I have played FPS games for as long as they have existed, competitively in the early days of CS. I don’t see why adding this feature deliberately would be appealing. It makes the game look unnatural for what? There are tons of hard to use glitches in every FPS game and the policy on any enjoyable server is “no glitching”, that is - play the game as the developer intended or be kicked. This bug was just too widely use…
Bunnyhopping from the Programmer's Perspective (2015)
31–40 of 67 posts
Re: Bunnyhopping from the Programmer's Perspective (2015)
#32The thing I don't understand is why you would limit velocity in such a strange way to begin with.
accelerations map directly to actions of the user (forces). It seems fairly natural, not strange, to control velocities and positions in terms of accelerations. The same thing happens in real life.
Re: Bunnyhopping from the Programmer's Perspective (2015)
#33The described way of increasing maximum velocity does not look realistic, it is not based in any kind of physics or bio-mechanics. So, is it a suggestion to implement a broken game mechanic.. so that experienced players can transfer their skill to other FPS games? Nice..
Getting to play again after being shot in the face is not realistic either, yet pretty much all FPS games implement this feature. I wonder why?
Re: Bunnyhopping from the Programmer's Perspective (2015)
#34I have played FPS games for as long as they have existed, competitively in the early days of CS. I don’t see why adding this feature deliberately would be appealing. It makes the game look unnatural for what? There are tons of hard to use glitches in every FPS game and the policy on any enjoyable server is “no glitching”, that is - play the game as the developer intended or be kicked. This bug was just too widely use…
Rocket jumping could be considered a glitch. It was never really designed, it was just an outcome of the physics system in quake. But it stuck, and later on it was added to TF2 (built on a distant descendant of the quake engine) as a central mechanic. Without it, you wouldn't have cool stuff like
Re: Bunnyhopping from the Programmer's Perspective (2015)
#35I have played FPS games for as long as they have existed, competitively in the early days of CS. I don’t see why adding this feature deliberately would be appealing. It makes the game look unnatural for what? There are tons of hard to use glitches in every FPS game and the policy on any enjoyable server is “no glitching”, that is - play the game as the developer intended or be kicked. This bug was just too widely use…
Re: Bunnyhopping from the Programmer's Perspective (2015)
#36I have played FPS games for as long as they have existed, competitively in the early days of CS. I don’t see why adding this feature deliberately would be appealing. It makes the game look unnatural for what? There are tons of hard to use glitches in every FPS game and the policy on any enjoyable server is “no glitching”, that is - play the game as the developer intended or be kicked. This bug was just too widely use…
Halo CE: backpack reload, double melee, quick camo, etc.
Halo 2: BXR, BXB, RRX, etc.
Halo 5: slide jump, bum jump, boost jump, etc.
Warzone: slide cancel.
But then again, some glitches don’t. Like super-jumping in H2.
Re: Bunnyhopping from the Programmer's Perspective (2015)
#37I have played FPS games for as long as they have existed, competitively in the early days of CS. I don’t see why adding this feature deliberately would be appealing. It makes the game look unnatural for what? There are tons of hard to use glitches in every FPS game and the policy on any enjoyable server is “no glitching”, that is - play the game as the developer intended or be kicked. This bug was just too widely use…
Re: Bunnyhopping from the Programmer's Perspective (2015)
#38I have played FPS games for as long as they have existed, competitively in the early days of CS. I don’t see why adding this feature deliberately would be appealing. It makes the game look unnatural for what? There are tons of hard to use glitches in every FPS game and the policy on any enjoyable server is “no glitching”, that is - play the game as the developer intended or be kicked. This bug was just too widely use…
At least in Quake this was not deliberate choice. It was fortunate accident. It took some time for people to discover bunny hopping and once somebody figured it out it took like a storm. Hopping wasn't discovered immediately. I remember we were doing things like strafing into walls to speed up movement before we knew bunny hops are possible. I don't think idSoftware predicted how the game would be used when they were…
Re: Bunnyhopping from the Programmer's Perspective (2015)
#39I'm happy that bunnyhopping has died and doesn't show up in games anymore. You can bunnyhop in Dusk, but it's a single-player game and it's perfectly playable without it.
Re: Bunnyhopping from the Programmer's Perspective (2015)
#40Of course, we kind of went beckwards for the last 15 years but skilled games are making a comeback. Speaking as a PC/arcades gamer,though.