Sprinting VS strafe jumping


(space) #1

OK so I have some beef here and was wondering if other people miht feel the same way.

Now I have played a shitload of games in my time on the planet and I have to say that games that make you hold a button to sprint bug the hell out of me. You end up with a tired finger that always holds down the shift key and having to replace your keyboard (due to one fucking key) every few months.

Now in the Quake world you have always been able to ‘always sprint’ and fire while sprinting. Now… if you wanted to move faster you could strafe jump to pickup speed and fly around the maps. IMO this should have been the ‘sprint’ function of ET:QW (from what I understand it isn’t correct me if I’m wrong) not holding a key.

It is a strategy/skill that is pretty unique to Quake and allows you to move fast while firing anywhere you please and on top of that you get to save your hurting pinky, and it takes skill to do right. This element seems to be non-existent in ET:QW from my understanding and I think splash damage deciding to follow the crowd and add sprinting as a feature takes away from the gameplay and the idea that this is a Quake universe game.

I personally was exited to see groups of people strafe jumping around to get places quickly over large territories but I guess it will never happen. On top of that ET:QW has unlimited stamina so it will require even more sprinting them any of the other titles I have played (star wars battlefront 1+2, BF2, BF 2142) so get the hot and cold ready for you pinky fingers.

Quake has a uniqe element that allows you to move fast, unfortunatly it seems to have been overlooked for something that is just so common in games nowadays.

Next we will find out there is no Hyper Blaster (featured in 3/4 quake games), Lightining Gun (featured in 3/4 quake games) or Nail Gun (featurred in 2/4).


(kamikazee) #2

I thought of the game as the successor of ET, so I personally don’t miss this Quake aspect. And as I said in the other topic: objectives are close to the spawns, so don’t compare this to BF. (Or better: never do.) I believe you won’t sprint for too long before running into an ambush.

I would also like to comment that there might be some hidden TJ technique we just don’t know of. Maybe it hasn’t been discovered yet, or the people who did can’t talk about it.

I miss the options “sprinting and TJ-ing, as long as you can’t fire” and “I don’t care”.


(General.Jung) #3

Hello Forum,

i choosed unlimited sprinting but i do not really prefer unlimited.


(space) #4

I would add them but I don’t know how to edit a poll =/

Yeah I just feel that leaving elements that are very uniqe to Quake out of the game really makes the game a lot more common, when the devs really have the chance to make a very unique game by incorperating those elements.

It would just go a ways into setting the game apart from others. You are totally right… it is very possible die hard Quakers will be able to strafe jump as fast as people sprinting… who knows.

It just seems apparent to me (from watching videos) that key Quake elements are being left out. Elements that make Quake… Quake. The game looks like many other large vehicular battlefield games I have played, although I do understand (and love) the uniqe gameplay found in W:ET (stopwatch, very controlled focused action) the games functionality dosn’t seem to be that far off from any of the other large battlefield games (ar at least a combination of elements from a few of them).

I still have the game pre-ordered, I’ll still be playing it, but as a major Quake fan I would be real happy if it at least felt a little like the game it takes it’s title from.


(Ghiacciolo=ITA=) #5

Bah, i voted unlimited sprinting…and to be honest i don’t understand why some ppl want every imaginable kind of jump in this game…
First off, this game don’t seem to me a succesor of quake. the only quakish thing in there are the name and the art.
second, this game is supposed to be some kind of realistic(whitout be a simulation of any type)team based shooter: whit this, i think (always IMHO) more ppl like the idea to feel immersed in a team of professionals soldiers acting in a strategic/tactical manner…
soldiers at war don’t springs up and downs like bunnies whit asses in flames, so seeing ppl bouncing around will ruin this “feeling” of the game!


(murka) #6

i choose 3rd option: movement like in ET


(B0rsuk) #7

(assuming reports of no strafejumping are correct)

This game is called Enemy Territory: Quake Wars, not the other way around. I think they did that to indicate the game has more to do with Enemy Territory than Quake. Quake is just the setting.

Don’t believe me ? Rocket launcher is no longer the main weapon, chosen because you don’t have to aim very well. Machineguns and other hitscan weapons rule Enemy Territory. You don’t collect powerups lying around the map. There’s probably no lava in the entire game. Running or jumping affects your accuracy in a big way. Weapons have clips and need to be reloaded. Falling damage can actually kill you. You can crouch, lie on the ground, (probably) lean - very unQuake-ish features, which are present in Wolfenstein:Enemy Territory as well. And the objective of the game isn’t to shoot everything that moves. That was Quake. Deathmatch and 1vs get old fast. QWTF, Q2CTF, Q3F were third party mods.
Let’s play a team game.


(murphIV) #8

(B0rsuk) #9

Besides, what’s so original about Quake ? It had its own style, but the gameplay is done to death.

Quake basically means lack of (or scarcity) of hitscan weapons; short-ranged combat, deathmatch as main gametype, and (usually) dominance of rocket launcher.
Let’s see:
Quake1, Quake2, Quake3, Quake 4, Unreal Tournament (UT, UT2001,2,3,4,5,6,7,8…) Prey, Hexen2 actually, Half-life1 (din’t play HL2). Probably more, hard to count.

And it’s NOT like modern day Quake clones don’t exist. They are free, so no excuse for sticking around here if you love rocket launcher. Try these:
http://www.alientrap.org/nexuiz/

http://www.warsow.net/
(OMG ! A game made specifically for trickjumps ! LOLOLOLOLOLOMGOFMGOKTHX!!!111)

http://padworld.myexp.de/index.php?news

http://edm-fps.net/page/screenshots

Looks like a lot of games to me, and I no doubt forgot many.

Now that you mention, vehicles are a very good reason to nerf trickjumping of various kinds. Why go through so much effort to implement vehicles which are slower than some clown proud of his right mouse button strategy ? As far as I know Tribes1 had vehicles, but they turned out mostly useless due to skiing. You can play a mindless Tribes1 clone for free, too:

http://legendsthegame.net/


(AKA Sneaky) #10

I’m against both, but i think for good game, we should be able to fire while sprinting (beside the rocketlaucher, grenade launcher and other non conventionnal weapons), just make it less accurate (more spread).

stamina sprint, no strafe jump. well, like WET.

I’ll take the game as is though. If i don’t like i just stop playing.

I think the Quake/W:ET mix, is because RTCW/WET is a quake mod (as in made on the quake 3 engine). So yeah it pretty much fit.


(SCi-Fi) #11

Im against both, niether do i want to see infinite sprinting or strafe jumping…


(Brinkman) #12

jumping makes the game look cheesy


(signofzeta) #13

jumping makes the game look cheesy[/quote]

That’s what I think too. Every time I see a strafejumper, bunnyhopper, or any type of “bouncer”, I think to myself, “did this guy drink too much coffee?”, or “is he on drugs?”, or “this guy must be trying to be a fool!”.


(SCDS_reyalP) #14

I hope SD will implement movement that plays well and fits the rest of the game.

How they do that doesn’t matter to much, although I’m personally a fan of fast movement that requires skill to execute properly. Some examples of this are Tribes, Quake games, and RTCW/ET.


(Flesh) #15

Is this realy something you want to see in a team based fps? This is ET:QW not Quake. Thats why if a certain element of gameplay, even if that element comes from Quake, does not fit the overall gameplay setting that QW is ment to have then that part of the game will be removed.

Now, I’ll take a wild shot in the dark and assume that this is why SD removed strafe jumping, since they prolly didn’t want to have ppl “flying around the (large outdoor) maps” shooting everything in sight. They wanted them to move slowly in a group, like a team.
And for the flying around part they can use vehicles.


(Lanz) #16

Just what I was about to say. I really do not care if the game has strafe jumping or not, as long as you can move around quickly in the map, and that seems to be the case from all trailers and game play videos I’ve seen.


(Dr_Tenma) #17

This poll is fairly useless, since I think it’s almost set in stone that infinite stamina will be the system used.

I don’t have an “official” source and nothing is final, but I seem to remember reading in one of the hundreds of previews of the last 1-2 months that when you sprint for prolonged time, your character begins to heave and pant (breathe loudly and rapidly). It somewhat discourages you from running too much by giving away your position if you happen to come close to enemies. The other thing I read was that when you jump consecutively, your jumps become smaller and smaller - not exactly stamina, but it simulates your character getting tired as well.


(murphIV) #18

unlimited sprint ftw!


(Dazzamac) #19

Strafe jumping was an unexpected side effect of the Q3 engine. It wasn’t put there on purpose but it was discovered and exploited. Any game built on the engine gets the same exploits. ET:QW is built on a heavily modified D3 Engine so I would assume that it gets a lot of its characteristics from it.


(SCDS_reyalP) #20

That’s not really accurate AFAIK. Strafe jumping as known as far back as quake 1. ISTR there was some talk of removing it for Q3 (or was that Q2 ?), but ultimately it was left in. Also (pet peeve nitpick time here) it is NOT an engine characteristic. It’s purely gamecode. You can find a number of Q3 engine mods games that have very different movement.

Skiing in tribes is another example of an originally unexpected side effect that was later adopted as a feature. Also of a team based shooter with infantry flying around the map at mach speed.