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03-18-2006, 08:16 AM | #1 |
Join Date: Mar 2006
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Information about FF bunnyhopping ?
I've been playing TF games for about 7 to 8 years now and as soon as I finally understood the game ("So the sniper is ultimately useless ? You don't say...") I've been feeling that TF is the most enjoyable game ever.
Since you didn't give much information about the bunnyhopping yet (other than it being capped in a way (Why ? ETF has uncapped bhopping (other than you can't gain too much speed/jump with mousemotions) and it works perfectly fine)) I'd love to hear more about how it will be implemented. I also saw quite a lot of slopes in the midfield of your maps and I'm wondering if that won't be quite a hinderance... I'm also wondering if you could release some sort of demo or beta before the first official release where we can try out the bunnyhopping, rocketjumping and concjumping before the official release (pretty please) ^_^ By the way: here's a very nice movie that teaches you basic bunnyhopping skills http://files.filefront.com/Enemy_Ter.../fileinfo.html better start building up some skill now than complain about things you don't understand (bhop script ? Concjump script ?! In games that use the extended quake scripting engine you can do a lot and I'll be happy to share my script when the game is done... but you can't do _everything_) ^_^ Last edited by o_rannibunny; 03-18-2006 at 08:33 AM. |
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03-18-2006, 11:49 AM | #2 | |
Join Date: Dec 2004
Location: Bristol UK
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03-18-2006, 11:50 AM | #3 |
Join Date: Dec 2004
Location: Walsall,UK
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I like surprises, i personally dont want a huge amount of information about exactly how bhopping will be, more fun to find out when we get the mod(im probably in the minority though). On the point of scripts though i dont think theyll be neccessary due to the system the mod team is implementing.
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03-18-2006, 11:54 AM | #4 |
Join Date: Jan 2006
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Don't worry I'm sure it'll be crap. HAhahahhaa.
Seriously though I can imagine an assymptotic limit that would sort of feel like air resistance. Or better, as soon as you land exceeding 140% of your running speed, you fall on the ground and stay face down for a second or two. |
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03-18-2006, 02:50 PM | #5 |
Join Date: Dec 2005
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Do not worry about the FF team, most of them are very old school and have been playing TFC for at least 4 years and they do know what BHOP is, just look at defrag he is the guy that made the bhop known here in north america... We do know what bhop is, capped and not capped.
When you have a non capped bhop, i wish you good luck stopping good soldiers on offense or that anoying HWguy on control map... Capping it is for fairness and better balance in the game. Class speed is there for a reason. |
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03-18-2006, 03:40 PM | #6 |
Join Date: Jan 2005
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While a lot of people might not agree with me, the cap in BHOP in TFC was really needed. It greatly disrupted balance, epsecially with HWguys that were able to be moving at a really fast pace while firing the AC.
The problem with the way Valve capped the bhop was that when you hit the cap you got knocked back to 100% speed. I think a good compromise would be to make it so you can hit the cap and maintain speed at the cap. Scripts are a whole other can of worms that will easily start a debate here. Needless to say many of the things that used scripts before like reloading and bhopping will be built into the game or not needed anymore. |
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03-18-2006, 04:10 PM | #7 |
Join Date: Jan 2006
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The concept of "cap" is ugly. Limits can be implemented without having to resort to inconsistencies such as "movement obeys a different law as soon as such value is reached".
I'm thinking of a force invertly proportional to your speed that would always be applied but absolutely neglectable when at "normal" speed. Much like air resistance. That would mean you could only accelerate so much by pure bunny hopping, you wouldn't be suddenly slowed down if you exceeded that speed, an explosion could always make you go temporarily faster, and one less "if" statement in the source code That's it Last edited by o_ernest; 03-18-2006 at 04:17 PM. |
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03-18-2006, 08:24 PM | #8 | ||
Retired FF Staff
Join Date: Dec 2004
Location: cow college
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In ETF/q3f it makes more sense to leave it uncapped due to the minimal air control. Movement is clunky when not bhopping really fast, direction changes are minimal, but uncapped bhop in this situation strips Dming in the game to bhopping in at 100 mph and comboing a guy. Yes, absolutely uncapped bhopping is fun while you are doing it, but ultimately it removes much of the fun/value of the other elements in the game. Why spend time developing any sort of clever movement when it is absolutely trumped by brute speed? I'd describe it as leaving the game thin, while it could be rich and full bodied. Okay maybe thats a beer commercial, but anyway. With air control and more fluid concing but a proportional cap to class speed, it increases the emphasis on using class specific advantages, pure speed is left to scouts, and medics (and pyros if they are viable in ff) with good movement. As an example in an average 30 minute round good scouts will make upwards of 100 runs in tfc with a cap currently that is more restrictive than the one in FF is likely to be. I'm not positive but I don't remember seeing anywhere near that many runs in etf from scouts, or in general. Overall I don't think having uncapped bhop is the way to go, in my experience it greatly reduces the variety of play. Quote:
Last edited by PHISH; 03-18-2006 at 08:34 PM. |
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03-23-2006, 09:44 PM | #9 |
Join Date: Feb 2005
Location: montreal canada
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I totaly agree with you bhop should be cap
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03-24-2006, 10:15 AM | #10 |
Join Date: Mar 2005
Location: Europe
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And it is being capped.
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03-24-2006, 09:16 PM | #11 |
Join Date: Dec 2004
Location: Bristol UK
Posts Rated Helpful 1 Times
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yazmo NEEDS to be capped
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03-25-2006, 03:19 AM | #12 |
Join Date: Nov 2005
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i feel like im the only one excited about trimping. i am so happy that theyre including this because it will add a huuuuge new level of skill to movement. maybe you guys didn't play quake enough.
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03-25-2006, 06:34 PM | #13 | |
Join Date: Feb 2005
Location: montreal canada
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