What about ramp jumping? I saw DA mention it in another thread, it’s such a fun part of ET:QW.
Spookify's Post
OK, I stand erected. 
Disappointing though. RTCW was my first online game and I don’t recall ever thinking, “damn, this is too fast for me!”. And I’ve played games since that are even faster, and never thought speed was an issue in those either. Guess the likes of COD / BF etc. have a lot to answer for after all. :mad:
isn’t it also true that a lot of the movement slowdowns (reload, ability, deployment mode) could just as easily alienate new players?
i know it alienates the hell out of me.
increasing the max speed for deployment mode to running and to sprinting for reload/ability seems like a good compromise to me; you reduce the sense of slow game speed without actually increasing the top tracking speed. …?
Dropping out of sprint to reload feels like being slapped in the face, it annoys the hell out of me. As it happens pretty sure you don’t slow down to reload in BF3, so really have a really hard time understanding the justification for it tbh.
Things like ramp jumps are easier to consider as they are somewhat predicable (target has to use the ramp), general lumpy slow-downs are also still being looked at but they do have some issues.
If we can add skill and pace to movement without radically impacting how hard targets are to hit we will always consider it.
there’s a big difference between bunny hopping at any time and using skill movement mechanics that dont make as much impact on movement.
Anti has already said “easy to do. hard to master.” qw ramp jumping would not fall into that category. but air-control would.
[QUOTE=BAMFana;464856]That thread was pure crap, no constructive criticism at all. Good riddance.
It’s strange that you mention Titanfall, a game that looks like the casual pub player’s dream come true from the videos I’ve seen. I can’t imagine it ever having any sort of competitive play or lasting impact.[/QUOTE]
It’ll probably have both of those I am guessing. Will it be esports? No idea. Competitive play? Probably. Lasting impact? Probably.
There is no strict requirement to what game becomes an esport or competitive title… that would be silly. Any game that can draw viewership is a candidate for an esport. DOTA does it as big as or bigger than SC2 and that game takes less skill than sc2…
[QUOTE=Anti;464920]Things like ramp jumps are easier to consider as they are somewhat predicable (target has to use the ramp), general lumpy slow-downs are also still being looked at but they do have some issues.
If we can add skill and pace to movement without radically impacting how hard targets are to hit we will always consider it.[/QUOTE]
I think it’s less about how fast the movement is versus how bland the movement is. You can’t do anything special like you can in other games. The goal should be at least to make the movement more interesting and creative for players.
There’s also a really big problem with tons of things being clipped or purposefully non-traversable in the maps. You can’t jump on things, you can’t jump over things, and your basically stuck in a locked flat path most of the time. I’m curious why we can’t be allowed/aren’t encouraged to be able to have more options like this, especially when most things wouldn’t break the maps.
I agree with inferno. Take london bridge at the final stage of the map. The building with a stair inside. When you jump out of that window it should be easy to jump over the wall, but somebody placed an invisible wall there, why? Things like these make me feel like I’m playing a game on rails.
It is either that this game is planned to be ported to console (but free2play on console
), or there is something wrong in the system, which makes a faster wiggly jiggly movement infight a problem.
Despite some usual suspects i could think of to adjust to work towards a faster strafing system, i have the feeling there might be an interpolation problem, i am still not sure though. My thoughts are this: if you move to the left, then abruptly move to the right … ok lets make this in numbers: you move like this:
-1, -2, -3, (change direction)
What happens here is that the game will do this:
client … -1, -2, -3, -4, -1, 0, 1 (<- this is from view of others of player, not player himself)
server … -1, -2, -3, -2, -1, 0, 1
… notice the -4 to -1 change? This might be an interpolation problem. The player actually never hits -4 on server and has already changed direction.
So. When you change directions, the interpolation code suffers because of somehow no good netcode. In W:ET it felt just so right. There was never a feeling where a player suddenly had a strange increase in velocity when he strafed from left to right. But in DB it feels like for a short moment the interpolation code will make the player move faster a tiny tiny bit of time. If you increase the strafe speed, then this is probably the problem why you feel that increasing strafe speed makes you too hard to hit? This is barely noticable however.
Anyone knows if this might be an engine problem? I don’t know, maybe just imagination or something wrong on my end.
EDIT else i am out of arguments. There was never a problem of “hitability” because of movement in W:ET, and W:ET was way faster.
Titanfall never proved that fast movement was a thing to embrace, it proved that something NEW was a thing to embrace! I’ve said it before and i’ll say it again, DB is bringing nothing new to the table… there is nothing there to shake people up and say ‘wow, this is exciting!’. DB needs to step up its game and bring non-subtleties that slap people in the face and realise that there’s more to a shooter… I just don’t think SD have the balls to do so sadly 
Watched the Titanfall video and ,it got me a WOW :)…And i liked a lot what the Devs said in it …They certainly reaching guys like me …im sold 
If DB go out at the sametime of TFall wont be good for DB…unless DB has suprises incoming
That’s a challenge with today’s society. I mean kids that play T-ball these days wear football helmets, because I guess the ball coming at them at a high rate of speed alienates the hell out of them. Kids don’t even have the opportunity to learn to put the glove up so their teeth don’t get knocked in anymore, just as much as games are dumbed down so terribly these days that nobody can truly learn how to track and be better at aiming.
[QUOTE=Anti;464920]Things like ramp jumps are easier to consider as they are somewhat predicable (target has to use the ramp), general lumpy slow-downs are also still being looked at but they do have some issues.
If we can add skill and pace to movement without radically impacting how hard targets are to hit we will always consider it.[/QUOTE]
Doooo eeeeeeeeeeeeeeeeet!
Can you give me an example? (Btw it’s strafe jumping
)
Has he really said his somewhen?
For me it’s:
qw ramp jumping = hard to learn, hard to master
air-control = easy to learn, easy to master
Why are you viewing the notion of increasing the difficulty to hit targets from advanced movement as a negative ?
Why don’t you look at it from a positive perspective…
[ul]
[li]You gain more advanced movement which gives the player more freedom and control of where and what they want to do in the game - Positive.[/li][li]You introduce a learning curve for players as they see room for improvement (to master). This gives them the option for long term investment into the game to master the mechanics if they find the entire game enjoyable/worthy of their time, rather than no option for long term investment if they’ve already peaked from the beginning - Positive[/li][li]Raises the maximum skill ceiling, makes sure that the game is not the limiting factor as to how well you can perform in certain situations… give the player complete control of how well they can perform - don’t let the game limit the player (otherwise there is nothing more to accomplish and they will move on)- Positive.[/li][li]You are never letting the player be comfortable in the game. If a player is completely comfortable tracking the same old left/right strafe it means the game is getting predictable and repetitive resulting in boredom very quickly (This is DB right now). The more diverse movement mechanics that are available at the finger tips of the player, the more unpredictable and spontaneous situations can occur making exciting game play as you are not limited to the same repetitive movement (and therefore tracking) - Positive[/li][/ul]
Essentially im just asking for you to stop being negative towards the CJ systems that ETQW and W:ET have, as i find some sort of compromised version into DB is really needed to make movement around the maps actually enjoyable (which it is not right now - movement system = massive part of DB game play so needs addressing).
Don’t worry if players find it hard to hit targets when they first pick up DB, as long as everyone is playing with others in their skill level enjoyment will still occur allowing them to improve over time.
Other than the strafe jumping drones- a lot of us simply want advanced movement in general. It doesn’t have to allow you to move at drastically increased speeds, but something needs to happen to make movement exciting. The same thing goes across the board into every aspect of the game. If certain things aren’t to your liking, then please please put something in to fill the void rather than leaving it high and dry.
The problem is everyone wants DB to “expand” for some reason. But the reality is the main/core game of DB is completely broken to begin with the fact that inferno mentions something about expanding DB just blows my mind when the core game itself is a heap of dung.