Vanadium Posted February 13, 2015 Share Posted February 13, 2015 Not on the front page?! :bump: Link to comment Share on other sites More sharing options...
-FV-Wsocks Posted February 13, 2015 Share Posted February 13, 2015 It's a shame that I have to resign myself to gimped movement when I take any weapon that's not the Tipedo. Link to comment Share on other sites More sharing options...
Metalbawkses Posted February 13, 2015 Share Posted February 13, 2015 Awesome thread, I definitely agree with this 100%. A bit sick of crashing into the wall and not being able to do anything but to get shot. Link to comment Share on other sites More sharing options...
infernogr Posted February 13, 2015 Share Posted February 13, 2015 Bump Link to comment Share on other sites More sharing options...
Ishki88 Posted February 13, 2015 Share Posted February 13, 2015 I miss topics like this. Link to comment Share on other sites More sharing options...
Jay.ID Posted February 14, 2015 Share Posted February 14, 2015 Interesting To read , i do admit that it would be a great add on for the game as it would improve the gameplay quite a bit, hopefully DE will indeed add it as soon as possible Link to comment Share on other sites More sharing options...
TheBrsrkr Posted February 15, 2015 Share Posted February 15, 2015 I think that parkour should be remastered, especially after the implementation of Spy 2.0. Since the harder puzzles need parkour to avoid detection, the least DE could do is make it so that messing up the wallrun because of random pillars is MY fault. You won't believe how many times I've seen people try to wallrun to avoid the lasers, only to do a vertical run and land EXACTLY where they shouldn't. Link to comment Share on other sites More sharing options...
(PSN)BJwobbleDix Posted February 15, 2015 Share Posted February 15, 2015 Great post. This was one of my biggest complaints with this game is how clunky parkour is. And having something like you mentioned, offers a lot more variability in map designs and gameplay compared to how it's 'scripted' now. Link to comment Share on other sites More sharing options...
unknow99 Posted February 15, 2015 Share Posted February 15, 2015 I think that parkour should be remastered, especially after the implementation of Spy 2.0. Since the harder puzzles need parkour to avoid detection, the least DE could do is make it so that messing up the wallrun because of random pillars is MY fault. You won't believe how many times I've seen people try to wallrun to avoid the lasers, only to do a vertical run and land EXACTLY where they shouldn't. I just tried that yesterday : guess what happened... :/ Throwing money at screen Link to comment Share on other sites More sharing options...
dashashou Posted February 15, 2015 Share Posted February 15, 2015 I don't know how you guys still have faith that DE will ever improve the parkour ; ever the evolution of the maps / movement have been geared to either bypass parkour or to ignore it entirely and even in some cases confine us in smaller maps to take away our mobility Parkour 2.0 is overly complex , and really hard to do - when they just won't fix something simple as changing the stamina drain on the shield (Shiva and aegis ) to where it can bock , or to bring back charge attacks and bring quick block back there just not going to bother with something as hard to do right as parkour . Even spy 2.0 it 's just alot easier to use powers / direction melee than to parkour . i just don't get why anyone would have faith that parkour will ever be worked on . Link to comment Share on other sites More sharing options...
Aure7 Posted February 15, 2015 Author Share Posted February 15, 2015 I don't know how you guys still have faith that DE will ever improve the parkour ; ever the evolution of the maps / movement have been geared to either bypass parkour or to ignore it entirely and even in some cases confine us in smaller maps to take away our mobility Parkour 2.0 is overly complex , and really hard to do - when they just won't fix something simple as changing the stamina drain on the shield (Shiva and aegis ) to where it can bock , or to bring back charge attacks and bring quick block back there just not going to bother with something as hard to do right as parkour . Even spy 2.0 it 's just alot easier to use powers / direction melee than to parkour . i just don't get why anyone would have faith that parkour will ever be worked on . because Geoff said himself that they are currently working on it? He said himself that currently they are trying to make it less sticky and fix the vault so it behaves like I suggest. (although they didn't say they took that suggestion from me) Link to comment Share on other sites More sharing options...
Vanadium Posted February 21, 2015 Share Posted February 21, 2015 I don't know how you guys still have faith that DE will ever improve the parkour ; ever the evolution of the maps / movement have been geared to either bypass parkour or to ignore it entirely and even in some cases confine us in smaller maps to take away our mobility Parkour 2.0 is overly complex , and really hard to do - when they just won't fix something simple as changing the stamina drain on the shield (Shiva and aegis ) to where it can bock , or to bring back charge attacks and bring quick block back there just not going to bother with something as hard to do right as parkour . Even spy 2.0 it 's just alot easier to use powers / direction melee than to parkour . i just don't get why anyone would have faith that parkour will ever be worked on . Pffft, nay-sayer. Go rain on someone else's parade. This one's still loud and proud! (And because Geoff said so) Link to comment Share on other sites More sharing options...
Darkshifter98 Posted February 21, 2015 Share Posted February 21, 2015 I definitely want to see a majority, or hopefully, all of these suggestions to be added. To add a bit to the fire, when aiming mid-air and not in a slide, you can aim and fire, but right now its very hard to use effectively. Right now, when you aim in midair and hit the floor, you're forced out of the aim and into a roll. My suggestion is to have it to where, as long as you're holding the aim button, when you hit the ground after sailing majestically through the air, you slide along the ground on your side, still being able to aim and fire, until you either run out of momentum or you release the aim button, in which your warframe hops back to their feet (I was thinking they could use which ever hand is closer to the ground and push against it, using whatever momentum remains to flip back to their feet). Link to comment Share on other sites More sharing options...
ThePresident777 Posted February 21, 2015 Share Posted February 21, 2015 (edited) I think Mogamu accidentally highlighted one of the problems with the movement system in general in this video: Start the video at 7:50 and watch the clunky movement as he's explaining an issue that is effected by the movement system too. Yeah, that vaulting fail. Vaulting was a terrible addition to the game. It's slow, clunky, too leisurely for combat. It's like the Mass Effect 3 cover system. Activates at the worst possible moment, like a drunk suicidal auto-pilot. The game is over 2 years old and we still have to explain slow, clunky, leisurely is bad, not Space Ninja. Edited February 21, 2015 by ThePresident777 Link to comment Share on other sites More sharing options...
ThePresident777 Posted February 21, 2015 Share Posted February 21, 2015 (edited) I don't know how you guys still have faith that DE will ever improve the parkour ; ever the evolution of the maps / movement have been geared to either bypass parkour or to ignore it entirely and even in some cases confine us in smaller maps to take away our mobility Parkour 2.0 is overly complex , and really hard to do - when they just won't fix something simple as changing the stamina drain on the shield (Shiva and aegis ) to where it can bock , or to bring back charge attacks and bring quick block back there just not going to bother with something as hard to do right as parkour . Even spy 2.0 it 's just alot easier to use powers / direction melee than to parkour . i just don't get why anyone would have faith that parkour will ever be worked on . It's the year of quality and they have said a few brief but positive things on these issues. So, we have to consider that they may resolve them. If not in the year of quality, then, when? Besides, they love to troll so don't expect them to announce much. They're more likely to slip this stuff in under the radar while making all sorts of fan fair about the least impactful thing ever. Edited February 21, 2015 by ThePresident777 Link to comment Share on other sites More sharing options...
KuroShiranui Posted February 21, 2015 Share Posted February 21, 2015 -snip Yes! I would love this. +1 Anyway, are we getting Parkour 2.0 on U16? From what I saw on the last devstream they didn't really mention it, only at the last part. They'll probably show it at TennoLive, but not sure if it's gonna be shipped at U16.. 16.5? Link to comment Share on other sites More sharing options...
-FV-Wsocks Posted February 24, 2015 Share Posted February 24, 2015 Been sliding around unrealistically for the past few days and it made me think about making a post suggesting some movement and parkour changes only to realize that there was a post already created that contained all of the ideas that I had bouncing around my head. I hope that at least some of these changes are planning to be made. I hope at least, if it's not too much to hope, that they've at least given this post a good look over to see how people are talking. Link to comment Share on other sites More sharing options...
-FV-Wsocks Posted March 2, 2015 Share Posted March 2, 2015 U16 in a few weeks. Let us pray that they've given this post a look at least. Link to comment Share on other sites More sharing options...
Magnagar Posted March 3, 2015 Share Posted March 3, 2015 Only time will tell. Link to comment Share on other sites More sharing options...
KuroShiranui Posted March 3, 2015 Share Posted March 3, 2015 U16 in a few weeks. Let us pray that they've given this post a look at least. Pretty sure they have looked this up. This thread has been around for a very long time. still, they haven't talked anything about parkour on the recent devstreams, which is disappointing that it might potentially not going to be shipped on 16.0. oh well, I guess we can, at least, stay optimistic and wait for Tennolive. Link to comment Share on other sites More sharing options...
Tyrian3k Posted March 3, 2015 Share Posted March 3, 2015 Pretty sure they have looked this up. This thread has been around for a very long time. still, they haven't talked anything about parkour on the recent devstreams, which is disappointing that it might potentially not going to be shipped on 16.0. oh well, I guess we can, at least, stay optimistic and wait for Tennolive. Iirc they actually mentioned that Geoff had stuff for parkour to show, but was absent due to illness in the last devstream. Link to comment Share on other sites More sharing options...
-FV-Wsocks Posted March 3, 2015 Share Posted March 3, 2015 Iirc they actually mentioned that Geoff had stuff for parkour to show, but was absent due to illness in the last devstream. That's a shame. I really would have liked to see some of that. Link to comment Share on other sites More sharing options...
VeronikaStripper Posted March 4, 2015 Share Posted March 4, 2015 I really am hoping for more parkour updates. This thread is amazing-tastic. Link to comment Share on other sites More sharing options...
KuroShiranui Posted March 7, 2015 Share Posted March 7, 2015 (edited) Bump. Ok so we've been teased with Parkour 2.0 on TennoLive. For those who have missed the livestream: So anyway (assuming if all of that we've seen will be implemented ingame), let's make some analysis. 1. Walljump Okay so the walljump can be a bit flashy, Excal transitions from a horizontal wallrun to jump and does a (unnecessary but kinda cool) barrel roll to get to the other wall and continue wallrunning. This, I think, would address point #3. Players won't just catapult far ahead after a short wallrun, it would be more controllable, and perhaps aimable. 2. Horizontal wallrun -> Vertical wallrun I think this would be the solution for point #1, albeit a bit differently. The transition is done by a slight pause, and then continuing to wallrun upwards. Point #1 states that "The distinction between vertical and horizontal wallrun needs to be removed when player is not shooting or aiming." Well it does remove the distinction, but with a slight pause instead of seamless transition. Although I may only be half-right about it (more on this later). 3. Grabbing onto the wall Later on we see Excal walljump and then grabbing onto the other wall, being stationary. I think this has to do with point #5, except that you don't slide down. Seems a bit vulnerable because being immobile means you're still being prone to enemy fire. Perhaps, in its defense, that the distance between you and the enemies are quite far that the probability to hit the Tenno is not that significant. But still... 4. Zipline transitioning There are 2 parts here, one is that Excal transitions from the stationary wall grab to ziplining, and then transitioning to another zipline below. I don't see the OP addressing this one (correct me if there is), maybe because of the level design. To make this happen the tilesets would probably have to be tweaked for this particular maneuver, basically a zipline on top of another zipline. 5. Zipline -> Vertical wallrunHere we see Excal brakes with his legs, and then swings to the other wall pad. Again, a slight pause for the transition. Perhaps there will be a key that enables us to brake from ziplining, being stationary and then enables us to swing to either side. Not a bad idea, but again, being immobile makes players susceptible to enemy fire. 6. Aimable Vertical wallrun + Vertical walljump On the last part we see Excal wallrunning towards the rooftop by changing its vertical orientation, jumps to another wall pad, and continues to vertical wallrun. Excal does this twice. Again, this would address point #1 where players could aim the wallrun orientation to a certain extent. It only shows a bit of vertical orientation but there's a chance that we might be able to transition to horizontal wallrunning by applying this orientation. Also, it could address point #6 where we could transition from a vertical wallrun into jumping towards a platform on either side. Still, the vertical walljump is quite a nice idea, but again, level design would have to tweaked to make this possible. 7. Yet at the very last part we still see Excal grabbing the ledge and then does a front handspring, like usual. If i'm not mistaken, the OP does address this before, but I don't seem to find it. A simple ledge grab and then raising your legs towards the platform would be a simpler solution, it's how Parkour practicioners does it and it takes a shorter time to execute. The front handspring, while being a cool factor in WF, still takes time; I guess DE can compensate this by making the animation quick, and I mean really quick. I just want to clarify that all of the points I mentioned are under "Further improving it with new additions and overhauls" section, not the "Much needed fixes". Anyway, Thoughts? Edited March 7, 2015 by KuroShiranui Link to comment Share on other sites More sharing options...
unknow99 Posted March 7, 2015 Share Posted March 7, 2015 (edited) The ability to slightly change a wallrun's diection + stationary wall grab is a nice start. They really need to make each transition between moves/strange pauses shorter! I wonder if the rope swing is the new move mr Geoff was talking about in a recent devstream... Edited March 7, 2015 by unknow99 Link to comment Share on other sites More sharing options...
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