b205 Skulk movement feedback
elodea
Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
So this has been bugging me for a while with the jump as fast as you can mechanic -
It causes skulks to not use ceilings or full use of walls as there is a limited height off the wall you can ever jump off due to the speed boost incentives. This generally means very small timing windows between touching the wall and touching the floor.
<b>Problem</b>
<i>The current system punishes you for what you do, instead of what you don't do.</i>
Easy to learn, hard to master? Its definitely harder to master now which is good, but its by no means easy to learn anymore with near perfect jump timing required to maintain any sort of speed whatsoever.
I absolutely agree that any movement needs to be macro proof to some extent, however the punishment this kind of system necessitates is kinda not fun (clipping straight back to 7) and the tolerance is also way too low. For example, pressing space in almost 1 second intervals will cause the anti exploit to kick in and clip your speed to 7, but having a macro spam jump in such large intervals was never an issue nor was it exactly effective.
<b>Suggestion</b>
A possible solution to bypass the entire issue might be to bring back slight timing delay for walljump. I believe you can do so intuitively using the sound feedback that already occurs when you stick to walls e.g. jump x time after wall stick sound plays. Right now the wall-stick sound feedback is pretty redundant and useless as you need to jump at the same time it plays anyway.
Please don't take this as 'its too hard' QQ feedback. I really enjoy learning skulk movement, but currently theres no room for just relaxing and having fun jumping around - you either get the timing perfect or you don't. I just think theres a difference, and a balance between hard to master and hard punishment.
It causes skulks to not use ceilings or full use of walls as there is a limited height off the wall you can ever jump off due to the speed boost incentives. This generally means very small timing windows between touching the wall and touching the floor.
<b>Problem</b>
<i>The current system punishes you for what you do, instead of what you don't do.</i>
Easy to learn, hard to master? Its definitely harder to master now which is good, but its by no means easy to learn anymore with near perfect jump timing required to maintain any sort of speed whatsoever.
I absolutely agree that any movement needs to be macro proof to some extent, however the punishment this kind of system necessitates is kinda not fun (clipping straight back to 7) and the tolerance is also way too low. For example, pressing space in almost 1 second intervals will cause the anti exploit to kick in and clip your speed to 7, but having a macro spam jump in such large intervals was never an issue nor was it exactly effective.
<b>Suggestion</b>
A possible solution to bypass the entire issue might be to bring back slight timing delay for walljump. I believe you can do so intuitively using the sound feedback that already occurs when you stick to walls e.g. jump x time after wall stick sound plays. Right now the wall-stick sound feedback is pretty redundant and useless as you need to jump at the same time it plays anyway.
Please don't take this as 'its too hard' QQ feedback. I really enjoy learning skulk movement, but currently theres no room for just relaxing and having fun jumping around - you either get the timing perfect or you don't. I just think theres a difference, and a balance between hard to master and hard punishment.
Comments
I agree with the OP though.
Still needs some polishing. I don't really know what to do about it. The stickiness is certainly off.
Bite delay after leaping was increased recently it seems. I don't know whether it's good or bad yet, have to see.
WIP, etc.
You mean jump? I don't play with default binds. I jump from mouse2 and space is the movement modifier key for extra stickiness.
Back in 198 the skulk was spamming detections for nearby walls all the time, that's when the stickiness felt just right. But in 199 it was changed so that it checks for walls only when your speed suddenly drops (I think). This helps with server/client performance, but the stickiness feels a bit odd at times.
Back in 198 the skulk was spamming detections for nearby walls all the time, that's when the stickiness felt just right. But in 199 it was changed so that it checks for walls only when your speed suddenly drops (I think). This helps with server/client performance, but the stickiness feels a bit odd at times.<!--QuoteEnd--></div><!--QuoteEEnd-->
Jump yes. It shouldn't be too heavy on performance to do an extra collision check when jumping.
Ah ok. Nice to know!
However, its a problem when floor jumping especially when wall jumping from the very bottom of a wall or from a wall next to an upward sloping ramp (due to the nature of having to jump off walls as fast as you can) onto the floor where you need to press space twice and twice only and be so incredibly precise in the short period otherwise you lose speed.
That's why I was pushing for a later series tribes approach. Hold space to keep momentum and choosing the path you are going to take should be where the skills come in. The people who advocate that "You have to be able to press the button with good timing" are really advocating "I don't want people with lesser machines to participate."
I think that's a pretty daft outlook on the jumping system. NS2 is expected to run well later so the system is equal for everyone. Nothing is intentionally made to give advantage to those who have better fps, it's just a side effect for now.