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Nerf or remove the jump pad #30
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a lot of us? I have to seriously ask because it's the first I've heard of it. but I dont really keep up on things and mostly just pub |
We've discussed it a few times on the dev forums: AfterShock's pros/cons list from 2009 (before jump pads were made team-oriented/destructable):
My current thoughts: I think if we really want to attempt to solve the "competitive FF is offense-biased" problem, the jump pad really needs to be looked at, as I think it's a major contributor for
Something I've thought about which could solve the second problem (but not the first, and only partially the third) would be to make the jump pad boost based on the speed of the class (meaning scout would get the highest boost, and HW would get the lowest). However, this is not a great solution, as it devalues other reasons for the jump pad existing and may not solve much in the long run. Another tricky part of this: Is offense more fun because of the consistency that the jump pad provides? I imagine that it is (at least partially), and it's something we've been dealing with for FF's entire lifetime: the players that have stuck with FF generally like the "easier" offense (me included), so it's tough to know what needs fixing and what is worth keeping. |
In reading through that "The jumppad" thread, there are some interesting ideas in it that I had completely forgotten about trying, namely the charge-to-use stuff. Perhaps we could try a charge system again, doing something like:
The problem would be that players could easily "steal" someone's charge (which is not really a trivial problem). Using an individual charge-level per player would avoid this problem, but might make it harder to communicate. Just something to consider I guess. EDIT: Relevant commits from when we tried a charge system: EDIT#2: A post that's worth reading: |
I was going to say why not just nerf velocity by like 20% or give it a cooldown 💃 |
#33 I have reduced the horizontal push, it still feels good as an instant gratification system but its much less overpowered now. |
After giving it some consideration, I'd be all for a complete removal or heavy nerf to jpads in terms of a comp setting. But I do think that'd be quite a slap to pubs. Demo, engi, and soldier are all very common O classes in the pub, with the occasional HW. Sometimes I just think about a brand new player taking ages to cross schtop yard just to get wrecked at FD. Obviously that wouldn't a problem if they took the time to educate themselves on the movement and subscribed to our idea of the classic OvD structure. But some players just don't really get into that, and I don't see why they should have to for general pub fun times. Jump pads facilitate that more casual and laid back play really well. I think it'd be nice to see a re-implementation that easily facilitated pub play, without being abused in comp. |
"Another tricky part of this: Is offense more fun because of the consistency that the jump pad provides? I imagine that it is (at least partially), and it's something we've been dealing with for FF's entire lifetime: the players that have stuck with FF generally like the "easier" offense (me included), so it's tough to know what needs fixing and what is worth keeping." I have to say yes, yes it is more fun. monkey T is an odd example since it is located next to the fastest respawning health kit in the game. Pubbers will definitely feel this nerf and since none of them are reading this page now it will be simply confusing and infuriating. I can see a small speed nerf but as it functions in most maps it just gets you to the action a little bit faster (and therefore lets you ahve more fun.) |
List of changes to jump-pad usage on AvD/IvD/CTF maps (as of 04/12/2014 - current FF Beta on Steam - with reduced vertical velocity and 768 horizontal speed):
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Resolved by #122 |
I guess this might be too big an issue to raise here? But I think a lot of us have come to the conclusion that the jump pad has run it's course and has more of a detrimental effect on both pickup / competitive games (CTF) and pub games (making AvD stacked too much in offense favour).
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