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so +1 for your suggestion!
I've resorted to Frogger tactics to get up on top of some of the big rocks in the woodlands. Sucks when you find a big rock with nothing next to it that you can use to jump from to reach the top.
l hunt ibex in real life. and l have never needed to jumped up a mountain in search of animals
Super Mario! Best comparison for this, ever! +1
When i remember that one of the first real succesfull games "Lara Croft" was, It makes me sad how limited moving is in current 1st or 3rd person games is... I mean, this happened 20 years ago!
There needs to be animation that will allow you to traverse on slopes.
I'm not jumping like a madman when going up a rocky slope.
I can also turn my head. TURN. THE. HEAD.
You have to remember that it's a video game, and that 'gradient' between what is passable and non-passable terrain is difficult to build into an engine.
Passable terrain mesh would be any terrain up to a certain vertical angle from 'flat'. Past that, it's easier to code it as unwalkable and throw in a jump command to get over small incline obstacles.
Ground clutter, like bushes, rocks, and trees, are going to have similar limitations. Rocks you can't "step over" or "climb on" are really collission boxes. The box is bigger than your 'step over' clearance, so you have to jump on it.
And these movement components might be fixed in the apex avalanch engine.
If I were to suggest a mechanic for it though. I would introduce the ability for crouching and going prone to allow passing along steeper inclines. Crouching would be essentially be equivilent to tucking down and doing a three-points-of-contact scramble up steep inclines, while going prone it's like going to all fours for some heavy climbing up VERY steep inclines. BUT! Only if you holster your held equipment. (Make that holster command worth using). Because seriously, can YOU climb a rock face with a rifle held across both hands?
Alternately, for popping up small obstacles like rocks, maybe put in a key command that will put your weapon away, check if the obstacle has a flat ledge in your 'reach' and then haul yourself up and onto the obstacle, quietly.
That would, in my opinion, be better than jumping. Jumping is a work around because figuring out free-climbing in a video game engine is actually rather hard.
Yeah, I'd be all for a 'climb' key.