Lack of jump momentum/inertia
PSA
Join Date: 2009-10-21 Member: 69107Members
Am I the only one bothered by the lack of momentum/inertia when you jump? Its kind of unnerving to be able to change directions mid air as a marine, and counter intuitive to what I'm used to in FPS games. A while ago I just chalked it up to Alpha/early Beta but it doesn't seem like its getting removed? Unless I'm missing something.
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later you will be able to research proper leap which will allow you to jump/run leap just like in ns1
but yes the marine movement is a bit strange currently
However, I think player movement details, no matter how minor play a huge role in the feel of the game. Obviously the game isn't finished, but these details add up and really have a bad impact on gameplay.
Marine jumping does really feel weird in its current state.
I'm plenty patient. I can wait. My priorities aren't the dev's ;)
<!--quoteo(post=1821672:date=Jan 5 2011, 09:38 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Jan 5 2011, 09:38 PM) <a href="index.php?act=findpost&pid=1821672"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's called air control and back in the day was in every FPS.<!--QuoteEnd--></div><!--QuoteEEnd-->
lol.
But yes, like much of an FPS is an approximation to real life - doing things however you can so that they're intuitive and produce results, even if the method isn't so true to life - jumping is in the same vein. Just as mouselook, where, due to limited controls, your -entire body, head, eyes, and gun- move as one, is an unrealistic approximation to movement and firing that effectively produces the same simulated result; air control makes up for the fact that due to the limitations of the controls, you cannot jump exactly where you choose to jump as you would be able to in real life (you're limited by the eight cardinal directions, relative to your viewpoint; and a standard jump distance) - with air control, although unrealistic in practice, it simulates the same result - you jump where you choose to.
If you jump, can you change direction in middle of air? No.
If you jump, can you jump again in middle of air? No.
So, why a marine will change direction of the jump in mid-air if it's not a real thing, and why an skulk should leap in mid-air if has nothing on what push himself...
I always found that mid-air change of path is a little strange. It is nice on a comic based game but not on a game with a certain level of reality. Don't get me wrong, I don't know if UWE will add this or not, it just feel strange to me.
As for the skulk, no matter I miss the leap in mid-air, now it works like this. So, you have to be more skilled to master the leap. Short leap to the wall, ceiling, floor; long leap over the marines and fall behind them. It is really fun to perform that.
Just because you can't change directions mid air doesn't mean there isn't air control. I don't recall NS1 having that level of ridiculous air control, nor do other "arcade style shooters" I play like Dystopia for example. In fact, the best air-control and movement control has always come from timing jumps and air strafes correctly, working with a constant in-air momentum not wiggling around in mid air (see bhopping or backwards jump-180-turn, etc)
Does it require practice to do? Yes. Does it require understanding of the game physics? Yes. Does it give an advantage? Yes. Does it require good decision making to make it useful? Yes.
I got baited, sorry.
I don't know any single player that master bh without the aid of an script/macro.
Anyway, on topic, I think that the current jump movement is the correct one for the game. You can jump and turn around, but can't change direction in mid-air, which is more realistic and feels great.
Changing direction in mid-air on NS2 is lame. To do this we will have jetpacks. I don't care what other games do, they can be as crappy as they want but NS2 must remain the best.
Then you know very little. Actually you think you know some things, but they're wrong.
Of course, if you go around alone with no combat at all you can do it, even the fact that is incredible difficult to achieve (timing the jump), but I'm talking about real gameplay scenario.
I have talked to many players, real good players, and non of them could do it without an script/macro.
Now, tjosan, if you know a little about bh and how it works on source-gold you should know this. It's the same thing with the flying skulk.
you're wrong. plain and simple. bunny hopping is definably something that requires skill to pull off effectively (if you plan on killing while doing it) and is done without scripts. in fact, scripts are a poor poor gimmick that do not achieve the same results.
i have played against Fatal1ty, the number one fps player out there (quake 3, painkiller, cs etc) and its all he does.
i've been bunny hopping personally since Quake days circa 1996.
in a game that has A) air control to any degree and B) aggregate acceleration
bunny hopping will be possible.
in the words of stewie griffin: "Educate yourself, you fool"
<a href="http://en.wikipedia.org/wiki/Bunny_hopping" target="_blank">http://en.wikipedia.org/wiki/Bunny_hopping</a>
<a href="http://www.youtube.com/watch?v=TlZhDOqlPTc&feature=related" target="_blank">http://www.youtube.com/watch?v=TlZhDOqlPTc...feature=related</a>
I got baited, sorry.<!--QuoteEnd--></div><!--QuoteEEnd-->
Unfortunately it widens the skill gap between players in the same way that people who join the game without having any previous knowledge of the game, it only does more harm than good for public play.
It is also a skill that requires some sort of rebinding/macro/script to be able to access.
It is also a skill that is unintuitive -- it requires out of game instruction in order to determine how to do it.
That said, doing it well is definitely a skill. Just get rid of those last two points, and I'd be all in favor of it.
gonna have to disagree with ya there, slightly..
NS survived not due to public popularity but because of the competitive scene.
this is true for most games which achieve "competitive" stature. after they lose their luster the "hardcore" players remain behind to compete.
in the age of "consolization" (i know i'm going crazy with quotes) its important to remember not to forget the hardcore player fanbase as well. too often these days i see games severely dumbed down for the console age - removing gameplay mechanics which would be considered hardcore for the sake of lessening this skill gap. instead of nerfing or removing skill requiring gameplay mechanics, allow them to be accessible only by extremely difficult means, so to lessen that immediate gap, while also allowing the lesser players an opportunity to achieve this said skill level.
its essentially akin to saying, "well not everyone can do what johnny does. so johnny: stop doing that so other people can enjoy themselves." when johnny is a friggin prodigal student. holding back the talented and skilled doesnt make for an even playing field so much as it does remove the skilled players whom get bored very easily with being held back.
for examples, look towards those games that never inhibited the "hardcore" player.. they still have servers up even if the game is 7 years old etc.
all imho
Apologies to the OP, but this is no longer going into good places.