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Buster Friently
Rosen Association
27
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Posted - 2013.02.09 07:21:00 -
[1] - Quote
I'd like to suggest making jumping/hopping take more stamina such that a player had to make a tactical decision whether or not to jump. This would still allow jumping, but not to the degree we currently have.
I know it's an FPS staple to have players hopping all over the place in a firefight, but it looks ridiculous, and is so unrealistic as to be immersion breaking.
I'd like to see players still be able to jump over fences, up hills, etc., but not bunny hopping all over the map while in a firefight.
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Rachoi
HavoK Core
17
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Posted - 2013.02.09 07:27:00 -
[2] - Quote
Buster Friently wrote:I'd like to suggest making jumping/hopping take more stamina such that a player had to make a tactical decision whether or not to jump. This would still allow jumping, but not to the degree we currently have.
I know it's an FPS staple to have players hopping all over the place in a firefight, but it looks ridiculous, and is so unrealistic as to be immersion breaking.
I'd like to see players still be able to jump over fences, up hills, etc., but not bunny hopping all over the map while in a firefight.
gotta agree with the jumping issue, it looks utterly stupid. though the tactic of dancing back and forth like a gimp having a seizure is jsut as breaking. the combat jump should take a little bit more, but i think they should jar the helmet with you bounce back and forth all the time
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Mithridates VI
New Eden Research Foundation
170
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Posted - 2013.02.09 07:32:00 -
[3] - Quote
Buster Friently wrote:I'd like to suggest making jumping/hopping take more stamina such that a player had to make a tactical decision whether or not to jump. This would still allow jumping, but not to the degree we currently have.
I know it's an FPS staple to have players hopping all over the place in a firefight, but it looks ridiculous, and is so unrealistic as to be immersion breaking.
I'd like to see players still be able to jump over fences, up hills, etc., but not bunny hopping all over the map while in a firefight.
I don't know about you but I'm sure I can only jump a couple of times before my stamina is gone and the rest of the jumps are little hops without stam. Need a more genius mechanic to prevent bunny hopping. |
Temujin Khasar
Mannar Focused Warfare Gallente Federation
2
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Posted - 2013.03.11 14:05:00 -
[4] - Quote
Bump.
The jumping definitely needs a huge nerf. While this is the Unreal engine, it doesn't have to be a completely arcade-style bunny hopping, rocket-lobbing arena that Unreal Tournament was. I just saw a video of a guy in Heavy Armor bunny hopping with a forge gun. It reminded me so much of Unreal Turnament I almost stopped playing DUST.
If you want EVE players to ever take DUST seriously, please eliminate the bunny-hopping rocket-launching UT aspect of it. |
Robert JD Niewiadomski
Edimmu Warfighters Gallente Federation
7
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Posted - 2013.03.11 14:43:00 -
[5] - Quote
C'mon... it's Easter coming... Please, leave the bunnies alone
Jumping is an essential life saving maneuver for a logi... We are paper thin you know... So we avoid your gun sight like a plague |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
146
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Posted - 2013.03.11 15:29:00 -
[6] - Quote
I'd rather see actual combat maneuvers like diving into a prone position when getting behind cover. That said, a very good point has been raised in similar threads that the option of going prone in a high-health shooter might not be gameplay friendly. |
semperfi1999
Internal Error. Negative-Feedback
339
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Posted - 2013.03.11 16:25:00 -
[7] - Quote
No this is dumb. They already seriously nerfed the straffing speed because bad players could not keep up now you want to nerf jumping which is one of the only sorta quick moves that are left to force another player to miss you? Sorry but no. If they nerf this games movement anymore than this game will tank so hard it wont even be funny. |
Temujin Khasar
Mannar Focused Warfare Gallente Federation
2
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Posted - 2013.03.13 14:56:00 -
[8] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:I'd rather see actual combat maneuvers like diving into a prone position when getting behind cover. That said, a very good point has been raised in similar threads that the option of going prone in a high-health shooter might not be gameplay friendly.
That would be good. Sounds like a perfect solution...
This is like a long range, large-map style game. Bunny hopping and strafing should be left to smaller map, UT, arcade style games.
Going prone in a high-health shooter would be fine once they introduce air support and other weapons. Going prone is also the only way to take cover from a sniper sometimes, especially on these maps with very urban style cover. No foliage, nothing for camoflauge. Often times, if you're high on a platform, no matter how fast you duck you're head is still showing to the sniper or assaulter below...
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Temujin Khasar
Mannar Focused Warfare Gallente Federation
2
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Posted - 2013.03.13 14:58:00 -
[9] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:I'd rather see actual combat maneuvers like diving into a prone position when getting behind cover. That said, a very good point has been raised in similar threads that the option of going prone in a high-health shooter might not be gameplay friendly.
That would be good. Sounds like a perfect solution...more of that, less bunnies! No disrespect to Easter...
This is like a long range, large-map style game. Bunny hopping and strafing should be left to smaller map, UT, arcade style games.
Going prone in a high-health shooter would be fine once they introduce air support and other weapons. Going prone is also the only way to take cover from a sniper sometimes, especially on these maps with very urban style cover. No foliage, nothing for camoflauge. Often times, if you're high on a platform, no matter how fast you duck you're head is still showing to the sniper or assaulter below...
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Eris Ernaga
Super Smash Bros
56
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Posted - 2013.03.13 15:05:00 -
[10] - Quote
Buster Friently wrote:I'd like to suggest making jumping/hopping take more stamina such that a player had to make a tactical decision whether or not to jump. This would still allow jumping, but not to the degree we currently have.
I know it's an FPS staple to have players hopping all over the place in a firefight, but it looks ridiculous, and is so unrealistic as to be immersion breaking.
I'd like to see players still be able to jump over fences, up hills, etc., but not bunny hopping all over the map while in a firefight.
It's funny how as soon as I saw the problem in game I went to the forums and the first thread was about bunny hopping there is always these huge coincidences in my life. Yeah the problem with this game is that hectic situation you get when in a battle players I think want a bit more realism. Yes real life is hectis expecsially when fighting but when haveyou seen someone bunny hopping in a real life fire fight or doing circles as to not get hit? No. Bad suggest for fix though raising an impossibly high stamina drain is a bit over kill. |
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Rusty T Shackleford
Kinsho Swords Caldari State
0
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Posted - 2013.03.13 15:33:00 -
[11] - Quote
I will admit to a couple of things here:
1) I am new to FPS games, this is my first one I've ever spent more than 2 minutes with (because I just hate the interfaces and don't think the FPS view is reaistic. To me there is a weird disconnected feeling. When looking through my own eyes I can still see where my arms, feet, and legs are. I have peripheral vision and can see more than just a foot to either side of me. I have spatial awareness. In every single FPS game I have played, I lose all of that sensation and really don't have a concept of where most of my character's body is in relation to the terrain.
2) Being new to the FPS Genre, I am not a very good shot. This is why I decided to go with LOGI (because I am not really doing much shooting as one, more focused on supporting and healing my teammates who actually can shoot worth a darn) and a sniper, which allows me to get away from the close quarters combat and line up a good shot on the rare times fortune decides to smile upon me.
So obviously I have a problem with Jumpy McJumpington. Jumpy has the awesome ability to avoid every single shot I take with whatever weapon I am using and in return have pinpoint accuracy while firing back at me. How is this possible? You got me. I am sure it takes a good deal of talent, I am in no way taking anything away from the players that can pull off this maneuver. I just don't think it makes a lot of sense. I've tried the Jumpy approach myself only to get hit just as much as if I was standing absolutely still. It seems that no matter what weapon a player is using against me, it auto-locks onto me and never misses.
In the time I've had with the game (about 2 weeks now) with some Jumpy's I have learned a pattern. It is only through trial and error (and usually a couple of deaths or more) that I see their pattern of jumps, can time them right, and get a good shot in to finish them off. This doesn't happen often mind you, but I have done it a few times.
Nerfing jumping will also affect the ability to jump over terrain and that just can't happen. I think that ability is already greatly affected as it is. On the other hand fighting somebody that appears to be in POGOSTICK SUIT armor is rather ridiculous.
Perhaps an either or scenario is in order? Either you can jump around like a maniac to employ your defense, or you can decide to stand and trade bullets. Perhaps a penalty to accuracy when attempting to quick fire after jumping? Maybe a firing delay? I don't know. I know the guys on the other side of this argument will say they shouldn't suffer because I am so terrible at this game and I could see their point as well. Just hard to get used to something and get better when it feels like the deck is stacked against you. |
RoundEy3
Condotta Rouvenor Gallente Federation
10
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Posted - 2013.03.13 15:41:00 -
[12] - Quote
If only you could practice in some Quake 3 Arena. You would emerge a vicious bunny of missile throwing vengeance, or a pile of gibs. The old school of twitch shooters will forge you ;) |
Buster Friently
Rosen Association
115
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Posted - 2013.03.13 17:13:00 -
[13] - Quote
So, perhaps my stamina suggestion isn't too good, but I still think the bunny hopping breaks immersion and looks silly. Don't get me wrong, I do it to, but some mechanism needs to exist in dust to remove the utility of the combat bunny hop.
II don't play enough Arma to know, but is the bunny hop present in Arma titles? The reason I ask is because Arma seems like a good target for dust in terms of realism, and perhaps the issue has already been solved in those titles. |
Val'herik Dorn
CrimeWave Syndicate
332
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Posted - 2013.03.13 17:37:00 -
[14] - Quote
One thing to remember is that one suit in the game can bunny hop on par with other shooters.
The scout suit... aka wet paper bag with future bits and a great bionic ass. Also the scout suit basically sayd the more you use it thfasterbit responds to your actions.
So bunny hoping in a scout ssuit where a stiff breeze and a small hill will kill you often ends up being the difference between life and death.
Is it silly yes... is it supported by lore? Also yes.
Basically unlike other games where everyone can do it. In dust only the flimsiest suit in the game can do it effectively. Andbthebthing has hops on the level of a pro basket ball player so while I could jump out of the wsy out of your bullets ill probaly end up jumping out of a good shot.
It has more drawbacks in dust than anyother games and if I do it I usuaully am trying to gtfo of what ever situation I managed to get into.
Match that with the odd ability of objects in dust to grab you andbnot let go. It will often lead tocyou getting stuck in place and murderized.
So whilebi find my self loathe to defend it in dust with a stamina mechanic it actually doesbhave a place. |
Garrett Blacknova
Codex Troopers
2024
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Posted - 2013.03.13 17:46:00 -
[15] - Quote
There are drawbacks to jumping, and once you learn to exploit them, you can counter such players pretty consistently with a bit of thought, and eventually train yourself to do so without needing to watch consciously for the jump and focus on what to do.
Basically, the problem (for the jumper) is that once in the air, you have almost zero control. You're on a fixed path, with no ability to deviate until you touch down. When you know the mechanics and can predict the arc your target will take (it takes time to learn, but isn't "difficult" if you're patient enough), you can line up on where the target is travelling and trace their movement more effectively.
Jumping for yourself ISN'T going to help much until you get the hang of fine aim, and if you're not comfortable with precision tracking of a target, you're better off sticking to strafing at least most of the time. Throw in the occasional jump to put people off, but don't rely on it exclusively, and until you're more comfortable, use it more as a defensive option than an aggressive tactic.
it also doesn't help matters that, as a new player, you're running with your weapons having more spread than many opponents, dealing less damage, and your suit has less armour and stamina and isn't as well-fitted to buff every element of what you can do with it, so when you first start off in DUST, you're in effect playing the sheep and being thrown to the wolves. Bear with it, build up (and spend wisely) that SP, and you'll eventually start to tip the scales at least into a balanced state, if not in your favour. |
Mobius Wyvern
BetaMax. CRONOS.
1233
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Posted - 2013.03.13 18:12:00 -
[16] - Quote
Buster Friently wrote:I'd like to suggest making jumping/hopping take more stamina such that a player had to make a tactical decision whether or not to jump. This would still allow jumping, but not to the degree we currently have.
I know it's an FPS staple to have players hopping all over the place in a firefight, but it looks ridiculous, and is so unrealistic as to be immersion breaking.
I'd like to see players still be able to jump over fences, up hills, etc., but not bunny hopping all over the map while in a firefight.
You can only make two jumps right now before running out, so I don't think it's too much of an issue. |
Tyrin Tonious
Wraith Shadow Guards
5
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Posted - 2013.03.13 18:21:00 -
[17] - Quote
Haha, I 100th this or whatever the number is.
Jumping should take a good amount of stamina, and a sprinting jump should pretty much deplete your stamina. There should be could maneuvers too, like rolling to a kneel or diving to a prone, again taking a bit of stamina though and kneeling should increase the speed at which you recover stamina, and prone every better, if it's introduced to the game, Idc realy if it is. |
Robert JD Niewiadomski
Edimmu Warfighters Gallente Federation
16
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Posted - 2013.03.13 18:33:00 -
[18] - Quote
Mobius Wyvern wrote:(...) You can only make two jumps right now before running out, so I don't think it's too much of an issue. Aha! Have noticed this last night but though i'd tried to jump while sprinting on low stamina. Damn... this is getting even tougher for a logi.
Ah well... i think i can live with that ;) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3156
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Posted - 2013.03.13 18:42:00 -
[19] - Quote
Would people please shut the hell up about "realism"? The only reason bunny-hopping isn't "realistic" in our world is because our physical limitations, and it would only take like 1-shot to kill us anyway (not hard to land just one shot on a man who's jumping. In Dust we have high tech scifi armor that could make you survive several shots, imagine you were a clone designed for peak physical abilities. Under these circumstaces, it is realistic. Bunnyhopping is alreay limited by our stamina, how many consecutive jumps do you think an assault or logi can do? It isn't that much, just aim better. Increasing stamina for jumps would seriously make terrain traversal nuch much worse, and its already bad enough. |
RHYTHMIK Designs
BetaMax. CRONOS.
55
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Posted - 2013.03.13 18:47:00 -
[20] - Quote
Git yo reel lyfe outta my vidya gaemz!!!! |
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