Forum Discussion

TheGreenFellow's avatar
7 years ago

My current take on movement

So generally speaking, Apex's character movement is smooth and on the faster end of FPS games. It's not Quake (thank goodness) but it's certainly faster than the 'standard' FPS series like CoD & Battlefield.

There are some issues I see, however.

First, there doesn't seem to be any kind of 'momentum' or 'cooldown' on jumping - you can just spam jump as much and as often as you like and hop around like a caffeine-addled young child that's just been let loose onto the playground trampoline.

It's a bit much, and when you combine that with the gross hitbox disparity (why, why does Wraith and Lifeline have to be so tiny compared to the others?), it becomes a rather big problem.

Adding to this is the animations, which are a bit janky, unpredictable, and certainly not intuitive to follow. It all has a somewhat "cartoony" feel, in the nature of Bugs Bunny & Road Runner. (Maybe this appeals to Fortnite players, but it doesn't appeal to me.)

Second, the ability to go faster by sliding - and then jumping - is strange. It's fun to an extent, sure, but nothing about it makes sense - sliding on the ground adds friction, which should slow your speed, and would in turn make distance-jumping that much less effective. It's unintuitive to how I would expect sliding & jumping to interact in any video game, and it adds an aspect to fight movement that I'm not sure I entirely enjoy. Knowing that I got flanked - or got the flank my self - because I slid and jumped instead of attempting to sprint normally or use a Legend's movement ability, doesn't feel the best when I know that it's because of a janky movement interaction.

Like, why does momentum during *sliding* get preserved (thereby adding to your speed and jump distance) but not when jumping around?

This strange behavior is the ultimate cause of the cheesy "heal bunnyhop" glitch phenomenon, which I'll absolutely be happy to see go away.

I'm also not entirely convinced that it's all that healthy for that much of a movement boost to be possible for the game outside of legend abilities. I'll note that watching Titanfall 2 streams have rather turned me off from approaching that game, because I've no urge to join multiplayer and see it turn into a Quake-alike high-paced movement glitch-fest. (Someday I might still play it for the campaign, which I've heard is great, but still, just saying.)


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What I would like to see:
- A tiny 'cooldown' and/or momentum added to the jump action, to make it more difficult than it is now to reverse direction and jump quickly in multiple unpredictable directions.
- Improvement upon movement animations & transitions to look smoother, more natural, and more intuitive than they are currently.

- A review of the "slide + jump" interaction and considering alternatives, or simply reduce its effectiveness.

I anticipate other players will have a mixed reaction to my view on it; I just want to make clear that's understandable, because it is fun to an extent to play with the current, somewhat janky and unique movement aspects that Apex has currently. Nonetheless I stand by my view and suggestions here.

4 Replies

  • Ah, I forgot some of the points I wished to make here:

    Punching is the jankiest melee in any video game I've ever played. It's horrible. Please adjust the animations, remove the player movement when punching, and overall make it smoother & more natural to use.

    Jumping should make guns be WAY inaccurate. Peacekeeper in particular. Part of this movement issue is the way the guns behave so stably while moving around so wildly, it's wonky.

  • TheGreenFellow's avatar
    TheGreenFellow
    7 years ago

    Chiming back in with other things I forgot to add:

    - basicA/D A/D spamming - the animations are anything but indicative of direction of travel, they need work. Like, try filming yourselves moving from side to side. Additionally, moving in a direction should also get a tiny 'momentum cooldown' to it so you can't just suddenly reverse without any drawbacks.

    - Animations while downed are INSANELY whacky and not at all intuitive or easy to follow. (Why are their arms and legs floundering around so much???) And again, this combined with the hitbox disparity means the difficulty to hit a moving & downed wraith is unimaginably high. You would think trying to hit a target laying on the ground wouldn't be difficult, right? Yeah, think again in this game, so long as they press A/D, A/D. I've even pulled it off a time or two, I once was able to make an enemy unload two full magazines trying to hit me while downed and they couldn't. That's a sign something's wrong, and not just with their aim.

  • Cipax's avatar
    Cipax
    7 years ago

    I'm kinda hoping they add a jump spam penalty. I believe one of the call of dutys did it back in the day, the more you jump the slower you get.

    I'm fine with the slide jump because you can only do it like every 3 seconds or something like that. Run for 3 seconds slide jump run for 3 seconds slide jump.

  • Jump spam penalty...maybe? I feel like just having some kind of movement *inertia* in the equation, along with much more natural-feeling animations, would go a longer way though.

    The slide jump every 3 seconds is just goofy, innit? In what possible universe could a person move faster than *sprinting* by sliding on their butt, regardless of the material they're on? I'd rather see the grapple hooks from Titanfall be passed out to all Legends (Pathfinder could get some other ability, I dunno) than have this butt-slide jankiness.