1. Add the possibility to use the stamina bar in mid air to change direction, as it will serve as a form of air control. I realise that momentum is quite important, so restrictions(such as not being able to dash in opposite direction) would be understandable.
Reasoning: This game is quite fast paced(though it should be faster), and since jumppads are a necessary form to get around, having to travel in a predictable trajectory makes it too easy to laser somebody in mid-air. This could be accompanied by an increase in stamina. As the current gameplay is a tad too slow.
2. Allow people to bind the jump and the accelerated run to seperate keys, I am pretty sure everyone is capable enough to use two buttons instead of one, so that a greater control over our movement is possible.
Reasoning: The inability to run without losing valuable speed by jumping, on some areas of the map breaks the flow of the game.
3.Add a way to maintain a certain amount of momentum. While bunnyhopping and strafejumping were created from exploiting the physics in a game, they did add a significant amount of speed to the game while at the same time raising the skillcap. Why not give players a way to maintain momentum, without it being an exploit?
Reasoning: Walking feels slow and shallow, adding more movement types adds to the depth of the game. Jumppads are good, but they offer a fixed trajectory, while having the freedom to move around fluently would be much better.
Useful changes to the movement.
Moderator: English Moderator
Re: Useful changes to the movement.
this won't be changed, because Nadeo made it that way intentionally.Daku wrote:2. Allow people to bind the jump and the accelerated run to seperate keys, I am pretty sure everyone is capable enough to use two buttons instead of one, so that a greater control over our movement is possible.
Reasoning: The inability to run without losing valuable speed by jumping, on some areas of the map breaks the flow of the game.
- staff head of ESL TM²Stadium -
Re: Useful changes to the movement.
Just because they did something with a reason doesn't mean that reason is a good one. Face it, if you're going to make a fast paced arcade competitive FPS, you're going to draw the attention of people who are used to games like Quake, Unreal Tournament and perhaps even the occasional Counterstrike player.
All of those games have something in common, they have been played for years and there haven't been any major innovations within those IP's. People want something new, but they want it done the right way. Which means that the game should be fluent, moddable, polished and with a sufficiently large skill ceiling to create room for professional players to show the extraordinary.
Shootmania already does some things right, but it still has many things to improve. So they shouldn't be too scared to reconsider things that will clearly work against them.
All of those games have something in common, they have been played for years and there haven't been any major innovations within those IP's. People want something new, but they want it done the right way. Which means that the game should be fluent, moddable, polished and with a sufficiently large skill ceiling to create room for professional players to show the extraordinary.
Shootmania already does some things right, but it still has many things to improve. So they shouldn't be too scared to reconsider things that will clearly work against them.
Re: Useful changes to the movement.
honestly, I don't know any people who left the game because of impossibility to sprint with separate key.Daku wrote:will clearly work against them.
- staff head of ESL TM²Stadium -
Re: Useful changes to the movement.
Daku wrote: (though it should be faster), and since jumppads are a necessary form to get around, having to travel in a predictable trajectory makes it too easy to laser somebody in mid-air. This could be accompanied by an increase in stamina. As the current gameplay is a tad too slow.
Agreed. For elite mode and the way the game mechanics are built, the speed is just too slow. Too slow to ever be accepted by the player base that they're going after.
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Re: Useful changes to the movement.
disagreed to the fullest amount.
Reason is quite simple..
a mapbuilder has a certain vision on how quick people should get to certain chokepoints (spots 2 teams meet)
if you allow people to alter the course they jump in mid air, they end up on walls they shouldn't be on and mess up the intended gameplay by running on top of tunnels, walled strongholds and so on. Kinda like teamjumping.
Currently it isn't possible to build invisible walls beside ugly glowing offblocks, so in my opinion this would ruin the game.
The only solution here would be adding loads of wide spaces to the left and right of a jump trajectory or place incredibly high mountains/walls everywhere, blocking the ability to fire at all
the solution would be to only allow random generated maps or nobby lolmaps which in turn will make the map editor unnecessary
Reason is quite simple..
a mapbuilder has a certain vision on how quick people should get to certain chokepoints (spots 2 teams meet)
if you allow people to alter the course they jump in mid air, they end up on walls they shouldn't be on and mess up the intended gameplay by running on top of tunnels, walled strongholds and so on. Kinda like teamjumping.
Currently it isn't possible to build invisible walls beside ugly glowing offblocks, so in my opinion this would ruin the game.
The only solution here would be adding loads of wide spaces to the left and right of a jump trajectory or place incredibly high mountains/walls everywhere, blocking the ability to fire at all
the solution would be to only allow random generated maps or nobby lolmaps which in turn will make the map editor unnecessary
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