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#feedback

10/10/2016 4:17:31 PM
0

Direction calculation for Blink needs adjusting

Can't help but notice that there are a few jumps in Destiny easily manageable with double jumps, glides, and what have you, but blink is completely incapable of doing. I'm not just talking about the jumping puzzle in KF (and we all know precisely which jump I'm talking about in that puzzle), I'm talking about many jumps in Destiny, including but not limited to: * Vertigo - Jumping onto the platform that contains the exit for the one-way teleporter. Easily doable with other jumps, but almost impossible with Blink. * Fear's Embrace - There's a jump right after you go through the first building that is almost impossible to clear with blink. The thing is, aside from the dodging aspect (which isn't that great to begin with), blink's got nothing on the other jumps. The fact that it is incapable of clearing these relatively simple jumps is mind-boggling. Personally, I believe it has something to do with how the direction of the blink is calculated, as it is unlike any of the other jumps. To teleport upwards, you must activate it whilst you are travelling upwards (i.e. immediately after jumping), but this almost completely annihilates any horizontal movement you may have had. To teleport horizontally, you must activate it whilst you are travelling horizontally (i.e. at the height of your jump), but doing this prevents you from gaining ANY height from the teleport whatsoever. This makes it incredibly difficult to make jumps that require lots of height and/or distance. For this reason, the method used to calculate the direction of the teleport needs some serious adjustment, along with slightly increased distance for good measure. [b]What changes should be made[/b] Blink should always take the player AT LEAST a meter or two higher than they were when the animation was completed. In addition, the direction of the teleport should not be determined by the direction in which the player was moving. Rather, it should be the direction the player was FACING. This way, players could activate blink at any point in their regular jump and still be in control of which direction their teleport would take them.

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