Walljumping


(laguNa_) #21

i don’t say that everything that wasn’t in ET is bad, surely it’s good to build in some new features, but i know what people from the ET/RTCW community are expecting from DB…if they wanted walljumping they were already moved to brink but they didn’t.

you guys are doing a great work, and you surely know whats the best for DB… its just an advice from me


(Kendle) #22

Wall jumping in Brink wasn’t the problem, it was the implementation, the fact you couldn’t divorce the SMART key from sprint and that you lost control of your player while performing the moves. This proposal doesn’t require a special key, doesn’t require the use of any keys or movement mechanics we don’t already have, and with the air control we now have in DB would be pretty slick IMO.

The key thing is, unlike circle jumping it makes sense from a real world perspective, and it wouldn 't make anyone harder to hit than they are already, which is SD’s stated aim for any additional movement mechanics.


(maxxxxlol) #23

Having played urban terror for over 10 years I would love that type of movement system. Even just the wall jumping and edge climbing would be better than nothing.


(scre4m.) #24

[QUOTE=laguNa_;465025]i don’t think that would be a good idea… a lot of people (mostly ET-Players) want DB to be like ET - not like Brink… as everybody knows Splashdamage failed with Brink so please don’t do that same mistake again if you want a great game with alot of people playing it !

especially for beginners this feature is hard to learn … fact is: it will ruin the game, thats my opinion.[/QUOTE]

This is not ET 2.0 so there is no reason to stick to the movement style of ET. For DB I can imagine such a jump system; especially because one could make the liniar map design more interesting, if we add some possibilities to move freely.

Also I doubt Brink failed due to the movement system. If there was anything I enjoyed at least a bit in Brink it was the movement tbh.


(neg) #25

its extremely unfortunate that, that is what it is being ‘marketed’ as though, considering every other mechanic is taken from ET/ETQW, not to mention the map(s) that are taken from the previous games as well…

Wall jumping/Parkour/Wall climbing has no real place in the game as it is, it would serve no real purpose what-so-ever, purely because i dont think the maps are designed to have taken such things in-mind, some sort of strafe jumping/bunny hopping type system would be more beneficial than some fad that a select group of people want and would just dilute the game play away from what it is, but oh hey guys i can run at a wall and double press jump and bounce around like a sped, almost as bad as crab walking (duck + lean spamming) from ETQW


(Rex) #26

Never heard of before. Did players use this a lot?


(scre4m.) #27

[QUOTE=neg;465050]its extremely unfortunate that, that is what it is being ‘marketed’ as though, considering every other mechanic is taken from ET/ETQW, not to mention the map(s) that are taken from the previous games as well…

Wall jumping/Parkour/Wall climbing has no real place in the game as it is, it would serve no real purpose what-so-ever, purely because i dont think the maps are designed to have taken such things in-mind, some sort of strafe jumping/bunny hopping type system would be more beneficial than some fad that a select group of people want and would just dilute the game play away from what it is, but oh hey guys i can run at a wall and double press jump and bounce around like a sped, almost as bad as crab walking (duck + lean spamming) from ETQW[/QUOTE]

To be honest, the maps taken from ET are pure rubbish.
London Bridge aka Goldrush is awful
and the oasis remake is the worst map in the game.

I personally only like Camden so far, cause it is the only map that fits the game ( although it still has some flaws)

And why dont you want people to jump? Does it not go in line with your linear aim?
Mechanisms such as jumping or sliding can easily be balanced with spread modifiers or speed penalties when being hit by enemy fire. This would make them a tool for mobility while still avoiding a gameplay that is mainly influenced by movement.

I am not only talking to you, but in general to most ET players in this beta: a game like ET will not reach the modern shooter market. If you watn ET, go play ET, DB is and will be different in too many aspects.

just to clarify: I am not saying we desperately need sliding or wall jumping, but we need a way to be more mobile and have more possibilities to reach an objective. Either a more fitting map design for future maps or such stuff liek walljumps, adding ladders, whatever.


(neg) #28

When it was able to be abused? Personally a lot of higher tier teams used to abuse it quite frequently atleast they did in Aus

[QUOTE=scre4m.;465058]To be honest, the maps taken from ET are pure rubbish.
London Bridge aka Goldrush is awful
and the oasis remake is the worst map in the game

I personally only like Camden so far, cause it is the only map that fits the game ( although it still has some flaws)

And why dont you want people to jump? Does it not go in line with your linear aim?
Mechanisms such as jumping or sliding can easily be balanced with spread modifiers or speed penalties when being hit by enemy fire. This would make them a tool for mobility while still avoiding a gameplay that is mainly influenced by movement.

I am not only talking to you, but in general to most ET players in this beta: a game like ET will not reach the modern shooter market. If you watn ET, go play ET, DB is and will be different in too many aspects.[/QUOTE]

Oh dont get me wrong im sure the majority of the movement related issues are entirely based around the fact that the entire map is a choke point and theres no real places to fight outside of tight city environments which is likely partially to blame for the problems in the stale gameplay as it is

I have no problem with people jumping(i played quake2/3 for an insane amount of time), i was the early adopter of GPMG Jumping abuse in ETQW and that was my staple class to play through every league/comp i played ETQW in, i have zero problem with jumping at all as a whole, i do however have a problem with wall jumping and doublejumping akin to UT99/UT Series sort of jumping, that sort of movement has no place in the way DB has been designed, and adding it will just continue to ruin what ever chance you have of getting the gameplay in the play it needs to be, because honestly if you add wall jumping and leave the maps the way they are i guarantee you that comp/pro players will just go inside buildings and abuse the living **** out of it.

ANNNNNNND im not saying this is an ET clone and im not saying it should be an ET clone, its just like when ETQW first came out, it wasnt ET and was never going to be ET, the same goes for Brink it wasnt ET and wasnt ETQW, there were similarities but that was it, just a few.
The reality is that the current market leans towards the CoD/BF side of gaming and honestly, while thats all well and good for that specific player base, it definitely isnt what people have come to expect from SplashDamage titles, if you want CoD/BF you can play CoD/BF, DB needs to create its own player base, with people who enjoy its style of gameplay, because i certainly have an extreme distaste for anything CoD/BF related, and i have played both competitively at one time or another


(scre4m.) #29

I repeat: I did not say:’ wall jumps yeah, give me!’ I only think we need a possibility to make moving through the map easier. In ETQW we had strafe jumps, in Brink it was sliding ( although it was rather poorly implemented) in UT we have double/wall jumps, in Q3 you can propel through the whole map with rockets, the same for certain classes in TF2.

While in Brink we use our feet to go everywhere. Which is nothing bad itself. The major problem is that the maps dont allow you to choose an attaking way and and then switch to another if you see things arent going well. You are more or less forced into certain jokepoints and have no way to avoid this.

So again we need more mobility. e.g. ladders, differn map design, wall jumps, elevators, whatever.


(neg) #30

I like these suggestions more than any of the other ones regarding changing the movement entirely or adding new movement related changes e.g. wall jumps and yes i know it isnt what you were entirely implying im just saying it for arguments sake, and like you said most of it can or could be fixed through changes to the map design


(DB Genome editor) #31

Sometimes I feel like I’m the only one in this forum who’s never played W:ET or ET:QW, so let me put on my Asbestos underwear and express a point of view that might be shared by a number of people that would pick up DB as their first SD game…

When I first saw gameplay videos for Brink, the movement system looked simply awesome. You could pull all these crazy moves and it all looked like it made sense that you could. We all know how that turned out, but looking at it from the outside it looked fine, nothing felt like “WTF, this is BS!”. On the other hand, I can’t stand most of the trickjumping videos I’ve seen posted in this forum because I’m continuously getting that “WTF” feeling. Most of it doesn’t make sense and it looks like abuse of a broken physics model.

At the end of the day, whatever advance movement system DB ends up with (if any) needs to be something that SD will be proud to showcase in marketing videos and can be used to attract the masses. I don’t think movement that makes the game engine look broken or feels artificial will have that sort of appeal. Sure the old-timers will probably recognize it and be happy, but Mr. Average Gamer out there might think otherwise and just give DB a pass…

Now to be clear, I’m not saying we need the Brink movement system in DB, I’m just saying we have to consider the alienation factor when looking at more advanced movement than what we have now, not in terms of speed or difficulty to track, but in terms of giving the impression no one bothered to fix that bug in the physics engine… The end result should look polished and intentional.


(Rex) #32

Fixed.

I have never ever met anyone who called the biggest feature of these former games “broken”, referring to those who played these games.

Or he might think: “Wow that’s something completely new I haven’t experienced in the modern fps games ever before” and just give DB a few more tries.

Allow me a question here, is the reason why you never tried one of the former SD games because you thought: “Ohh this one movement bug in the game, it never got fixed over the years? Seriously? Unpolished games suck.”


(Tankey) #33

[QUOTE=scre4m.;465058]
I am not only talking to you, but in general to most ET players in this beta: a game like ET will not reach the modern shooter market. If you watn ET, go play ET, DB is and will be different in too many aspects.[/QUOTE]
And this bois, is why it has a quote on the DB page saying “Captures the magic of ET” x). Straighten your facts.


(laguNa_) #34

[QUOTE=neg;465050]its extremely unfortunate that, that is what it is being ‘marketed’ as though, considering every other mechanic is taken from ET/ETQW, not to mention the map(s) that are taken from the previous games as well…

Wall jumping/Parkour/Wall climbing has no real place in the game as it is, it would serve no real purpose what-so-ever, purely because i dont think the maps are designed to have taken such things in-mind, some sort of strafe jumping/bunny hopping type system would be more beneficial than some fad that a select group of people want and would just dilute the game play away from what it is, but oh hey guys i can run at a wall and double press jump and bounce around like a sped, almost as bad as crab walking (duck + lean spamming) from ETQW[/QUOTE]

thank you :slight_smile:


(rookie1) #35

[QUOTE=Kendle;464956]…

//youtu.be/EpvhOJLuuxc
[/QUOTE]

Cant say if Walljumping would be good in DB but certainly not like in this video ^^ Thats too xtrem


(DB Genome editor) #36

Fine with me, but I’m glad we agree on the important points: “doesn’t make sense” and “broken physics model:wink:

And here I though the biggest feature of these games was class-based objectives? :tongue:
Also, I’m pretty sure I’ve read several times that the ability to trickjump was the result of an bug in the engine or otherwise unintended, isn’t it? :confused:

And I would probably be of that second opinion myself in the right context, but not with the theme SD adopted for DB. Maybe it comes from being an engineer, maybe it comes from working in simulation all my life, but when I see things that break the context (be it in games, movies, simulation, whatever), that just kills the immersion :mad:

For instance, I watch one of my kids play Tribes Ascend and I have no problem with the skiing and jumping around in that context. But seeing the DB mercs do stuff like that (e.g. physically incoherent movement), no thanks :frowning:

Actually I did try the ET:QW demo while waiting for Brink to come out to get a taste of what class-based objective gameplay felt like and enjoyed the few games I played quite a bit. Never came across any strafe / circle jumpers though, so to answer your question, no, it was not a factor. I stopped playing because Brink was coming out soon after, I got bored playing the same demo map over and over after it sold me on the concept, and I just never though to go back to an older game that might still have an active playing community…:o


(Rex) #37

Nope, don’t agree here of course.

Yeah, sorry I have to correct myself here I meant “one of the biggest features”. Class-based objectives is also very important.

Yes, that’s right. Was a bug and became later one of the coolest features ever. :wink:

Neither I think new players would stop because of this.


(Kendle) #38

Agreed, I just added it as an example of a game in which speed + strafe / circle jumping + wall-jumping + climbing + sliding not only combine into a super-fast fluid game but one in which no-one has complained about that speed, ever, and as such can’t agree with SD’s assertion that speed of this kind will alienate players. They claim to have evidence that it would, which I’d love to see tbh, because I don’t believe it for a second.

However, they’re the Devs, if they’re adamant strafe-jumping is off the table we can either waste our time arguing that point or try to steer them towards adding something that could get us some way towards a game with some kind of skill based movement. Wall-jumping is something that “makes sense” in the context of the game, and it involves no more complicated physics than the game already has, so wouldn’t break SD’s desire to ensure consistent tracking for players.


(rookie1) #39

If its spontaneous ,short distance movement that cant be done in chain like in your video but more like your SS exemple, with staying in the -does it make it sense- well why not
There is a movement that i would like to see :
In karate you know there is ways to fall without hurting yourselft
What if like some vgames double rolling when touching ground when jumping from height and adding some variation to this ?Might add some fluidity and cool combinaisons of movement brainstorming on this :slight_smile:


(Kl3ppy) #40

True but there are already cars and trucks which can be used as ramps. You just have to place them useable, shouldnt be a big deal.