Penalties for consecutive jumping please!!!

  • @dmart5817 Then you are far less intelligent than I originally presumed.

    Why. In the Kraken’s name. Would you want to handicap yourself? Not to mention, in the most idiotic way possible. Jumping, isn’t something that needs to be penalized; it’s its own penalty. If you see someone continuously jumping, you can very easily counter that.

    Play some Competitive Overwatch, you’ll understand what I mean sooner or later.

  • @dmart5817 im a PC player and i understand you point, bunny hop is not cool in a pirate game!!!

  • Purpose of reply

    Jumping during combat, does anything need to change? Perhaps. How so?
    Perhaps discussion of trends in gaming, and history may help.

    First to clarify terms:

    • Jumping is just that, jumping up, ahead, back, etc.
    • Bunny hopping is jumping and crouching simultaneously while strafing in a back and forth pattern.

    SoT does not have bunny hopping.

    Bunny hopping got its "exploit" reputation in counterstrike when continuous bhops would exceed the speed of normal movement. Players could reach locations faster using bhops than those who used normal running and jumping.


    Exhibit 1: Counterstrike 1.4+

    This was "the" competitive game everyone was playing. The strafing AK, the scopeswitch AWP, etc.
    And specific to this thread, the end of the 1.3 era, best known for the jumping deagle.
    Oh the days of jumping in dust around the corner, knowing exactly where they will be, being jumped with a smaller hitbox, and having elevation to easily hit the headshot box, and the desert eagle being dead on. Their approach to nerfing jumping? Make aim terrible while in the air. The weapon would not fire accurately when jumping.

    Can this be done here?

    • The blunderbuss isn't a weapon that can really be inaccurate, and that is primarily what is used whilst jumping. It would only limit eye of reach and pistol effectiveness.
    • We lose the "shot out of cannon while airborne shoot someone" ability (and hilarity).

    Exhibit 2: Counterstrike 1.6+, CS:S, CS:GO

    After a jump, your movement speed is impaired for a time. This allows opponents to recover aim on the player who just landed instead of forcing an in the air shot. This delay has been core to counterstrike since the implementation of it.

    Can this be done here?

    • It would reduce combat movement after jumping, penalizing a jump, creating vulnerability.
    • It would limit exploration in instances where your character would be sliding down a surface and you need to quickly jump again.

    Exhibit 3: Overwatch

    Blizzard patched quietly the spammability of crouch and jump. There is delay between being "able" to jump that was introduced last year.

    Can this be done here?

    • It would reduce the number of jumps a player can make in combat.
    • It would also reduce the ability to "climb" using jumping up terrain.

    Exhibit 4: Fortnite

    After being requested to stop jump spamming, they added a timer between jumps. If consecutive jumps were made, each jump was less height. If the player waits between jumps, the full amount is restored. The time between is small, but not nominal.

    Can this be done here?

    • It would reduce combat strategy of continual jumping.
    • It would limit terrain traversal a little.

    Exhibit 5: Breath of the Wild (and others)

    Having a stamina gauge is common among games for sprinting, jumping, moving/carrying objects.

    Can this be done here?

    • It would limit both jumping and running in battle after a few jumps.
    • It would limit terrain traversal a lot without a caveat of having a weapon in hand.

    Exhibit 6: The Pirate Handbook

    This is a pirate game, so instead of using other video games as references, let me defer to this book I have:
    alt text

    Prepare to Board section

    How to Use a Cutlass:

    Never jump in the air to attack. this commits you. When gravity takes over, you're coming down whether you like it or not. A skilled opponent can simply step back, out of harm's way, and mount an offensive when you land.

    It appears this would refer to an in game movement penalty that allows for a counter attack, similar to current counterstrike penalty, or perhaps even worse, inability to move while you recover your stance.

    Can this be done here?

    • It would create vulnerability after a jump in combat.
    • It would limit terrain traversal a lot.

    Conclusion

    It is clear that nearly every game that has pvp combat has limited jumping in combat in some way, so it seems Rare should also limit it.
    Perhaps a mixture or combination of what other games did, or ideas from those who posted on the forums previously, some to recap:

    • having a weapon check to see if they should be penalized or not
    • inability to reload or eat in the air
    • add a stumble when jumping down from a realistic height

    Note:
    I play on PC and hope for a realistic game that is fun for all.

  • @dmart5817 said in Penalties for consecutive jumping please!!!:

    I really can't stand that you can jump all day long with zero penalty. Console players are already at a pretty big disadvantage when fighting a PC player. The jumping and bouncing around is out of control and easily done on PC without losing aim but not so much on console. Console players have to take their thing off their assuming stick to jump in a fight, while PC can just run circles around you. I suggest a speed/movement penalty that increases with each jump. I've seen similar things done in other games too address this issue.

    @dmart5817 said in Penalties for consecutive jumping please!!!:

    I really can't stand that you can jump all day long with zero penalty. Console players are already at a pretty big disadvantage when fighting a PC player. The jumping and bouncing around is out of control and easily done on PC without losing aim but not so much on console. Console players have to take their thing off their assuming stick to jump in a fight, while PC can just run circles around you. I suggest a speed/movement penalty that increases with each jump. I've seen similar things done in other games too address this issue.

    I feel like adding a stamina bar would fix this greatly. After 3 jumps you jump less and slow down greatly.

  • @ve111a I agree

  • @dmart5817 what are you talking about, Xbox players have an advantage in controls (in this situation only) why can’tyou jump with your finger on the stick

  • I like the idea of limiting repetitive jumping. A stamina bar that depletes with each jump would be fine. Though I don't believe running should be effected. I love being able to keep sprinting.

  • @khol-thndrwlkr
    I love being able to keep jumping. It's a lot of fun and often quite useful. Artificially limiting movement would feel wrong in this game because it's so fast paced. That's why that weird exhaustion after the sword dash feels so out of place.

  • @Pereraaa Please avoid swearing on our forums, as it is a violation of our Forum rules. Your post has been edited accordingly.

  • PC Player here.

    This is a very important Thread to me.

    I dont like to see someone jumping around like some do just to fuzzy the gameplay and still be fast and accurate to fight all those normalos bound to a correct combat behaviour. IRL you'll never see someone hopping around and still be competitive, its just nasty to watch. I could do it as well on PC, but I hate this nervous and unrealistic gameplay so much.

    And I see all the benefits PC Players have over XBox Gamers. Its just fair to admit that.

    Penalties for consecutive jumping !
    Its the only thing in SoT I'd really demand to be addressed.
    The game is brilliant and makes a lot of fun - but this might be the trigger to me to give it up, seriously.

  • Just like the sword lunge exhausts the player momentarily, without the need for a stamina bar, (you just know what the consequences are of performing that action)

    Consecutive jumping could also induce an exhausted/cool down effect where you are unable to jump again for a moment. What would be wrong with that? It doesn’t need to be complicated with stamina bars and monitoring your energy level at all

  • The increase in jumping as a tactical issue is not a PC specific problem. In fact, my most recent issues with it arrived when I hopped on Fortnite on the Xbox.... EVERYONE hops around like hot oil in a pan...it's disturbing and annoys me to no end...

    In fact, in my personal experience (fortnite having xplay wasn't a perfect example) most of the experiences I have with "hoppers" are generated when I play on console...


    But that's not entirely fair to say... because it is a prolific issue on both platforms. I just hope to remind that this is NOT a PC only issue.


    Personally, with the exception of knowing that we need tools to better tackle landscape design issues. (IE We do need to be ABLE to jump - sometimes unrealistically so in order to accommodate basic gameplay elements) I despise jumping unrealistically in games - regardless of the game.

    PvP only highlights the issue for me, but evne in Skyrim type games a solo I despise super jumps.

    If I had it my way.. you'd get one jump and it'd stagger you and you'd likely only get a vertical of around your knees at best. Forward or strafed jumps would be limited in height even more.

    The real issue is that in video games, aside form my remarks above, it really can suck to not have a exaggerated jumping mechanism.


    And aside from it all, can we really stop with the "PC is teh best - hackers/advantages/tool-bags/etc.... It's never as universal an issue as people claim.

    (No absolute remark is ever actually absolute, not even this absolute remark)

  • @corvus-corvid said in Penalties for consecutive jumping please!!!:

    @dmart5817 Hopping tw@s I call 'em. Imagine someone doing that on the battlefield?! :-)

    Made me litterally lol thinking about someone doing that in real life!

  • @zslipp1n they're talking about combat.

  • Some PC players just have a fine tuned flick of the wrist. Some of us have years of consistent aim sensitivity and have built the muscle memory up. So when I see you out of the corner of my screen, I don't have to try. I instantly flick the John wick right onto you. That isn't to say there is no disadvantage, as I agree a mouse is much easier to muscle memorize. If I'm doing my patented hop on someone, they have pretty much no chance regardless of console or pc. You can get a keyboard and mouse for Xbox, or remap your jump to right bumper. You could use r3(thumbstick) but that will impact your aiming. Personally idk the layout but I'd use bumper jumper bananas on A and lantern on r3.

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