• sp3ctr4l@lemmy.dbzer0.com
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    20 hours ago

    Like, one way of emulating this on a mouse and keyboard is what … at least the older Splinter Cell games did, on PC.

    WASD for move, but the mouse wheel scroll moves you gradually up or down a speed gradient, your UI has a little bar, I think, that goes either up or down or left or right, to indicate what speed you’re dialed in to.

    I have always been confused as to why basically no other PC games do this, especially sneaky games and tactical shooters, nope, they’re all a bunch of state transitions.

    Just make it so you can also have button binds that jump between sprint and walk or w/e, 20 and 80 out of 100…


    I think… Intruder is like one other PC game that does something like this?

    And also adds in a kind of funny ‘balance’ mechanic, where it calcs the width of the surface you are standing/moving on, if the width is too small and your movement or rotational velocity is too high, you have a greater chance of … basically, you make a basketball court sneaker screech sound, and then insta ragdoll, and either trip or fall off what you’re standing on.

    Its pretty fucking funny, especially in a small team v team shooter, but it is also designed to basically solve a problem with a lot of brush based shooter maps, which is that there will be some absurd, 5 cm wide ledge that a player can use to obtain a ludicrous postion.

    So… this just embraces that and says sure buddy, you can try lol.

    It is extremely funny to watch someone try to sprint along a railing and try to then jump to a chandelier or somethjng, only to cause a large squeek sound when they hit they jump button, do half a jump and then ragdoll collapse down the balcony.


    Anyway, double tap WASD to either start a sprint or do an evasive dodge or something like that, that I’ve seen in PC games as well, though again, its fairly uncommon…

    It really sucks imo, that basically the most fundamental components of most video games, how does the player move through the world… its just like an afterthought these days, no, what we need is either a very basic, simplified standard, or some half busted third person schema that mainly exists to show off all our very fancy graphics stretched over extremely simplistic gameplay.

    Blargh.