Wall jump feedback


(Mustang) #1

Part 1

~~~ The most important one ~~~
I think we should try and see what it’s like having the walljump performed in the direction the player is looking. In this example the first jump is much more what I’d expect to happen, jumping more or less where I’m looking, unfortinuely this is a rare occurance, and I presume only in this case because I flucked making contact with the stickieoutie bit. The second jump is the norm, randomly being thrown in a completely undesired direction.

//youtu.be/KY2rBsTsj34

Here is an example video of how counter-intuitive it is right now, the first and last times it works as expected, the middle two times it failed to do what I wanted and infact did the exact opposite of what I was expecting it to do.

//youtu.be/BWCYYT4TIPE

And this one shows that it’s not possible to get very long combo’s, I can understand limiting the height gain to some extent, but why does the pushoff become less and less with each successive walljump, I don’t see a need to limit it, at least not this much.

//youtu.be/bqEu98ImYWU


(Glottis-3D) #2

Walljump first take

  1. obviousy animation for walljumps needed
  2. it is glitching, and model twinkles
  3. some walljumps can get you to restricted parts of the map
    like this:

  4. walljump by default is too side-way. i hoped for it to be a possible accelerating forward. (this probably needs stamina)

what is awesome, is that all of the maps need to be adjusted for walljumps.

-chain-wall-jumps should get you to the high ground or let you jump to the very far ledge/balcony etc.

overal walljumps i freaking love it! a good start!


(Mustang) #3

Part 2

Sometimes if lets you do a weird hover, it lets you trigger it from too far away from the wall maybe?

//youtu.be/KKwk-oMuCEs

Also sometimes it’ll give you a random ridiculous speed/distance boost for no reason, I think when it hits a weird angle surface or something.
[VIDEO COMING IF I CAN CAPTURE IT]


(DarkangelUK) #4

The push off angle seems too high, as suggested I would rather you push in the direction you’re facing… at times it’s almost 90 degrees to the wall. I am liking it, and already I’ve a few new alt routes open up on Whitechapel that were never possible before, but the inconsistency of the performance makes them more luck than skill to land. I’ve also noticed that some wall surfaces don’t work with it at all.

As a tidbit, I’d like to see ground acceleration added so we can circlejump to compliment the wallhop :stuck_out_tongue: (a man can dream)

Side note: Phantom’s lunge carries wallhop momentum, he’s back to being fun again :wink: I’ll try and test more tomorrow, even with just a quick go tonight I found a few nice routes. Also… you can jump the wall on Waterloo.

//youtu.be/9QIpGHoVAHk


(Glottis-3D) #5

lol phantom is awesome :DDD


(BAMFana) #6

That phantom vid is sweet. I hope they don’t “fix” it. The key to making a melee class work in a game with high powered ranged weapons is to have an interesting and robust movement system that allows for crazy movement like that for the melee class. Remove the one hit kill headshot stab and refine movement, and phantom should be a blast to play and challenging to play against.


(shaftz0r) #7

what are you gonna do when you cant hug every corner and bait your entire team? :open_mouth:


(BAMFana) #8


(shaftz0r) #9

the salt shaker is half full? i dont get it

back on topic, ill try out the new patch tomorrow. looks promising, but from the vids i can already tell that that trajectory should definitely be defined by where one is facing. maybe dont allow the wall jump without facing 45 degrees or something, forcing people to learn how to flick


(Protekt1) #10

There needs to be a flip animation when you jump off walls, obviously :smiley:


(BomBaKlaK) #11

Look at warsow wall jump if you need some inspiration


(Smooth) #12

There are a few bugs that we’re fixing with regards to double-impulse jumps.

Further changes include:

[ul]
[li]Having a more upwards, less outwards push[/li][li]Adjusting Air Control to allow just the right amount of movement[/li][li]Introducing the Long Jump mechanic which gives you a boosted jump from sprint[/li][/ul]
The Wall Jump is really not intended to allow player to jump off and climb the same object, so that’s going to be tweaked too.

We also don’t give any bonus to the direction you’re facing, but we do take into account the movement directions you’re pressing with a large amount of air control.

Phantom’s in-air lunge will be significantly toned down at some point and the character as a whole will undergo a lot of changes. The Long Jump boost should be a nice replacement and everyone gets it. It won’t be anywhere near as crazy but it will allow you to pull off some more impressive moves.


(Violator) #13

I think making the jump in the direction your facing would be a big improvement - currently its very hard to see where you are going to end up as you sort of go at right angles. The air control is nice though :).


(Smooth) #14

The amount by which we limit it can be tweaked, but eventually we need to be providing zero impulse otherwise it’s possible to indefinitely climb certain geometry.


(Violator) #15

I’d prefer this limit to be set by clipping rather than mechanics - e.g. a sniper tower only accessible by wall-jump zigzagging - high risk and some skill to climb it offsetting the powerful position. e.g.



(Smooth) #16

Sorry, but that’s not going to happen :tongue:

Hammering jump with a wall either side of you isn’t exactly skilful or believable and will allow people to climb much higher than we intend throughout the levels.

We also really don’t want to use invisible collision and we want to have alleyways occasionally. What you see should be what you get so the mechanic itself needs to be constrained too.


(Pytox) #17

[QUOTE=Smooth;492400]Sorry, but that’s not going to happen :tongue:

Hammering jump with a wall either side of you isn’t exactly skilful or believable and will allow people to climb much higher than we intend throughout the levels.

We also really don’t want to use invisible collision and we want to have alleyways occasionally. What you see should be what you get so the mechanic itself needs to be constrained too.[/QUOTE]
What about wall jump and grapple? For example would be awesome intrainyard if you could jump on the red bridge with jump and grapple :tongue: there are some more interesting spots do that :wink:


(Violator) #18

[QUOTE=Smooth;492400]Sorry, but that’s not going to happen :tongue:

Hammering jump with a wall either side of you isn’t exactly skilful or believable and will allow people to climb much higher than we intend throughout the levels.

We also really don’t want to use invisible collision and we want to have alleyways occasionally. What you see should be what you get so the mechanic itself needs to be constrained too.[/QUOTE]

bah :slight_smile: I didn’t mean invisible walls per se, though I realise clipping generally means this. You could prevent it happening in alleys for instance by putting ledges above head height or barbed wire etc. Some skill would be involved if you had to time the inter-wall jumps, just hammering it would make it a bit too easy. I realise it would be a lot of work to retro-fit existing levels to stop unwanted wall-zaggin’.


(Smooth) #19

We’re deliberately trying to avoid actions which take away the weapon, remove player movement control or lock the player into an animation - even to the briefest period of time.

We want advanced movement to be as ‘free’ as possible so we’re only adding things that can be (almost instantly) performed. That way we keep the high tempo of the game and allow movement to be used in combination with other abilities.


(Glottis-3D) #20

[QUOTE=Smooth;492414]
We want advanced movement to be as ‘free’ as possible so we’re only adding things that can be (almost instantly) performed. That way we keep the high tempo of the game and allow movement to be used in combination with other abilities.[/QUOTE]
that sounds quake! i like it! :slight_smile:

+just to be sure, are there going to be tricks at maps? some routes, places that demand use of walljumps