Trick Jumps ?


(Skletcher) #1

I thinking about TrickJumps , becouse i love them from ET! any chance in DB?


(Rex) #2

I would also love to see them! (But I love them from QW :wink:)


(007Nightfire) #3

Big fan of TrickJumps from ET, would love to see it back.


(Erkin31) #4

For me, this game can be a success only if they give us a fast gameplay with trickjumps.
If they make a copy of COD/BF gameplay with some elements of ET, this will :

  • Not attract the players of COD.
  • Not attract the players of ET (and the fast fps).

And we know we can have a fast gameplay on unreal engine 3 :


(Skletcher) #5

I just searching some TJ on UnrealEngine and CAN’T find it :frowning:


(.N.E.R.D.) #6

Because there are none. There was only “trickjumping” with certain weapons/tools as I understand it.


(acQu) #7

[QUOTE=Erkin31;441723]For me, this game can be a success only if they give us a fast gameplay with trickjumps.
If they make a copy of COD/BF gameplay with some elements of ET, this will :

  • Not attract the players of COD.
  • Not attract the players of ET (and the fast fps).

And we know we can have a fast gameplay on unreal engine 3 :

There can be quite different concepts of “fast fps”. One is movement related and the other is … well i am still trying to find good words for it. But there is a major difference and i think there are a lot of heads thinking about this differently. If you prefer clashing into the enemy over and over again very very fast and very frequently, but with slow movement, then this is the stuff i don’t prefer. If you clash into enemies frequent, but still with choice and a good underlying movement system, which also gets you from A to B fast, then hell yeah, give me that.

Just a question: wasn’t one of the problems Brink had exactly that the fast-pace was more coming from the frequency of clashing into enemies, which were a result of the mapdesign? Just interested, because i watched some pro matches and i perceived that as a major flaw in gameplay (kinda unrelaxing to even watch) which imo mainly came from a different concept of “fast-fps”. Whatever that is, for me it always was related to my movement and the many options i was given by it.


(acQu) #8

[QUOTE=Erkin31;441723]For me, this game can be a success only if they give us a fast gameplay with trickjumps.
If they make a copy of COD/BF gameplay with some elements of ET, this will :

  • Not attract the players of COD.
  • Not attract the players of ET (and the fast fps).

And we know we can have a fast gameplay on unreal engine 3 :

There can be quite different concepts of “fast fps”. One is movement related and the other is … well i am still trying to find good words for it. But there is a major difference and i think there are a lot of heads thinking about this differently. If you prefer clashing into the enemy over and over again very very fast and very frequently, but with slow movement, then this is the stuff i don’t prefer. If you clash into enemies frequent, but still with choice and a good underlying movement system, which also gets you from A to B fast, then hell yeah, give me that.

Just a question: wasn’t one of the problems Brink had exactly that the fast-pace was more coming from the frequency of clashing into enemies, which imo were a result of the mapdesign? Just interested, because i watched some pro matches and i perceived that as a major flaw in gameplay (kinda unrelaxing to even watch) which imo mainly came from a different concept of “fast-fps”. Whatever that is, for me it always was related to my movement and the many options i was given by it not by clashing into the enemies as fast as possible.


(acQu) #9

[QUOTE=Erkin31;441723]For me, this game can be a success only if they give us a fast gameplay with trickjumps.
If they make a copy of COD/BF gameplay with some elements of ET, this will :

  • Not attract the players of COD.
  • Not attract the players of ET (and the fast fps).

And we know we can have a fast gameplay on unreal engine 3 :

There can be quite different concepts of “fast fps”. One is movement related and the other is … well i am still trying to find good words for it. But there is a major difference and i think there are a lot of heads thinking about this differently. If you prefer clashing into the enemy over and over again very very fast and very frequently, but with slow movement, then this is the stuff i don’t prefer. If you clash into enemies frequent, but still with choice and a good underlying movement system, which also gets you from A to B fast, then hell yeah, give me that.

One of the problems i also perceived about Brink: the gameplay seemed very fast but unrelaxed. Do not get me wrong, i can play relaxed and very fast, simply because it flows. When i saw a pro match on Brink and the very small maps which lead to overclashing of enemies so much, then i found that pretty unrelaxed even to watch.


(DeathRencarnate) #10

I highly doubt there will be trickjumping in DB. The reason why trickjumps worked so well in ET was because of a numerical glitch in Q3 engine - setting your FPS to the “magical number” of 43, 76, or 125 meant you could do trickjumps.

This glitch is the essence of trickjumping in ET and I highly doubt Splash Damage will incorporate this into DB.


(acQu) #11

chars …


(acQu) #12

Well, the argument sounds familiar :slight_smile:


(Tankey) #13

I hope someone of the SD staff/dev team reads this, so they can consider it for being thrown in the group.

I know A LOT of players who would like to see such additional features to make the game a bit more attractive (different gaming styles). People tend to play a lot longer when they have variation in their gaming environments.

In my opinion FPS should be based on REAL skill, like such strafe things instead of those annoying killstreaks. That’s the power of ET, that’s the power of oldskool games. I would really love such style in DB, honestly.


(Ruben0s) #14

I would love to see them as well, but I doubt that we will ever see them again in modern games :frowning:


(stealth6) #15

We can always hope! The only odd game out so far was brink so… and Brink had SMART so I’m hoping we can at least expect some cool movement system in DB. (Hopefully not SMART though!)


(RasteRayzeR) #16

I believe this is as always : DB will not be previsible since SD made it clear that this would be a new game, and not a copy or mix of other games. All I can say it this : SD will make a movement system, we will test it, bark about it, they will correct it, all that in loop until we are happy with it.

So to quote John Carmack : “It will be done when it’s done”. :wink:


(Celtic-Warrior) #17

Trick Jumps! Yes please! :smiley:


(Mao.) #18

We need trick jump if its possible!!!
PLeeeeeeease


(slicepie) #19

no trick shots too annoying O.O


(f00st) #20

Seems highly unlikely given the engine used.

A novel development however, would be the use of player-to-player boosting to reach otherwise inaccessible points on the map and offer indirect assault routes.

This is under-utilised in many fps games and can provide a neat variation in game play.