As it seems you guys are persistent on keeping bunny hopping in the competitive gamemodes (considering mac said it will be in sdnl), the way it exists currently gives players who have jump bound to mousewheel an unfair advantage as you can just keep scrolling to jump non-stop near the speed of an input macro. please make this more accessible to those who don’t use mousewheel for jump, so those using a key like spacebar can simply just hold the button down.
in a discussion in the discord server mentioned that i don’t feel like competitive gamemodes like SDNL should really even have bhop in the first place . bhopping gives yourself an advantage above new players (or players that don’t want to bhop at all) . making it more accessible may create even further issues considering everybody will start bhopping around if they want to actually play the game & not get chopped up by other players ((which would be super super chaotic)
i agree with this
bhopping should be a mutator imo
i agree with this more than the last post
absolutely
To add on to this, the gameworlds, having simple controls and being in a party game, are pick-up-and-play type games, and bhop contradicts that entirely. Plaza/condo bhop doesn’t affect anyone and it’s just for fun, so it’s fine, but adding that into a PVP context is something else.
If bhopping remains a kind of “secret” game mechanic, you’re failing to explain a critical gameplay component and forcing new players to look for resources outside the game to learn this mechanic. If bhopping becomes an “official” part of gameplay, you’re corroding the “pick-up-and-play” aspect of the game.
Plus, playing Virus/LC with people outside your skill level (e.g. any public match, since there’s no ranking system) is already bad enough, adding in more complex game mechanics is just going to make things worse (as anyone who played LC while bhopping was enabled can attest to).
However, if bhopping does stay, I would like to see the entry to those kinds of movement options made as simple as possible. Hardware and other accessibility concerns aside, implementing it as a fun gameplay mechanic means having players focusing on (and being rewarded by) improving their movement patterns and usage, rather than struggling with inputs.
As an example, Fortress Forever has these kinds of player movement completely ingrained into the gameplay (bhopping, grenade/conc jumping, rocket jumping, etc.), but it still utilizes auto-bhop, since being able to move properly is more of a test of skill than being able to mash the spacebar fast enough.
I agree with not creating the skill gap between players who bhop and players who don’t, if it comes to competitive gameplay.
On the other hand, I believe it should be accessible to all players wherever it is enabled, without using macros or binding jump to the scroll-wheel. I believe holding space to auto-jump would be detrimental to gameplay (I know I would totally just hold space all the time and mindlessly forget I can stop jumping when I need to) and it totally wouldn’t work in the plaza given the existence of jetpacks.
So in either case I would recommend jump presses be buffered: if you release and press the jump button mid-air and are still holding it when you land, you’ll auto jump once. It would still require you to press space every time you want to jump but there’s no need for macros or re-binding to get the timing right. I think this would also make jetpack flight a little more fluid and fun, since you’d be able to easily ‘hop’ while gliding around and getting too low to the ground.