Do Something About The Exploiters!

gizm0gizm0 Join Date: 2005-01-18 Member: 36353Members
With "exploiters" I mean bhoppers. Imo bhopping is exploiting because it's something that isn't meant to be done, and it's unfair. Some people say it's a feature in HL's (primitive) physics engine, but it's not. I don't think they made such a "feature" on purpose. It's simply about taking advantage of a little flaw in the engine. Now, I know some of you will disagree with me, because you have already acquired the "skill" (of exploiting) with hard practise. Well, I have to confess that I'm a sinner too, I also use bhopping. I find it hard not to use, since some many other players use it. Yet, I think it should be removed.
«1

Comments

  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    it could have been removed.. flayra left it in on purpose, cause he wants it as a feature. though it was removed from marines..
  • obuhobuh Not Quite Smart at NS Join Date: 2003-03-31 Member: 15072Members, Constellation
    I think bhop is cool and doesn't need to be removed. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I remember a time when I would have agreed with the spirit of that post, in that it is an exploit of the engine regardless of whether it should be allowed or not.
    Now I just don't care either way, even though I still can't bunnyhop to any seriously useful degree.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=1739&st=0&#entry21730' target='_blank'>http://www.unknownworlds.com/forums/index....t=0&#entry21730</a>
    Read and learn.
  • SlinkSlink Join Date: 2003-07-01 Member: 17829Members
    aww, jesus, we gotta go into this again?


    quake one engine, which hl1 and therefore NS is based off of, left air-control in on purpose. Because with two movement speeds, you only have two different jump lengths. Real life doesn't have that limitation, because we can have virtually infinite different run speeds, and therefore different jump lengths and heights.

    Also, it provides another piece of skill, something else to learn, which helps add longevity to the game. It's something else to learn, making the game take longer to master. Which makes players stick around longer, and makes the mod more popular.



    Besides, Flayra said it's "in character" fo aliens to bhop. Sooooo, i don't think it's coming out. i'd recommend learning to like it, but that's your decision.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    edited February 2005
    Hi gizm0. We blocked bhopping for marines, but left it in for aliens, it's in so far, and seeing that it has become a fixture of competitive game balance, a tolerated aspect of the game. We wouldn't exactly try to reproduce it on an engine with a better physics system and would prefer to have a more atmospheric skill as a substitute, but well, our day has only got 24 hours, as well.
    Seeing that 'exploiter' rings very close to 'cheater' to many people, I'd appreciate if you didn't call bhoppers so.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    also it would acually be a serious nerf to skulks, its pretty much needed if you wanna close the gap on a half decent marine.

    the only time id be alright without it being removed is if the skulks running speed is raised to 530 without cel and 650 with cel (i hit those with bhop)

    if not, leave it in.
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    I'd prefer the latter option since I've seen entire skulk games solely depend on the ability to bunnyhop (including my own).
  • MaruchanMaruchan Join Date: 2005-02-16 Member: 41397Banned
    edited February 2005
    <span style='color:white'>Strike one.</span>
  • IsamilIsamil Join Date: 2003-11-25 Member: 23552Members, Constellation
    The entire game is not controlled by the skulks ability to bhop. Its more controlled by good ambushing tactics, and getting the second hive/fade/lerk/chambers up fast.
  • ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
    Valve have been aware of this 'bug' in their engine for many, many years.

    If they wanted to fix it they could with ease.

    They haven't, so it is therefore not classified by them as an exploit.
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    <!--QuoteBegin-Isamil+Feb 16 2005, 05:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Isamil @ Feb 16 2005, 05:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The entire game is not controlled by the skulks ability to bhop. Its more controlled by good ambushing tactics, and getting the second hive/fade/lerk/chambers up fast. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    that's not what I said though. I said "I've seen", meaning that in some instances, yes, the entire game was dependent on a bunnyhopping skulks. And I'm pretty sure other people have witness like events. (such as 3 marines vying for a strongpoint or choke hold and lost it due to a bunnyhopping skulk whom would have otherwise, never made it down the hall alive).
  • ChezChez Join Date: 2004-01-05 Member: 25074Members, Constellation
    Learn to bhop if its such a big deal.
  • LucianLucian Join Date: 2004-01-09 Member: 25193Members, Constellation
    <!--QuoteBegin-Chez+Feb 16 2005, 05:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chez @ Feb 16 2005, 05:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Learn to bhop if its such a big deal. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Or just learn to counter it correctly.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    edited February 2005
    Bhopping is kinda goofy looking, I don't mind it in a gameplay way, but it just looks funny and kinda kills the atmoshpere... other then that its totally legit as far as I see.
  • X_StickmanX_Stickman Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
    <!--QuoteBegin-AvengerX+Feb 16 2005, 10:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Feb 16 2005, 10:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bhopping is kinda goofy looking, I don't mind it in a gameplay way, but it just looks funny and kinda kills the atmoshpere... other then that its totally legit as far as I see. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Not really. The aliens aren't stupid, and they're very agile. Makes sense they would bounce all over the place instead of running in a straight line towards a guy with a machine gun.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-Lucian+Feb 16 2005, 05:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lucian @ Feb 16 2005, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Chez+Feb 16 2005, 05:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chez @ Feb 16 2005, 05:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Learn to bhop if its such a big deal. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Or just learn to counter it correctly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> how
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    edited February 2005
    <!--QuoteBegin-TOmekki+Feb 16 2005, 04:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Feb 16 2005, 04:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> how<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    1) <a href='http://www.knifegaming.com/roster/fana104.zip' target='_blank'>Get good crosshairs.</a>
    2) Place crosshair on alien.
    3) Hold down mouse1 until dead.
    4) Repeat Step 3 as neccesary.

    Works *every* time.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    <!--QuoteBegin-X Stickman+Feb 16 2005, 05:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (X Stickman @ Feb 16 2005, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-AvengerX+Feb 16 2005, 10:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Feb 16 2005, 10:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bhopping is kinda goofy looking, I don't mind it in a gameplay way, but it just looks funny and kinda kills the atmoshpere... other then that its totally legit as far as I see. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Not really. The aliens aren't stupid, and they're very agile. Makes sense they would bounce all over the place instead of running in a straight line towards a guy with a machine gun. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> theese guys look like they'd run really fast... and they do run pretty fast,I'm just saying it looks kinda silly that this killer thing with BLADES for limbs... hops around like a little bunny, thats all.
  • obuhobuh Not Quite Smart at NS Join Date: 2003-03-31 Member: 15072Members, Constellation
    Actually you can stop shooting when you estimate that the target received enough bullets to die. There is a delay (it's quite long for me) between the time when the thing dies and when you see him dying. It saves you bullets if you can guess when you can stop so you don't overshoot the enemies, thus keeping your killing potential higher. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
  • MustangMustang Join Date: 2003-06-02 Member: 16930Members
    <a href='http://www.nslearn.org/EpAkFuAuEVdCUYvzLS.shtml' target='_blank'>http://www.nslearn.org/EpAkFuAuEVdCUYvzLS.shtml</a>
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    edited February 2005
    <!--QuoteBegin-Chez+Feb 16 2005, 05:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chez @ Feb 16 2005, 05:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Learn to bhop if its such a big deal. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The incident I described was actually based on my account as a skulk, I was the one who was bhopping and the marines (who should have killed me) could not kill me. I ended up killing all 3 and because of that, directly or indirectly, they lost all chances of winning.
    You should not automatically assume that because of the nature of my post, I do not know how to bhop. Just because I can, does not mean I agree with it.

    as for countering, it can be done, but more often then not, is near impossible. Why do I say this? Consider the following:
    Mappers create certain choke points/map areas that are either pro-skulk (tight corners, tight areas), pro-marine (wide open spaces, long corridors) or a combination of both. Thus, if a mapper designed an area to be pro-marine, but yet a skulk can traverse said area as if it were pro-skulk, then that is a SERIOUS tactical imbalance to both the map and gameplay. Suddenly all areas of the map become pro skulk, and areas where marines would normally dominate become areas of struggle and areas where skulks would normally dominate become areas of slaughter.
    So although, yes, it is counterable, in some instances, whether counterable or not, it seriously imbalances gameplay.

    p.s. and no, most mappers do *not* design maps with bunnyhopping in mind, for if they did, they would not be maps playable on most public servers and would probably see exclusive CAL use only.
  • Travis_DaneTravis_Dane Join Date: 2003-04-06 Member: 15249Members
    <!--QuoteBegin-Slink+Feb 16 2005, 10:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Slink @ Feb 16 2005, 10:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Besides, Flayra said it's "in character" fo aliens to bhop.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Wether or not Flayra has actually said this, I can't help but to disagree. Just the sheer sight of a skulk heading in my direction hopping up and down like a jojo makes me stare at it's redicule. It looks just plain stupid, and is very counter-productive for the 'scary' atmosphere which NS supposedly has. It would be in the best interest of this modification to actually look at this when the developers have time to spare.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    Strangely enough I just love watching a skulk bhop... it just looks so cool if flying like that (more or less).. I don't know why :o
  • HydraHydra Join Date: 2003-06-14 Member: 17366Members, Reinforced - Shadow
    <!--QuoteBegin-R e n e g a d e+Feb 16 2005, 05:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (R e n e g a d e @ Feb 16 2005, 05:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Isamil+Feb 16 2005, 05:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Isamil @ Feb 16 2005, 05:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The entire game is not controlled by the skulks ability to bhop.  Its more controlled by good ambushing tactics, and getting the second hive/fade/lerk/chambers up fast. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    that's not what I said though. I said "I've seen", meaning that in some instances, yes, the entire game was dependent on a bunnyhopping skulks. And I'm pretty sure other people have witness like events. (such as 3 marines vying for a strongpoint or choke hold and lost it due to a bunnyhopping skulk whom would have otherwise, never made it down the hall alive). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    When you say "Some bunnyhopping skulks" you really should note that the skulks skill rather than bunnyhopping itself is the problem. I personally have chowed through 5 marines in a row, and I have been butchered along with 3 skulks by one lmg marine. Its really a matter of skill, because they had plenty of time to shoot, the only factor was their aim and the skulks skill. Bunnyhopping is a skill, and without leap it is a method for evening the odds with the ranged ability of the marines. I may be wrong, but thats how I see it.
  • IsamilIsamil Join Date: 2003-11-25 Member: 23552Members, Constellation
    Bunnyhopping skulks hopping down a hallway are easy to hit, their predicable.
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Travis Dane+Feb 16 2005, 05:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Travis Dane @ Feb 16 2005, 05:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Slink+Feb 16 2005, 10:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Slink @ Feb 16 2005, 10:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Besides, Flayra said it's "in character" fo aliens to bhop.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Wether or not Flayra has actually said this, I can't help but to disagree. Just the sheer sight of a skulk heading in my direction hopping up and down like a jojo makes me stare at it's redicule. It looks just plain stupid, and is very counter-productive for the 'scary' atmosphere which NS supposedly has. It would be in the best interest of this modification to actually look at this when the developers have time to spare. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    He did say it. Check Dragon_Mech's link on the last page.

    BHopping is fine, and as Isa said- its easy to predict.
  • mr_drug_lordmr_drug_lord Join Date: 2005-01-11 Member: 34836Members
    NS cannot be scary practically, because of the entity limit. The supposed to be is in your own mind

    The onos is the only one that looks stupid bhoppin. The gorge always looks stupid

    In renegade's example the problem really is skill differential, assuming no hitbox/lag. You should be exhilarated to finally experience something like this. hahaha
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    <!--QuoteBegin-R e n e g a d e+Feb 16 2005, 06:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (R e n e g a d e @ Feb 16 2005, 06:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> as for countering, it can be done, but more often then not, is near impossible. Why do I say this? Consider the following:
    Mappers create certain choke points/map areas that are either pro-skulk (tight corners, tight areas), pro-marine (wide open spaces, long corridors) or a combination of both. Thus, if a mapper designed an area to be pro-marine, but yet a skulk can traverse said area as if it were pro-skulk, then that is a SERIOUS tactical imbalance to both the map and gameplay. Suddenly all areas of the map become pro skulk, and areas where marines would normally dominate become areas of struggle and areas where skulks would normally dominate become areas of slaughter.
    So although, yes, it is counterable, in some instances, whether counterable or not, it seriously imbalances gameplay.

    p.s. and no, most mappers do *not* design maps with bunnyhopping in mind, for if they did, they would not be maps playable on most public servers and would probably see exclusive CAL use only. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You're missing the whole, "no marine worth being in a clan would get killed by a single skulk bunnyhopping down a long hallway." No seriously, it's only effective against people who don't see it all the time. Clanners expect to see it, so they can kill bunnyhoppers as easily as you can kill a skulk just running at you. So no, bunnyhopping isn't the massive-imbalancer-that-makes-all-games-fall-to-the-aliens that you think it is. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    And you can't design a map with bunnyhopping in mind. That's like trying to design a map with leap in mind. Alien movement can only be described as random and fast; planning for specific bunnyhop paths is both timewasting and futile.
Sign In or Register to comment.