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Wallrunning Isn't The Best


Tomyhunter
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hello... soooo lets get straight to the point...

 

Ive been playing titanfall and cloudbuilt lately and dont take this a cheating on warframe Im still on top of it with my almost 550 Hrs in :D

 

but the wallruning and the general parkour in both of those are soooo good compared to warframe and I understand that titanfall is a HUGE AAA game but god damm it indie game (cloudbuilt) outranking warframe in its key component of the game ?? 

 

now dont take this as hate its just warframe is about beying a ninja and ninjas wallrund and do all that fun cool stuff but warframes feel sometimes so.... clumsy when they wallrun and I dont know why but warframe really doesnt feel as good as those 2 previosly mentioned games 

 

and thats probably the reason why you generaly dont see much people parkour around the maps if not forced to...

 

and I know that there will be ppl saying: I parkour all the time what are you saying tomy ?! but Ive played this game long enough to get my own opinion on it  for fluff sake !

 

thx for your attention :3

 

and please ignore my terrible english :( I hope you got the point of my humble little post here :3

 

have a nice day and Whatever you do DE... Im sure it will be awesome!!!

 

bye :3

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They already mentioned on past livestreams that they want to make it better.  When they first made the wall running, it was more fluid, but then they added things on the wall which kinda broke that system. In time, if you stick around long enough I'm sure it'll get better.

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Has been brought up before.   But I'll keep it simple

 

When first coding in the parkor for the game, they had a giant blank wall to work with.   Everything was fine with the giant blank wall.  Running up the wall, turning while on the wall, etc etc etc..

 

Problems started when they took that code and used it for some default levels, that had obstructions and the like on the wall.    Code just broke when it was introduced to the games levels, and even how they would be generated..

 

They made tweeks, and set it up to be a guide by wire style for the wall running, and that seemed to have fixed the issue with it working in games levels and how they are generated.   

 

Tweeks are still being made to lessen the guide by wire style, but when the levels and maps aren't set up in a static way like maps are for most shooters.   Its hard to give that full freedom of movement,  especailly when most of the levels are closed in corridors :3.

Edited by Tveoh
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Has been brought up before.   But I'll keep it simple

 

When first coding in the parkor for the game, they had a giant blank wall to work with.   Everything was fine with the giant blank wall.  Running up the wall, turning while on the wall, etc etc etc..

 

Problems started when they took that code and used it for some default levels, that had obstructions and the like on the wall.    Code just broke when it was introduced to the games levels, and even how they would be generated..

 

They made tweeks, and set it up to be a guide by wire style for the wall running, and that seemed to have fixed the issue with it working in games levels and how they are generated.   

 

Tweeks are still being made to lessen the guide by wire style, but then the levels and maps are set up in a static way like maps are for most shooters.   Its hard to give that full freedom of movement,  especailly when most of the levels are closed in corridors :3.

Titanfall pulled it off

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The main issue reason parkour is different between games like Warframe and Titanfall mostly comes down to the maps.

 

Titanfall has maps that are always going to be the same no matter how many times you play them. The same buildings, the same setups, etc. Because of that they can make the parkour incredibly fluid because they can test for every possible motion on that map.

 

Warframe on the other hand has procedurally generated maps. Because the maps will always be different every time you play them, it's just not possible to test out the bugs in parkour for every possible map configuration.

 

It's not a problem of desire or ability. The problem is a logistical one.

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The main issue reason parkour is different between games like Warframe and Titanfall mostly comes down to the maps.

 

Titanfall has maps that are always going to be the same no matter how many times you play them. The same buildings, the same setups, etc. Because of that they can make the parkour incredibly fluid because they can test for every possible motion on that map.

 

Warframe on the other hand has procedurally generated maps. Because the maps will always be different every time you play them, it's just not possible to test out the bugs in parkour for every possible map configuration.

 

It's not a problem of desire or ability. The problem is a logistical one.

it is not possible to test every possible configuration... but it is possible to test out every component of the configuration and since they arent connected in any other way then just simple doors... there is no issue with the transmission of them.....

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Saw Cloudkill and it looked good.  I was thinking about the possibility that it would have better parkour than Warframe because parkour is all it offers.

 

I think it would be a mistake to think that Cloudkill could not effect Warframe.  Warframe is a multi-faceted game, but, one could have a multi-faceted gaming experience from a collection of games and have the ability to choose what one considers best.

 

I think Warframe could improve it's customer's satisfaction and fend off competition by updating it's parkour, and other, systems.  Additionally, some of DE's developers seem to have a form of an oppositional disposition, and automatic inclination to slow the game down or favor slower mechanics, or less satisfying mechanisms in general.  Sprint Speed aura is an example of this.  It is both a small 10% max speed increase(Yes I know it stacks.  It's small in my opinion.) and to really put the kibash on it, it's max rank is 6, not 8 like the majority of Auras.  Is it really necessary to make content and mechanisms less than satisfying?  What could one possibly gain from that?

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Overgrowth did it  better  and  it's just a team of 5 guys . but DE has for a long time been focused on slowing us down. Not on  letting  us run smoothly  , cause smooth = faster , and faster is the opposite of what de wants us to be. 

Edited by Ravel7
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Huh...Cloudbuilt. Well first of all Cloudbuilt does look like the focus was on parkour rather than being a shooter. I think the problem is more DE stretched Warframe thin with the 'ninja' concept i.e. they wanted it to be awesome with shooting, melee, and acrobatic stuff, but ended up only putting in the barebones basics and adding in more stuff over time, e.g. there was a point before update 9 without ledge climb or vaulting, but now they're in the game.

 

But the bigger problem with Warframe seems to be that its very reliant on rigid animations. I don't have any clue about the programming but every movement in Warframe has its own little animation with the problem that they don't flow very well, have weird triggers, and have weird velocity values (either adding or setting velocities causing jerkiness when you're moving around).

 

If you compare to Overgrowth, which uses physics/bones and its own unique engine, the motions are always fluid and natural, presumably because the game engine itself was written to allow for more free-form movement with the bodies.

 

Back to Warframe: try doing a slide melee to a console and then hacking; once you finish your Warframe will repeat the slide melee again since it was 'queued' from before the hack and didn't complete. Similar thing happens if you do a ground slam and hack. Or ground slam and get knocked over by a shield lancer. Or do a jumping slide melee and you'll see that your Warframe ends up in the 'ground running' animation afterwards since slide melee wasn't properly given an aerial version or trigger to put the warframe in the 'aerial' state after completing.

 

The next biggest problem is that a majority of Warframe's movements/acrobatics seems to be purely for aesthetics. Auto-rolling and heavy landing are two such things, as is rolling and the wall slide after a vertical wall run.

 

Essentially Warframe's movement system relies on 'kludge parkour' and wasn't built from scratch with the whole in mind, and that is likely the biggest limiting factor for it from becoming similar to the mentioned games. Unfortunately I don't think DE can rework the whole movement system anytime soon.

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Titanfall by far has the most pleasant and enjoyable/accurate/responsive movement system i have ever had the pleasure of using.

That being said , titan fall was in production for a couple of years with a big team of veteran developers that are backed up by EA.

 

Cloud built is entirely focused on movement and its parkour, its the whole point of that game.

 

 

Warframe is a collection of many things, mostly because they sound fun with little to no development put into them beyond the "does it work?" phase. Warframe is a jack of all trades , many things are in serious need of attention.

Warframes problem is that the devs have to pump out updates frequently because its a f2p and all that, so spending time on a system and polishing it to be smooth and silky is probably not in their immediate plans.

 

Since this is a f2p game , money , longevity is a very powerful driving force behind the decisions so you also get grind and RNG as a stand in for actual game mechanics or content.

 

 

Only hope here for warframes sake is that it stays relevant for long enough so that devs can revisit the mechanics in time. 

Edited by TisEric
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HERE HERE!

 

I approve of this Suggestion!

 

+1

 

Wall Running and parkour could use some tweeking!

 

(I'm sure DE knows this, and they are working on it already)

 

DE just steal from Titan Fall what you need to make it better.

Thanks

 

XOXOXOXO

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Bought Cloudbuilt and just played for the first time.  WOW!  I love the movement speed and fluidity in Cloudbuilt!  You might be able to get Cloudbuilt movement speed in Warframe with a team of max speed lokii all using Sprint Boost Aura, maybe.  I'd much rather have the much faster movement speed on a consistent basis.  The responsiveness in Cloudbuilt is great!  And, not currently available in Warframe at all without an update from DE  Movement's flow without interruption in Cloudbuilt.  Shooting and zooming do not slow movement speed.  I wish Warframe movement were as fast and fluid as Cloudbuilt by default, not situational or currently unobtainable.

Edited by ThePresident777
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