Rakshal Posted September 28, 2014 Share Posted September 28, 2014 Contrary to what seems to be popular belief the parkour in the game isn't that bad (granted it can be a bit glitchy sometimes), it is just that the maps aren't made with parkour in mind. I think the maps should have things like flat walls, high ceilings, pillars, ect. So far the only map in the game that has decent parkour routes is the Europa conclave map. I don't know how they would do that with maps like the corpus and grineer ships and the asteroid mining tile set but I still think it should be done. Link to comment Share on other sites More sharing options...
Brynslustafir Posted September 28, 2014 Share Posted September 28, 2014 (edited) First we need improvements to the parkour system. Right now the iffy collision detection makes it hard to control your movement. After we get those improvements I'd love to see some maps where parkour plays a more prominent role. Edited September 28, 2014 by Plasmaface Link to comment Share on other sites More sharing options...
noveltyhero Posted September 28, 2014 Share Posted September 28, 2014 Maps can't be "centred" around them because they just wouldn't fit in. Yeah I am sure every Grineer soldier moves around this ship by wallrunning for an entire minute across these walls. Agreed that wallrunning should offer shortcuts in the map but not be centred around it Link to comment Share on other sites More sharing options...
Otenko Posted September 28, 2014 Share Posted September 28, 2014 I think the parkour is pretty fun, if a little clunky at times. I'd love to see things that feature parkour like Void obstacle courses. Honestly, I think that as long as the tile has walls, it facilitates parkour. Although, I pretty much jump off the walls like an idiot at every possible opportunity. I think one of the problems when they removed infinite wallrunning though is that you can't really "re-attach" to a wall after initiating a wall-run (without first losing a ton of altitude), which is kind of a bummer. But with the removal of infinite wall-running, I incorporated wall-attacks into my movement. I wouldn't mind seeing maps with more of a parkour focus, but I think with enough creativity, you can find a way to jump off walls like a madman. Link to comment Share on other sites More sharing options...
Kurrumitsumi Posted September 28, 2014 Share Posted September 28, 2014 this topic gets brought up a lot, and the devs don't want to force people to parkour through the whole map and there are special areas for those who want the challenge, if i can find the post that said this ill link it in an edit Link to comment Share on other sites More sharing options...
Photon95 Posted September 28, 2014 Share Posted September 28, 2014 If you look around, a lot of the more open maps (shipyard, infested ship, etc.) actually have a ton of parkour. Some tiles even require some skill to complete. Void tower "treasure rooms" are a fun example, most of the time when I run the void, I search every room for these (in solo of course). I will say that parkour needs to be more fluent in some areas. It's not "bad". It just sees less use in coop with everyone either coptering or stopped in front of a wall because of a poorly timed jump. Link to comment Share on other sites More sharing options...
HollowExistence Posted September 28, 2014 Share Posted September 28, 2014 More creative maps! Want! More parkour! Want! Link to comment Share on other sites More sharing options...
Wurdyburd Posted September 28, 2014 Share Posted September 28, 2014 The real problem is that many of the earlier tilesets were ships, and there's literally no reason to have lots of airspace on a spaceship. It takes up space, you have to fill it with extra air, and nobody's ever going to go up there. The narrow hallways of the Grineer Galleon is more suitable, despite it not having much parkour affinity. That said: maps need to be more cohesive. If the Grineer ships are cramped and cluttered, give us more air ducts to go through and take shortcuts with. The only airducts are on Corpus tilesets, which is strange, because they actually have flying robots that could make use of the airspace. Furthermore, Grineer ships seem to be a little steampunk, and have lots of moving parts. Moving parts wear down, and break, and would require frequent repairs, which crawlspaces would make sense for. Also, tilesets are too linear. They're more or less designed for you to go from one end to the other in a sort of L or T pattern, with the occasional extra room off to the side. There are closed doors everywhere, so why can't we have them connect to other parts of the ship? Granted, players will automatically go for the path of least resistance, but it just seems a little strange. Maps should be coded to have one path which is the shortest, but filled with dangers, and alternate paths which take longer, but are easier. Link to comment Share on other sites More sharing options...
Killerkarpfen Posted September 29, 2014 Share Posted September 29, 2014 the devs don't want to force people to parkour through the whole map and there are special areas for those who want the challenge No need to find it, I can confirm what you said is true as we stand right now. Link to comment Share on other sites More sharing options...
BrotherIcarus Posted September 29, 2014 Share Posted September 29, 2014 The parkour in this game should be to get to optional areas with extra loot in (The treasure rooms in the void) but it should not be mandatory, thw maps should not be designed around parkour. Link to comment Share on other sites More sharing options...
Lynxh Posted September 29, 2014 Share Posted September 29, 2014 this topic gets brought up a lot, and the devs don't want to force people to parkour through the whole map and there are special areas for those who want the challenge, if i can find the post that said this ill link it in an edit Pretty much this. Rather then limiting other players they rather open up the option for those who want to. Link to comment Share on other sites More sharing options...
SableSonata Posted September 29, 2014 Share Posted September 29, 2014 Contrary to what seems to be popular belief the parkour in the game isn't that bad (granted it can be a bit glitchy sometimes), it is just that the maps aren't made with parkour in mind. I think the maps should have things like flat walls, high ceilings, pillars, ect. So far the only map in the game that has decent parkour routes is the Europa conclave map. I don't know how they would do that with maps like the corpus and grineer ships and the asteroid mining tile set but I still think it should be done. Sorry, but the parkour in the game is bad. It's clunky, unintuitive, and rarely does what you want. A lot of maps have decent parkour routes, but no one uses them because the parkour system isn't good enough to reliably traverse said routes. Link to comment Share on other sites More sharing options...
Rakshal Posted September 29, 2014 Author Share Posted September 29, 2014 Sorry, but the parkour in the game is bad. It's clunky, unintuitive, and rarely does what you want. A lot of maps have decent parkour routes, but no one uses them because the parkour system isn't good enough to reliably traverse said routes. Show me where these parkour routes are because I sure can't find them. DE either needs to make maps with parkour in mind or make these routes more noticeable (rather than being for just "treasure" rooms). And when I say parkour routes I mean chaining wall jumps and wall runs, not just wall running once to get somewhere. Link to comment Share on other sites More sharing options...
DrBorris Posted October 6, 2014 Share Posted October 6, 2014 A great area to add some parkour would be that huge corpus hanger, that room is a pain to run across and some well placed pillars could reward those who know the ways of the wall jumping. Link to comment Share on other sites More sharing options...
DSpite Posted October 8, 2014 Share Posted October 8, 2014 Maps should be designed to favor the enemy. In case no one has noticed yet, we are in their space, and they do not, in fact, need to make combat even easier for us, and less easy for them, considering how much we are slaughtering them already. I understand the sentiment, but are we really looking to make Warframe a challenging coop shooter, or an arcade platforming shooter game where we are just getting high scores on? Once our mission success rate drops down to a 50% mark, then I'll be all ears on interesting things that we could do extra, but since we all probably have a 90%-95% success rate already, just how much more advantage do we want? Link to comment Share on other sites More sharing options...
zoboso Posted October 9, 2014 Share Posted October 9, 2014 (edited) No need to find it, I can confirm what you said is true as we stand right now. Currently parkour is sometimes advantageous to those who know how to use it, but not a big deal to those who do not Ideally parkour is adventagous in most situations except during user error, and those who perfer to be grounded may continue to do so. except coptering always copter. Edited October 9, 2014 by zoboso Link to comment Share on other sites More sharing options...
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