The Competitive Appeal

RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
edited February 2009 in NS2 General Discussion
I've recently been posting a lot about newbies, and felt it was time to discuss the other side of things.

This thread is discussing what currently non-existent elements you could put in a game to make it fun after the first six weeks of play. <b>Specifically I'm referring to combative minigames here.</b>

For example, NS has circle strafing, two stepping, aiming, hitbox desyncing with strafes, wall crawling and dodging and pancaking (call these evasion), airspeed control (including blink hop, bhop, bdropping from high altitudes, etc.), hopping out of danger with rails etc, and more that I haven't covered. I'm specifically ignoring medpacks and the commander interface for this thread.

<b>The essential point here is that the combative minigames we have come to know and love in NS are not requisites of NS2 but if removed should be replaced by equal or better counterparts in terms of gameplay.</b>

Since over 9000% of the replies to this thread will be from people who have no concept of balance, game design, and certainly not organized play, I will spend entire minutes of my free time summarizing the good points made as they come in, that is if the onos that is homework doesn't eat me first.
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Comments

  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    edited February 2009
    <div align="right">Summary</div>

    <div align="center">Movement</div>

    Wigglewalk and sidestrafe add something to do when you would otherwise be in a boring state of holding w, as does bhop.

    If complex articulations are to be in a game (and they should), they ought to be taught at least a little, so that they are moved from the realm of exploit into skill in the mind of the novice.

    Implement queued jumping.

    For movement, key combinations and environmental advantages (chained wall jumping, etc.) would improve the game.
  • FraxinusFraxinus Join Date: 2008-03-02 Member: 63783Members, Constellation
    don't forget about good old sidestrafing. not really a combat maneuver but it is only in the game since it is a half-life exploit.
  • haymohaymo Join Date: 2005-01-09 Member: 34040Members, NS1 Playtester
    I agree combat movement is good, but it has to be more intuitive than these half-life exploits.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited February 2009
    I personally don't see any need for wigglewalking or wallstrafing (not that you mentioned them, and hopefully the Evo engine won't have those exploits).

    In general I don't believe anything that cannot be a least <i>interpreted</i> readily by an initiate will make the game good, on the contrary 'skills' based on engine exploits only serve to widen the gap between technically knowledgable and not-technically knowledgable, when the gap should be between experience/skill.

    In short, everything that makes you better at the game should derive from practice and natural ability, not from engine/hardware exploits, non-intuitive player actions or griefing. I'm not talking about dumbing NS down, I'm talking more about making it easier to see how to improve and pull off more difficult manoeuvres. The more the game helps newcomers learn the ropes, and the more transparent its difficulty curve.

    To give an example, it is transparent that bunnyhopping and air control help you to stay alive, increasing your ability to affect the game, but it is NOT transparent how you pull off these actions. Conversely, it is obvious that welding your teammates, protecting your resource nodes and having good aim helps your team win, and it IS transparent how you go about doing these things.

    I like bunnyhopping, I think it suits the Aliens. But I do think that if it is supported it either needs to be taught, or better still, it needs to be intuitive enough to learn without formal instruction. If, in NS2, a newbie can be told "Just hold jump and forward when you hit the floor to maintain your speed", or if bhopping can be explained in similarly facile terms, I think the game and community (recreational and competitive) will be better off for it.
  • GaussWaffleGaussWaffle Join Date: 2008-02-22 Member: 63708Members
    <!--quoteo(post=1699598:date=Feb 5 2009, 07:22 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Feb 5 2009, 07:22 PM) <a href="index.php?act=findpost&pid=1699598"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I personally don't see any need for wigglewalking or wallstrafing (not that you mentioned them, and hopefully the Evo engine won't have those exploits).

    In general I don't believe anything that cannot be a least <i>interpreted</i> readily by an initiate will make the game good, on the contrary 'skills' based on engine exploits only serve to widen the gap between technically knowledgable and not-technically knowledgable, when the gap should be between experience/skill.

    In short, everything that makes you better at the game should derive from practice and natural ability, not from engine/hardware exploits, non-intuitive player actions or griefing. I'm not talking about dumbing NS down, I'm talking more about making it easier to see how to improve and pull off more difficult manoeuvres. The more the game helps newcomers learn the ropes, and the more transparent its difficulty curve.

    To give an example, it is transparent that bunnyhopping and air control help you to stay alive, increasing your ability to affect the game, but it is NOT transparent how you pull off these actions. Conversely, it is obvious that welding your teammates, protecting your resource nodes and having good aim helps your team win, and it IS transparent how you go about doing these things.

    I like bunnyhopping, I think it suits the Aliens. But I do think that if it is supported it either needs to be taught, or better still, it needs to be intuitive enough to learn without formal instruction. If, in NS2, a newbie can be told "Just hold jump and forward when you hit the floor to maintain your speed", or if bhopping can be explained in similarly facile terms, I think the game and community (recreational and competitive) will be better off for it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Uh, ditto
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1699598:date=Feb 6 2009, 02:22 AM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Feb 6 2009, 02:22 AM) <a href="index.php?act=findpost&pid=1699598"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like bunnyhopping, I think it suits the Aliens. But I do think that if it is supported it either needs to be taught, or better still, it needs to be intuitive enough to learn without formal instruction. If, in NS2, a newbie can be told "Just hold jump and forward when you hit the floor to maintain your speed", or if bhopping can be explained in similarly facile terms, I think the game and community (recreational and competitive) will be better off for it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Obviously we implement the queued jump system from Warsow. =]

    I for one am in the middle of the player spectrum. I realize there's these cool maneuvers, and I know in theory how to perform most of them. I simply haven't taken the time to master them, so I still manage to be outrun by a bl1tz gorge. =[

    I particularly agree that there should be competitive play. This implies a level of skill available to players to make competitive interesting and worthy of spending their time on. Since I'm not pro, I can't directly judge what these elements are. However, I can say that any such abilities should be more relaxed in their learning curve.

    Since we all love bhopping, it's a great example of something you can hone your skills on and gives a definite advantage, just like accurate aim and map awareness. However, bhopping, at least from my viewpoint, it very close to a binary advantage. You either can do it, or you can't. Plus, the trouble of learning the theory behind it and the practice to become one who can can be a burden. Thank goodness for things like NSLearn and the Dojo that helped open my eyes on how to actually perform them, and when I actually practiced I could use them at times. But, it took that extra bit of inquisitive nature on my part to step out of the game and seek help.

    I would recommend that any feature be more available to the players. Create a gradient of skill for each avenue, and let players progress on it feasibly without external resources. Aim is a basic skill of even gradient, you can get better or worse or oscillate in between. Bhopping in Warsow is amazingly fluid and yet still allows new players to skip around while the pros never touch the ground. Explain the feature and don't make it such that you have to grind to become a competent player, but can play the game to improve yourself.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    I really wish there was more room for interaction with the physical world, especially in skulking. With NS1, there's only so much you can do with bhop, circle strafing, and wall jumping. Now, maybe if this was improved so that you could use combinations of keys or keystrokes to create different movement effects... for example, double-jump from the wall would make you jump further than you normally would (weaker than leap, but always unlocked) perhaps with some cost to adrenaline. It would work from all surfaces. This would allow skulks to be more difficult to track in close combat and would add a new dimension to skulking that competitive players could work on mastering for a long time. Combined with intuitive bhopping, these ideas would really make me not want to miss out on NS2.

    Other alternatives (by now some WS players might be catching on to me) are a side-jump button that would allow any alien life-form except Onos to quickly do a short lateral jump in a particular direction of strafing movement without having to turn using the mouse.

    Hopefully the marine movement won't be crippled in NS2 just to allow walker skulks can catch up... instead, it would be much more fun if skulks would be boosted a little bit with these types of ideas so it is more fun to battle.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1699635:date=Feb 6 2009, 09:47 AM:name=Sarisel)--><div class='quotetop'>QUOTE(Sarisel @ Feb 6 2009, 09:47 AM) <a href="index.php?act=findpost&pid=1699635"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really wish there was more room for interaction with the physical world, especially in skulking. With NS1, there's only so much you can do with bhop, circle strafing, and wall jumping. Now, maybe if this was improved so that you could use combinations of keys or keystrokes to create different movement effects... for example, double-jump from the wall would make you jump further than you normally would (weaker than leap, but always unlocked) perhaps with some cost to adrenaline. It would work from all surfaces. This would allow skulks to be more difficult to track in close combat and would add a new dimension to skulking that competitive players could work on mastering for a long time. Combined with intuitive bhopping, these ideas would really make me not want to miss out on NS2.

    Other alternatives (by now some WS players might be catching on to me) are a side-jump button that would allow any alien life-form except Onos to quickly do a short lateral jump in a particular direction of strafing movement without having to turn using the mouse.

    Hopefully the marine movement won't be crippled in NS2 just to allow walker skulks can catch up... instead, it would be much more fun if skulks would be boosted a little bit with these types of ideas so it is more fun to battle.<!--QuoteEnd--></div><!--QuoteEEnd-->
    At first I thought you were suggesting adding skill move combos like D, DR, R + Punch(which wouldn't work because they would just be scripted/macroed to oblivion) but I like your actual suggestion a whole lot better :-) Adding depth to the combat with short jumps and other dodges and wall-jumps would be interesting.
  • RhodriRhodri Join Date: 2003-06-21 Member: 17575Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Since over 9000% of the replies to this thread will be from people who have no concept of balance, game design, and certainly not organized play, I will spend entire minutes of my free time summarizing the good points made as they come in, that is if the onos that is homework doesn't eat me first.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Quite a generalisation there wouldn't you say? To be honest I'd expect people who actually bother posting on these forums to <i> In general </i> be people who feel quite passionately about the game, and to have played NS1 to a sufficient degree to grasp how the balance between the teams works better than an average player (then again I guess I'm just generalising in the opposite direction now - damn you hypocrisy!).

    Anyway to the subject, all of the 'minigames' you listed weren’t really implemented by design, but rather were either indirect flaws of the engine or players working out the best way to servive as with circle strafing or wall hopping for example. The best way I can think to encourage the growth of these kind of quirky, yet enjoyable (and extremely useful) 'minigames' is to follow Sarisel's line of thinking - that is more player interactions with their environments (personally I'd love it if players could knock objects over to use as temporary cover or to slow an enemy down for example), as well as a more intuitive and responsive control system.

    How to design this is I think the main problem. B-hopping for example is great in that it is a skill to master and takes patience and practice to learn. On the flipside of this it gives good players an even bigger advantage over newer inexperienced players than they already had, which can leave a very bad first impression with a player. If there's two distinctly different kinds of players, could two different control sets work? E.g. Warhawk (It had an easy mode, where using the right stick performed automatic, and quite cool looking evasive manoeuvres, but sacrificed complete control - or a pro mode which gave you full flight control). As for how this could be implemented in a FPS environment however I'm not so sure how or even if it could work.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1699649:date=Feb 6 2009, 11:32 AM:name=Rhodri)--><div class='quotetop'>QUOTE(Rhodri @ Feb 6 2009, 11:32 AM) <a href="index.php?act=findpost&pid=1699649"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyway to the subject, all of the 'minigames' you listed weren’t really implemented by design, but rather were either indirect flaws of the engine or players working out the best way to servive as with circle strafing or wall hopping for example.<!--QuoteEnd--></div><!--QuoteEEnd-->
    FYI the ability to wall vaunt was explicitly coded into NS. It was rather late in development too, 3.0 I think.
  • GaussWaffleGaussWaffle Join Date: 2008-02-22 Member: 63708Members
    <!--quoteo(post=1699650:date=Feb 6 2009, 09:39 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Feb 6 2009, 09:39 AM) <a href="index.php?act=findpost&pid=1699650"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->FYI the ability to wall vaunt was explicitly coded into NS. It was rather late in development too, 3.0 I think.<!--QuoteEnd--></div><!--QuoteEEnd-->

    pardon my french, but what's wall vaunt?
  • marksmarks Join Date: 2008-07-28 Member: 64720Members
    <!--quoteo(post=1699650:date=Feb 6 2009, 04:39 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Feb 6 2009, 04:39 PM) <a href="index.php?act=findpost&pid=1699650"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->FYI the ability to wall vaunt was explicitly coded into NS. It was rather late in development too, 3.0 I think.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You misunderstand, he's talking about wallhopping not jumping off a wall with spacebar. Wallhop is like ... basically bunnyhopping. Except along a wall instead of the floor. Doesn't really count in this discussion though really since theres only about 5 players MAX in the world who can actually do it properly and consistantly.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1699655:date=Feb 6 2009, 12:05 PM:name=marks)--><div class='quotetop'>QUOTE(marks @ Feb 6 2009, 12:05 PM) <a href="index.php?act=findpost&pid=1699655"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You misunderstand, he's talking about wallhopping not jumping off a wall with spacebar. Wallhop is like ... basically bunnyhopping. Except along a wall instead of the floor. Doesn't really count in this discussion though really since theres only about 5 players MAX in the world who can actually do it properly and consistantly.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ah I did see someone do that once, up the broken tram tunnel from the middle hive on ns_lost. I think it would have been more prominent if wall vaulting had been implemented earlier because I remember thinking it was pretty powerful.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    <!--quoteo(post=1699638:date=Feb 6 2009, 10:03 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Feb 6 2009, 10:03 AM) <a href="index.php?act=findpost&pid=1699638"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->At first I thought you were suggesting adding skill move combos like D, DR, R + Punch(which wouldn't work because they would just be scripted/macroed to oblivion) but I like your actual suggestion a whole lot better :-) Adding depth to the combat with short jumps and other dodges and wall-jumps would be interesting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hopefully it gets implemented, since right now the skulk seems to be underdeveloped in NS1 in terms of movement capability. Regardless, some players have done very well with it - but this will add so much more.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    <!--quoteo(post=1699655:date=Feb 7 2009, 03:05 AM:name=marks)--><div class='quotetop'>QUOTE(marks @ Feb 7 2009, 03:05 AM) <a href="index.php?act=findpost&pid=1699655"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You misunderstand, he's talking about wallhopping not jumping off a wall with spacebar. Wallhop is like ... basically bunnyhopping. Except along a wall instead of the floor. Doesn't really count in this discussion though really since theres only about 5 players MAX in the world who can actually do it properly and consistantly.<!--QuoteEnd--></div><!--QuoteEEnd-->
    sounds epic, got a vid?
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    I'm actually not even sure what you're talking about Marks. Is it a chained wallhop that arcs back into the wall using airspeed?
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1699799:date=Feb 8 2009, 11:37 PM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Feb 8 2009, 11:37 PM) <a href="index.php?act=findpost&pid=1699799"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm actually not even sure what you're talking about Marks. Is it a chained wallhop that arcs back into the wall using airspeed?<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's how I've seen it. It each jump "landed" back on the same wall; I don't know if you could do it between multiple walls. I'm also not sure if the person I saw was able to "bhop" with it, just go faster than normal running speed.
  • DrummerDrummer Join Date: 2004-02-18 Member: 26654Members
    edited February 2009
    it sounds like a bhop between the floor and the wall. prolly start with a normal bhop on the floor, and turn it into the wall WITHOUT crouch held down like normal, and just jump + strafe away + mouse curve when you hit the wall, then hop back towards the wall when you hit the floor. but since theres a small vault away from the wall when you jump, i wonder if it would push you too far away to get back to the wall in 1 jump. plus you might not get high up on the wall enough. it seems like you would have to hit the wall at the peak of your jump in order to get the furthest push off it. so it might be 2 jumps on the floor to every push off the wall

    but then again i cant try this in-game atm, so i might be completely wrong
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--quoteo(post=1699590:date=Feb 6 2009, 12:52 AM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Feb 6 2009, 12:52 AM) <a href="index.php?act=findpost&pid=1699590"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><div align="right">Summary</div>

    <div align="center">Movement</div>

    Wigglewalk and sidestrafe add something to do when you would otherwise be in a boring state of holding w, as does bhop.<!--QuoteEnd--></div><!--QuoteEEnd-->It's not that simple. The point of these things -assuming that 'sidestrafe' is wallstrafe (strafing perpendicularly into a wall and holding forward for a speed boost)- is that they are hidden exploits. They are not in the manual and even watching someone running much faster than you along a wall doesn't implicity explain how it's done.

    This impacts negatively on both newbies, AND on level designers, since most/some level designers may not be aware of these exploits and will only discover a Marine is getting to a key location too fast through 3rd-party testing (and even this relies on the tester knowing the exploit), instead of being able to test map limits themself.

    Wallstrafe is a bug but it can be solved. It's present in Source as well but it has a very easy fix (I'm told, I don't know what the fix is exactly). There is no reason for it to be in NS. When you're walking there should be sufficient interest such as checking corners, using voice menus/hotkeys/mic to communicate, *listening*, checking the map, checking the scoreboard, etc.

    The bottom line: wallstrafing affects map layout and room design (trick jumps), and it serves no real benefit to the game other than giving tech-heads another trick up their sleeve they don't really need or deserve (and it also nerfs newbies unfairly). It is not skill-based, other than using it to get short bursts of speed to get to otherwise inaccessible areas, which in most cases is not really that much of a demonstration of skill. Any trick jumps of this type currently designed (or otherwise present) in current maps are obtuse, and there's no reason they could not be replaced with a more valid trick jump in NS2.

    I can't think of any valid argument for keeping wallstrafe. It's non-transparent, it gives an unfair, unworked advantage (no matter how marginal) to those in the know, and it makes level design that little bit more complex for no real reward.

    ---

    Wigglewalking is not in character, it's positive effects are very slight, and it's also non-transparent. Most of the time it's better to perform a different movement altogether. I also can't see any valid reason for keeping it in the game.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    <!--quoteo(post=1699825:date=Feb 9 2009, 11:00 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Feb 9 2009, 11:00 PM) <a href="index.php?act=findpost&pid=1699825"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's how I've seen it. It each jump "landed" back on the same wall; I don't know if you could do it between multiple walls. I'm also not sure if the person I saw was able to "bhop" with it, just go faster than normal running speed.<!--QuoteEnd--></div><!--QuoteEEnd-->
    how did he maintain height during the arcs?
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited February 2009
    By looking a little bit up, when jumping off the wall.

    Wallhopping looks great, but in the end it only helps against marines that aren't used to it.
    A simple walljump on the other hand always comes in handy in certain situations, when you need to accelerate faster towards your opponent, for example, when you attack from an ambush spot, or when you move up a wall in a fight, instead of dodging/circle strafing, and walljump over a marine's head to throw off his aim and attack his back.
    It also helps to drop faster from a ceiling than just pressing +duck and letting gravity do its work.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    <!--quoteo(post=1699897:date=Feb 10 2009, 12:36 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Feb 10 2009, 12:36 PM) <a href="index.php?act=findpost&pid=1699897"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->wall of text<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree whole heartedly, also I think marine bhop adds nothing to the game besides nonsensical human based movement.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1699915:date=Feb 10 2009, 11:55 AM:name=steppin'razor)--><div class='quotetop'>QUOTE(steppin'razor @ Feb 10 2009, 11:55 AM) <a href="index.php?act=findpost&pid=1699915"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also I think marine bhop adds nothing to the game besides nonsensical human based movement.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You got the nonsensical human based movement part right. Nevertheless, you might actually want to try to understand the movement aspects before claiming that they add <b>nothing</b> to the game. Of course it depends whether you referred marine bhop as the nonstop hopping or the present limited system, but it's still wrong to completetly ignore the gameplay aspects of it.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1699919:date=Feb 10 2009, 07:59 AM:name=Bacillus)--><div class='quotetop'>QUOTE(Bacillus @ Feb 10 2009, 07:59 AM) <a href="index.php?act=findpost&pid=1699919"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You got the nonsensical human based movement part right. Nevertheless, you might actually want to try to understand the movement aspects before claiming that they add <b>nothing</b> to the game. Of course it depends whether you referred marine bhop as the nonstop hopping or the present limited system, but it's still wrong to completetly ignore the gameplay aspects of it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    QFT.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    <!--quoteo(post=1699897:date=Feb 9 2009, 09:36 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Feb 9 2009, 09:36 PM) <a href="index.php?act=findpost&pid=1699897"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[Wallstrafe] impacts <strike>negatively</strike> positively on both newbies, AND on level designers, since most/some level designers may not be aware of these exploits their map will be terrible anyway so it doesn't matter <strike>and will only discover a Marine is getting to a key location too fast through 3rd-party testing (and even this relies on the tester knowing the exploit)</strike>, and since third party testing is the only way to know if a map is good, this is the way it should be. Good mappers will use it to their advantage to make maps more interesting, and newbies will enjoy it once they realize how easy it is to perform. It should probably be added to the manual.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Fixed.

    <!--quoteo(post=1699897:date=Feb 9 2009, 09:36 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Feb 9 2009, 09:36 PM) <a href="index.php?act=findpost&pid=1699897"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The bottom line: wallstrafing affects map layout and room design (trick jumps), and it serves no real benefit to the game other than giving tech-heads another trick up their sleeve they don't really need or deserve (and it also nerfs newbies unfairly). It is not skill-based, other than using it to get short bursts of speed to get to otherwise inaccessible areas, which in most cases bla bla bla I hate good players<!--QuoteEnd--></div><!--QuoteEEnd-->

    The reason it's good isn't because it's skill-based, it's something to do at intervals of rest. Otherwise you would have literally nothing to do but hold w in some cases, which is boring.

    If you're not aware, boredom is not good gameplay. You're welcome to suggest something to replace it - which is the point of this thread.
  • GaussWaffleGaussWaffle Join Date: 2008-02-22 Member: 63708Members
    edited February 2009
    You can always give yours fingers a workout and quickly tap "a" and "d" back and forth, that increases speed marginally, and has been the difference in key situations for me before

    I've always found that even when I'm just running along, my senses are still doing a lot of work. Checking peripherals on screen, listening for sounds, and constantly doing the jump-look back-to maintain forward ground speed maneuver are things I always find myself doing as a marine. Lets just say it's not completely boring.
  • marksmarks Join Date: 2008-07-28 Member: 64720Members
    <!--quoteo(post=1699825:date=Feb 9 2009, 01:00 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Feb 9 2009, 01:00 PM) <a href="index.php?act=findpost&pid=1699825"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's how I've seen it. It each jump "landed" back on the same wall; I don't know if you could do it between multiple walls.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is how it's done, and yes you can do it between multiple walls if they're close enough together.


    <!--quoteo(post=1699912:date=Feb 10 2009, 11:14 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE(pSyk0mAn @ Feb 10 2009, 11:14 AM) <a href="index.php?act=findpost&pid=1699912"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wallhopping looks great, but in the end it only helps against marines that aren't used to it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Okay, I'd like to see you try and hit a wallhopping phil. It's more of a distraction/lolyoucanthitme than something you do to get speed to kill marines. Really good as a distraction technique.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1699991:date=Feb 11 2009, 03:00 AM:name=marks)--><div class='quotetop'>QUOTE(marks @ Feb 11 2009, 03:00 AM) <a href="index.php?act=findpost&pid=1699991"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That is how it's done, and yes you can do it between multiple walls if they're close enough together.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I once somehow pulled this off while wiping out a squad of Marines. Not sure how I did it, there was a lot of jumping and mid-air biting. I had to since the corridor's floor was mined. After they all died I stopped, congratulated myself, and while leaving stepped on a mine. =[
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    <!--quoteo(post=1699919:date=Feb 10 2009, 10:59 PM:name=Bacillus)--><div class='quotetop'>QUOTE(Bacillus @ Feb 10 2009, 10:59 PM) <a href="index.php?act=findpost&pid=1699919"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You got the nonsensical human based movement part right. Nevertheless, you might actually want to try to understand the movement aspects before claiming that they add <b>nothing</b> to the game. Of course it depends whether you referred marine bhop as the nonstop hopping or the present limited system, but it's still wrong to completetly ignore the gameplay aspects of it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I didn't mean to start a bhop discussion here, but I still disagree and think that it adds nothing to the game besides a way you can have skillz to move around the map faster by jumping. ( <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> is a different story)
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1699996:date=Feb 10 2009, 10:42 PM:name=steppin'razor)--><div class='quotetop'>QUOTE(steppin'razor @ Feb 10 2009, 10:42 PM) <a href="index.php?act=findpost&pid=1699996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didn't mean to start a bhop discussion here<!--QuoteEnd--></div><!--QuoteEEnd-->
    I doubt that.
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