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#21 | |||||||||||
![]() Join Date: Jan 2009
Posts: 93
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These are things that one could do, but certainly does not need to do for good gameplay. Quote:
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But that's really up to the devs. If you have to replace, then I don;t see why creating a new 'sidewalk' model has to be such a big deal, but then I'm no mapmaker. This isn't really essential: I just mentioned it because it's one of those things that has always annoyed me. No big deal. Quote:
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You can't jump in most of the Tom Clancy games and they are considered among the most advanced tactical FPS around. And they've mostly done quite well with a wide-ranging playership (i.e. not being able to jump doesn't seem to be an issue--probably because there isn't a need to most of the time, just like in RL). | |||||||||||
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#22 |
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#23 |
![]() Join Date: Jan 2009
Posts: 93
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You're probably right. In my defence, I do take engine limitations into account when making gameplay suggestions.
I'm just not familiar enough with the process of modification (especially when it comes to regarding the use of original content). I suppose this is really a non-issue considering that bunnyhopping is rare and the lack of realism in this area is insufficient reason to justify the work involved. I have to admit I raised the issue in part just get an idea where people stand on this (i.e. the jump function, as in the equivalent of climbing); that is, as far as any FPS mod/game is concerned. (Would be nice to go over this stuff with some Devs but they don't seem to be around much these days.) To be honest, I think the biggest movement exploit in BF2 is the fact that characters can make impossibly fast changes in direction (especially while sprinting) to avoid fire. THat and instant crouch-to-stand-to-crouch (i.e. teabagging). ...But that's for another thread. As far as this thread's topic is concerned (i.e. jumping = stamina depletion): I would have to suggest that stamina use per jump be reduced by half. Why? Because as has been said, jumping is frequently used as the BF2 equivalent of climbing over/onto stuff. As PR presently is, jumping (i.e. the equivalent of climbing/pivoting) over a short barrier results in the player no longer being able to sprint. This means that the player is left without the ability to sprint just when s/he is most exposed. So for example, you want to run from cover to cover but there is a small obstacle in the way that you must jump over; once you clear the obstacle by jumping over it, you are then limited to travelling the rest of the way to cover at a snail's pace--making you an easy kill. Of course, in RL you would just step up onto the obstacle or use one hand to pivot your body over it and continue running your ass off to the other side of the street (i.e. you wouldn't be exhausted to the point where the best you could do was a slow jog). As I see it, an easy fix for this is just to reduce stamina usage from jumps by half. That way, the player has some stamina left over to complete the move, while only giving bunnyhoppers one "free" hop while sprinting (and as we've established, this exploit is not a big issue in PR--in part because of the penalties involved). It seems to me that the benefits of making the change outweigh the costs of doing so. That's my reasoning. I think you'll agree that this is an acceptable change for v0.86. |
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#24 |
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how the hell does jumping make a game more realistic?
-just my 2 cents.. |
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#25 |
![]() Join Date: Feb 2009
Location: Edmonton, Alberta
Posts: 75
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I think jumping should have its own "stamina" so you can only jump a few times and have to let it recharge, but does not affect sprint. The current system is just FRUSTRATING.
Yeah... re-doing the entire game to have no jumping... L.O.L |
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#26 |
![]() Join Date: Jan 2009
Location: Alberta
Posts: 171
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Yea i agree with the curb thing its really annoying when i try to save my sprint for when i need it in combat but i constantly have to use it just to jump a fricking curb that's 3 inches tall. But i am in 100% support for not allowing bunny hopping to go around.
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In Game Name - Gr1mSoldier
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#27 | |
![]() Join Date: Jan 2009
Posts: 93
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All canucks here I see.
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Just do what I said: jump doesn't consume all your stamina so you have some left over to sprint with, but a second jump leaves you exhausted. I think that is a good compromise (i.e. gives you that extra sprint but not enough to bunnyhop/sprint). As I said, probably not a big deal to do (i.e. remove jump function and remove/alter some unnecessary obstacles), as PR maps aren't that jump-friendly to begin with. My point was that even then, bunnyhopping (i.e. the main gameplay reason for not allowing players to jump) isn't a big enough issue in most PR servers to merit the effort. As for stamina cost, if you wanted to be truly realistic, you'd have a stamina cost for regular movement, stance changes, and higher cost for brisk changes in direction. | |
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#28 |
![]() Join Date: Jan 2009
Posts: 93
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As badmojo420 showed before, the justification for the ability to jump is that it allows players to access areas that they could climb on to in RL (i.e. jump = climb/step up onto/over).
The BF2 engine lacks any 'mantling' function, so jumping is the closest thing to it. This is also the reason for air control (i.e. allows stationary player to jump up and onto an object)...not actually intended to let players change direction in mid-air while bunnyhoppoing (God I hate when players do that). |
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#29 |
![]() Join Date: Mar 2009
Posts: 77
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Pretty much as someone stated before, jumping is just a placeholder for the ability to climb things.
I am seeing a lot of ridiculous assumptions that people do not jump in real life. Do you know how many walls I had to climb over in Iraq? Gaps between buildings and ditches I had to jump across, or small walls I had to jump behind so I would not get shot by a PKM while I ran across a street. Jumping up onto objects so you can see over stuff is completely realistic as well. There is no need to mod out walls to make them shorter, that would ruin the immersion in my opinion. I would like to see the ability to do dynamic entries (making your own entrance if you know what I mean.) Oh yeah, and jumping around with 100+ lbs of gear does suck and eats up a lot of stamina, but we are in pretty good shape before we deploy so. =) |
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#30 |
![]() Join Date: Jan 2009
Location: March Airforce Base, California
Posts: 30
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I would say that jumping is a necessary evil for the limitations of the BF2 engine, on difficult terrain you sometimes have to get forward momentum coupled with jumping just to scale a hill which can be frustrating and even time consuming (which could be considered realistic I suppose), same goes with Fallujah's infamous "Olympics Curbs" that require you to waste stamina just to navigate (simple solution is to make a small invisible plane that extends like a ramp up the curb so people will "walk up" the curb rather then have to hurdle it, not realistic in some sense but practical none the less, but you wouldn't be able to hide along side the curb.). There is no real solid solution to fixing the problem you could remove jumping all together but people still use other methods such as prone/stand combo while not as effective (takes too much time) it can have the same effect as it makes the target hard to hit especially from medium to long range as well as it is spontaneous.
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| Tags |
| bug, guzzles, jumping, sprint, stamina |
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