Pages: 1 2 [3] 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 10 post(s) |
Godin Thekiller
shadows of 514
2597
|
Posted - 2014.06.12 18:41:00 -
[61] - Quote
CCP Wolfman wrote:No I was asking about retaining the current vehicle entry system (teleport) but changing vehicle entry points to specific locations on the vehicle rather than it just being anywhere on the vehicle
Huh? oh that. I glazed over that somehow, not sure why my brain likes doing that............
Anyways, it's a step in the right direction, but it shouldn't stay like that imo. If that's all you can pull by release, fine. But it should change to a full animation later on.
Better to actually have something than just saying screw it and not having anything at all.
click me
Blup Blub Bloop. Translation: Die -_-
|
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
506
|
Posted - 2014.06.12 19:14:00 -
[62] - Quote
Maken Tosch wrote: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. I'm currently playing Borderlands 2. There was more than one time-critical situation where I accidentally hopped into the gunner seat because I didn't look at the car correctly.
So no, there is no guarantee for such a system being good. Not to mention that this would require lag to the changing of seat positions - Otherwise it would just be an obnoxious hindrance that requires you to shift positions to drive sometimes.
And really, you can't compare this to Halo. IIRC Halo has invulnerable vehicles and they definitely don't cost you ingame money. Ever wondered what happens if a swarmer is locking your LAV and you are trying to save it, but accidentally hop into the passenger seat? |
Godin Thekiller
shadows of 514
2597
|
Posted - 2014.06.12 19:18:00 -
[63] - Quote
Sole Fenychs wrote:Maken Tosch wrote: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. I'm currently playing Borderlands 2. There was more than one time-critical situation where I accidentally hopped into the gunner seat because I didn't look at the car correctly. So no, there is no guarantee for such a system being good. Not to mention that this would require lag to the changing of seat positions - Otherwise it would just be an obnoxious hindrance that requires you to shift positions to drive sometimes. And really, you can't compare this to Halo. IIRC Halo has invulnerable vehicles and they definitely don't cost you ingame money. Ever wondered what happens if a swarmer is locking your LAV and you are trying to save it, but accidentally hop into the passenger seat?
Seeing as though the vehicle models are god awful in Borderlands, no surprise there.
click me
Blup Blub Bloop. Translation: Die -_-
|
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
506
|
Posted - 2014.06.12 20:49:00 -
[64] - Quote
Godin Thekiller wrote:Seeing as though the vehicle models are god awful in Borderlands, no surprise there. Borderlands 2 is actually improved, even if it's only moderately not-**** now. |
Godin Thekiller
shadows of 514
2597
|
Posted - 2014.06.12 20:57:00 -
[65] - Quote
Sole Fenychs wrote:Godin Thekiller wrote:Seeing as though the vehicle models are god awful in Borderlands, no surprise there. Borderlands 2 is actually improved, even if it's only moderately not-**** now.
Still pretty ****.
click me
Blup Blub Bloop. Translation: Die -_-
|
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4418
|
Posted - 2014.06.13 08:16:00 -
[66] - Quote
CCP Wolfman wrote:Jaysyn Larrisen wrote:CCP Wolfman wrote:Let's not get too far ahead of ourselves. I think we should be able to walk smoothly over rocks before we start running on walls :-) Not sure if it falls under the movement category but have you guys looked adding movement / animations for getting in and out of vehicles? Not just the infamous LAV teleport but dismounts from HAVs and DS as well. ItGÇÖs something weGÇÖve discussed. ItGÇÖs obviously not just a cosmetic change but also a gameplay one i.e. lavs would have to stop to let people get in them, vehicles would have to be entered from specific positions, you could be shot whilst GÇÿout of controlGÇÖ of your character during a transition etc. Those are all things that need to be considered. ItGÇÖs also a fair chunk of work. Third person animations, first person animations, interaction logic, remodeling vehicle entry points, modeling vehicle interiors etc. ItGÇÖs a fair bit of work that could go in to, for example, animation systems for the drones in Salvage. So at this point itGÇÖs an interesting discussion to have but not a high priority feature.
Immersion and consistency should always be a high priority feature. |
Kincate
DUST University Ivy League
72
|
Posted - 2014.06.14 17:37:00 -
[67] - Quote
Maken Tosch wrote:@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.
You can have a better system for propeling yourself off cliffs and structures. bunny hopping needs to go
1st Legionhare
|
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
507
|
Posted - 2014.06.14 21:54:00 -
[68] - Quote
Bunny hopping is only an issue for console shooters and in games where it actually increases your speed due to engine fuckups. When mouse is the default control scheme, bunny hopping will be pointless because your jumping trajectory is very predictable. Combat diving and fast sidestrafing, however... |
TechMechMeds
Inner.Hell
3578
|
Posted - 2014.06.14 22:37:00 -
[69] - Quote
Please not as fluid as uncharted, just no.
The struggle is real
Confirmed by my toilet
|
Sylwester Dziewiecki
Interregnum.
312
|
Posted - 2014.06.14 23:05:00 -
[70] - 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? Sounds cool. I think it's good 'first step' in direction of entry-animation.
But: 1) We can not control RDV and how vehicle is being deployed on battlefield(in which way vehicle is directed) so it's gonna be very hard for some people to find pilot-entry before someone will destroy their vehicle - especially if they will be in slow suit. So, people that call vehicles, or people that are going to entry to vehicles as first should have 'special powers' and be able to entry as currently. 2) Second thoughts go to situation when someone inside vehicle is switching place, and because of it, he prevent persons from outside to get in.. maybe some vehicles should not have option to switch seat, or some seat should not have that option. For example LAV driver, or passenger can not teleport to gunner seat - I think they should be able to take control over the turret from their place (with some tablet device or something like that :P), but in situations when the distance between one seat and a second one is too 'physically time consuming' it should be prevented.
|
|
Iron Wolf Saber
Den of Swords
15466
|
Posted - 2014.06.14 23:10:00 -
[71] - Quote
http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach
seems interesting and applicable to our own soldier movements.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
|
Aighun
Zumari Force Projection Caldari State
898
|
Posted - 2014.06.14 23:45:00 -
[72] - Quote
Iron Wolf Saber wrote:http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach
seems interesting and applicable to our own soldier movements.
Maybe it seems applicable because that is the exact same link that I posted to start this whole thing off in the first post of the thread?
Please pay attention! FFS... |
|
CCP Wolfman
C C P C C P Alliance
3064
|
Posted - 2014.06.15 03:32:00 -
[73] - Quote
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?
|
|
Godin Thekiller
The Corporate Raiders
2607
|
Posted - 2014.06.15 04:25:00 -
[74] - 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?
Not really. The only ones that can do it is scouts, and even then, Only the Amarr Scout can indefinitely do it (currently anyways). Doesn't really need any changes imo.
click me
Blup Blub Bloop. Translation: Die -_-
|
Aighun
Zumari Force Projection Caldari State
898
|
Posted - 2014.06.15 04:40:00 -
[75] - Quote
CCP Wolfman wrote:No need to get angry Aigun...
Not angry. Something between bemused and exasperated.
Anyway, procedural animation would also be really beneficial for the first person weapon load, re-load, weapon swap animations, and for hip fire and aiming animations. It would potentially allow smaller teams to create more content rapidly once the system is in place.
The segment of the presentation that demonstrated a revolver was a nice illustration of what can be accomplished with that kind of system in a short time. |
Godin Thekiller
The Corporate Raiders
2608
|
Posted - 2014.06.15 04:58:00 -
[76] - Quote
Aighun wrote:CCP Wolfman wrote:No need to get angry Aigun...
Not angry. Something between bemused and exasperated. Anyway, procedural animation would also be really beneficial for the first person weapon load, re-load, weapon swap animations, and for hip fire and aiming animations. It would potentially allow smaller teams to create more content rapidly once the system is in place. The segment of the presentation that demonstrated a revolver was a nice illustration of what can be accomplished with that kind of system in a short time.
That video really interested me. I hope CCP takes all of the resources they can like that to make a well done expeience, sa that seemed to handle well. If they could pull off that falling part, it would be pretty sweet
click me
Blup Blub Bloop. Translation: Die -_-
|
BLOOD Ruler
The Lionheart Coalition
361
|
Posted - 2014.06.15 06:01:00 -
[77] - Quote
Jumping drains stamina a lot,3 jumps is the max even with the amarr scout with the stamina regulator.Decrease stamina cost to the point where 4-5 is and option.
Feel my knives and the pain of the shotgun,while your flesh burns from my remotes.I am the assassin.
|
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
507
|
Posted - 2014.06.15 08:29:00 -
[78] - Quote
TechMechMeds wrote:Please not as fluid as uncharted, just no. Why the hell would you take any cues from Uncharted, aside from the storylines and locales of the first two games? The gameplay is an atrocity based on "we need more snipers to make it more frustrating!" and movement animations can get obnoxious.
CCP Wolfman wrote: 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'd say you should do less. The stamina mechanics really lower the pace of gameplay - Which is fine for the console version, due to the dual-analog setup, but bad for the PC. As I already said, no one will bunny hop anyway, aside from early game jumps out of impatience. (In fact, I'd wager that the short hops are more useful during a gun fight than proper jumps) I feel it will greatly increase the tactical possibilities if people can properly maneuver around obstacles unter duress. A similar thing happened in Crysis, where the second game had energy drain on sprint, while the third didn't, which allowed the third to be fun as balls because you actually had options during a fight and could run away when necessary. Note that the energy bar in that game served more functions than just sprinting - Dust would be more similar if Scanners and other devices ran off the stamina bar. If you actually thought about that possibility... Don't.
In fact, I'd ask you to reconsider many of the mechanics in the game. Like the fact that reloads can be cancelled, meaning that reloading is a no-brainer thing, (Reload whenever possible - If an enemy pops up, just cancel) or if stamina is really necessary. Personally, I'd prefer the "reloading drains your magazine" system, as it really fits the "hardcore" mentality of the EVE universe. Or at least make some guns do that. Or, hell, even the damage profiles. They don't make sense on infantry, because the time to kill is too low (and will always be too low, unless you give us Quake-like TTK or something), player counts are very high (as opposed to, for example, tanks, where I totally approve of damage profiles) and there are no active modules to allow this to add any tactical advantage. (Again, tanks have it) If we had the ability to actually get out of a hot zone when we realize that the enemy has lasers against our shield tank, it might be a different story, even if only Scouts and Minmatar Assaults would be viable for a retreat. (Even then: You'll never find a squad entirely consisting of a single race/damage type, so you'll ALWAYS run into the damage type that kills you most efficiently)
Basically, the ability to jump many obstacles in a short amount of time could increase the moment-to-moment choices that a player can make. There are multiple places in Dust where structures have alternate entries that require jumping - But even scouts need to pause on them before they can move on, which is insanely silly.
Also, stamina is the most blatantly immersion breaking feature of the game. Humans are naturally geared towards endurance and those are supposedly clones full of hardware and drugs to make them superhuman. Normally I don't care much about how realistic things are, but this is just stupid because you explicitly contradict your game mechanics with lore. |
BLOOD Ruler
The Lionheart Coalition
361
|
Posted - 2014.06.15 09:05:00 -
[79] - Quote
Superhuman should have higher limits.
Feel my knives and the pain of the shotgun,while your flesh burns from my remotes.I am the assassin.
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
6063
|
Posted - 2014.06.15 09:06:00 -
[80] - Quote
Godin Thekiller wrote: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?
Not really. The only ones that can do it is scouts, and even then, Only the Amarr Scout can indefinitely do it (currently anyways). Doesn't really need any changes imo.
This isn't necessarily true. Jumping costs stamina based on a percentage, a Scout with stacked cardiac regulators can only jump as many times as a scout without them. This was actually a problem I brought up a long time ago because I think it's artificial and cardiac regulators -should- increase jumping capability since it's increasing stamina.
If a guy is sacrificing that many low slots to bunny hop, he's probably not going to have too much in the way of defenses anyway
Useful Links
Aeon Amadi for CPM1
|
|
BLOOD Ruler
The Lionheart Coalition
363
|
Posted - 2014.06.15 09:20:00 -
[81] - Quote
Increase bunnyhopping power.No seriously do it.Why should 3 be the limit for jumping
Feel the pain of my knives and the piercing pain your skull has felt to my pistol.I am the Assassin.
|
Aighun
Zumari Force Projection Caldari State
899
|
Posted - 2014.06.15 16:46:00 -
[82] - Quote
Bunny hoppingGǪ
Bunny hopping is a non issue. There is no such thing as bunny hopping in Dust 514, and never has been, There also won't be bunny hopping in legion.
For reference: http://en.wikipedia.org/wiki/Bunny_hopping
Yes, players can exploit animations to make themselves difficult to hit. In an FPS it is the developers job to take this basic fact of gaming into consideration when designing movement systems.
The real question is, "Should characters be able to jump repeatedly?"
The obvious answer is, "Yes."
Next thing you have to look at, then, is how that repeated jumping should actually work.
Stamina management is a related mechanic, but a separate issue. I think that there should be stamina management in Legion. It allows for deeper and more interesting character building. Also an area that can be used to balance various types of builds. It could be a really interesting aspect of team play if CCP ever introduce anything like buffs/ debuffs. And it would also help to flesh out the Universe of New Eden. If all characters have a stamina bar built in from day 1, you could use that to simulate the effects of differing gravity on different planets.
Going off on a slight tangent here, but in EVE Valkyrie, the team has mentioned that different ship classes will have different advantages and disadvantages on different turfs. In legion, the same thing could be accomplished with stamina management. It is a running joke when talking about science fiction film and tv that every single planet that anyone ever goes to is always almost exactly 9.78 m/s-¦. But all of the different planets, even the temperate planets, all have different mass and size, and therefore gravity. But your drop suit could simulates "normal" gravity at the cost of stamina.
Back to so called bunny hopping. Repeated jumping. Dust 514 solved the problems that crop up with repeated jumping by capping them with a depleting stamina bar. A simple, basic solution. A game like Titan Fall allows players to move so quickly and fluidly and traverse the maps so effortlessly that repeated jumping is never an issue. There is no such thing as stamina management in that game. Legion should come up with it's own, up do date and future proof movement system.
A system based on the idea that in general characters can traverse every square inch of the terrain and installations. And that each type of dropsuit will do so in its own unique way.
And then make some basic rules for each of the different types of suits. Apologies in advance for going full armchair game design in 3GǪ 2GǪ 1...
Put together a basic set of movements over terrain. Flat ground, undulating ground, steep slope, low obstacles, rocks or cliffs. Walk, jog, fast run, vault, clamber, climb.
Scout suit can: walk, jog, fast run, vault, clamber, fast clamber, climb, fast climb, and has the ability to climb walls.
Assault suit can: walk, jog, fast run, clamber, climb, but cannot climb walls,
and so on.
What about jumping, and repeat jumping?
Scout suit cannot repeat jump! What? A scout suit is designed for fast and continuous running at very low cost to stamina. The scout suit jump does not cost much stamina, but is a high arc, 4 meter jump and can only be made from a full fast run. The landing has some frames of compression, where the , and going from landing to full run takes a lot longer than going from walk to full run. Scout suit can combo their jump with wall climbingGǪ Can they wall run? Will legion go full parkour? who knows.
A heavy suit cannot jump, at all. A heavy can get over curbs and railings and vault without movement or stamina penalties. But no jumping. Suit just isn't designed to move like that. Also no fast run. Sorry, heavies.
And the assault suit can bunnyhop. If you want to call it that. But repeatedly spamming the jump button while moving in the same direction will get you a series of slow, predictable jumps kind of like a kid playing hopscotch. The assault can make fast, low arc leaps or by rapidly changing directions, but each leap in a different direction costs stamina.
That is a huge amount of work. Does CCP Shanghai have the resources to put together something that involved using more traditional techniques and their current engine? Probably not. WIll any of those proposals actually work and make interesting, balanced gameplay, or would they just be broken and as prone to abuse asGǪ Bunnyhopping? Who knows. But project legion will be a much better game in the long run if CCP get over some of these legacy FPS issues that keep cropping up and design movement specifically for legion. So, even though every drop suit should be able to traverse all of the terrain in a map, the game will be that much richer and engaging if they all do it in their own specific way. And repeat jumping is just one kind of movement. It isn't a bad thing in and of itself, but why not design the jumps to be a unique part of legion's FPS gameplay? Rather than using a generic template for all suits and then get bogged down in trying to figure out how many jumps are too many.
|
Maken Tosch
DUST University Ivy League
8769
|
Posted - 2014.06.15 17:36:00 -
[83] - 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.
|
Maken Tosch
DUST University Ivy League
8769
|
Posted - 2014.06.15 17:41:00 -
[84] - 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.
|
Sylwester Dziewiecki
Interregnum.
312
|
Posted - 2014.06.15 19:17:00 -
[85] - Quote
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
|
Maken Tosch
DUST University Ivy League
8774
|
Posted - 2014.06.15 19:33:00 -
[86] - 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.
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
6066
|
Posted - 2014.06.15 20:44:00 -
[87] - Quote
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.
Useful Links
Aeon Amadi for CPM1
|
Maken Tosch
DUST University Ivy League
8775
|
Posted - 2014.06.16 00:07:00 -
[88] - 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.
|
Kincate
DUST University Ivy League
73
|
Posted - 2014.06.16 00:37:00 -
[89] - Quote
I was in early beta, bunny hoping was one among many problems. Frankly right now no one is saying it is a balance issue, it is just both stupid looking and a wholly outdated mechanic to have. If you are worring about low obsticles take the time and develop obsticle interaction, vaulting over something looks better than the bunny hops. If you arent going to do it because it is time consuming that is something by itself, but if you want immersion you need mechanics which allow you to interact with your enviornment.
1st Legionhare
|
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
509
|
Posted - 2014.06.16 10:21:00 -
[90] - Quote
Kincate wrote:I was in early beta, bunny hoping was one among many problems. Frankly right now no one is saying it is a balance issue, it is just both stupid looking and a wholly outdated mechanic to have. If you are worring about low obsticles take the time and develop obsticle interaction, vaulting over something looks better than the bunny hops. If you arent going to do it because it is time consuming that is something by itself, but if you want immersion you need mechanics which allow you to interact with your enviornment. How the **** is the ability to jump an outdated mechanic? It's a vital aspect of scout gameplay to be able to scale terrain by jumping over it.
Also, stupid-looking? Seriously? There are many stupid looking things in Dust and jumping around is not one of them. In fact, it looks awesome to see someone scale heights and distances with long jumps. And jumping into cover is completely valid, though it should have its own animation to make it look more dynamic. |
|
|
|
|
Pages: 1 2 [3] 4 :: one page |
First page | Previous page | Next page | Last page |