Next Movement Test Patch


(H0RSE) #81

I should have been more specific. What I meant was, able to cancel by firing the weapon. Players should be able to fire their weapon whenever possible.


(INF3RN0) #82

I would just like to try all of the most popular ideas for the proposed movement system at some point, and then make a logical decision from there. The movement is extremely stale, which is the main problem right now. Anything that offers more than what we have now only means improvement, so I’d just like to see it happen soon so that we can move on to the next issue.


(DarkangelUK) #83

Is there a game out there right now that has W:ET/RtCW style movement? All I see on the comments for the video are ‘great, another generic shooter’… I think it’s safe to say we have enough generic shooters. DB needs to stand out, we’re part way there with the hip fire, now get some movement to match it.


(BMXer) #84

How would everyone have felt if the first time you joined a DB pre-alpha server…and the movement felt just like ET/ETQW?


(warbie) #85

More excited than I’ve been for a video game in a decade :slight_smile:


(H0RSE) #86

Don’t wanna jump the gun here just yet… that statement is purely subjective. I think one of the things to consider is that many people here are approaching the game with their “ET glasses” on, not considering for minute that there will inevitably be people who will play this game that have never played or even heard of the ET games. Even among people in the alpha, there are those who find the movement pretty good as it is.

I’m all for movement not being constrictive, but I also don’t want to advocate a system where movement takes precedence over gunplay when it comes to who comes out victorious in firefights. Movement should compliment gunplay, not be an essential part.


(tokamak) #87

I don’t think ET and especially not ETQW’s movement would suit DB because DB is more dense in map layout than the ET games. So even if only the movement felt the same then it would still not feel like ET or ETQW.

However, if what you actually mean is that DB feeling exactly like ETQW (with adjusted movement and feel for combat) then I would be ecstatic.

To me ETQW is the ultimate shooter in the sense that it offers something for everyone. The geometry, lethality, movement and weapons (and that includes both hipfire and ironsights) make you feel that with sufficient skill, insight and experience, anything is possible.


(BMXer) #88

Yes, that is what I mean… ETQW or ET movement with maps suited for it. Everything else in its current state…

Ecstatic would have been an understatement for me personally.


(tokamak) #89

I don’t particularly hate these maps, I think that they’re going to be fun if the gameplay is tailored to it. They definitely have typical SD signature geometry going on and well, being an R6 fan I’m kind of used to narrow and cluttered environments.


(INF3RN0) #90

[QUOTE=H0RSE;416125]Don’t wanna jump the gun here just yet… that statement is purely subjective. I think one of the things to consider is that many people here are approaching the game with their “ET glasses” on, not considering for minute that there will inevitably be people who will play this game that have never played or even heard of the ET games. Even among people in the alpha, there are those who find the movement pretty good as it is.

I’m all for movement not being constrictive, but I also don’t want to advocate a system where movement takes precedence over gunplay when it comes to who comes out victorious in firefights. Movement should compliment gunplay, not be an essential part.[/QUOTE]

I find movement and gun play to be symbiotic in some manner, however the slower the movement the more limited the player is to use it. It’s partly the fast killing weapons and partly the slow movement re-activeness. I just personally find them to be limiting the intensity of fire fights- less of a skill problem and more of a boring/non-exciting issue I might say.


(H0RSE) #91

This kind of goes hand-in-hand with what I described as wearing “ET glasses.” It is likely you are comparing the movement to prior SD titles, or just comparing it to what you personally find to be enjoyable or “acceptable.” Granted, I have my own opinions on what I like/dislike as far as movement goes, but I tend to be (at least think I am) more humble with my “demands.” I understand that this game is not ET, and thus am trying to judge its own traits.


(INF3RN0) #92

Well let me put it this way. ET was strafe jumping etc, but what was most important was the longer firefights thanks to the fast strafing movement. Movement was just as important as shooting, and felt like its own meta-game (in fact it was). I don’t demand identical systems in DB, but at the same time I don’t see DB being unique at all compared to all the slow junk out there. Viewing people wanting more as just wanting an ET clone can sometimes overlook the fact that instead of an ET clone we get a clone of something else. I just want movement to become a more important part of the game, and not just a means of traveling to a quick death.


(H0RSE) #93

Some things to point out:

having firefights last longer is not a direct relationship to the amount or speed of movement granted to the player. You could easily just decrease the damage done substantially, and firefights would last as long or longer. I’m not suggesting that this be done, just pointing out that movement isn’t necessarily the only way to accomplish this, and doesn’t have to as integral as some of you make it seem to be.

Another theme I keep seeing is how they want the movement system to be improved, because they don’t want DB to be another generic shooter - as if there is no other conceivable way to make DB stand out from the crowd… Personally, I would much rather see DB stand out due to some innovative gameplay element or a new spin on tried concepts, rather than simply because it features a movement system that was popular in PC games during the 90’s - early 2000’s.


(DarkangelUK) #94

I don’t see anything movement wise that’s making it stand out, in fact going with a movement system that was popular from the 2000’s is probably what would make that happen since everything else today is quite similar. But really, simply because it was popular back then? Are you serious? I play a lot of shooters, I’m not stuck in the past, I buy games quite regularly, but I can safely say I’ve had the most fun and enjoyable experience with the earlier movement which is a personal reason I would like to head in that direction somewhat.


(tokamak) #95

Once you make movement more important position automatically becomes more important. These two are inversely proportionate to each other. And I’d like to see positioning become more important.


(H0RSE) #96

Kind of what I am thinking. Perhaps not making positioning more important, but not putting so much of an emphasis on movement as well. Putting too much emphasis on movement, almost seems like a cheap tactic/exploit, since even if a player can get the jump on you or be a better tactician, etc. than you are, you can simply “dance” your way out of what should have resulted in a death. Why make any sort of planned attack, if all you need to do is simply be good at aiming and moving around?


(DarkangelUK) #97

So you think that being the better tactician should win you the kill? If you can get the jump on someone and you can’t capitalize on it because the other player out manoeuvres and out aims you then I’d say there’s a skill gap in play there and absolutely nothing to do with the movement system winning it for the other player. I’m also quite curious as to what you class as ‘simply dancing’ your way out, like it’s just a case of mashing left and right strafe and that somehow = kill.


(shirosae) #98

One thing; I don’t think anyone has asked that all you need is to be good at aiming and moving around.

Pretty sure that what most people are asking for is this: Aiming + dancing + planned attack > dancing alone or aiming alone or planned attack alone. Individual skills combine in a synergistic way to form the captain planet that is gameplay depth.


(H0RSE) #99

And here is where opinions differ and the balancing act begins. What constitutes “skill” in a game, or more specifically, in a firefight? perhaps during the actual firefight, movement and aim are the 2 most important factors, but prior or afterwards? Should twitch skills really be the deciding factor? Perhaps in an arena type shooter, yes, but in a more team-based objective style shooter? I guess it just comes down to what type of design SD wants this game to follow.

I’m also quite curious as to what you class as ‘simply dancing’ your way out, like it’s just a case of mashing left and right strafe and that somehow = kill.

Essentially, it is about just mashing left and right, except you know when to do it and to what extent. It also doesn’t necessarily always = kill.


(tokamak) #100

[QUOTE=shirosae;416162]One thing; I don’t think anyone has asked that all you need is to be good at aiming and moving around.
[/QUOTE]

But that’s what’s dancing is going to do. It’s going to give players another chance to bail out of poorly thought out plans.