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1. When the player is crouching, either to obscure themselves or lay down blocks for cover (or doing both simultaneously as is often the case), it's impossible to avoid tripping single blocks nearby which now obviously lift the player upwards. This is a significant problem as it makes being tactful with one's movements and positioning very difficult; even more so in a game where even a slight exposure from cover is enough for a head or body shot. (The new ironsights only exacerbate this problem.) The rapid pace of the crouch movement is also effectively neutered by this autoclimb feature. (It doesn't matter how fast it is if there's even one little block near you to give that push upwards and the unwanted exposure.) This alone makes autoclimb extremely clumsy and can only be resolved by disabling autoclimb entirely or otherwise when the player is crouching. 2. Autoclimb has now upgraded the old jump and crouch trick so that three blocks can be overcome instead of two. This isn't as significant a problem as the first but it does soften three block high walls as obstacles for the other team's movement. (Imagine having someone sneak over the wall of your open air bunker or cover and take you out where previously they would've have had to find the entrance or some exposure, or announce their presence with bullets and bombs.) "Build four blocks high" is an easy response but it isn't a solution. Three block high walls can be built in all circumstances without jumping or even while crouching and only serve the purpose of covering what two blocks can't. This is no longer a problem for the other guy unless it's a bunker with a roof. Again, not as significant but it does change the game. I am ambivalent about this new addition. It was clearly pushed through as a quick fix for those too impatient to push a button their thumb is resting on anyway. In its current state the costs to player movement and protection are too great for it to be considered useful. This is not COD. The player's only weapon is a rifle that, with a good eye, can score a shot as far one is able to see. The whole game has shifted now. Maps can be traversed two or three times as fast. Teams closing in on each other is now guaranteed. Some obstacles are now only half as effective or not effective at all. Run and gun tactics have been abruptly introduced with a new vigor. Was any of this really considered when the feature was added? Or was it just, "Man, having to click the space bar over and over again is really boring. Definitely need to get rid of that."? It's one thing to have to respawn repeatedly because of one's own mistakes or incompetence. It's another matter entirely when it happens because of some silly automatic function. I find it hard to believe game balancing was considered. Has anyone else encountered other problems with autoclimb that change the game in some way that are too costly for the player? |
#13167 landstreicher Member Posted 14 years ago |
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Hey good ideas! |
#13170 lilnegro Member Posted 14 years ago |
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1 block high defenses are useless now that you automatically step on them losing all your cover. wouldnt it have been easier to jump repeatedly while holding the spacebar down like in older versions? |
#13172 ryan Member Posted 14 years ago |
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I agree that it should be disabled when crouching. |
#13174 laserpanda Member Posted 14 years ago |
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Yes. Disable it while crouching, and make it back so 2 blocks is the highest you can jump. That would be wonderful :) |
#13176 Kanye Hipster Posted 14 years ago |
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Also make it move you up somewhat smoothly instead of teleporting you to the top. It can be quick, but it shouldn't be instant. Make it more like a quicker version of how Minecraft does ladders. Even more important: fix the inability to go down into 1x1 holes. I can't even kill myself right now! |
#13184 e_Rac Member Posted 14 years ago |
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As it is now, one will move uphill faster than one would move downhill, which is just no good from a gameplay perspective, i'm sure you'll all agree. Autoclimb is most definitely the number 1 fix to widen the appeal of AoS on whole, though. Cheers. |
#13200 bezdomniy Member Posted 14 years ago |
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I find auto-climb to be perfectly fine. I don't have an issues with it. |
#13201 Lexsym looka Posted 14 years ago |
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I think that with bigger maps, autoclimb wouldn't be as much of a bother as far as speed and frequency of enemy contact. Though there certainly does need to be a way to disable it, as I'm already tired of accidentally popping up onto my one-block cover and having my face splattered on the ground. |
#13203 Spinal Member Posted 14 years ago |
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Autoclimb speeds up the game a *lot* but I think that was a good idea anyway. My main quibble is that it's faster to climb than to fall now. I'd like a bit of "hang time" on it so that falling is equal or faster, or alternately make falling faster. Cover still seems to work well, which is good. I definitely saw less griefing in the short game I played, though I still suspect it's abusable. |
#13208 Triplefox Member Posted 14 years ago |
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Hill autoclimbing should come at a speed cost, it is currently faster to go uphill than downhill. Without a speed cost the terrain is much less meaningful, making this latest version tactically inferior to previous versions. Autoclimbing is too instantaneous, it should be smooth like when descending from block to block. Three blocks high should not be climbable or be very slow to climb. It is next to impossible to drop down into a single block hole. |
#13209 Hubble Member Posted 14 years ago |
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I agree with Kanye, and climbing should look smoother somehow, though not at the cost of movement speed. I don't personally want jump-mashing to be the fastest method of moving up 1-block slopes. How about this: When you move into a block (while not crouching), you don't teleport on top of it instantly, but instead walk "into" it. In a short amount of time, you then get pushed up on top of the block. Tada, smooth! As for climbing up being slower than climbing down, it should be pretty easy to make falling down a single block accelerate your speed instead of decelerating you. After all, you accelerate when moving down slopes in real life. |
#13210 Beefeater Member Posted 14 years ago |
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I'd suggest having to hold down a button, such as left shift, to climb. On top of that, yeah, slow down the climb speed. |
#13214 Chuck_Steak Member Posted 14 years ago |
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I'd suggest the opposite - have a button to make sure you don't autoclimb. Left Control would do the trick. |
#13230 TheGrandmaster Moderator Posted 14 years ago |
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Left control is to crouch. Please dont suggest alt because the windows key is right next to it. I'd suggest something in the middle, like toggling it with Q. |
#13235 ryan Member Posted 14 years ago |
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I think holding down left shift to turn autoclimb on would be ideal, too. I also agree that the game needs to be "faster", but I think supporting more than 32 players would be the best way to make the game more intense, if the maps are going to stay as huge as they are currently. If more than 32 per server is unfeasible, the game should at least support somewhat smaller maps. Oh, and my biggest wish for this game is other game types than CTF, preferably something like in Battlefield or SW:Battlefront, where teams fight back and forth for command points to spawn from |
#13267 charles Member Posted 14 years ago |
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