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#11 | |
![]() Join Date: Oct 2005
Posts: 74
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To be honest the check is merely a placeholder. The spirit is that with that kind of heavy gun you can't do anything fast. You can't wave a 20 lbs gun around like a glock. | |
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#12 |
![]() Join Date: Feb 2008
Posts: 81
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It would be nice if you could get 1 "free" jump every 10 seconds or so and every jump after the first one used your stamina at a really fast rate. Makes more sense than punishing every jump.
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#13 | |
![]() Join Date: Jan 2009
Posts: 93
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As a result, a modder is left with only 1 of two options a) add penalties (e.g. stamina drop, inability to shoot, etc.) to discourage jumping or b) remove the ability to jump altogether. I suggest that option (b) is better because it both completely eliminates the bunnyhopping exploit and makes the mod more realistic (particularly appropriate to a mod that focuses on realistic combat). The problem is that the maps would have to be altered in order to ensure that a player would NEVER have any reason to jump. Doing this AND maintaining RL characteristics of the maps is difficult. I was thinking that the game function that allows characters to ascend stairs might be applied to objects at 'knee' height (e.g. when character moves toward a small dividing wall or box, he will automatically step onto it). If that isn't do-able then as I said before, I would just suggest that maps just be altered so that players are not faced with any situations in which they would NEED to step over objects to move normally about the map (i.e. no unrealistically impassable obstacles). I was thinking that applying the 'ladder' function to certain objects that would be 'climb-able' in RL (i.e. when you move up to object, you get the 'climb' function and associated character animation). Also, as long as the "ladder" side of the object is not more than x meters high, the bots will supposedly follow the navmesh onto it and not jump off before they get to the top. [BTW, if for whatever reason the 'jump' function cannot be deactivated, then might I suggest reducing the effect to zero (i.e. if a player tries to use the function, his character will stay on the ground) and just re-map the key/spacebar to some other function.] As for how this would affect overall gameplay and tactics: well, there are plenty of tactical shooters that don't allow jumping and they had no problems in this regard. | |
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#14 |
![]() Join Date: Feb 2009
Location: Hamar
Posts: 23
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I hate when you jump, you uses verry much stamina. I am jumping just for fun and then i have lost all my stamina
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#15 |
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sickly, what your asking for is possible. But it would require a total rework of not only the mod, but a lot of bf2 statics. Anything that would need to be passable would need new collision meshes done with invisible ramps. And also it would be returning first person shooters to the days of Doom, jumping is not only realistic, but adds a huge dynamic to a game.
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#16 |
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#17 | |
![]() Join Date: Jan 2009
Posts: 93
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To be honest, you could just get rid of the jump feature, leave the maps as they are and the change would hardly be noticeable to most players. A player can already navigate around most of the PR maps without having to jump at all (my earlier comment was in reference to situations where I was trying to get quick access to an area, instead of patiently going around said static object). If you are going to change the maps, most objects don't need to be altered, just gotten rid of--their main purpose is to be eye-candy and are definitely not necessary to good gameplay. As others have mentioned, some changes to statics like curbs would be for convenience's sake--I mean, getting stopped in your tracks just because you approach a curb from a diagonal direction...please. For the most part it just means adding gaps in short walls that you would normally jump over, or replacing them with higher walls that you could never jump over. Please do not exaggerate: jumping does not add a HUGE dynamic to the game. Most PR maps are built around choke points (i.e. they are maze-like to focus fighting into specific areas). Jumping will not allow you to bypass most barriers (believe me, I have tried); you need the Grappling Hook for that. I have witnessed little to no jumping in the PR rounds I have played (and almost no bunnyhopping I'm happy to say). As for realism: ...hah! Soldiers do not jump up onto stuff in RL combat situations. They rarely climb up onto stuff in RL combat situations (which is what the jumping would supposedly simulate as the mantling function is not implemented in the BF2 engine). Their feet stay firmly on the ground 99% of the time. Also it looks terribly cheesy when you see BF2 characters jumping, which just degrades immersion. If you want to jump onto/over objects perhaps Super Mario is the game for you. ...And what's wrong with Doom?! | |
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#18 |
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PR:BF2 Contributor
![]() Join Date: Jun 2008
Location: Queensland
Posts: 608
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Yes but with the way BF2 terrain is by default, sometimes jumping is the only way to get up, this can be seen at its most (annoying) on Korengal Valley. Its limited size means that if you wanted a climbable cliffside you would have to stretch it out about 1000 meters so its angle is low enough to scale. Jumping is also the only way to move over a tiny object as well sometimes.
You take out jumping, and you'll see people struggling to get over a gutter on the side of a road, or get on top of a crate to get a better firing position. If the engine wasn't so damn limited, we might be able to add a climb up feature and THAT would be a great alternative. The truth is though that jumping is the closest thing we have to this and mappers jobs are going to be extremely hard just trying to make a map navigable without it. Don't get me wrong, I'd love to see an end to bunny hoppers (though in PR bunny hoppers normally die quicker than anyone else) but this is a simple side effect. |
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#19 | |||||
![]() Join Date: Jan 2009
Posts: 93
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Jumping over small obstacles just saves you having to go around (so speeds things up a bit and/or reduces exposure). The map modder's job is to alter the objects slightly so that jumping will give you virtually no advantage (I suggested just adding in convenient gaps in some of the short barriers) or just plain get rid of them. Quote:
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#20 | ||||||||
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Does jumping add a HUGE dynamic to PR in its current state? Yes Quote:
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What degrades immersion for me are artificial barriers. Like the edges of the maps, bad collision meshes that create invisible walls, shorelines that are too steep to get up, and if you got your way, 3 ft walls. Quote:
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| Tags |
| bug, guzzles, jumping, sprint, stamina |
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