Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yeah fair enough honestly.
It made me super frustrated as you can tell.
I think its because the first level wasn't significantly challenging and it set the tone for me as a fairly chill low skill exploration game where as this second level felt very punishing to someone struggling with a skill.
I'll give it more time. Glad to hear it works for you (and probably most people)
Ok i just want to say thanks for replying and telling me it was a skill issue.
I just replayed the second level again and was more familiar with the route and the tic tac so i actually enjoyed it way more.
But thanks because after how i felt last night i was more or less given up on the game but now im into the third level and am really enjoying it once more.
I was trying to simulate the actual parkour move called tic tac.
It's performed by hopping and kicking off a wall to reach a higher location. This is why it only activates on your sides - you have to kick backwards and up while using your initial jump momentum as well to generate enough friction on the wall to even perform a jump.
If you do this in real life, it takes some trial and error. Until you're good at it, you'll miss the timing, or not know how to coordinate looking at the target and aiming at the wall at the same time.
I've personally, in real life, kicked short of a wall and fell into it lol
But just like in real life, it's very rewarding once you actually do get it (at least imo :P)
I would just stand next to a wall and experiment with your view angles while jumping until you find what's consistent.
Thanks for the explanation and intent of the design.
As you can see i found it terribly frustrating at first but as you also said - once you get to grips with it it's very rewarding. I've replayed stage 2 now a few times and feel that i have it down properly and can do it pretty consistently.
For me the issue in learning was understanding that where i looked was a big part in activating it properly. Initially i wasn't doing this. I know the tutorial explains this but for whatever reason i was not connecting the dots as to why it sometimes failed because my brain got more hung up on jump then W+A then jump
In fact its really quite simple. You run at the wall as if you were going to jump when you connect with it - and so long as you look where you are going it seems to work.
I'm definitely not editing my initial post either even though im ashamed of the rant because i want to remember my frustration but then also remember managing to push through and figure it out and maybe it will help others see my impression of the move and its controls go from very negative to very positive.
Here are some thoughts on this from Gabe himself: https://www.youtube.com/watch?v=MGpFEv1-mAo
My opinion, the Hunter jumping mechanic from left 4 dead is amazing, it was a blast jumping from walls with hunter and then rain down terror on survivors from above. The jumping just worked. As long as you were close to the wall and not facing it, it just let you jump. Which allowed for some insane parkour videos. And most importantly, it was fun.
I liked tic tac, the first thing that i missed on acquiring the ability in the game, was being able to jump while looking away from the wall. But it might be my bias, you would need to try left 4 dead for yourself to get a feel for hunter's jumping.
People liked the hunter jumping so much that custom servers implemented mods to uncap the hunters damage(it was 25 max) on jump based on the flight distance. People were making parkour videos just with the jumping mechanic.
Check out this parkour video for example: https://youtu.be/Oyat0m7TVhg?t=46
I certainly think an easier implementation would create less friction..... but i also have now run this second map a bunch of times using both keyboard and mouse and steam deck controls and it now feels very easy to the point where im wondering how i even struggled.
the initial tutorial makes you overthink it a bit, the whole w+a thing is irrelevant and it's just to get you on a wall
generally as long as you're next to a wall and you're aiming directly at some ledge and jump, you will make the jump. There are some limitations to angle, so you should be moderately away from the ledge when you jump but it's easy to get the hang of it, in the later parts of the game I never even had to think about how this works
The only feedback I would give is maybe the degrees you need to aim above the "horizon" could be decreased in order to get a high jump. I think the default thing someone wants is to jump up rather than do the "speed stop" tic tac, which as far as I can remember isn't even needed in the normal levels, only one simulation level.
Did you try with a controller at all?
I've got it down on keyboard but with controller i have to already angle my view to where i want to go because its really fiddly trying to aim with right stick as well as press a to jump.
What is the speed stop?
Is it where you break your velocity / fall?
If so level 2 calls out for you to use this at one point along with a tutorial for how to do it.
No, I've only played with mouse. Now that I think of, it would probably be harder for me too since I generally only use controller for games where sticks only move the character and the camera and nothing is actually aimed, while this game uses aim pretty actively for most of its mechanics