Strafe jumping


(H0RSE) #21

I preferred W:ET over QW, and when I played, I played it competitively - league matches, clans, scrims, tournament play, map analysis, tactic/strategy meetings, etc. the whole nine.

Those days are behind me. I just play for fun now.


(Ashog) #22

So let’s not waste time! Bring on the new settings for us to test! In the end, that’s why we are here :slight_smile:


(Anti) #23

We do like things like weekends, sleeping, eating etc, as well as making changes for you to test. Patience young Padawan :slight_smile:


(Donnovan) #24

I preffer simple movement, so players can focuse in more interesting areas of the game… and movement, for sure, get the right and balanced atention from then.

Dont like when a game “its all about moving your butt, maaaan!”.

Also, see no problem in the soldier icon… :c) Got it?


(stealth6) #25

Next thing you’ll be trying to convince us you have a real life! Ha!


(Donnovan) #26

Have you saw Paul Wedgwood twitter? I really believe he accept no folks on his company without real life.

May be Carmack accepts, since he is becaming crazy like Hawking… Sad… But not Paul Wedgwood.

They can drink too much red bull. But otherwise…


(stealth6) #27

[QUOTE=Anti;409641]You guys are having the same debate we constantly have on the dev team :smiley: I’m not sure there is any easy solution though.

With Dirty Bomb we want to make a true PC FPS with all the fluidity, tempo and skill of our previous titles, something that will really appeal to our existing fans.

However, we also realise it’s not 2007 anymore :slight_smile: We want to ensure the game is equally fun for the many many PC FPS players who have only started playing in the last five years or so, folks who have not been exposed to strafe-jumping, ‘dancing’, low damage weapons and the need to track targets for an extended period.

We believe we can make something that is the essence of the former and that will bring something new and exciting to the latter. That may mean we don’t end up having a set of mechanics that entirely matches some of our previous games, especially if we don’t feel we can get the balance right with them.

As an example I think strafe-jumping and dancing will be very hard to get right for everybody, but on the flip side I agree with many of your comments that we can do more with evasion, survivability and making movement feel more skillful, as well as perhaps reducing weapon fire rates and lethality.

These aren’t quick things to balance properly, it takes a lot of trial and error, lots of iteration, but hopefully you guys can appreciate the approach we’re trying to take. Certainly seeing you guys split on the issue, and having the same debate, gives me lots of confidence that you can see just how tough a task this is :cool:[/QUOTE]

Honestly I don’t care about casuals if the movement is as stale as is now I won’t be playing the game, but sure it’s a factor to debate, since the casual crowd is quite large these days.


(H0RSE) #28

And seeing as this game is supposedly going to be f2p, the casuals will likely be even larger in number


(Humate) #29

For me its value comes into play in survivability, but this can be dealt with by attaching player speed to weapon and allowing sprint to take care of the rest. This way, less experienced players dont have to deal with learning how to strafe jump. I’d take that compromise over bodytypes any day.


(tokamak) #30

“The more you playtest the more you learn about playtesters”


(Seanza) #31

Double jumpppppp!


(zenstar) #32

What about UT style dodges? the doubletap left/right to dodge?
Too cheesy? Too simple? About right?


(DarkangelUK) #33

I was never a fan of that, just made the game feel very start/stop and ruined the flow for me.


(light_sh4v0r) #34

Agree with DAUK, I never really liked the dashes in UT, it’s a very awkward move to make with your fingers, and it doesn’t chain nicely into a fluid movement combination.


(zenstar) #35

Ok. What about a “burst” key that lets you dodge in the current direction you’re moving?
You don’t double tap so there’s no funny keypress. It’s always in the same direction you’re going so it should maintain the flow.

It’d obviously need a cooldown (or else it’d have to stop you after the dodge which would break the flow).

Just spitballing here with vague possibilities just in case we hit on something people might like / to spark ideas in people far smarter then me :slight_smile:

EDIT: something like ducking while moving to produce a slide if you don’t want an additional key?? I think someone else mentioned that as an idea somewhere?


(Humate) #36


(zenstar) #37

I assume you don’t like those ideas then?
ah well… back to my cardboard box under the stairs.


(Humate) #38

No no i wanted to delete my post.
This forum doesnt allow that for some reason.


(DarkangelUK) #39

I think a consistent, albeit slightly faster pace is all that’s required and no movement impact when being shot. It’s already been said that generally the 1st person to see the other and shoots is generally the winner, a further slow down when being shot is only going to solidify that fact.


(stealth6) #40

I agree that the current system “works”, but strafe jumping is so much more fun and adds another level to the game. Also crouch jumping would let you get over some obstacles easier, or sliding up diagonal surface like in W:ET or just some air control (but that’s more TF2, not sure if it was in any of SD’s titles)

Some examples in screenshots:
Wouldn’t it be nice if you could slide up this vent and get straight onto the bridge combined with a crouch at the height of your jump? (atm I just spam spacebar to get up)


Crouch jumping over this obstacle to get straight out of the window combined with some AC would let you steer towards the alley on the right for a quick get away.


Crouch jumping straight out of the window + AC again would give you some options of which direction to go without first having to check the area before you jump.


AC would give this drop quite a few more options (presuming you are running down the stairs and then jump - you could also use it to escape a pursuing enemy)