...or: Bringing the dodgejump back into the game.
Here it is: A dodge jump that doesn't break map scale/weapon balance and all that other stuff some people attribute to it. Below are the reasons, why.
This is a thread to find out the possible caveats there still may be with this movement and what could be done to counter them.
I've been experimenting with Sir_Brizz's movement prototyper which you can find here: https://forums.unrealtournament.com/...-%28Mutator%29
Some quick bullets:
- The dodge is SHORTER than vanilla
- The dodge jump allows for a TAD longer distances than vanilla dodge (but nothing like twice the distance)
- The overal travel speed remains more or less the same as with vanilla movement
- The overal height/distance values feel in tone with the more grounded direction of the new UT to me, but that's a matter of taste and totally tweakable
- Successive walldodges are more of an actual walldodge than a wall-nodge'n'plunge to allow for better walldodge chaining
For the video comparison I chose
- Outpost-23, because it apparently represents Epics idea of how the map size/layout should feel like
- to illustrate the navigation along the same path, so a direct comparison is possible
- to not include slides, so we can focus on the dodge jump mechanic rather than mixing up everything
- to not include combat situations (which is quite different regarding effective movement), since it's incredibly hard to reproduce situations with equal preconditions for a direct comparison. I may try that out eventually, though.
I apologize for the video quality. My current machine isn't able to capture in-game better.
However, I included some audiovisual overlays that should make it effortless to follow what's happening.
Vanilla movement:
With Dodge-/Doublejumping:
My conclusions, which are also partially in response to the opinions Epic shared in this video: https://www.youtube.com/watch?v=Z91EHZTOyJ0
(Please don't bother to answer if you can't/won't think any further than what they mentioned back then)
So try it out, tell me what you think. What could be improved? What already works well in your opinion? What are the caveats?
Here are the values you need to copy into your MovementPrototyper.ini
Here it is: A dodge jump that doesn't break map scale/weapon balance and all that other stuff some people attribute to it. Below are the reasons, why.
This is a thread to find out the possible caveats there still may be with this movement and what could be done to counter them.
I've been experimenting with Sir_Brizz's movement prototyper which you can find here: https://forums.unrealtournament.com/...-%28Mutator%29
Some quick bullets:
- The dodge is SHORTER than vanilla
- The dodge jump allows for a TAD longer distances than vanilla dodge (but nothing like twice the distance)
- The overal travel speed remains more or less the same as with vanilla movement
- The overal height/distance values feel in tone with the more grounded direction of the new UT to me, but that's a matter of taste and totally tweakable
- Successive walldodges are more of an actual walldodge than a wall-nodge'n'plunge to allow for better walldodge chaining
For the video comparison I chose
- Outpost-23, because it apparently represents Epics idea of how the map size/layout should feel like
- to illustrate the navigation along the same path, so a direct comparison is possible
- to not include slides, so we can focus on the dodge jump mechanic rather than mixing up everything
- to not include combat situations (which is quite different regarding effective movement), since it's incredibly hard to reproduce situations with equal preconditions for a direct comparison. I may try that out eventually, though.
I apologize for the video quality. My current machine isn't able to capture in-game better.
However, I included some audiovisual overlays that should make it effortless to follow what's happening.
Vanilla movement:
With Dodge-/Doublejumping:
My conclusions, which are also partially in response to the opinions Epic shared in this video: https://www.youtube.com/watch?v=Z91EHZTOyJ0
(Please don't bother to answer if you can't/won't think any further than what they mentioned back then)
- Variance ("There's no reason to dodge when I can dodge jump")
As you can see in my breakdown at the end of the videos, this is not true. In order to navigate efficently you NEED to mix it up.
With only dodge jumping, I'd constantly be hitting everything around me, slowing me down. I would constantly overshoot the points where I need to be on the ground again to be able to pull off the next move. Most of them don't work if you are one or two feet off. Timing is very crucial. This can't work well if you are forced into a repetitive and narrow pool of options. As you can see with vanilla movement it's basically just dodges and walldodges. Always the same rhythm, where I'm often too long in the air to stay flexible.
Examples:
[vanilla-00:03] I almost need to set back for that dodge down to the bio, so I don't end up bumping my head at the doorway. The single walldodge sent me landing halfway within the room, so an additional dodge is prone to make me hit my head.
[prototype-00:04] No problem: I land at roughly the same spot, but with a single dodge down to the bio I'm not in a crucial distance to hit my head.
[vanilla-00:12] A dodge through the door would lead me down the drill room. It's just too wide for the narrow ramp to be of any use here. I chose to break the flow and walk around that corner.
[prototype-00:12] No problem: When dropping down from the belt, I utilize the smaller distance of the single dodge, so a second dodge gets me just through the doorway inside without overshooting that ledge.
[vanilla-00:20] I want to make a wall dodge from that doorway entering the bio-room in front of me. However the previous dodge sent me too far. If I dodge now, I'm gonna land in the middle of the doorway. Too far to make that walldodge from the doorway wall. So I chose to just walk there (=> breaks the flow).
[prototype-00:22] No problem: Due to a smaller dodge, I can throw in a single walldodge (no walldodge-jump here!), so I end up landing just before the doorway and am able to do that walldodge at the edge of it.
Moreover you can see that the amount of moves that are possible differs greatly (even if it seems that it's just ONE additional option). It's the combinations that make it diverse and fun to watch/pull off. This is in favor of the explicit wish of Epic that there should be a long way to master movement. - Map scale/layout ("Do I need to increase all ceiling/doorway heights and room/corridor widths with dodge jumps for movement to work?")
No, you don't. You can't even jump in the middle of a lot of doorways with vanilla movement without hitting your head (00:04, 00:12). You shouldn't even do that in real life, so why would you expect it to work with double jumps?
In the middle of a room I never hit a ceiling, since they are much taller than you could ever (double) jump - in the prototype as well as vanilla. No reason to make them taller, either.
As for the room/corridor widths, I see more reason to widen them with vanilla movement, to be honest. Without the option of a shorter dodge, you are much more prone to collide with stuff around you. It's like trying to navigate through serpentines with a racing car that has no breaks and runs at 250 mph.
Aside from that, you can of course make maps wide open or claustrophobic narrow by choice with ANY movement if you want. Just look at DM-Lea and DM-Tuba. No movement concept forced the designers to do it like that. Free choice/matter of taste. - Reachability ("What about height and gap widths - I don't want to double the height/length of every object/gap!")
The prototype dodge(jump) is not very high and it's length is not much longer than the vanilla single dodge. It doesn't let you reach a lot more places than before. Try it out yourselves. And the few things you can would only need minor adjustments. Nothing that makes everything all of the sudden so much more unrealistic compared to the player sizes.
But beware: The more you prevent places from being reachable and gaps from being skippable the more you favor hitscan. If you can't close the gap to your opponent, you have to rely on long range weapons.
As for objects you shall be able to stand on - it's fine if you can single jump them. They don't need to be so tall that you inevitably need a double jump. - Groundedness ("Bahbah...too floaty...ut2004...bah")
As this prototype dodge jump is not very high, this still feels quite in line with the desired groundedness. Doesn't seem like "crouching tiger, hidden dragon, fighting through the trees" at all. Nobody said that dodge/double jumps have to be very high and pull the whole battle into midair. I reckon you could even lower the jump heights more and it would still work. - Hitscan vs. projectile ("But dodgejump means hitscan fest")
Weapon values are tweakable. You can increase splash damage, increase DPS of projectiles and do much more if people escape them too easily or use hitscan too often.
However, as of right now, projectiles seem to be quite OP anyways. So why not counter this by a tad more escapability of projectiles? This thread speaks volumes: https://forums.unrealtournament.com/...ets-and-combos
Some people say: "But competitive play is a whole another story." Well, check out the frag stats from this community event's duels (https://www.youtube.com/watch?v=ro7PQ_lgI8o)
Dypper | PhantomLord | |||||
Sniper | | | Rockets | ||| | |||
Stinger | | | Sniper | || | |||
Flak Shell | | | Link Primary | || | |||
Flak Shards | || | |||||
Shock Combo | ||| | |||||
Shock Beam | | | |||||
Rockets | || | |||||
27% hitscan frags | 29% hitscan frags | |||||
Xios | Jayoplus | |||||
Flak Shards | ||| | Link Primary | | | |||
Shock Combo | || | Rockets | ||||| ||| | |||
Sniper | | | |||||
0% hitscan frags | 1% hitscan frags | |||||
Hypno | Gib | |||||
Link Shaft | | | Shock Combo | | | |||
Sniper | ||||| ||||| | | |||||
Flak Shell | | | |||||
Rockets | ||||| ||||| ||||| | |||||
Shock Core | | | |||||
Shock Combo | | | |||||
41% hitscan frags | 0% hitscan frags | |||||
Zaccubus | Jayoplus | |||||
Rockets | ||||| ||||| | | Flak Shards | | | |||
Link Shaft | | | |||||
Stinger Shards | || | |||||
Sniper | ||||| | | |||||
Flak Shards | ||| | |||||
Shock Combo | | | |||||
29% hitscan frags | 0% hitscan frags | |||||
Hypno |
Zaccubus | |||||
Rockets | ||||| |||| | Shock Combo | | | |||
Shock Combo | ||||| | | Stinger Shards | | | |||
0% hitscan frags | 0% hitscan frags |
That's an average of 24% hitscan frags!
Sure, hitscan weapons were also in use when there were no frags made with them. But so were projectile weapons.
This is no foundation for the whole hitscan-fest-argument against a mechanic that makes projectiles a bit weaker.
Sure, hitscan weapons were also in use when there were no frags made with them. But so were projectile weapons.
This is no foundation for the whole hitscan-fest-argument against a mechanic that makes projectiles a bit weaker.
- Skill balance ("Movement skill shall not be more important than weapon skill")
I don't get how restricting movement makes weapon skill more important...
The less movement is suitable for escaping projectiles the less important the weapon skill with projectile becomes as well.
The two are kind of associated in symbiosis. If movement is flexible and sophisticated as hell, it's also very hard and skill prone to hit with weapons.
You can't dumb down one of them and expect the other to stay the same. - Flow
I don't know whether you can tell from only looking at it, but this feels SO much more fluent and satisfying than vanilla movement. With the possible combinations you have quite a pool of options to choose from that make all sense in specific situations. Due to flexibility you can choose to traverse a map in a so much higher number of fashions, increasing the fun to play and try out as well as encouraging different playstyles and freshening spectator experience. The level geometry doesn't provide you with specific launching points where it is possible AND useful to dodge, which would decrease variety and increase predictability, but you are more free to utilize all the movement options you got.
Movement should never feel restrictive!
So try it out, tell me what you think. What could be improved? What already works well in your opinion? What are the caveats?
Here are the values you need to copy into your MovementPrototyper.ini
Code:
[/Script/Mutator_MovementPrototyper.Mutator_MovementPrototyper] DefaultBaseEyeHeight=71.000000 HealthMax=100 SuperHealthMax=199 DamageScaling=1.000000 FireRateMultiplier=1.000000 bSpawnProtectionEligible=True MaxSafeFallSpeed=2400.000000 FallingDamageFactor=100.000000 CrushingDamageFactor=2.000000 EmoteSpeed=1.000000 TeamPlayerIndicatorMaxDistance=2700.000000 PlayerIndicatorMaxDistance=1200.000000 MaxStackedArmor=200 MinAdditiveDodgeFallSpeed=-5000.000000 MaxAdditiveDodgeJumpSpeed=700.000000 WallDodgeTraceDist=50.000000 MaxMultiJumpCount=1 MaxWalkSpeed=900.000000 MaxAcceleration=7500.000000 BrakingDecelerationWalking=7500.000000 WalkableFloorZ=0.695000 GravityScale=1.000000 AirControl=0.400000 MultiJumpAirControl=0.400000 JumpZVelocity=650.000000 DodgeImpulseHorizontal=1000.000000 DodgeImpulseVertical=425.000000 DodgeResetInterval=0.350000 DodgeLandingSpeedFactor=0.250000 bAllowJumpMultijumps=True MultiJumpImpulse=675.000000 bAllowDodgeMultijumps=True DodgeJumpLandingSpeedFactor=0.250000 DodgeJumpResetInterval=0.350000 DodgeJumpImpulse=625.000000 MaxWallDodges=99 WallDodgeImpulseHorizontal=1000.000000 WallDodgeImpulseVertical=425.000000 WallDodgeSecondImpulseVertical=425.000000 WallDodgeResetInterval=0.200000 WallDodgeMinNormal=0.500000 MaxConsecutiveWallDodgeDP=0.970000 WallDodgeGraceVelocityZ=-9999.000000 bAllowSlopeDodgeBoost=True DodgeMaxHorizontalVelocity=9999.000000 MaxMultiJumpZSpeed=9999.000000 MaxFallingAcceleration=4200.000000 BrakingDecelerationFalling=0.000000 BrakingDecelerationSwimming=300.000000 SprintSpeed=1250.000000 SprintAccel=200.000000 AutoSprintDelayInterval=2.000000 LandingStepUp=40.000000 LandingAssistBoost=380.000000 MaxWalkSpeedCrouched=315.000000 MaxStepHeight=51.000000 NavAgentProps=0.000000 CrouchedHalfHeight=64.000000 RollHalfHeight=46.000000 SlopeDodgeScaling=0.930000 DodgeRollAcceleration=2000.000000 MaxDodgeRollSpeed=920.000000 DodgeRollDuration=0.450000 DodgeRollBonusTapInterval=0.170000 DodgeRollEarliestZ=-100.000000 RollEndingSpeedFactor=0.500000 FallingDamageRollReduction=6.000000 MaxSwimSpeed=1000.000000 MaxWaterSpeed=450.000000 Buoyancy=1.000000 SwimmingWallPushImpulse=730.000000 MaxSlideFallZ=-200.000000 SlideGravityScaling=0.200000 MinWallSlideSpeed=500.000000 MaxSlideAccelNormal=0.000000 EasyImpactImpulse=1100.000000 EasyImpactDamage=25.000000 FullImpactImpulse=1600.000000 FullImpactDamage=40.000000 ImpactMaxHorizontalVelocity=1500.000000 ImpactMaxVerticalFactor=1.000000 MaxUndampedImpulse=2000.000000 GroundFriction=8.000000 MaxFlySpeed=600.000000 BrakingDecelerationFlying=0.000000 AirControlBoostMultiplier=2.000000 AirControlBoostVelocityThreshold=25.000000 FallingLateralFriction=0.000000 TranslocatorBringUpTime=0.050000 TranslocatorPutDownTime=0.050000 ImpactHammerBringUpTime=0.050000 ImpactHammerPutDownTime=0.050000 WeaponBringUpTime=0.050000 WeaponPutDownTime=0.050000
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