Nooo, Keep Old Jumping
strife
Join Date: 2003-05-18 Member: 16445Members
ffs dont change to jumping, when i get bored i jump around, when aliens try to eat me i jump as hell... i actually stoped playing cs because they changed the jump, it wasent funny anymore cuz when u waited for something all u had to do is walking around like an idiot...
JUMP JUMP!!!! FFS!!!!!! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
JUMP JUMP!!!! FFS!!!!!! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Comments
exactly, that has to stop
exactly, that has to stop<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
... why?
Jumping is of great importance for a FPS game.
I guess this change might lead to many peope leaving NS
Aside from that, my opinion can be read elsewhere.
And if you leave because of it... too bad for you.
A vague idea is not a good qualification for a credible opinion, especially if it is an extreme opinion.
That aside, the new jumping in 1.1i has a more 'realistic' feel then the jumping in CS; when I say realistic, I mean that it doesn't noticably handicap you, it feels right.
And FYI, NS is very atmosphere orientated. Yes, gameplay does come before atmosphere in my book, but these two aspects of a game should enhance each other, not compete with each other.
True. I am just expressing concerns, no need to get personal. kthx
Elaborate, please.
Oh, and, for the record, I have played pretty much exlusively FP action titles for the last five years now.
Elaborate, please.
Oh, and, for the record, I have played pretty much exlusively FP action titles for the last five years now.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
pwned.
Elaborate, please.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I said so because you were refering mainly to atmosphere and realism while Eats is concerned about gameplay, like most of the other NS players are as well.
Well, but if the PTs agree that it does not handicap the gameplay...
But I think there are other ways to remove b-hopping as opposed to the CS-style "jump-and-break-both-your-legs-upon-landing" method. I'm not a programmer, but others have mentioned decreasing movement speed in the air or introducing a DoD style stamina bar.
Jumping around when a dog sized alien is trying to rip your legs off doesn't seem that strange to me. We're dealing with a sci-fi mod here: what about the possibility that the gravity in the locations is a little less than normal Earth gravity? Also with the marine hitboxes apparently being fixed jumping around will not give much of an advantage in 1.1 given that skulks will be able to bite legs. Factor in that your aim is going to be absolutly horrible and realise that jumping around, NOT bunny-hopping, is neither unbalancing or, in my opinion, un-atmospheric. A smart marine in 1.1 I believe will not hop around trying to avoid a skulk at his ankles. He will stand his ground when he sees a skulk and try to nail it at a distance, backing away without jumping.
The problem is bunny-hopping. I see no reason why jumping itself should be so horribly crippled.
True. I am just expressing concerns, no need to get personal. kthx<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I wasn't trying to 'get personal', I was just expressing my opinion. If I did want to make it personal (which I don't), I would be direct about it and I probably would do it somewhere that wasn't the forums <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
nah, I wasn't refering to you.
When i first started playing online fps's i saw bhoping and all the tricks people were doing and i thought "damn, i gotta learn how to do that" and so i practiced. But newbies today just look at it and go "o thats dumb, why can't he stand still so its easy for me to kill him" and so they complain.
WTH is up with that
WTH is up with that<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
well in NS, your example is evasive jumping, not bhopping, but ok...
For a newbie, it isn't that they want you to be "easy" to kill, they want it to be "possible". they come up behind you in a corridor or an open space like refinery, and sink their teeth in, the next frame should definately not be you 15 feet away accelerating away from them (faster than they can run <i>forwards</i>) while keeping your gun trained on their face. period. and don't say it screws up your aim, because after practicing enough to pull it off you know exactly how to correct for your movement (without even thinking about it) and compare that to a skulk who has to <b>keep contact</b> with you to do damage and i don't think you can say you're at a disadvantage by doing it.
For a pro (i.e. a non-newbie) its a similar problem, you have the jump on a marine and in a wide open space the thing which decides if you kill him or not is whether he messes up his bouncing away from you. you get one bite, but for that kind of superior positional play you should get the kill; not only if he fails to leap away from you far enough, you should get it no problem.
And the thing you said about if you removed acceleration mid-air it would solve bhopping, its not entirely how bhopping works, and you'd lose an unecessary degree of air-control if you just did that.
Also on that topic, a marine jumping backwards <i>now</i> goes the same speed as a marine walking backwards. though i guess if you really cared you could learn how to bhop backwards and go a bit faster... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> the problem now is that you can jump forward, turn round and keep hopping and you don't lose any speed, meaning you can carry on backwards firing perfectly accurately at a slightly-higher-than-skulk-running-speed. hmmm
oh and yeah, for the record I can bhop and jump evasively, and have done since the days of Q1. Where this whole insane problem started lol.
Point is, I don't mind if the jumping is changed. I'm already playing the way the new patch is intending.
Point is, I don't mind if the jumping is changed. I'm already playing the way the new patch is intending.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
NS community needs more people like this dude!
But the problem is, if they're jumping then their legs are not in contact with the ground, which means you yourself have to jump to hit them. You're committing yourself to the attack, and if you miss then you end up a huge distance from each other. And then you have a problem - you have to close the distance again to even have another chance at attacking, while the marine trains their lmg on you and enjoys the nice range advantage. Factor in the number of bites required when the marine is wearing armor, and fun times are not had by all. The thing is, hopping never used to be as much of a problem as it is now - clearly players are seeing how useful it is, and copying others. And getting good at it. But we've been constantly told that the game is not about that, it should be about tactics and strategy more than a lone marine being able to run around the map racking up kills in CQB. If the way the game is being played does not fit in with the overall vision, then changes are probably going to be made to fix it.
As far as atmosphere goes... it's cliched, but I'm sure we can all draw a few parallels with the Alien movies. Now tell me this - would the Alien movies have worked if the marines etc had been hopping around, easily dodging alien attacks and maintaining a distance of 15 feet most of the time? The skulks are supposed to be all about fast, agile movement, and this is reflected by their attacks being melee ones. Marines are supposed to be focussed on teamwork, and keeping the enemy at a distance with their ranged weapons while covering each other - not about performing acrobatics while accurately firing weapons. It's not a John Woo movie, y'know
Jumping is of great importance for a FPS game.
I guess this change might lead to many peope leaving NS<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<span style='color:white'>Try again. This time respectful, please.</span>
Deja vu! Everyone said the same thing on the CS 1.4 forums.
Now, if the parallel holds true, the next wave of posts will accuse Flayra of being a sellout because he removed bunnyhopping. (No bunnyhopping = sellout.)
Deja vu! Everyone said the same thing on the CS 1.4 forums.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah, and that's what many people did...
Jumping to the side is the only way to win a skulk fight as a marine. Don't give me tha "you can shoot far away" crap, because 90% of the maps are close quarters.
Jumping to the side is the only way to win a skulk fight as a marine. Don't give me tha "you can shoot far away" crap, because 90% of the maps are close quarters.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Close-quarters if it were marine vs marine, but when you're a skulk it's only close-quarters if you're close enough to bite. Try skulking against a decent marine who can see you coming, you probably won't get anywhere near them.
Deja vu! Everyone said the same thing on the CS 1.4 forums.
Now, if the parallel holds true, the next wave of posts will accuse Flayra of being a sellout because he removed bunnyhopping. (No bunnyhopping = sellout.)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> *<b>LoL</b>* SO true! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Don't forget threats to boycott v1.1, refuse to upgrade and run v1.04 servers, and of course threats of leaving NS all together declaring this change as the "end-of-all-skill-in-NS".