And again, no one complains about fades blink-hopping all over the map even though they're exploiting airspeed hops infinitely more than skulks ever will.
It's almost like the objections to bunny hop are based around how hard it is to configure, rather than the mechanic itself.
But that can't be, because if that were true, then people in games like Quake, and Warsow, and Jedi Knight wouldn't have any problem with bunny hop and would see it as a normal part of gameplay.
<!--quoteo(post=1694814:date=Dec 1 2008, 10:37 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Dec 1 2008, 10:37 PM) <a href="index.php?act=findpost&pid=1694814"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, that's what they were saying, isn't it? Make it accessible and you make it acceptable.<!--QuoteEnd--></div><!--QuoteEEnd--> How is it accessible to the Quake crowd and not accessible to the NS crowd? Braindead much?
<!--quoteo(post=1694823:date=Dec 2 2008, 12:51 AM:name=aNytiMe)--><div class='quotetop'>QUOTE(aNytiMe @ Dec 2 2008, 12:51 AM) <a href="index.php?act=findpost&pid=1694823"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How is it accessible to the Quake crowd and not accessible to the NS crowd? Braindead much?<!--QuoteEnd--></div><!--QuoteEEnd--> I don't know, I haven't played Quake or any of the other noted games to any real degree, so I don't know what it is that makes them different in the first place. You could ask Radix, I guess.
<!--quoteo(post=1694854:date=Dec 2 2008, 05:37 AM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Dec 2 2008, 05:37 AM) <a href="index.php?act=findpost&pid=1694854"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because in Quake you don't need to type
<!--quoteo(post=1694942:date=Dec 3 2008, 12:01 AM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Dec 3 2008, 12:01 AM) <a href="index.php?act=findpost&pid=1694942"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You shouldn't need to completely relearn mousing to use a normal gameplay mechanic.<!--QuoteEnd--></div><!--QuoteEEnd--> mwheeldown is a non-essential key. Nobody is asking anybody to rebind mouse1 to kill.
So in addition to thinking that players should be required to tweak settings to perform basic gameplay movement in NS, are you also of the opinion that bhop should not be given a queued jump mechanic in NS2, and that this unnecessary barrier should be extended to all future games?
<!--quoteo(post=1694953:date=Dec 3 2008, 01:52 AM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Dec 3 2008, 01:52 AM) <a href="index.php?act=findpost&pid=1694953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So in addition to thinking that players should be required to tweak settings to perform basic gameplay movement in NS, are you also of the opinion that bhop should not be given a queued jump mechanic in NS2, and that this unnecessary barrier should be extended to all future games?<!--QuoteEnd--></div><!--QuoteEEnd--> I was merely arguing against your point of NS1 bunnyhopping being inaccessible out of the box. <i>Anyone</i> can learn to bunnyhop, it's just a question of motivation.
Ok fair enough, but there's no reason not to include the unmotivated in a game's target market unless it damages the gameplay (which a queued jumping system wouldn't).
<!--quoteo(post=1695017:date=Dec 3 2008, 07:40 PM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Dec 3 2008, 07:40 PM) <a href="index.php?act=findpost&pid=1695017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok fair enough, but there's no reason not to include the unmotivated in a game's target market unless it damages the gameplay (which a queued jumping system wouldn't).<!--QuoteEnd--></div><!--QuoteEEnd--> You have to put roughly as much effort into learning to use queued jump as you do into using the mouse wheel. Also, queued jump never felt as smooth, because I usually hold space a lot earlier than I'd start spinning the wheel.
Comments
It's almost like the objections to bunny hop are based around how hard it is to configure, rather than the mechanic itself.
But that can't be, because if that were true, then people in games like Quake, and Warsow, and Jedi Knight wouldn't have any problem with bunny hop and would see it as a normal part of gameplay.
Oh wait...
How is it accessible to the Quake crowd and not accessible to the NS crowd? Braindead much?
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->alias +3jumps "+jump; wait; -jump; wait; +jump; wait; -jump; wait; +jump"
alias -3jumps "-jump"
bind mouse2 +3jumps<!--c2--></div><!--ec2-->
before you start playing the game.
I don't know, I haven't played Quake or any of the other noted games to any real degree, so I don't know what it is that makes them different in the first place. You could ask Radix, I guess.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->alias +3jumps "+jump; wait; -jump; wait; +jump; wait; -jump; wait; +jump"
alias -3jumps "-jump"
bind mouse2 +3jumps<!--c2--></div><!--ec2-->
before you start playing the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've never had to type that in NS to bunnyhop.
bind mwheeldown +jump
THE END
mwheeldown is a non-essential key. Nobody is asking anybody to rebind mouse1 to kill.
I was merely arguing against your point of NS1 bunnyhopping being inaccessible out of the box. <i>Anyone</i> can learn to bunnyhop, it's just a question of motivation.
You have to put roughly as much effort into learning to use queued jump as you do into using the mouse wheel. Also, queued jump never felt as smooth, because I usually hold space a lot earlier than I'd start spinning the wheel.
You can still bind the wheel to jump even in a queued system.