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Thread Statistics | Show CCP posts - 10 post(s) |
Maken Tosch
DUST University Ivy League
8761
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Posted - 2014.06.12 03:03:00 -
[1] - Quote
CCP Wolfman wrote:Some good points and hilarious videos there!
I had a thought of something that could be done with a minimum of work that may help alleviate the problems somewhat. It would be pretty easy to change the entry rules for the LAV (and any other vehicle) so they are placed in specific positions i.e. doors and rear turret.
It doesn't solve all issues but may be an improvement. Thoughts?
I would suggest taking a page from the Halo series. In Halo, your character is forced to undergo a boarding animation if you wanted to get into a vehicle. The same was true for getting out of it. This is that players won't just simply pop out of their vehicle, shoot you in the face with a Brute Shot, and then instantly disappear into the vehicle to drive away. Unfortunately Dust doesn't have this mechanic in place at all and as a result we have heavies driving around popping out of LAVs, instantly melting you with the HMG, and then disappearing into the LAV to escape.
Also, in Halo, where you sat in the vehicle is heavily dependent on where you are boarding from. If you board from the right side of a Warthog, you ended up on the passenger seat. If you boarded a Scorpion Tank from the front, you end up sitting on the turret. We should have the same principle in Legion.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8764
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Posted - 2014.06.12 11:13:00 -
[2] - Quote
Sole Fenychs wrote:I love how the Dust boards almost never actually answer the devs directly, and instead just post random semi-insults.
Restricting driver entry to one side would be more annoying than useful.
Just make a hack-like progress bar when you enter a vehicle, which requires you to hold down the boarding button. It's longer for heavier suits. This directly counters the driveby HMG issue and is functionally similar to an actual animation, meaning that it can be considered a placeholder for later additions to the syste,.
No, it won't be annoying. It's practical. Halo has proven that multiple times and no one complained about the restrictions to vehicle entry.
Besides, it makes absolutely no sense to be able to hop into the driver seat when you're just standing by the front bumper or appear in the driver seat first when you're boarding from the passenger side.
Such a restriction serves two practical proposes. It makes the game look more realistic in terms of movement and it also makes the game balanced in terms of dealing with the annoying habit that some heavies in LAVs have been doing in DUST so far.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8764
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Posted - 2014.06.12 14:21:00 -
[3] - Quote
Kincate wrote:CCP Wolfman wrote:The idea is to start simple and build up. First smoother movement over undulating terrain. Second, help characters 'vault' over fence like objects. This is somethingwe can probably calculate based on the jump height so a heavy would get less help than a scout. We'll have to wait and see once we start to work on it. So if you do this can you get rid of bunny hopping? The ability to propel yourself off a roof great, vault over objects fantastic, slide, go prone, take cover, these are all good things. Jumping abitrarily in the air in a lame attempt to aviod fire.... lame.
Bunny hopping is no problem at all as long as stamina continues to exist. On top of that, stamina in DUST depletes faster as you consecutively jump. This prevents players from constantly bunny hopping. Even on Amarr scout, the stamina still drains at a relatively similar rate when hopping like all other suits. You might get an extra jump or two but after that you opened yourself up to be Swiss cheese to a plasma rifle. Better to just sprint away than hop.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8764
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Posted - 2014.06.12 16:34:00 -
[4] - Quote
@kincate
Jumping is only lame when bunny hopping. But when it comes to jumping off cliffs or structures, we still need it. These are super suits after all.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8769
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Posted - 2014.06.15 17:36:00 -
[5] - Quote
Bunny hopping was never an issue in Dust as many people already pointed out during the past 2 years of Dust's development. Even during closed beta, bunny hopping was extremely limited.
Keep in mind that jumping takes a percentage of your stamina. To make things more difficult, the percentage increases rapidly as you repeatedly jump non-stop. As a result, even a maxed out Amarr Scout with complex cardiac regulators won't be able to jump any more than maybe once more before they are completely drained of any stamina they had. At that point, they are 100% vulnerable to anyone with a gun because not only have they lost any stamina to jump more, they are also incapable of sprinting away to safety. And with the stamina recharge delay, you can't mash the sprint button to get away either.
This forces even the high-stamina players like the Amarr Scouts and Minmatar Scouts to carefully plan their attacks and their retreats. They have to be tactical about it rather than just blindly jump and hope for the best.
Again, because of the above-mentioned mechanic that Dust has, bunny hopping was a non-issue and anyone who tells you otherwise was obviously not paying attention to what's really going on in the code. And since Legion will be on the PC, it's much easier to deal with bunny hoppers because of the precision granted by the mouse versus that of a console controller.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8769
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Posted - 2014.06.15 17:41:00 -
[6] - Quote
CCP Wolfman wrote:No need to get angry Aigun, letGÇÖs try and keep the conversation pleasant please. It is indeed a great talk, seeing how the character animations are built up piece by piece is fascinating.
I think we can probably put the vehicle entry animation discussion to rest now. WeGÇÖve talked about the pros, cons and edge cases. I think itGÇÖs something we can return to and discuss in a more structured way when we are in a position to actually consider working on it.
First comes making core infantry movement smooth across undulating terrain and over small obstacles.
One point that has come up a few times here is bunny hopping. I see some of you guys feel it is an issue whilst others do not. As you know we limit it currently using stamina cost for jumping and an increased cost per jump within a window of x. Do you think we need to go further?
I don't believe for a second that we need to go further than that.
The jumping mechanic as we see in Dust 514 is nearly perfect at the moment. The reason I say nearly is because I shouldn't need to jump a 6-inch curb.
But beyond that, bunny hopping is perfectly under control in Dust.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8774
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Posted - 2014.06.15 19:33:00 -
[7] - Quote
Sylwester Dziewiecki wrote:I'm playing as a gallente scout for a while, and I agree with most thing that was told here. Once I try to make full proto BunnyHopping-fit, I don't remember exact numbers except that I was able to make 5 jumps and sprint for half match without resting(it was so stupid - IRL it's challenging to sprint extremely fast for longer than 2 minutes). I would like to see separation between sprinting and jumping, it would be so cool if those both things would not be depended on just one source(stamina) but on two. Some actions like crossing railings would consume both of them but not in way that jumping is more efficient. Also I would like to see Sniper Sway implemented to this mechanic(some-how) like in other games when you hold your breath and cross stop swaying for short amout of time. Beside, stamina or other rechargeable source should have impact on Inertia dampeners, because I think it is too safe for now. This mechanic should have a greater margin of error. Player should be able to turn it on when ever he wishes, but if he will turn it on too early or too late, he will not land safely. Everyone should be able to cross small obstacles(to size of railings) without having to jump, It should be flowing to them and not consume too much rechargeable 'powers', but at the same point players should not be able to do it forever, theres should be some boundaries. Heavy should not be able to hop, or jump in Legion - they do not need it, they are brick of health points already and as soon as they will be able to defeat railings they do not need to jump. ..and I run out of ideas
No. Jumping and Sprinting needs to rely on the same source of stamina.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8775
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Posted - 2014.06.16 00:07:00 -
[8] - Quote
Aeon Amadi wrote:Maken Tosch wrote:
No. Jumping and Sprinting needs to rely on the same source of stamina.
I don't disagree but it is kinda botch that applying cardiac regulators doesn't increase your stamina for jumping. It's a pain in the butt trying to jump over a six inch ledge then suddenly not having any stamina left to continue sprinting because the initial jump took way more than necessary. There's a part of the Caldari Biomass Outpost where a bunch of crates are stacked next to a wall, trying to go over that is damn near a death sentence if you don't have a full bar of stamina.
Which is why I see it as important to address the issue of having to jump a 6-inch curb. I shouldn't have to jump over something that small. If that can be solved, the vast majority of sprinting problems will be gone.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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