Not sure this is the right place to say this, but here it is:
In UrT/idtech3, when jumping from a spot to a higher spot (talking about one jump, not a series of jump), for example, from the ground on to a small wall, you won't make any sound.
We need this reproduced in HD, please. As this is not well known, and I'm not even sure it is an intended feature, I wanted to leave a word about it.
This post has been edited by OlGood: 05 January 2015 - 04:05 PM
Not sure this is the right place to say this, but here it is:
In UrT/idtech3, when jumping from a spot to a higher spot (talking about one jump, not a series of jump), for example, from the ground on to a small wall, you won't make any sound.
We need this reproduced in HD, please. As this is not well known, and I'm not even sure it is an intended feature, I wanted to leave a word about it.
As a bullet point no it's not been considered but as part of the big picture this need can be implemented.
All sounds are controlled by a sound que and the level and envelope of sound is controlled by the Que bound to an event. So based on your request by default there would be no sound.
Sound test I did.
As a requirement it's an easy feature to add on a Sunday and release on a Monday that can be accomplished on the content side.
Not sure this is the right place to say this, but here it is:
In UrT/idtech3, when jumping from a spot to a higher spot (talking about one jump, not a series of jump), for example, from the ground on to a small wall, you won't make any sound.
We need this reproduced in HD, please. As this is not well known, and I'm not even sure it is an intended feature, I wanted to leave a word about it.
This also happens when jumping repetitively on slanted surfaces. No sound of footsteps until jumping on flat ground.
I would like suggest an anti-camp variable or something similar. It's not new, I have seen similar suggestions in a very old threads.
For example, if a player stay in the same place more than 15 secs, his view is obscured or maybe can be lose some health every "X" secs, slaps, etc. (I'm not sure what is the best option)
And this new feature can be enabled / disabled from the rcon.
What do you think? It does not have to be exactly that, but it could be OK for fast rounds in public servers (Team Survivor?).
Stationary campers are easy targets and not an issue.
This anti-camping feature needs to punish moving campers, but how? Their continuously strafing, so the game can't keep track on how long it was since they last moved.
If you have to move out of an area, it's just to camp at the edge of it or a quick jump and slide out, turn, jump and your back to your spot within 2 seconds.
This post has been edited by Fredrik: 03 July 2015 - 09:48 PM
The best way to punish "moving campers" IMO is to design gametypes which don't reward it or where it isn't a problem. I mean, would you really want to punish defenders in CTF for staying around the same spot all the time? What's the point? You already become predictable if you do that, so it's not an efficient tactic.
Team Survivor is really the only gametype where campers can be a problem, but that has more to do with the design of the gametype than anything else.
Hopefully we can do a better job with gametypes in HD, because frankly I think that this is the area of the game which is the most lackluster right now (gameplay related). Bomb Mode was a first attempt to fix the issues with Team Survivor, but I think ultimately it's not a perfect fit for the fast paced nature of the game. We can do better than that!