Giuvito
(Maining Ms. Phaseswole)
#20
Speaking strictly as a melee favoring individual, I wouldn’t mind seeing move systems that are independent to certain characters.
But this does present concerns to me.
Sure, there are times where I wished to be able to use “corner cover” and shoot in bursts without having to awkwardly side strafe, but I worry that it would turn the insanity of BL in to something way more cover-based. A form of game which tends to personally bore me catatonic.
That being said, for Melee characters. I wouldn’t mind if there were perks that for example;
Lowered your gun damage and reload speed, but allowed you to become incredibly more agile.
So a character like Zer0 could essentially use speed an agility as he does in the opening credits, while some one like Krieg could use the dodge, duck, dip, dive and dodge method he uses in the “Meat Bicycle built for Two” cinematic.
Again; I feel as though this has occurred to devs and there is a perfectly reasonable explanation as to why they didn’t add this. Also, I may be overestimating my, or the general uses, ability to dodge a hail of fire and not turn this in to the “roll left until win” scenarios you see in many Action-RPGs.
As a USER, I can’t make my mind up on this. Can’t imagine how difficult it must be on the Developers.
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Jmababa
(Jmababa)
#21
can you run along the wall in spaoce the awnser is no cause you’ll be slower than walking on ground unless you have magnetic shoes which is also slow. Thats why it was never implimented in TPS any free running on walls. Also lees gravity the less you get tired running on ground. Why int wasn’t in BL2 is cause tech isn’t up to it to cope for that on time of release
Raven_Ghosthawk
([-10h GMT] PSN: Raven-Ghosthawk || Tastefully Deletious)
#22
@Giuvito/@Jackoffasaurus/@Jmababa/@Mcore: Assuming B3 takes place in planetary atmosphere, the OZ system might be re-tiered toward a jet system; on that, enhancing the traditional movement system with exoskeletal jump (cap)abilities would probably be limited (at the least</font color>) to the proposed contact-charge system, which would disallow general wall-running for technical reasons.
Regarding wall-running as a special ability, however, I think it would be too slow if it were footwear-based, although probably not if something like a portable anti-grav field generator; however, if the user were proficient with (like Zero’s Deception), then that might be possible. And with “Borderlands” being all about unique playable characters, this would restrict it to one character, which IMO would be a Zero-type character that can use guns and/or melee.
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Giuvito
(Maining Ms. Phaseswole)
#23
I would say that greater mobility should come at some expense.
Again though. I could be shooting myself directly in the foot, and asking for Borderlands to be changed to such a degree that may not be as enjoyable for me once it is implemented.
I know this is a bit of an old post but I’ll say this anyway - If I’m honest, I love the wallrunning/thruster movement that they put into Black Ops 3. Not a CoD fanboy or anything, I just think it would be a really cool addition to the hectic run-and-gun that is the Borderlands series. It always felt smooth and almost elegant to me, never the kind of lurchy motion-sickness inducing stuff I’ve seen in other games with jetpacks and whatnot.
I also agree with the idea that a character should have more a more agility based skill tree, but I don’t want parts of the game to only be accessible or enjoyable for that character. Maybe all characters should have enhanced movement, but have one character just more so.
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They love building off of past projects, and going off of Battleborn, I’m really hoping for different movements for each characeter. Maya should not feel like Krieg.
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narfkeks
(May this forum rest in peace - Davin Dittrich)
#27
The whole idea and concept of enhanced movement is great, but as some people tend to motion sickness, the devs needed to implement a third-person-perspective too. The first game that comes to my mind is Resident Evil 6: The movement is fluid, fast and totally under control, but I wouldn’t stand it for too long, if it was first-person-only.
So, if they implement something like that (side-rolls, side-jumps, wallride-like-things…), they Need to give us an additional perspective like an over-the-shoulder-perspective.
If they do, I’m all in with this!
Raven_Ghosthawk
([-10h GMT] PSN: Raven-Ghosthawk || Tastefully Deletious)
#28
Which is kinda why I put in wall-jumping, but not wall-running – I foresaw that it would pretty much require tilting the screen so that the wall you’re running on is now your ‘floor’. If you’ve not seen “The Matrix Revolutions”…:
Of course, that’s just me and my inability to cope (well) with that kinda s***.
With wallrunning, I find it’s usually better to keep the ground as a constant point of reference and then tilt the view very slightly to the side when wallrunning, so it looks less like the wall is now your ground, and more like you are hanging off the wall and running along it.
Maybe like a fps version of Mirror’s Edge’s parkour syste- WAIT LEMME EXPLAIN ok ok when you wallrun it would be where no camera shifts are done (at least nothing nauseating) and jumping from wall to wall would just be jumping: although the terrain on most planets don’t have flat walls it could work. Eh?
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Raven_Ghosthawk
([-10h GMT] PSN: Raven-Ghosthawk || Tastefully Deletious)
#31
Well at least I ain’t David Levinson, ready to puke all over AF1 because Dad’s talking about moving in all three dimensions! But still, I try not to look down as I jump. Because for all that may be simulated falling, the sensation certainly feels VERY real.
My pet peeve is looking down and not being able to see my legs. I agree the camera changes have to be slight for people with motion sickness, but they do need to be there as confirmation that you actually are wallrunning, plus for the sake of immersion.
My thoughts on it can pretty much be summed up as “No thanks.” I’m really not a fan of change for the sake of change. The whole oxygen and slamming was really off-putting in the Pre-sequel, and I’d like to avoid anymore change to the game like that.
Really, I’m just a fan of Borderlands. One and two kept the same basic formula, and all I really want out of Borderlands 3 is more of that. I’m worried that they’re going to feel like they HAVE to change the formula and end up with a game that’s different from the Borderlands I’ve come to love.
I understand your thoughts, but I kinda want to see some new stuff as well as the old stuff. What I didn’t like about the Pre-Sequel was that they made the new stuff mandatory - if Borderlands 3 could include this stuff, but not be all up in yo grill about it, that’d be just perfect.
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Raven_Ghosthawk
([-10h GMT] PSN: Raven-Ghosthawk || Tastefully Deletious)
#35
Like boots that are made for wall-running?
Having played “Destiny”, I’ve given some thought to this…again. Another addition – doing a melee to ruin your forward aerodynamics when moving through the air to cut your overshoot. In “Destiny”, the Titan/Stroker’s Shoulder Charge will drop them where they are after execution, which I found could be…problematic:
From playing"Warframe", I’m rethinking wall-running as a 3P system rather than 1P to mayhaps minimize orientation problems, or at least give the option.
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zkidz
(zkidz)
#36
That’s how your supposed to know you’re dreaming! 
Really whatever is done to movement needs to keep in mind that part of the fun of the game is hard-to-get-to
or hard-to-find places with secret chests. No fun if you can just jump anywhere you want. They had to really stretch to make this work in TPS given the height you could jump by making really giant structures… which made it obvious that there is probably a chest up there.
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Yeah, I’ve been spending hours recently just grenade jumping around, trying to find places I haven’t been before. I just wish they used less of those invisible barriers, because there are some pretty cool places you could get to without them.
zkidz
(zkidz)
#38
I always keep a chain lightning around just for the occasional grenade jumping adventure.
On my final OP7 digistruct run I got all the way to the part right before OMG, and accidentally fell off a cliff while fighting skags and surveyors, but I caught a ledge and managed to just barely kill all the enemies. It was a really dodgy ledge you’d slip off if you didn’t keep walking into it. It took 10 minutes, tons of close calls nearly falling into the abyss, and a lot of cursing but goddamit if I didn’t manage to grenade jump back onto the map and finish the run. I was not about to give up having gotten so close.
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Raven_Ghosthawk
([-10h GMT] PSN: Raven-Ghosthawk || Tastefully Deletious)
#39
And hence, my suggestion for wall-jumping in the event that you happen to terrain fail.