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Jump behaviour is counter productive #53
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That was my first thought too, but after a while I realized that it can be helpful too if you turn around and let it propel you quickly though the map. But I agree that it would be more beginner friendly to switch to an permanent up-vector though. |
I do really like this behaviour, it would make for some pretty cool parcouring opportunities mapmakers could make use of. |
I agree with mray. Say what you will about its usefulness but most of the time the current jump pattern is totally unpredicable, which just makes it frustrating. I'd prefer jumping to be exclusively based on the direction you're moving in. |
While it takes some time to get used to, the jumping direction is 100% predictable based on the geometry surrounding the jumping player. |
It feels really loose to me. And TOL is so fast paced that you can never take your eyes off your opponent, who is almost never below you. What a player really wants is to be in control, and I feel the current jumping scheme doesn't move us towards that goal. |
How about interpolating? i.e. 50% up-vector and 50% ground-vector? Or an option setting for people to decide themselves? Edit: especially in a map with water all around and many slopes towards it (TE1), this seems a quite annoying feature... |
I would like to see the extended jumping feature as an instrument to enhance mobility, not being another complicated technique that you need to master. The loaded jump is easy enough to grasp - but if you start having to parse the terrain you are standing on things get ugly imho. |
When standing infront of a steep ramp:
![screenshot from 2014-11-17 23 09 08](https://cloud.githubusercontent.com/assets/164785/5078749/68a88be6-6eaf-11e4-8340-6e2a46f1a2e7.png)
Jumping throws you backwards into the level. While being consistent with the logic behind the new jump it is counter intuitive and not productive.
What you want and expect is to use the extra jump to overcome the barrier - not get repelled by it.
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