ?


(Szakalot) #5

whats with all the rolling and sliding? I always thought it looked ridiculous in Brink. Too many movement tricks at this game speed, and it will be extremely spammy. Leaps could be ok, like UT


(Litego) #6

I just think they misunderstood. Instead of wall running I think they meant wall dodging. And triple jumping is just a normal jump followed by two wall dodges.

Regarding other movement abilities. I don’t think they should add any movement ability that takes away your gun, so vaulting and edge climbing are out of the picture.

Vaulting is kind of useless anyway, all it does is take away your gun for aesthetic reasons, it actually does nothing for you, does not allow you to jump any higher, it’s just there to look “cool”.

Edge climbing allows you to get higher, but again, it takes away the gun, and we already have wall dodge plus crouch to get higher.

Sliding, rolling or leaping is ok I guess, if you can use your gun while doing it. But I think a better solution is to just add dodge, UT style.

Wall running could be interesting I suppose, but it kind of fucks with the current maps.

Double jumping doesn’t feel like it would fit the game.

I’m not sure what else they could do, but whatever they do, leave the gun up.


(Eox) #7

[quote=“Litego;11084”]I just think they misunderstood. Instead of wall running I think they meant wall dodging. And triple jumping is just a normal jump followed by two wall dodges.

Regarding other movement abilities. I don’t think they should add any movement ability that takes away your gun, so vaulting and edge climbing are out of the picture.

Vaulting is kind of useless anyway, all it does is take away your gun for aesthetic reasons, it actually does nothing for you, does not allow you to jump any higher, it’s just there to look “cool”.

Edge climbing allows you to get higher, but again, it takes away the gun, and we already have wall dodge plus crouch to get higher.

Sliding, rolling or leaping is ok I guess, if you can use your gun while doing it. But I think a better solution is to just add dodge, UT style.

Wall running could be interesting I suppose, but it kind of fucks with the current maps.

Double jumping doesn’t feel like it would fit the game.

I’m not sure what else they could do, but whatever they do, leave the gun up.[/quote]

We’re both agreeing on this point, even though I maybe wouldn’t add wall running : we’re mercs, not ninjas. Heh.


(Szakalot) #8

I’d welcome ‘dodge’ maybe even as an aug. Something like a more horizontal (and shorter) long jump to the side.
Honestly don’t think we need more movement techniques, just more maps & spots that can use them.


(appreciativeBuster) #9

I saw a stream yesterday where guys would just jump inbetween corridors to pass it quikly. I see much promise in this movement system, I thought it wasn’t that spectacular at first but looking at how it works now and it’ll be improved further?

GO DB TEAM GO

I haven’t played Brink so I can’t make comparisons.

Monitoring this thread tho cause you guys seem to know whats up


(B_Montiel) #10

Better not a brink-like system full of scripts. To me it was totally horrible, and it was probably one of the things which stopped me from buying it. Scripted movement actions are always a mistake in a multiplayer oriented game. They generally add mess to already messy sequences, are punishing people (the guy doing it if he can’t do anything else in the meantime or the guy facing him who suddenly faces a 80% shorter hitbox). Movements have to be simple. Right now, they are. Some are hard to realise nicely, but, on paper, they all use the same mechanics which is good. I don’t know, it’s maybe old-times remnants strafe-jumping around dm6 and q3 ctf maps. Although it sometimes generates absurd situations, I way prefer freedom of movements with basic knowledge than rather intrusive systems.


(Eox) #11

Yeah, I’d avoid like plague all kind of actions that would put you defenceless while doing it (as I stated in an older post). Sliding would allow shooting so it would be top notch. Rolling way not make the gun available but it’s a quick evasive action so I don’t think it would be that problematic. A dodge mechanic a la UT is also very nice and wouldn’t take the gun away, so it’s perfect too.


(Zenity) #12

I really don’t think we need dodging or other additional evasive manoeuvres. It’s already super easy to dodge shots and some mercs are crazy fast. If dodging is added it will simple be spammed during firefights and that’s a lot of annoying double tapping (or waste of another key).

Sliding sounds fine to me, that would also make long jumping easier. Usually games do lower the gun during sliding though, but I guess they could do it differently.

I’ve heard before that parkour functionality would be added as an ability to certain mercs, don’t know if it’s true though. I guess that would make sense, so it could be balanced that way and provide an option for people who really like it.

Generally, I am mostly satisfied with the movement as is. It’s no CPMA, but it feels fairly elegant and allows for some fun trick jumping.


(humaneBerry) #13

Please dont take it further than it already is! BRINK was a fun game by all means but the parkour system just felt very out of place. In this game the wall jumping and high speed fits perfectly. No need to add ground slides and strafe dodging or whatever. Focus on delivering well planned maps instead.