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MovementTribes, as Soldat, features jets and crazy fast paced action, and part of that is that skills like speed are taken into account, it is measurable and while everyone can be fast, only with more experience you become faster and more precise. Soldat could use some of that, right now with prone cancel and climbing experience you can move thru maps quickly, but the fact that doing that by mastering a 'bug' says a lot. I believe mastering movement should be something within the game that everyone can use and master.
Some bugs are actually left in to be within the game. Most developers of "competitive" games don't seem to get that limiting the ability of your players to be creative greatly reduces the appeal of the game. Rocket jumping in Quake series weren't originally intended. Somebody play testing an early build of Q1 wanted to commit a suicide with a rocket launcher, but was sent off flying instead. ID software thought it was a cool "bug" and actively chose not to get rid of it. And voila, decades later it turned out to be a major element in game history. I believe the backflips in Soldat has a similar story, they weren't originally intended, somebody discovers it, community notes it as awesome and whoever responsible at the time decided not to patch it out. It's a simple design decision, players become faster and nimbler the more they spend time exploiting these features. Why shouldn't or wouldn't skill be involved in this? Imagine Quake series without rocket jumps, strafe jumps and circle jumps. You could also imagine Soldat without prone cancelling, cannonballs and backflips. What's the point in being good at movement if it's too easy and obvious to master? And what's the point in movement at all if you can't improve using a technique or two? A resounding none.
All these stuff are generally great the problem lies in the logistics and cost, having the needed servers to supply all these systems and without a revenue stream I dont see how we can finance it.
Quote from: Fujifabric on December 22, 2012, 12:34:35 amMovementTribes, as Soldat, features jets and crazy fast paced action, and part of that is that skills like speed are taken into account, it is measurable and while everyone can be fast, only with more experience you become faster and more precise. Soldat could use some of that, right now with prone cancel and climbing experience you can move thru maps quickly, but the fact that doing that by mastering a 'bug' says a lot. I believe mastering movement should be something within the game that everyone can use and master.Some bugs are actually left in to be within the game. Most developers of "competitive" games don't seem to get that limiting the ability of your players to be creative greatly reduces the appeal of the game. Rocket jumping in Quake series weren't originally intended. Somebody play testing an early build of Q1 wanted to commit a suicide with a rocket launcher, but was sent off flying instead. ID software thought it was a cool "bug" and actively chose not to get rid of it. And voila, decades later it turned out to be a major element in game history. I believe the backflips in Soldat has a similar story, they weren't originally intended, somebody discovers it, community notes it as awesome and whoever responsible at the time decided not to patch it out. It's a simple design decision, players become faster and nimbler the more they spend time exploiting these features. Why shouldn't or wouldn't skill be involved in this? Imagine Quake series without rocket jumps, strafe jumps and circle jumps. You could also imagine Soldat without prone cancelling, cannonballs and backflips. What's the point in being good at movement if it's too easy and obvious to master? And what's the point in movement at all if you can't improve using a technique or two? A resounding none.