[Suggestion] Jumping as a Tactic

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docbates7

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Copy of a post I put in the discussion board: http://forums.taleworlds.com/index.php/topic,77987.0.html

So I just got through my first Warband experience last night and it was amazing.  Way more fun than any other beta I have tried and clearly this game is going to be great. 

But in the spirit of this being a Beta test, I wanted to take some time to post my thoughts on the tactics of jumping, how prevalent jumping tactics are throughout WB and how to incorporate jumping into WB without overkill.  Jumping has a place w/n the WB combat scheme but is too prevalent now.  I believe that jumping needs done to it is: Limit Reaction Time, Limit Swing Power and Have Limited Height or Introduce a Jump-Charge System 

1.  Jumping is everywhere

My first game, as my friends on vent can attest to, I was completely schooled by the “jumpers”.  I would be riding along on horseback and lo and behold some naked guy with a two-handed axe would jump up into my face and down I went.  It was frustrating.

Jumping is also not just for naked men with big axes.  I also was safely skewered by some nice people on horseback after coming down from a jump who then promptly launched themselves again. 

(Fortunately I did not see any jumping archers.  I know that this got addressed via the last beta patches and it appears to be working.  All the archers and crossbows I saw were stationary.  Good archers still made time for the archer foot dance, but thats OK.)

This is, I believe, somewhat realistic.  Somewhat.  Clearly jumping is something that may have happened during battles.  However, jumping as a tactic when used too often adds an arcadey feel to the game.  Removing jumping archers is completely necessary.  A balance needs to be struck in melee and horseback to balance the jumping mechanics.

2.  What Jumping Accomplishes

The widespread use of jumping, including by myself during the later parts of the evening last night, accomplishes the same thing that jumping accomplishes in every battle-type MMO: it reduces or moves your hit box.  I remember in the early days of Battlefield a completely viable tactic was to run straight at someone, jump, go prone in the air, and then shoot.  You would be close enough so that your spray would kill the person and you effectively became only the size of your head to the person you charged. 

This presents a compound problem in WB.  Jumping necessarily moves the hit box around but it also completely skews the WB combat/swing mechanic.  Also, when you jump as a melee char, particularly when you jump onto incoming horseys, you open up a previously unreachable hit zone.  This presents a problem when your previously unreachable hit zone is beyond my shield or when you have jumped high enough to reach my face. 

As I ran (and rode) around the game last night, I noted two methods used to stop me (or used by me to stop someone else) from running down and skewering the hapless foot soldier.  1) the 2H to the horse; and 2) jumping to avoid said lance and releasing into either the horse or riders.  Since this is about jumping I’ll stick with 2.  I found, and used, the strategy of jumping slightly before the horse comes into me to be an effective strategy.  This is completely due to the fact that jumping moves your hit box to a completely unexpected and generally unreachable area.  The rider cannot swing the lance around to you fast enough, generally, and you live to see another day.

3.  What Jumping Needs to Do: Limit Reaction Time, Limit Swing Power and Have Limited Height.

I should not be able to cock my 2H axe into a full swing, launch myself in a random direction, then go full tilt into your face, back, leg, or horse.  I realize we are battle-hardened soldiers but the sheer leg strength required to do this would be far beyond what an average soldier would be able to produce. 

OR if I choose to jump that high, say by introducing “jump charging”, limit my swing power due to me choosing to use my limited muscle mass to jump.  Hops would be frequent and easy and not have much of an impact.  Medium range jumps could have usefulness with reduced combat effectiveness.  Full powered jumps would enable evasion while necessarily limiting

Similarly, if I use the jump away from the incoming spear tactic, then I should not be able to automatically turn and swing. In this sense, the jump should be treated more as a “dive” in the sense that I “dive” out of the way of the spear and then have to collect myself before attacking.  Obviously using a shield to block the spear would alleviate the “dive cooldown”.  Using such a cooldown would also expose you to enemy attacks much the same that (and has I have time and again experienced) getting ganked while standing up from falling off your dead horse.  This would introduce a mechanic to dissuade a jumping FFA but preserve jumping as a mechanic and would retaining its usefulness in certain situations.

Combining the two would necessarily entail defining the circumstances where a jump would be considered to require a “cooldown”.  I don’t pretend to have the answer to this. Just some thoughts for making the game better. 
 
Really? I thought the way jumping is in Warband is fantastic. You can't jump 10 times in a row so that way you only do it when necessary. Anyway I haven't had a problem with it.
 
Kind of hard to make such a suggestion after one night, don't you think?  Give it some time, playing multiplayer is so much different.  Sure there are a few issues with jumping, but most of them have been addressed.

This is completely due to the fact that jumping moves your hit box to a completely unexpected and generally unreachable area.  The rider cannot swing the lance around to you fast enough, generally, and you live to see another day.

Isn't jumping out the way an entirely reasonable way to try to survive an attack from a horsemen?  And the rider can redirect the lance fast enough to hit a jumper, its just harder than hitting someone stationary (as it should be).

defining the circumstances where a jump would be considered to require a “cooldown”

jumping does have a cooldown timer, you can't spam the spacebar and hop like a bunny.  I think you just need to play as much Warband as you can for a week and decide if you feel the same way after having that much practice.
 
I think jumping is fine as it is. Falling damage on the other hand...

Without jumping, I would've accidentally TK'd my teammate last night. Luckily, he jumped out of the way of a horse and the bolt flew under him. Jumping is one of those features that I think gives M&B a "this is a game" feel, in a good way.

Also, jumping archers have been dealt with. The accuracy is now abominable while jumping.
 
Agree with the original poster, disagree with all these other people. Jumping I feel has very little place in M&B except perhaps for the horses. A real person can't jump far or high enough to make it worthwhile in general, and it's the pinnacle of silliness to see people jumping around with their knees retracted into their chest holding a 2h axe.

The problem is you can't eliminate jumping, because you need it to climb over obstacles. Best solution: implement a mantling system for M&B that lets you hit the 'use' button to climb over objects. Also, introduce a button that lets you dive left, right, forward or backward to dodge an attack, for example a horse charging at you. This would leave you vulnerable for a second or two as you'd have to regain your balance/push yourself up.

Since both of these would take a lot of coding and animation, probably not likely to happen. So instead, we need a way to put restrictions on jumping.

My suggestion, in that case, is to make it impossible to attack while jumping, that would solve most problems.
 
dstemmer 说:
My suggestion, in that case, is to make it impossible to attack while jumping, that would solve most problems.

This.

Already mentioned in the same thread on the other board (why make two posts) that if you hit someone as cavalry while they are jumping they don't seem to fall down and so many people seem to do this and just jump for no reason now. If possible I would like to see them add a possibility of you falling on your ass if you jump so much that way at least it would slow people down from using it all the time.
 
Kevlar 说:
dstemmer 说:
My suggestion, in that case, is to make it impossible to attack while jumping, that would solve most problems.

This.

Already mentioned in the same thread on the other board (why make two posts) that if you hit someone as cavalry while they are jumping they don't seem to fall down and so many people seem to do this and just jump for no reason now. If possible I would like to see them add a possibility of you falling on your ass if you jump so much that way at least it would slow people down from using it all the time.

Seen people do it, mostly zerkers, my lance took care of them ^^
 
Jumping to avoid a cavalry charge could simulate diving away from the attack so I think it's okay. However, jump attacking AT a cavalry charge is absolutely ridiculous. You should not be able to use your weapon while you jump.
 
dstemmer 说:
Agree with the original poster, disagree with all these other people. Jumping I feel has very little place in M&B except perhaps for the horses. A real person can't jump far or high enough to make it worthwhile in general, and it's the pinnacle of silliness to see people jumping around with their knees retracted into their chest holding a 2h axe.

The problem is you can't eliminate jumping, because you need it to climb over obstacles. Best solution: implement a mantling system for M&B that lets you hit the 'use' button to climb over objects. Also, introduce a button that lets you dive left, right, forward or backward to dodge an attack, for example a horse charging at you. This would leave you vulnerable for a second or two as you'd have to regain your balance/push yourself up.

Since both of these would take a lot of coding and animation, probably not likely to happen. So instead, we need a way to put restrictions on jumping.

My suggestion, in that case, is to make it impossible to attack while jumping, that would solve most problems.

I second that. I have no idea how (and more importantly why?) jumping made it into both the original game, and Warband. It's not like we're playing Jedi Knight series in here.
 
I don't care if someone jumps away from a cavalry charge... but if they get hit, they should take damage, and be knocked to the ground preferably. It's ridiculous to hit someone while they're in midair and they take no damage.
 
When I jump of something and there are enemies around I like to try do a massive overhead chop and take them out. This is fun and fun is good.

And hitting people in mid air certainly damages them.
 
If you are decked out in full metal gear you definitely should not be able to jump or even "dodge" as well as someone who has light or no armor.  I think how high and/or quick you jump should be scaled with the weight of your gear.

Also, I think jumping right now is too high.  I jump when dueling someone on foot but it feels a bit unrealistic to essentially jump above their shield.


 
dstemmer 说:
Agree with the original poster, disagree with all these other people. Jumping I feel has very little place in M&B except perhaps for the horses. A real person can't jump far or high enough to make it worthwhile in general, and it's the pinnacle of silliness to see people jumping around with their knees retracted into their chest holding a 2h axe.

The problem is you can't eliminate jumping, because you need it to climb over obstacles. Best solution: implement a mantling system for M&B that lets you hit the 'use' button to climb over objects. Also, introduce a button that lets you dive left, right, forward or backward to dodge an attack, for example a horse charging at you. This would leave you vulnerable for a second or two as you'd have to regain your balance/push yourself up.

Since both of these would take a lot of coding and animation, probably not likely to happen. So instead, we need a way to put restrictions on jumping.

My suggestion, in that case, is to make it impossible to attack while jumping, that would solve most problems.

The "jumping is a relic from old platformers, do away with it" argument befuddles me.  M&B's jumping system prevents bunny-hopping, as has been stated.  It's not like people are out there leaping about like Super Mario.  :roll:  I've never seen anyone with any experience trying to "abuse" the jump button, because it is impossible to abuse.  Anyone who tries to use it to their advantage in normal melee is gonna get creamed because there is not enough lateral motion to dodge anything successfully.

Switching jumping out for a "climb" command is frankly a ridiculous idea.  In PvP combat, obstacles must be cleared quickly.  For example, hopping over the lip of a rooftop in the Village map to escape a swarm of enemies.  Imagine trying to escape by turning around and frantically trying to trigger the "climb" prompt and waiting for the animation to complete -- you're dead meat.  This is Mount & Blade, not Assassin's Creed or Legend of Zelda.

Jumping does have its place in combat, and the ability to attack while jumping should definitely be preserved.  Here are three specific cases in which jumping and attacking simultaneously is an indispensable feature.

1)  Jumping to reach a guy on a horse with your swing.  It does not work well on an incoming lancer, of course, but after a rider collides with an obstacle it heightens the chance of hitting human, not horseflesh.  Sometimes it's possible to leap clear over the side of a horse whilst cleaving the rider in half, making for a nice "epic" moment.

2)  Leaping down from a rooftop to attack a hapless sap below.  Readying your swing midair gives him no time to counter; another "epic" moment.  These are the most fun ninja kills when pulled off successfuly.

3)  Hopping to avoid an arrow aimed at the feet at close range.  If you start the attack animation mid-jump, the archer/javelineer has that much less time to scurry away from your attack.

Besides, it's so much fun to combine a forward jump and an overhand attack with a 2Her!  So what if it hardly ever works; it's stinkin' FUN when it does!

Yaramir 说:
If you are decked out in full metal gear you definitely should not be able to jump or even "dodge" as well as someone who has light or no armor.  I think how high and/or quick you jump should be scaled with the weight of your gear.

If I recall correctly, encumbrance already does affect jump height, and certainly movement speed.
 
ScientiaExcelsa 说:
The "jumping is a relic from old platformers, do away with it" argument befuddles me.
A box jump has almost no use in any context, let alone on a medieval battlefield. It's a throwback to platformers.

Switching jumping out for a "climb" command is frankly a ridiculous idea.  In PvP combat, obstacles must be cleared quickly.  For example, hopping over the lip of a rooftop in the Village map to escape a swarm of enemies.  Imagine trying to escape by turning around and frantically trying to trigger the "climb" prompt and waiting for the animation to complete -- you're dead meat.  This is Mount & Blade, not Assassin's Creed or Legend of Zelda.
Jumping might be a necessary evil for reasons like these, but they're not arguments against the "idea" of climbing. You basically describe a terrible climbing mechanic, then conclude that climbing of any sort is ridiculous.

The main thing to me is that jumping should never be beneficial in combat. Just limit it to a movement function.
 
Papa Lazarou 说:
A box jump has almost no use in any context, let alone on a medieval battlefield. It's a throwback to platformers.

Well, even the vertical jump we have now is hardly a box jump.  Again, it's not a Super Marioesque leap, just an obstacle-clearing hop.  Granted, it's an unsightly animation with the whole knee-tuck thing, but at least there's no repeated bunny-hopping.

Papa Lazarou 说:
Jumping might be a necessary evil for reasons like these, but they're not arguments against the "idea" of climbing. You basically describe a terrible climbing mechanic, then conclude that climbing of any sort is ridiculous.

You're kinda taking me out of context there.  I'm not arguing that a climb feature would be bad, just that it shouldn't replace jumping entirely.  I'd love to see a climbing feature for cliffs and walls!

Papa Lazarou 说:
The main thing to me is that jumping should never be beneficial in combat. Just limit it to a movement function.

I completely agree.  What I'm saying is that it's not beneficial in Warband combat!  I've never seen it do anything for anybody in melee except in the rare cases I mentioned.

 
While "jumping" in any FPS is always a little odd, removing it creates its own issues; jumping is generally the only behavior that serves as a dodge.  In M&B no option to sprint, dart, dive behind cover, lean back to avoid a blow, lunge forward to stab, tackle someone off a horse, go prone, kneel, or any of the other body mechanics that desperate people certainly can perform are available.  Jumping is what we have.

- Copperwire
 
Well, even the vertical jump we have now is hardly a box jump. Again, it's not a Super Marioesque leap, just an obstacle-clearing hop.
It looks exactly like a box jump!

And with the platformer argument, I don't mean that it looks the same, or even that it's functionally identical. I mean that the very ability to perform an isolated jump is a relic. Jumping should be included in a climbing/mantling system, like in Thief. While moving it might cause a bound for clearing obstacles. While standing near a ledge it might cause you to jump and pull yourself up.

Other than that I think we basically agree. Sorry for misunderstanding.
 
-Just remove the ability to attack while jumping and give it an inertial penalty so that when you land again you have to regain balance, that makes it so that it's still good for navigating the map while making it the stupidest thing you could possibly do in battle.
 
dstemmer 说:
Agree with the original poster, disagree with all these other people. Jumping I feel has very little place in M&B except perhaps for the horses. A real person can't jump far or high enough to make it worthwhile in general, and it's the pinnacle of silliness to see people jumping around with their knees retracted into their chest holding a 2h axe.

The problem is you can't eliminate jumping, because you need it to climb over obstacles. Best solution: implement a mantling system for M&B that lets you hit the 'use' button to climb over objects. Also, introduce a button that lets you dive left, right, forward or backward to dodge an attack, for example a horse charging at you. This would leave you vulnerable for a second or two as you'd have to regain your balance/push yourself up.

Since both of these would take a lot of coding and animation, probably not likely to happen. So instead, we need a way to put restrictions on jumping.

My suggestion, in that case, is to make it impossible to attack while jumping, that would solve most problems.

Totally agree, and I would add a longer cooldown on horse's jump.
 
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