Wall jump feedback


(Smooth) #21

[QUOTE=krokodealer;492415]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[/QUOTE]

There will be but we’re not going to be altering the maps much until the movement is more refined and we’re happier with how it works :slight_smile:


(RasteRayzeR) #22

These movements will help a lot to make XT a great experience. Look already at how many people are doing trick videos in here. It’ more than I’ve seen in months.


(tangoliber) #23

[QUOTE=Smooth;492414]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.[/QUOTE]

That’s the best approach to take. :slight_smile:


(Glottis-3D) #24

[QUOTE=DarkangelUK;492351]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
[/QUOTE]

this is an awesome mercs-distinguish feature. =)))
i hope this can stay for at least a period of time - so we can get the idea whether it is imba or not.


(Protekt1) #25

[QUOTE=krokodealer;492435]this is an awesome mercs-distinguish feature. =)))
i hope this can stay for at least a period of time - so we can get the idea whether it is imba or not.[/QUOTE]

lol… it looks cool as heck but it is obviously imba


(Kendle) #26

That may be desirable to make wall-jumping easier to perform, but it’s not entirely intuitive (you wouldn’t bounce off a wall in “real life” by jumping at it sideways or with your back to it) and by ignoring the direction you’re facing you don’t give the player the opportunity to affect the outcome of the jump as much as you could, i.e. there’s less skill required overall.

This is how wall-jumping in Urban Terror works:-

//youtu.be/GHMYumO1n0A

This is on a tutorial map where red lines show you where to jump. However, whilst you could just bounce off the walls any way you want, you can’t make this particular jump without hitting the walls facing in a certain direction. What this does is ensure it’s not just the jump button that determines the result, or even the timing of it, but also the flick of the mouse at the exact right moment. And it’s intuitive because it’s how you would do it “in real life” (if such a thing were possible), i.e you’d face into the wall to get the maximum effect of your push away from it.

It could also mean you can do things like look down when jumping to gain height at the cost of distance, or look inwards to gain distance at the cost of height etc., i.e. give the player more control to affect the outcome and in so doing require more skill to achieve the better jumps.


(attack) #27

generally i like the change , to the movement system.
overall for me the walljump mechanics in brink were better because you could walk 3 steps on the wall and choose this way the direction to bounce of.
smth like ledgegrab , or atleast ways to use doublejump to climb smth would be nice too.


(Ashog) #28

Current wall jump is a lot of fun. Finally a good compensation for low strafe speed/acceleration. I now use it to distort enemy aim - if an enemy suddenly appears in front of me, I walljump and start aiming head already in the air. Works wonders. Better than quick strafe but not always there’s a wall nearby :slight_smile:


(BomBaKlaK) #29

I really like the new moves ! Finally something !
Got to play a bit more, I will give a feedback later

what about obj design ? So you put some capturable zone as mechanic …


(INF3RN0) #30

I just found this cool maneuver I’m calling a “kick jump”. It sort of reminds me of how you’d use the rocket on a wall in Quake. Basically you jump forward near an object, quickly look at the object and hit jump, and then look back in the direction you want to go. I was chaining up to about 2-3 of these sequentially on some areas of WC earlier and was moving significantly faster through said areas. You can see in this quick video that some of the jumps (done correctly) let you glide much farther forward than normal.

//youtu.be/Gze6DZUWz8g


(DarkangelUK) #31

I believe the kick is proximity based and the direction you get pushed is not based on where you’re looking, just the key’s you’re pressing at the time, so you should be able to do that manouvre without the need to snap the view to the wall.


(Glottis-3D) #32

depends on how aircontrol works here - does it or does it not add to speed midair.


(DarkangelUK) #33

Air control and air acceleration are different things, Xt doesn’t have air accel, though I don’t think there’s any air friction either or it’s very minimal… hence flying like superman with Phantom


(Smooth) #34

The direction you’re looking in is taken in to account, in that the movement keys are relative to your view point.

If you’re holding forwards the entire time then where you’re looking is very important. However the same can be achieved by using other movement keys while facing in another direction as well.

EDIT: Air Control allows you to change direction and velocity mid-air, however we do purposefully cap the maximum horizontal velocity (in any direction) to the velocity you had on take-off.


(DarkangelUK) #35

[QUOTE=Smooth;492531]
EDIT: Air Control allows you to change direction and velocity mid-air, however we do purposefully cap the maximum horizontal velocity (in any direction) to the velocity you had on take-off.[/QUOTE]

Which is why you should add ground acceleration the same way you achieve increased speed on take off with circjejumps in Q3\RtCW\ET, slightly raise that skill cieling :wink:


(Glottis-3D) #36

so we can at last make bridge-to-rail @ campgrounds!


(Ninjatomte) #37

Every time I’ve made a clutch bridge to rail in a duel is stuck in my mind… It’s an awesome feeling for sure… One lacking in most games


(Glottis-3D) #38

this is a very simple example how movement skill rewards a player. become deadly right after spawn - or become an easy frag, if you fail to get to the railgun.


(Scarhand) #39

I haven’t had my computer again to actually test it out, but based on these videos, I think it is very cool and like that SD tried it out and am really glad they did, but don’t want it.

It was a good idea, but I feel pushed to have to do the continuous wall bounce to move around the map now so that I can play competitively. I definitely do NOT like to have to continuously to do the wall hop to move. I don’t mind a bonus for effort, but that implementation is too boring and monotonous and would be annoying to watch in videos of players. If you are going to keep this, don’t let it give you any more momentum than jumping does.

I did like the jumping for speed in ET, because it was so simple and easy to perform that it wasn’t monotonous. You could have large, fun maps since they were traversable; at the same time you didn’t get that movement speed in combat, so it didn’t make fights stupidly impossible and were instead just right. Jumping also gave you huge spread, so it was dangerous for you to jump around in many places, so you didn’t see a big wave of people in the air all the time.

I like that you tried to do something similar, but it looks like it would be terrible in practice for that purpose, and so I wouldn’t want it. I don’t want to feel forced to constantly hug a wall and try to jump at the right time. Please change it or remove it.

Phantom’s in-air lunge will be significantly toned down at some point

I actually thought it was really cool how he was so effective compared to the other mercs. It filled his unique flavor and made him feel more like a “phantom”. It would be cool to see him walljump past the enemy line and start taking them out from behind. I would be always fine with him keeping walljump ability.


(INF3RN0) #40

You don’t have to look at the wall btw, it’s entirely proximity based.