Lower the jump height

Suggestions from our community members for PR:BF2. Read the stickies before posting.
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Lower the jump height

Post by causticbeat »

these ******** seem to be able to jump way too high considering they have as much gear on as they do. I say lowering the jump height (and strafe speeds if this is possible) would effectivley quell bunnyhopping, as well as giving the game a more realistic feel to play. Give them enough to jump over the 5 inch curbs that they cannot walk over and i think wed be set
Doc_Frank
Posts: 246
Joined: 2007-03-12 21:13

Post by Doc_Frank »

Yeah, but that would drastically restrain their movement. The best would be however to bond them to the ground (no bunny-hopp) but introduce climbing (small walls, and cliffs while prone). But isn't movement a hardcode mojo?

Btw, I don't agree with the reduced usage of the grappling hooks. Why can't they used to climb terrain?
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

Yeah we jump too high by far.
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

I think adding climbing, while being better, would probably be alot harder to add, as opposed to changing the gravity or whatever.
Sneak Attack
Posts: 574
Joined: 2006-12-31 00:14

Post by Sneak Attack »

i dont think it can be changed in the game but your right they do jump way to high, go by a basketball hoop in the game and jump, your neck hits the rim, its a big ridonkulous
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Noff
Posts: 35
Joined: 2007-02-13 23:08

Post by Noff »

We need the ridiculously high jumping ability for our feet to clear things that we should be able to climb right over. Until they add in climbing then they shouldn't change the jump height.
TayloR016
Posts: 383
Joined: 2007-03-11 13:55

Post by TayloR016 »

Then how are you gonna get in tanks?
para_hjs
Posts: 263
Joined: 2005-01-19 11:46

Post by para_hjs »

No you can´t just "lower" the height. How to get over obstacles?

Well this is PR, and it´s way better than vbf2 where you can shift sideways in jump motion..and still get hs..lol, ridiculous.
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.:iGi:. Eggenberg4Ever
Posts: 1025
Joined: 2006-09-13 16:49

Post by .:iGi:. Eggenberg4Ever »

Sort of related: raise the fall damage height just a tad.
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What's French for deja vu?
Deadmonkiefart
Posts: 632
Joined: 2007-02-06 04:33

Post by Deadmonkiefart »

Noff wrote:We need the ridiculously high jumping ability for our feet to clear things that we should be able to climb right over. Until they add in climbing then they shouldn't change the jump height.
Agreed.
My #1 excuse for having a bad game:
"GET-OFF-OF-MY-KEYBOARD-YOU-STUPID-CAT!!!"
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$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Post by $kelet0r »

I would not be suprised at all to learn that this is yet another BF2 engine impossibility that totally prevents implementing mantling (to replace jumping completely) over obstacles.
Yet another day, yet another plea to the devs to switch to the UE3 engine when it comes out in the latest UT or Frontlines
r3st
Posts: 65
Joined: 2006-06-20 02:29

Post by r3st »

Noff wrote:We need the ridiculously high jumping ability for our feet to clear things that we should be able to climb right over. Until they add in climbing then they shouldn't change the jump height.
was think the exact same thing this morning
weird
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

The Power wrote:Then how are you gonna get in tanks?

stick a ladder on the side
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

Noff wrote:We need the ridiculously high jumping ability for our feet to clear things that we should be able to climb right over. Until they add in climbing then they shouldn't change the jump height.
Id rather see bunnyhopping eliminated and have to walk around a wall
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

its already much lower than in Vbf2... we start to run into problems though because some things ie. statics were built with these defined heights in mind...as we change them suddenly some buildings get weird.. like suddenly you cant step up somewhere...and you can reach some ladders anymore..etc.. id does wierd things.. the step height more so than the jump but we have added some elements that will for instance deter wall jumping.. ie getting stuck on razor wire...ouch.... and we will continue to implement these things so that walls become some sort of barrier as opposed to a hurdle...

cheers..
NavalLord
Posts: 239
Joined: 2007-02-14 17:39

Post by NavalLord »

The jump height is fine. If it were any lower, then you wouldn't be able to jump over sand bags. The problem is that you can continuously jump the same height. DICE screwed this up even more when they made it so you lose stamina by jumping. After two jumps you can no longer run. Well, a soldier like that wouldn't cut it in any military, so that is unrealistic right there. What DICE should have done is this: when you jump in succession, each time you jump a little lower. By the third or fourth jump, you'd barely jump at all. Then it would take a bit of time (not too much, just enough so they couldn't bounce around like jackrabbits) to be able to jump to the full height. As it is it's so damn annoying. I have to jump to get over a 2 inch curb, then I'm getting shot at and I can't walk. I'm sure this is hardcoded and there is nothing the Devs can do to fix this, but I just want to rant about DICE and suggest some more of my awesome ideas.
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JL
Posts: 189
Joined: 2007-02-26 15:49

Post by JL »

I agree with Navallord.
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Post by Jedimushroom »

.:iGi:. Eggenberg4Ever wrote:Sort of related: raise the fall damage height just a tad.
Is there any way to make it so that you only get hurt if you fall from a height which in the current system would take at least half your health off?

Bit hard to explain but if you fall, say, 30cm your guy goes 'OUCH' and you get big red flashes of pain, and you probably haven't lost more than 2% of your health.

I think that in real life, that amount of hurt would be negligable, and it should be made that if it doesn't take at least 1/2 or 1/3 of your health off, it doesn't hurt at all.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Doc_Frank
Posts: 246
Joined: 2007-03-12 21:13

Post by Doc_Frank »

'[R-DEV wrote:IronTaxi']its already much lower than in Vbf2... we start to run into problems though because some things ie. statics were built with these defined heights in mind...as we change them suddenly some buildings get weird.. like suddenly you cant step up somewhere...and you can reach some ladders anymore..etc.. id does wierd things.. the step height more so than the jump but we have added some elements that will for instance deter wall jumping.. ie getting stuck on razor wire...ouch.... and we will continue to implement these things so that walls become some sort of barrier as opposed to a hurdle...

cheers..
Nice, but the more confined the player's movements are the more predictable they are. Climbing over smaller barricades and wall-curtains wouldn't be unrealistic. Maybe it could be achieved by using the ladder climbing action and the obstacles mentioned above have "invisible" ladders on them.


There are some other annoying obstacles in the game: door-steps. In the middle of a battle it is crucial to reach shelter before the enemy can intercept you, and failing the first attempt I usually end up doing the "Jump Around" dance and get ruthlessly plugged. Can something be done with that :? :
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Post by Mongolian_dude »

causticbeat wrote:I think adding climbing, while being better, would probably be alot harder to add, as opposed to changing the gravity or whatever.
Somehow i think it may be restricted by the engine. Then again, if you wanted make ever low wall graplinhook/ladder-like, it would take a Hell of a lot of time to do so. Plus, 70% of the time it helps when you get stuck in a little buggy/glitchy area.

...mongol...
Military lawyers engaged in fierce legal action.

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