<!--QuoteBegin-Nemesis Zero+Feb 26 2005, 10:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Feb 26 2005, 10:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Reeke+Feb 26 2005, 03:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reeke @ Feb 26 2005, 03:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> maybe even the return of the view flipping when on the roof? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Return? that was never in any public version, out of respect towards people with weak stomaches. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It should be a toggleable option which is off to begin with. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> People with the weak stomachs dont have to play with it on.
as long as recoil isn't added - ie - the game stays Deathmatch stylee rather than changing to slow paced 'tactical' type things like CS/Dod then it'll all be good..
<!--QuoteBegin-shanks+Feb 26 2005, 11:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (shanks @ Feb 26 2005, 11:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> as long as recoil isn't added - ie - the game stays Deathmatch stylee rather than changing to slow paced 'tactical' type things like CS/Dod then it'll all be good.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Meh, I could see the game working with SOME tactical weapons, as long as the deathmatchy weapons remained a nessicary staple.
The reason why I still play HL mods (such as NS) is because of the "screwy" movement (as nemo called it). It's alot of fun to master and use the HL1 movement code... it adds another level to the game, apart from aiming and tactical knowledge, and that's great in my opinion.
I wouldnt play NS hadnt it been for HL1 gameplay physics...
[edit]In terms of tactical ability etc I'd bet games such as CS and DoD are better, and what's really cool about NS is the melee vs ranged matchup, where both have to use the movement code to their best ability to come out ahead... it's great <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I think NS already has tactical weapons. Mines are the tactical weapons of any DM game. Set a trap in advance of your enemy and force him into it. Sounds like tactics to me I mean. And the welder? Horrible weapon to kill something with, but really useful when used as a team effort and to enable changes in overall map strategy. I'd even say hand nades and the nade launcher are tactical, since you can hardly expect to DM very well with the things. They are great for vents and hiding spots though. Tactical.
<!--QuoteBegin-Flayra+Feb 25 2005, 07:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Feb 25 2005, 07:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Nemesis Zero+Feb 25 2005, 04:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Feb 25 2005, 04:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As for bhopping, we said it before, we'll say it again, it won't survive the port to another engine. Neither will wallstrafing and all the rest. There are better, intrinsic ways of getting balance and skill into the game - we'll go that way. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> For the record, we haven't made an official decision on this yet (not to my knowledge at least!). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes we all love you flayra! Keep the bunnyhopping! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Air control makes the alien side that much more unique than the cliche "bullfight" situation of rines sidesteping an unknown lifeform lunging at them. It adds a whole new level of skill and ability to them, along with unprodicability. I'd really hope at the very least, even if Bhopping is removed, air control stays. It's just so damn cool to be able to adjust yourself mid-air and attack that much more unprodictably.
I dont think that we can properly judge how playing as aliens in NS:S would play out. There might be some unique thing about HL2 just as cool as bunnyhopping, but you'll just have to wait and see.
by 'tactical' i didn't mean that NS is without tactics... far from it
I meant that there is typically a very distinct difference between Sci-Fi style FPS (eg NS, Quake, Unreal etc), and the more realistic based games (eg CS, DoD, MOHAA)...
Most people wouldn't refer to CS as a deathmatch game... I don't know what you'd refer to it in that sense, but rarely do you hear it get called a DM game... NS has a DM style (ie fast pace, no recoil) yet maintains a high level of strategy - that mix is brilliant - it would be a killer change to the game (in my opinion) to slow it down and add recoil!!
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
i can see ns with recoil working very well. i would be all for trying it out. and on the subject of bunnyhopping, i really dont see any reason to keep it. if it is removed then skulks could possibly have a small speed increase. that way you wouldnt have a few people who can get going really fast while the rest of the team is just going normal speed. it would help people stick together, and still be balanced.
people forget that bunnyhopping != fun. theres no reason to quit the game because an engine bug you enjoy exploiting is fixed. and if you do decide to quit for this reason, good luck in life quiting when being forced to play as fair as anyone else.
obuhNot Quite Smart at NSJoin Date: 2003-03-31Member: 15072Members, Constellation
To each his own I guess. For me, bhop == fun. As for naming it "exploit", why isn't out of the game several years after its release ? Only the speed is capped back to 1.7 * max. speed at each jump. It's very easy to remove, and every mod can change the movement code to remove it. So why is it still in the game ?
I really like the way movement in HL1 feels, and the various movement tricks. I was disappointed when I played HL2, because movement felt a lot less enjoyable, with less control, and a way to gain speed which I found silly ("OLOLOL press forward and jump").
I will probably not enjoy a port of the mod much if it doesn't have this HL1 feeling I love so much.
<!--QuoteBegin-6john+Feb 26 2005, 03:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john @ Feb 26 2005, 03:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i can see ns with recoil working very well. i would be all for trying it out. and on the subject of bunnyhopping, i really dont see any reason to keep it. if it is removed then skulks could possibly have a small speed increase. that way you wouldnt have a few people who can get going really fast while the rest of the team is just going normal speed. it would help people stick together, and still be balanced.
people forget that bunnyhopping != fun. theres no reason to quit the game because an engine bug you enjoy exploiting is fixed. and if you do decide to quit for this reason, good luck in life quiting when being forced to play as fair as anyone else. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Recoil isn't in because it's hard enough to hit a fade/skulk/lerk.
Bunnyhopping is fun. Bunnyhopping adds variety to normal movement. Leave bunnyhopping in.
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 17590Members
<!--QuoteBegin-Mendasp+Feb 25 2005, 05:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Feb 25 2005, 05:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> With making ragdolls optional you guys mean extending the development process, right? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes. Extending it to make the game <i>better</i>.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
i was implying that the game without bunnyhopping would still be fun. bunnyhopping does not make this game fun.
and i said it was an engine exploit, meaning that because of the old movement characteristics you can do that, it wasnt intended. mods leave it in because people would whine if it was taken out, or in a very few circumstances it might fit, such as being a skulk. but just because it might fit, doesnt mean it is necessary.
<!--QuoteBegin-6john+Feb 26 2005, 04:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john @ Feb 26 2005, 04:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i was implying that the game without bunnyhopping would still be fun. bunnyhopping does not make this game fun. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> bhop + engine feel make up a HUGE part of what I consider fun.
For example the difference from CS to CS:S isn't that big really, with changed models and graphics, except for the engine. The physics and feel of the game are just so amazingly different from CS 1.6 I can't stand playing CS:S. I hope at least some HL2 mods use HL1-style gameplay physics. It makes a huge difference...
<!--QuoteBegin-6john+Feb 26 2005, 04:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john @ Feb 26 2005, 04:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bunnyhopping does not make this game fun. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> But it does. Even without the speed boost, the ability to control yourself mid-air and make yourself go not just WHERE you want to go, but HOW you want to end up there is amazing. It's one of the most enjoyable aspects of the game, for just almost anyone who does it.
aonomusDedicated NS Mastermind (no need for school)Join Date: 2003-11-26Member: 23605Members, Constellation
<!--QuoteBegin-Flayra+Feb 25 2005, 05:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Feb 25 2005, 05:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ragdolls in Source sound great to me, as long as we didn't add a weapon that allowed you to fling the bodies around make piles out of them. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well ragdolls from a onos charge or gore would rock, especially if you fell and had to wait a second to get back up if you hit a wall or something.... not to mention if you died from a onos gore as a marine scouts around a corner... freaky
I want them to make being digested by an onos more graphic, something better than a bed square with a black hole in it, and you should be able to fight your way out
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
<!--QuoteBegin-aonomus+Feb 26 2005, 03:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aonomus @ Feb 26 2005, 03:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Flayra+Feb 25 2005, 05:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Feb 25 2005, 05:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ragdolls in Source sound great to me, as long as we didn't add a weapon that allowed you to fling the bodies around make piles out of them. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well ragdolls from a onos charge or gore would rock, especially if you fell and had to wait a second to get back up if you hit a wall or something.... not to mention if you died from a onos gore as a marine scouts around a corner... freaky <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I want the ragdolls just so Fade and Lerk kills will be more satisfying, and the shotgun will become even more fun than it already is(fling bodies back? YES SAH!)
Bunnyhopping, nosegrinding, wallstrafing and the rest of those are non-intuitive movement. They're movement methods you can't expect reasonable people to expect to work from simply playing the game, which is why they should be removed.
That said, if the devs could come up with some intuitive ways of movement, I'd be all for that. Air control, for instance, strikes me as fine. It's fairly intuitive.. you're in the air, you change direction, and voila you're moving that direction. Not a problem. A reasonable person could expect that might work, even if it's not realistic.
I'd love to see better methods of skulk movement though, such as when you jump, you jump in the direction you're facing. Want to jump to the ceiling? Look up and jump. Want to jump sideways off of a wall? Look that way and jump. Want to jump straight forward? Go ahead.. but it doesn't do much -- friction still applies.
To avoid a total thread hijack: Nem's pointed out that the no-gore rule applies to official maps only.. any mappers/texture folks interested in seeing what they can do in NS without worrying about that rule? I don't think gore is necessary, but I do kind of wonder what it might be like on a good map.
<!--QuoteBegin-Kwil+Feb 26 2005, 10:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Feb 26 2005, 10:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bunnyhopping, nosegrinding, wallstrafing and the rest of those are non-intuitive movement. They're movement methods you can't expect reasonable people to expect to work from simply playing the game, which is why they should be removed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Actually they do become rather intuitive after a while. If you while you play notice that you gain speed by looking slightly down when running, youwill start doign this. If you while you play notice that you gain speed by strafing into walls, you will start doing this. If you see other people bunnyhop around, you will question why, find out why and (possibly) start doing ti yourself.
I've found that after a while I've gained a 'feel' of how the engine works, and for me, nosegrinding, wallstrafing and glidejumping is highly intuitive, because I can 'feel' what happens when I do it right...
And I disagree that you cant work it out by playing the game. You can see it as an extension of the rules, where the "rule" is air control, and bunnyhopping is a derivate you can learn by studying the techniques of better players.
Gore, no gore, makes no difference to the price of cheese!
What i mean, young people these days see all sorts on TV and Video.
And tbh, looking at both HL1 and HL2's cases, both are 15+, which means, these kids who play have parents who don't care what age rating the games they play have, so (and by god i hate to use logic, cause its so wierd!! (cat has 4 legs, therefore all creatures with 4 legs are cats!)) logic dictates they don't mind them watching allsorts on TV either. Personally for HL2 based games, I'd turn of any effects that diminish playability thru valves ignorant use of FP24 where the GF FXs will use FP32 causing video lag.
<!--QuoteBegin-Kwil+Feb 26 2005, 10:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Feb 26 2005, 10:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bunnyhopping, nosegrinding, wallstrafing and the rest of those are non-intuitive movement. They're movement methods you can't expect reasonable people to expect to work from simply playing the game, which is why they should be removed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Playing a video game for starters is non-intuitive. Using a mouse to direct your view and 4 keys to control your movement isn't the most natural thing in the world either.
<!--QuoteBegin-Nemesis Zero+Feb 27 2005, 02:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Feb 27 2005, 02:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And once again for good measure:
<b>We don't care about the rating all that much. It's a design decision.</b>
Do me a favor and stop arguing against what you think we will say for long enough to read the actual points, will you? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You miss understand me completely...
I meant, it doesn't matter either way, design decision or not, if there was gore, people would likely turn it off in favour of higher FPS.
And I don't see where I argued about anything either :/
Its an old saying here "Whats that got to do with the price of cheese in china?!" Meaning "So what?"
<!--QuoteBegin-Kwil+Feb 26 2005, 10:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Feb 26 2005, 10:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bunnyhopping, nosegrinding, wallstrafing and the rest of those are non-intuitive movement. They're movement methods you can't expect reasonable people to expect to work from simply playing the game, which is why they should be removed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Looking up information outside of game will help you in game. It's that simple. It's like that for EVERY game and it always will be, regardless of bhop. Turning off mouse accel, getting custom crosshairs, adjusting your sensitivity (generally lower = better), and general knowledge about how much damage/life things have all improve your game and I don't think anyone would argue for removing all this stuff.
Comments
Return? that was never in any public version, out of respect towards people with weak stomaches. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It should be a toggleable option which is off to begin with. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> People with the weak stomachs dont have to play with it on.
Meh, I could see the game working with SOME tactical weapons, as long as the deathmatchy weapons remained a nessicary staple.
I wouldnt play NS hadnt it been for HL1 gameplay physics...
[edit]In terms of tactical ability etc I'd bet games such as CS and DoD are better, and what's really cool about NS is the melee vs ranged matchup, where both have to use the movement code to their best ability to come out ahead... it's great <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
For the record, we haven't made an official decision on this yet (not to my knowledge at least!). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes we all love you flayra! Keep the bunnyhopping! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
agreed <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
by 'tactical' i didn't mean that NS is without tactics... far from it
I meant that there is typically a very distinct difference between Sci-Fi style FPS (eg NS, Quake, Unreal etc), and the more realistic based games (eg CS, DoD, MOHAA)...
Most people wouldn't refer to CS as a deathmatch game... I don't know what you'd refer to it in that sense, but rarely do you hear it get called a DM game... NS has a DM style (ie fast pace, no recoil) yet maintains a high level of strategy - that mix is brilliant - it would be a killer change to the game (in my opinion) to slow it down and add recoil!!
people forget that bunnyhopping != fun. theres no reason to quit the game because an engine bug you enjoy exploiting is fixed. and if you do decide to quit for this reason, good luck in life quiting when being forced to play as fair as anyone else.
I really like the way movement in HL1 feels, and the various movement tricks. I was disappointed when I played HL2, because movement felt a lot less enjoyable, with less control, and a way to gain speed which I found silly ("OLOLOL press forward and jump").
I will probably not enjoy a port of the mod much if it doesn't have this HL1 feeling I love so much.
people forget that bunnyhopping != fun. theres no reason to quit the game because an engine bug you enjoy exploiting is fixed. and if you do decide to quit for this reason, good luck in life quiting when being forced to play as fair as anyone else. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Recoil isn't in because it's hard enough to hit a fade/skulk/lerk.
Bunnyhopping is fun. Bunnyhopping adds variety to normal movement. Leave bunnyhopping in.
Yes. Extending it to make the game <i>better</i>.
and i said it was an engine exploit, meaning that because of the old movement characteristics you can do that, it wasnt intended. mods leave it in because people would whine if it was taken out, or in a very few circumstances it might fit, such as being a skulk. but just because it might fit, doesnt mean it is necessary.
bhop + engine feel make up a HUGE part of what I consider fun.
For example the difference from CS to CS:S isn't that big really, with changed models and graphics, except for the engine. The physics and feel of the game are just so amazingly different from CS 1.6 I can't stand playing CS:S. I hope at least some HL2 mods use HL1-style gameplay physics. It makes a huge difference...
But it does. Even without the speed boost, the ability to control yourself mid-air and make yourself go not just WHERE you want to go, but HOW you want to end up there is amazing. It's one of the most enjoyable aspects of the game, for just almost anyone who does it.
Well ragdolls from a onos charge or gore would rock, especially if you fell and had to wait a second to get back up if you hit a wall or something.... not to mention if you died from a onos gore as a marine scouts around a corner... freaky
p.s. FIRST POST
Well ragdolls from a onos charge or gore would rock, especially if you fell and had to wait a second to get back up if you hit a wall or something.... not to mention if you died from a onos gore as a marine scouts around a corner... freaky <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I want the ragdolls just so Fade and Lerk kills will be more satisfying, and the shotgun will become even more fun than it already is(fling bodies back? YES SAH!)
That said, if the devs could come up with some intuitive ways of movement, I'd be all for that. Air control, for instance, strikes me as fine. It's fairly intuitive.. you're in the air, you change direction, and voila you're moving that direction. Not a problem. A reasonable person could expect that might work, even if it's not realistic.
I'd love to see better methods of skulk movement though, such as when you jump, you jump in the direction you're facing. Want to jump to the ceiling? Look up and jump. Want to jump sideways off of a wall? Look that way and jump. Want to jump straight forward? Go ahead.. but it doesn't do much -- friction still applies.
To avoid a total thread hijack: Nem's pointed out that the no-gore rule applies to official maps only.. any mappers/texture folks interested in seeing what they can do in NS without worrying about that rule? I don't think gore is necessary, but I do kind of wonder what it might be like on a good map.
Actually they do become rather intuitive after a while. If you while you play notice that you gain speed by looking slightly down when running, youwill start doign this. If you while you play notice that you gain speed by strafing into walls, you will start doing this. If you see other people bunnyhop around, you will question why, find out why and (possibly) start doing ti yourself.
I've found that after a while I've gained a 'feel' of how the engine works, and for me, nosegrinding, wallstrafing and glidejumping is highly intuitive, because I can 'feel' what happens when I do it right...
And I disagree that you cant work it out by playing the game. You can see it as an extension of the rules, where the "rule" is air control, and bunnyhopping is a derivate you can learn by studying the techniques of better players.
What i mean, young people these days see all sorts on TV and Video.
And tbh, looking at both HL1 and HL2's cases, both are 15+, which means, these kids who play have parents who don't care what age rating the games they play have, so (and by god i hate to use logic, cause its so wierd!! (cat has 4 legs, therefore all creatures with 4 legs are cats!)) logic dictates they don't mind them watching allsorts on TV either. Personally for HL2 based games, I'd turn of any effects that diminish playability thru valves ignorant use of FP24 where the GF FXs will use FP32 causing video lag.
<b>We don't care about the rating all that much. It's a design decision.</b>
Do me a favor and stop arguing against what you think we will say for long enough to read the actual points, will you?
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Playing a video game for starters is non-intuitive. Using a mouse to direct your view and 4 keys to control your movement isn't the most natural thing in the world either.
Lets get rid of that.
<b>We don't care about the rating all that much. It's a design decision.</b>
Do me a favor and stop arguing against what you think we will say for long enough to read the actual points, will you? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You miss understand me completely...
I meant, it doesn't matter either way, design decision or not, if there was gore, people would likely turn it off in favour of higher FPS.
And I don't see where I argued about anything either :/
Its an old saying here "Whats that got to do with the price of cheese in china?!" Meaning "So what?"
Looking up information outside of game will help you in game. It's that simple. It's like that for EVERY game and it always will be, regardless of bhop. Turning off mouse accel, getting custom crosshairs, adjusting your sensitivity (generally lower = better), and general knowledge about how much damage/life things have all improve your game and I don't think anyone would argue for removing all this stuff.