
Years: | 24 | |
Ethnicity: | I'm israeli | |
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GreenJelloShot on Feb 3, [—]. Someways games have become so streamlined as to remove all fun from it, Witcher 3 for example has a detailed world, but the game is essentially that of going from one marker to another in the mini-map, in other words while playing one is essentially ignoring the beautiful world and instead fulfilling tedious chores. Also, it was never as moddable as the original Tribes was, and since there were no private servers, there was no way for the community to pick up the slack after Hi Rez abandoned it. Such a shame that the monotony of real-life is added to games.
If you knew how to really ski well, and had the map mastery to apply it well, it almost felt like cheating sometimes because new players had almost no hope of keeping up. I think there is a large of game developers who have forgotten that the point of a game is to be fun.
Vax45 on Feb 3, [—]. Learning to ski well in Tribes was one of Overwatch bunny hopping most satisfying things to learn in an FPS back in the day. Even a realistic game can afford to help me out a bit as I remote-control around the feelingless, proprioceptionless, tunnel-visioned, aurally-challenged, and so on robot that constitutes my player. After all there are a lot of parts of real life which are not actually fun, and if we simulate the violent setting of many video games with perfect realism, it probably would not be very fun to experience bleeding out from a bullet wound in an accurate way.
It just took joy out of the game.

It was never marketed as a Rainbow Six. I don't expect ANY game where "run" and "jump" are options to make "jump" the primary form of movement. Since that was the only way CS ever worked until then, what else would you expect?
Which agent is best suited to bunny hopping?
But sometime in the classical period, the problem of how to represent light, shadow and geometry in accurate perspective in paint became a solved problem, and thus it was no longer interesting. Anyways, I think the author should try Overwatch -- it's one of the few contemporary widely played FPSs that doesn't take realism too seriously. Being able to fudge a trajectory a bit fits right in to that idea. I clocked in over a thousand hours in warframe. Sadly, it was abandoned and taken over by cheaters.
I understand and appreciate that others found it fun, but such mechanics have always reduced my enjoyment, and I tend to avoid such games. All mechanic one does is give us this lost freedom of motion back. When trying for a "realistic" game, you have to for the fact that in the real world we have a lot more "bandwidth" than our computer monitors, sound, and input devices can offer. More recently, games have gotten a bit more fantasy back in, and are more unapologetic Overwatch bunny hopping revealing their medium.
Cries in Team Fortress 2. Just to make this technically correct, people still bunny hop in CS all the time, it just doesn't get you anywhere any faster. It should be noted that there are multiple mechanics at play here, and neither was removed completely. Also, when you jump at exactly the same tick at which you hit the ground, this friction won't even be applied. It is perfectly fine for a "realistic" game to offer some counterbalancing capabilities to address the unrealistic constraints of the game space. Staying oriented in real space is massively harder if we take those away see also Overwatch bunny hopping getting disoriented in zero gravity".
In the original game, people quickly realized you can exploit the physics engine by jumping, allowing you to quickly traverse the terrain.

In other words, space invaders or super mario had no chance of achieving anything approaching realism given the hardware available at the time, so they had to focus on maximizing fun instead. It became known as "skiing". And shooting at a jumping target is still a bit more difficult than shoot at the linearly moving target.
The amazing community of TF2 is unmatched by Overwatch.

Both mechanics together mean that you can reach theoretically unlimited velocity. However, it might only work for a single time or something like that. Raytracing is pretty beautiful in minecraft. But all games that make gummy bear-style hopping over flat, unbroken land a common form of Overwatch bunny hopping are personally visually jarring, and even as I welcome others to enjoy whatever games they want, I don't think my reaction is a terribly crazy reaction to have.
Later movements, like impressionism and later modernism and post-modernism threw realism aside and focused on pushing the medium itself forward in whatever way ended up being the most compelling. Or even a different game built on different assumptions where those dynamics are accepted. There is room in the world for hyper-realistic real-time raytracing games. If done right, it gives you a modest speed-up but it's only possible for a short time and also requires some luck without hacks. Well said. A HUD being a classic example that is generally included; it's a cute idea to try to build a game that doesn't need one, but they've mostly been disasters couple of exceptionsbecause a HUD is one of those compensations.

Overwatch already seems to have faded from collective consciousness. One thing though that I always mention when this comes up: Mechanic 1 doesn't just make gameplay better, it actually makes it more realistic too, and it should be implement in every shooter.

TF2 has been around long enough to have the weight of history. I'm not entirely sure what the changes in 1. Too much realism. Fortunately I'll likely die long before common human inhabitation of the moon, so I won't have to a reality I find jarring in this way : real life is jarring enough already. Later, beginning with Doom and expanding with the rise of 3D acceleration, we were wowed by the prospect of exploring 3D worlds in a Overwatch bunny hopping that felt familiar to navigating the real world, which gave rise to this implicit idea that achieving realism should be the goal of video games.
Not saying that there's a correlation, I just find it amusing. Many recent Ubisoft titles have been similarly critized for being essentially descending into a rote task of clearing markers on the map. TF2 still flares up every now and then. In the early days of the medium, there were a lot of hard constraints with regard to computing power, so game deers had to work with what they had to produce fun in efficient and creative ways. In real life I've got all sorts of extra inputs to help me jump accurately, and years of experience in my body to help me know the likely consequences.
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And also, while Counter Strike has become a massive success and has thousands of players today. The devs, rather than patching it, incorporated skiing into Tribes 2 and has been a staple ever since.

I'm good. Then in version 1. To any game developers reading this, my request to you is to please optimize for fun, especially at the expense of polish. The second mechanic is harder to test, but I'm pretty sure it still works.
What is bunny hopping?
But more recently, we've started to round a corner where people have started to look back, and realize that realism isn't necessarily the goal of games, and is often orthogonal to fun or other redeeming qualities. The first mechanic is that while jumping, when you either hold down the A-button and move your mouse left at the right pace, or hold down the D-button and move your mouse right at the right pace, you will accelerate slightly, plus change your trajectory.
Often the "best graphics" are also conflated with those which are the most photo-realistic. Quake-like games embraced bunny-hopping because I guess they were already pretty "unrealistic" whilst Counter-Strikes entire schtick was about the "realism" that it brought to the scene. I can only imagine that the video talks about coptering.
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It's covered in the NoClip documentary on YouTube. One of them has to go. For hundreds of years, people tried to paint reality with ever increasing fidelity. Another example: I may not have a minimap in real life, but I do have proprioception, balance input as provided by my inner ears, a nearly degree FOV albeit with a lot of details and caveats, but I've got decades of experience dealing with those; my eyes saccade much more quickly and accurately than my mouselook even after quite of time working on the lattertactile connections to the space even down to something as simple as feeling my feet hit the ground and the physical effort of walking.
Tribes while it was successful at the time has become a niche game that quickly weeds out newcomers and hardly anyone plays it anymore. I think it's similar in some ways to what we saw in European art movements. I remember discussing video games like this as a teenager: when FPS games introduced reloading as a mechanic, or when Half-Life got rid of floating weapons and health kits in favor of objects which lay there on the ground diagetically like they would in real life, or when Halo only let us hold two weapons at the same time, we talked about these developments in Overwatch bunny hopping terms that they were obviously steps forward, because they were more realistic.
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From nope. Warframe has a similar story.

This is a soapbox that I really enjoy standing on. On the opposite spectrum of simple exploits by jumping, we have Tribes.

The update threw a massive community in a tar pit. Fun is different things to different people.

Nothing wrong with either side of that, but one cant then claim the unanimity of enjoyment as meaningful. Apex is still doing very well ofc. Tribes: Ascend was really good. I'm sure in today's world it would get patched out.
Bunny hopping needs to be nerfed
I feel like we're in a renaissance or maybe modernism of fun in video games. Never played that game but it was a good watch.

We can do this because we can use both of our feet to manipulate our trajectory much more finely that we can in most games. It was a labor of love for the developers who worked on it. It's perfectly fine to have a minimap help me out. Jestar on Feb 3, [—]. It's just a bummer that Tribes: Ascend the last installment of Tribes went downhill quickly and became dead.
The second mechanic is that you don't just stop when you hit the ground, instead friction is applied to you in a very simplistic way. By that measure, Doom is a terrible game. But not a lot of room. Honestly coptering removal is one of the reasons I left. It doesn't make you slower either.