bunny hopping... NO thank you... . Not being able to "jump" over that 3 foot tall concrete barrier... I would certainly hope there will be some sort of "vault" mechanic. I don't want a game with idiotic restrictions on mechanics any normal human could do IRL, much less seeing space marines having to run 100 feet around a 3ft tall fence or wall, instead of vaulting over the damned thing. Something like the old "Obstacle course" one handed vault over guard rail height obstacles, jumping out of windows, ect. I guess being able to jump up, grab the top of a high wall or window sill, and pull yourself over would be asking too much in a video game that's being released in 2015? It's not like that mechanic hasn't been around since Prince of Persia and Laura Croft in the late 90's. I'm being a bit sarcastic but I hope there's a sanity check on the "no jumping" mechanic. I'm perfectly fine and applaud not having idiots bunny hopping while firing from the hip, but I certainly hope we'll be able to negotiate in game terrain via climbing, crawling, vaulting.
Those 2 combined get you something like mass effect 3's terrible vaulting which still sends shivers down my spine with how bad it was. These vaulting/climbing/stepping over and etc movements done with *press x while close to object* don't kill immersion but they kill any fluidity of motion the game has. Warfame did this right , even with multiple errors on a jump when you do it right it feels great. It feels fluid. It doesn't take your control away, doesn't bind you to a key and a certain position next to the difficult terrain. It gives you options. I know the devs won't add jumping. They said so long ago. I just don't understand the support for this decision. And the other amazing thing is how every second post brings up bunny hopping. Which is so easy to fix it's laughable.
Bunny-hopping is a physics bug in the Quake engine and its derivatives where the engine would process the jump command before it processes any of the effects of hitting the ground, such as fall damage or momentum loss. It has been known for a long time that this can be prevented simply by locking/delaying the jump command until after the engine is done with your landing, thus ensuring your momentum is reset and you take any fall damage you were supposed to. For a vaulting system, it's not as simple as just adding a delay so that the engine does things in the right order. The devs would have to comb every inch of the map and script all the vault locations. Anything they fail to script would be unvaultable, even if it looks like you should be able to easily jump over it.
Should have read your post a second time prior to posting. I'm wondering where you heard this? Have any links or sources you can cite? As far as being too heavy to jump... well there's the Ultramarines movie, plenty of scaling sheer cliffs with no climbing gear, and jumping across bridges with 15 foot sections missing. There's a library of books on my shelf, with too many instances to cite of SM's making impossible jumps, to the point of injuring themselves severely on many occasions. AS far as devastators, they can jump, just not nearly as far as a SM with a bolter or plasma rifle. I'll say again though, I don't want to see the "World of Warcraft I'm bored out of my mind" bunny hopping ever 1.5 seconds garbage. Actually, I dont want to see bunny hopping in any form. Dark Souls 2 handled that pretty well, there's a legion of games that have been out for years that have handled it well. No reason for Eternal Crusade to regress backwards 15 years in the evolution of gaming by not allowing warriors to negotiate their surroundings via climbing, vaulting, or jumping(pits, broken sections of bridges, walkways. And that's jumping like in Dark Souls 2, NOT bunny hopping).
Couldn't agree more. If the devs (who have said no jumping) design the world properly, then there won't be any need for it. I (as many of you) believe in them enough to have invested in this game. Let us all agree to at least wait to see if they are successful, before assuming they aren't. They can always add it later as an acknowledgement of a failure.
Gave you a like on the 2nd half of your comment. As far as the first part, unless they have a game world that only has 20 foot walls, or no walls, no windows or blown out structures in any form, only flat terrain with smooth gradients up and down, no sheer drop offs or abrupt changes in terrain, no waist high rocks or walls you can take cover behind. And if there are invisible walls in any form, just hang it up right there and start over from scratch. I can't imagine designing an entire game world(that happens to be a battle field) where you dont need to negotiate obstacles. One of the best shooters to date I've played that was masterful with negotiating obstacles was Brink. Vaulting over obstacles at a dead sprint was flawless, going from cover to up and over the object your hiding behind was instant with no "hanging up" at the top of the vault like you see in many games. Battlefield 4 is absolutely horrible at "hanging up" your character mid vault. I can't count the number of times I've been killed or killed other players "stuck" while jumping through a window or over a small barrier.
At first i thought that you rely need to be able to jump but that would lead to bunny hopping. But i don't want it to be like SM was and being unable to walk over a rock that is sticking out of the ground, or getting stuck on edges of ramps and so on
Fair point, but who here really expects a flawless game, right from the start? Why bother with testing? And I too, will be 'pissed' if there is so much clutter in the environment you cannot maneuver without getting snagged on something; Be we jump capable or not. It's been said many times before, by you and others, jumping was simply a cheap way to get around older gaming environments because the programmers of 15 years ago lacked the skills they've learned from then to today.