This is a fairly simply idea that has probably already been tossed around, but I'm going to "suggest" it anyways.
Often times I find myself just missing a ledge by inches, falling short only to have to run back up and retry the jump I was attempting. Or I am halted by a 5 foot wall only to have to run a rediculous distance to get up there. What I'm suggesting is a "catch/climb" mechanic. Now I know this may be an unpopular idea, but what the hell, I've never really cared about being popular. I'd love the ability to climb up small ledges, or catch myself on a ledge as I'm falling. Using a "key-combo" would still be acceptable (double-tap "forward/up" or quick-dash+"forward/up"), but I feel being able to continue moving where you want to go without having to retread your steps would go a long way towards the fluidity of the game. As it stand missing a ledge almost completely breaks your flow, and simply feels clunky in a modern game. Having a "catch" movement that still temporarily slows your character without forcing them to completely retry their attempt, would not only make the movement feel more fluid, but also still gives an enemy chasing/watching you the chance they may need to kill you while you're slowed while "recovering". Anyways, just something I could see the game benefit from. If anyone wants to chime in, present issues etc, I'd be happy to discuss it and see if there might be a more balanced way to implement this type of movement without compromising the core ideals of the gameplay.
Often times I find myself just missing a ledge by inches, falling short only to have to run back up and retry the jump I was attempting. Or I am halted by a 5 foot wall only to have to run a rediculous distance to get up there. What I'm suggesting is a "catch/climb" mechanic. Now I know this may be an unpopular idea, but what the hell, I've never really cared about being popular. I'd love the ability to climb up small ledges, or catch myself on a ledge as I'm falling. Using a "key-combo" would still be acceptable (double-tap "forward/up" or quick-dash+"forward/up"), but I feel being able to continue moving where you want to go without having to retread your steps would go a long way towards the fluidity of the game. As it stand missing a ledge almost completely breaks your flow, and simply feels clunky in a modern game. Having a "catch" movement that still temporarily slows your character without forcing them to completely retry their attempt, would not only make the movement feel more fluid, but also still gives an enemy chasing/watching you the chance they may need to kill you while you're slowed while "recovering". Anyways, just something I could see the game benefit from. If anyone wants to chime in, present issues etc, I'd be happy to discuss it and see if there might be a more balanced way to implement this type of movement without compromising the core ideals of the gameplay.
Comment