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UT99 v. 2K movement, why not build off it?

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    UT99 v. 2K movement, why not build off it?

    There have been countless blogs over the movement for UT3. I can see both sides, having played this franchise since the release of GOTY 99. However, the movement suggested so far by Epic about UT3 with the jumping and the dodging seems an awful lot like a step backwards in the development and evolution of the game.

    I remember when a little game called Unreal 2 came out. The movement in this game used the UT99 style. I remember playing it, after the UT2k's, and I gotta say, there were countless times I would try to dodge jump and....of course, not be able to. I loved this game. All I'm saying is that "taking a step backward" is going to be extremely aggravating.

    Shouldn't they continue with the evolution of the controls?

    I think they should keep UT2K movement and add a shoulder roll to the already complex movement of the game. For instance, right right crouch does part of a dodge and then shoulder roll.

    Because in the end, I think we all want the most freedom and choice over control in any gaming environment we play.

    #2
    Why does movement have to evolve with wild moves? You haven't thought it through, have you? The game is more grounded, the gravity a bit heavier I do believe. Makes for a newer style of gameplay.

    This sounds like a "I want dodge jump back in the game" kinda complaint. First off, it is difficult to make certain judgments if you haven't actually played UT3. Secondly, the dodge jump being removed helps in making maps to a better scale. Lastly, what do think of simply adding in the "shoulder roll" in lieu of a dodge jump? Sure, it doesn't function the same, but it does add an evasive maneuver without breaking map scale.

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      #3
      The shoulder roll actually sounds like a good idea. The only reason D-J is gone is because it made the effective ranges of non-hitscan weapons WAY too short.

      More short-range dodge moves make non-hitscan still viable, while preserving interesting movement.

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        #4
        UT is no melee fighting game or tactical shooter. More complex movement options are not necessarily better. If enough people want more complex movement, you can bet someone will make a mutator for it.

        [edit]
        BTW: The dodge felt a bit longer than in UT/UT200x when I played Warfare at the Games convention today. Unfortunately I didn't get a chance to try out the other movement options.

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          #5
          and since when exactly a more complicated movement means a better one?

          UT2K4 movement was too complicated, not to master, but just "too much" if you know what i mean. for example, there is nothing more annoying then someone avoiding your most amazing airrox with a simple wall dodge, or "cheating" gravity by using wall dodge near the ground after a long fall and not getting any damage.

          UT99 movement was enough for me, maybe the only thing that i dont like about UT3 is that they kept the wall dodges in.

          The movement on UT2K4 makes the game too much dynamic and it dosent mean its good, just annoying. in UT99 you were more "grounded" and you could really feel the gravity that comprised a major part of the game, unlike UT2K4 that its like playing in a spacestation or something like that.

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            #6
            Qft!

            Originally posted by Crotale View Post
            Why does movement have to evolve with wild moves? You haven't thought it through, have you? The game is more grounded, the gravity a bit heavier I do believe. Makes for a newer style of gameplay.

            This sounds like a "I want dodge jump back in the game" kinda complaint. First off, it is difficult to make certain judgments if you haven't actually played UT3. Secondly, the dodge jump being removed helps in making maps to a better scale. Lastly, what do think of simply adding in the "shoulder roll" in lieu of a dodge jump? Sure, it doesn't function the same, but it does add an evasive maneuver without breaking map scale.
            I don't know about the shoulder roll, but this has been rehashed burnt and ground up and burnt over and over again. There will be someone (or more) to make mutators to add all the funky moves anybody would want (more likely not) into the game again. That way those that want it can have their 2k4a.

            Intentsly

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              #7
              Sometimes less is more.

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                #8
                I like UT2004's movements, thats what makes it different. But I don't want it in UT3.

                This is one reason to keep both games. UT2004's movements won't work well in UT3 I'm pretty sure, even if people make mutators for that.

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                  #9
                  UT isn't an acrobatics game. It's a game where you hunt for your enemies with your weapons, not a game where you keep trying to pull off impossible manuevers.

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                    #10
                    I'm not doing to get into a bring back the dodgejump rant, It's gone and thats that.

                    I will say that most tactical shooters bore me to death with their clunky limited movement systems that encourage constant bunny hopping around the map as its the only practical way to avoid fire. I remain very far from convinced that less is more in this case.

                    Comment


                      #11
                      Originally posted by -=¤willhaven¤=- View Post
                      Sometimes less is more.
                      I need more cowbell !

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                        #12
                        I started to be far more effective in UT2 when I abandoned the playing style of a FPS and started to treat it more like a flight simulator. I'm not being sarcastic, here.

                        FPS games are based on the concept of a plane of interaction, and when two players are on the same level, they generally stick more or less to that plane. Flight sims are based on being immersed in a medium that allows target traversal in three full axes. That's why modern flight sims have a view lock. Your view stays locked to the enemy, as your head tracks their position. The rest of the plane catches up and get into line as well as your maneuvering allows. UT2 plays far more like that.

                        UT2 movement was an interesting concept, but the idea that evolution is just a process of complexification is short sighted. Most "evolutionary changes" doom the organism. Only the successes stick around. The movement of UT2 wasn't helping the series, so it was ditched for the greater good.

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                          #13
                          I guess majorty here agrees that more grounded close combat is better and more entertaining. UT still has more movement options when compared with other shooters and that's making it unique.

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                            #14
                            I'm actually quite happy to see UT3 without the dodge-jump. What I just don't understand, is why they keep the double jump in? I can see why the wall-dodge stays, but a double jump? I just don't get it lol.. Whatever though, as long as I don't feel like a 4ft midget running around, it's all good

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                              #15
                              Originally posted by Apathy View Post
                              I What I just don't understand, is why they keep the double jump in?
                              To activate AntiGrav Boots

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