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    #31
    Originally posted by JoeWilcox View Post
    Crouch gives you the functionality of walk without having to have a 3rd state. Can someone give one example of where walk gave any real benefit over crouch-walk other than "we could do it before"?
    Is it possible that you came up with the idea to remove walk?
    In the other thread you asked the same question and people gave you answers already. I guess you will ignore them again in this thread. Why is it such a problem to implement it and let people play with it. If people don't want it you can remove it again...
    Last edited by mad1Z; 02-04-2016, 07:51 AM.
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      #32
      I'd love to have Walk back, easily the movement command I miss the most from previous UTs.

      Currently when you're dodging to a very far ledge or platform and your dodge isn't 100 % on point (but you still reach the destination) your only way to stop your momentum is not to input any movement. In previous UTs you could Crouch or Walk upon landing and easily keep on moving in the desired direction without falling off ledges, but now Walk is gone and Crouch makes you slide to your death... Again, you have to take your hands away from WASD/movement keys, it really kills the fluidity of the movement.

      I'm not sure what are the reasons which lead to its removal, but I'm sure there are ways to make it work.

      If balance is a concern:

      - Make it so that Walk doesn't have any advantage over current movement tools (ie, not faster than Crouch, not a smaller hitbox, you can still hear steps etc)

      If complexity (adding a third state) is a concern:

      - Just make it a completely optional bind, one which is not part of the default loadout but still accessible to those who want it. Something a new player could easily ignore, but that he can access if the need arises

      Basically just turn it into a precision landing tool to help with tighter maneuvers: it shouldn't hurt balance in any way if it doesn't provide any bonus over current tools, all while offering more control over movement to players who desire it.

      Would there be any downside to adding a Walk command configured like this?

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        #33
        Originally posted by Dementiurge View Post
        Sound Speed Height Jump Dodge Roll/Slide Edge Protection
        Run Loud Fast Tall Full Yes No No
        Walk Quiet Slow Tall Full Yes No Yes
        Crouch Quiet Slow Short Reduced No Yes Yes
        Perfect.

        10
        Unreal Tournament CTFer.
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          #34
          Originally posted by Dementiurge View Post
          Sound Speed Height Jump Dodge Roll/Slide Edge Protection
          Run Loud Fast Tall Full Yes No No
          Walk Quiet Slow Tall Full Yes No Yes
          Crouch Quiet Slow Short Reduced No Yes Yes
          perfect x2
          +1

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            #35
            There is actually a state missing from that, I suppose sprint is a type of run. Has anyone here actually tried moving while crouched in real-life, its not even a real thing, kneeling on the other hand and shimmying around is.

            Basically what people are after is the edge protection button mostly, my argument has always been to learn to move without the crutch but somehow this UT is the dumbed down one.

            I dunno, I want movement options but I dont wanna waste keys on stuff that will barely be used, thats why I like sprint how it is. I think the limiting factor is digital input here.
            Upon release, Unreal Tournament 2004 was met with widespread critical acclaim. Several critics praised the unique, fast-paced, fun and challenging nature of the game as its main selling points, while fans touted the post-release support and extensive modding capabilities.

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              #36
              Sprint is downright bad imo it's too fast and lasts for unlimited period of time, it is extremely off putting as you are used to normal speed which already is runing. I am not saying this shall not be in game, i just dislike it.

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                #37
                Well Im not a fan of the fact you can run around unlimited but having it context sensitive how it is, is far better than if there were a button for it, people would soon exploit sprint to the point the button creates a skill gap that could be removed by removing the button. I feel much the same way about an edge protection button, its not really useful because its there to do something you can perform otherwise (with enough true skill), just like tapping movement buttons instead of holding them will get you moving slower, just not in the same quiet way walk does.

                I feel as though if we want walk in the game it should be in a similar manner to how sprint works, if you are moving slower by tapping keys then the player should naturally be more quiet. Theres a wiggle problem atm so its clear to me there could be a slight moment of acceleration going from 0 to groundspeed to simulate walking.

                I must say Im not a fan of the combined crouch/slide, honestly I dont see what the big deal is with crouch and why we need it. Its clear it doesnt offer a whole lot over walking so I would gladly sacrifice one for the other in the worst case. Ive just never been playing UT and thought to myself, you know what I need right now, to make my hitbox smaller. I do see the overall use for these moves but right now Im not convinced of their staple status, the dodge is obviously a clear staple of the franchise, it stands on its own unlike walk, crouch and yes even sprint so I do think there is plenty of room for improvement.
                Upon release, Unreal Tournament 2004 was met with widespread critical acclaim. Several critics praised the unique, fast-paced, fun and challenging nature of the game as its main selling points, while fans touted the post-release support and extensive modding capabilities.

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                  #38
                  Originally posted by MonsOlympus View Post
                  Well Im not a fan of the fact you can run around unlimited but having it context sensitive how it is, is far better than if there were a button for it, people would soon exploit sprint to the point the button creates a skill gap that could be removed by removing the button. I feel much the same way about an edge protection button, its not really useful because its there to do something you can perform otherwise (with enough true skill), just like tapping movement buttons instead of holding them will get you moving slower, just not in the same quiet way walk does.

                  I feel as though if we want walk in the game it should be in a similar manner to how sprint works, if you are moving slower by tapping keys then the player should naturally be more quiet. Theres a wiggle problem atm so its clear to me there could be a slight moment of acceleration going from 0 to groundspeed to simulate walking.

                  I must say Im not a fan of the combined crouch/slide, honestly I dont see what the big deal is with crouch and why we need it. Its clear it doesnt offer a whole lot over walking so I would gladly sacrifice one for the other in the worst case. Ive just never been playing UT and thought to myself, you know what I need right now, to make my hitbox smaller. I do see the overall use for these moves but right now Im not convinced of their staple status, the dodge is obviously a clear staple of the franchise, it stands on its own unlike walk, crouch and yes even sprint so I do think there is plenty of room for improvement.
                  you do not know what crunching provides?as you stated, it is the only way of reducing your hitbox. Plus if you do duels you'd know that sudden crunch is the most off putting movement mechanic for your opponent. I have been utilizing side rolls more than anyone in new ut i guess. Try to get better with it and you will find new world for yourself, it is clearly not a useless mechanics for sure and i'd take it over walk any day. gotta love rolling sniper or combo shots or even flak shells, it helped me run so many flags as well. Everyone expects u to dodge or jump but seldom someone is quick to react to side roll or forward roll.

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                    #39
                    Originally posted by R.Riddick View Post
                    you do not know what crunching provides?as you stated, it is the only way of reducing your hitbox. Plus if you do duels you'd know that sudden crunch is the most off putting movement mechanic for your opponent. I have been utilizing side rolls more than anyone in new ut i guess. Try to get better with it and you will find new world for yourself, it is clearly not a useless mechanics for sure and i'd take it over walk any day. gotta love rolling sniper or combo shots or even flak shells, it helped me run so many flags as well. Everyone expects u to dodge or jump but seldom someone is quick to react to side roll or forward roll.
                    Well I'll admit Im not the biggest dueler but I do know bunnyhopping seems to be a viable combat tactic in this UT, sprint actually reduces a players ability to move fast through the air and bunnyhop as sprint is cancelled in the air. This is important because it means bunnyhopping as a means of traversal is nerfed vs other options including dodge/wall dodge.

                    Rolls are a whole nother kettle of fish, to me the button is for slide and not crouch as I use it far more for that purpose but I find in a fight if there is a wall nearby the boost you get from a quick dodge or jump into a wall dodge can be extremely off putting even if you hit a wall on the other end. I suppose if you use crouch as a means to do a roll then it gives you an advantage, I think I would prefer if crouch didnt move and only rolled, it'd be great if you could slide to cover like Farcry 3, being able to use it as a combo like not just dodging to roll but other options like sliding on the end of a sprint to get some kind of temp boost, who knows.

                    The new Team Showdown maps look like they have plenty of options so Im keen to keep tweaking and playing for as long as it takes (when its done tm)
                    Upon release, Unreal Tournament 2004 was met with widespread critical acclaim. Several critics praised the unique, fast-paced, fun and challenging nature of the game as its main selling points, while fans touted the post-release support and extensive modding capabilities.

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                      #40
                      Originally posted by JoeWilcox View Post
                      Crouch gives you the functionality of walk without having to have a 3rd state. Can someone give one example of where walk gave any real benefit over crouch-walk other than "we could do it before"?
                      walking | jump in ut99 = small jump - when you picked up jumpboots to dont lose boots
                      walk | walking = also for quiet moving.
                      imo was better option then double pressing jump key to use jumpboots in ut4.
                      UT - visionary
                      just do it = epic win

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                        #41
                        so can we get any hopes to see walk back in ut4 aswell?

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                          #42
                          Remove single tap dodge, introduce walk = win

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                            #43
                            Some pretty good arguments here, in my opinion.

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                              #44
                              Originally posted by Barktooth View Post
                              Remove single tap dodge, introduce walk = win
                              I know you are joking but DO NOT do this. I can't double dodge effectively, so Single Tap allows me to play.

                              Although when walk is introduced I'll be in a bit of predicament as I swapped space for single tap Dodge and use shift for jump.
                              I typically use shift for walk / sprint in other games.

                              When my UHK arrives then all will be well in the world as I can use mod for single tap Dodge and space for jump.
                              Another crazy idea brought to you by richardboegli ;P

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                                #45
                                Originally posted by richardboegli View Post
                                I know you are joking but DO NOT do this. I can't double dodge effectively, so Single Tap allows me to play.

                                Although when walk is introduced I'll be in a bit of predicament as I swapped space for single tap Dodge and use shift for jump.
                                I typically use shift for walk / sprint in other games.

                                When my UHK arrives then all will be well in the world as I can use mod for single tap Dodge and space for jump.
                                I actually am not joking. Well, I'm not entirely serious either as I know Epic probably won't remove it, but I really do hate the idea of the single tap dodge.

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