Why is the jump height so low?


(ImageOmega) #1

The low jump height in Dirty Bomb has perplexed me from the first time I got my hands on the alpha. I never understood why it was so low. I have played a lot of first person shooters and never played a game where I felt like my character was significantly handicapped in movement as I have with Dirty Bomb.

Obviously, movement over the past couple months of patches have made huge strides in making Dirty Bomb’s gameplay better. The increase in speed backpedalling and delay reduction in strafing have been substantial, and necessary, improvements.

Next, crouch jumping was added to make it feel as if you can clear certain obstacles. Now, that was a welcomed addition since the jump height already felt so ridiculously low. But, now I wonder why is the base jump height so low to begin with?

The developers must be looking at the jump height in relation to character model height differently since they see it behind the scenes. But, in truth, the experience is all that matters. If a theme park has amazing behind the scenes operations and great pyrotechnics it doesn’t mean that the rollercoasters are fun to ride.

I am making this thread because I am still a strong advocate of a higher base jump height to make me feel like I have more control of my character, not to mention I think we’ll see a huge increase in trick jumping. So, I am also turning this into a poll to see what the community thinks. I believe a higher jump height will make gameplay feel smoother, traversing the environment seamless, and the game, itself, more fun.

I also still advocate and plea for sprinting while reloading, but I’ll save that for another day.

Let me know if you agree.


(Mustang) #2

I brought this up in-game a long time ago, think they raised it like 1% only. :tongue:


(tokamak) #3

There’s far too many things that I should be able to jump over but can not. Especially Camden and Waterloo are full with them. Either go further in making the caulks of these smaller or indeed, increase the jump height.

Make the jump height relative to the speed a player is travelling at for some more skill.


(chippy) #4

My problem is not so much about the height rather the feeling of jumping onto certain things being so… random? Like certain crates, stairs, walls feels like it’s a 50/50 chance of actually getting up. If the jumpheight was higher I’m sure that feeling would go away so, yeah. Maybe increase it, but not by much at all in my opinion.


(Violator) #5

Said this a lot but the jump height isn’t the real issue but the loss of momentum when jumping forward. I don’t find much use for jumping in the game though currently except for jumping off ledges.


(ImageOmega) #6

Yeah, I think this is a whole other issue, but you’re right. Does this happen when you’re chaining jumps together? Because there is a trick jump I have been working on that I can only get when I sprint + jump, thus meaning I am getting an increased boost of momentum. But, the game does not let you chain jumps together after 2 or 3 I think?


(Violator) #7

Yeah thats it - after about 3 jumps you lose all forward momentum and end up jumping straight up - it probably deserves its own topic. I think its a feature of the UT engine though so not sure how hard it would be to fix, but I hope it is at some point as it really breaks the movement flow.


(ImageOmega) #8

Roger that.

I think it is incredible that the vote to increase is as lopsided as it is. Splash Damage, I think this is a good time to validate Dirty Bomb is shaped by gamers. ;]