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Jump behaviour is counter productive #53

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ghost opened this issue Nov 17, 2014 · 7 comments
Open

Jump behaviour is counter productive #53

ghost opened this issue Nov 17, 2014 · 7 comments

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@ghost
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ghost commented Nov 17, 2014

When standing infront of a steep ramp:
screenshot from 2014-11-17 23 09 08

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.

@poVoq
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poVoq commented Nov 18, 2014

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.
However this is one of the things people can quickly figure out by trying, so if it is deemed to have benefits also I think it is something people will learn quickly as it isn't as obscure as some other features (namely disc lock :p ).

@LeoVerto
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I do really like this behaviour, it would make for some pretty cool parcouring opportunities mapmakers could make use of.

@ghost
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ghost commented Nov 19, 2014

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.

@fr1tz
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fr1tz commented Nov 19, 2014

While it takes some time to get used to, the jumping direction is 100% predictable based on the geometry surrounding the jumping player.

@ghost
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ghost commented Nov 19, 2014

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.

@poVoq
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poVoq commented Nov 19, 2014

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...

@ghost
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ghost commented Nov 19, 2014

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.

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