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Re:Bunnyhopping from the Programmer's Perspective (2015) by a-nikolaev on Saturday June 05, 2021 @04:22AM (#27403251)
The described way of increasing maximum velocity does not look realistic, it is not based in any kind of physics or bio-mechanics.

So, is it a suggestion to implement a broken game mechanic.. so that experienced players can transfer their skill to other FPS games? Nice..

Re:Bunnyhopping from the Programmer's Perspective (2015) by delusional on Saturday June 05, 2021 @04:53AM (#27403376)
> broken game mechanic

Who said games have to be realistic? is it a "broken game mechanic" that you can take a shot to the heart and continue living in counter strike?

There's a place for realism in video games, but there's a place where you have to let go of it as well.

Re:Bunnyhopping from the Programmer's Perspective (2015) by oblak on Saturday June 05, 2021 @01:16PM (#27406830)
Well, lots of people have said that. Used to hear that kind of argument all the time back in the day.

But I've heard even crazier things. I remember a friend's older brother complaining about tournaments NOT forcing everyone to use the same gear and same CFG files. This ~21 years ago. Still have no idea what was this guy's thought process. I guess it was just a non-gamer's expert opinion on gaming.

Dan you imagine not being able to bind keys and/or adjust mouse speed because it's not realistic and unfair?

Re:Bunnyhopping from the Programmer's Perspective (2015) by Ennea on Saturday June 05, 2021 @04:45AM (#27403354)
If memory serves me right, this mechanic was in fact initially unintentional. It turned out to be pretty fun, however, and raised the skill ceiling of the game quite a bit. As such, implementing it yourself really doesn't seem like such a bad idea ;)
Re:Bunnyhopping from the Programmer's Perspective (2015) by retsibsi on Saturday June 05, 2021 @05:28AM (#27403540)
> so that experienced players can transfer their skill

Sure that's part of the motivation, but more importantly it's a fun, satisfying mechanic that adds a great deal of skill-based dynamism to these games.

Re:Bunnyhopping from the Programmer's Perspective (2015) by dgb23 on Saturday June 05, 2021 @08:08AM (#27404219)
There are tons of mechanics that don’t make sense from a simulation perspective but are fun and add mechanical depth to a game. A very common one is the ability to carry multiple rifles in-combat. But generally the movement in-combat is accelerated and allows for higher control, while the penalty of getting hit is much lower.
Re:Bunnyhopping from the Programmer's Perspective (2015) by IQunder130 on Saturday June 05, 2021 @06:54AM (#27403897)
Getting to play again after being shot in the face is not realistic either, yet pretty much all FPS games implement this feature. I wonder why?
Re:Bunnyhopping from the Programmer's Perspective (2015) by toast0 on Saturday June 05, 2021 @11:34AM (#27405885)
Ever play Rainbow 6 games? That's why most games don't have realistic damage.
Re:Bunnyhopping from the Programmer's Perspective (2015) by smoldesu on Saturday June 05, 2021 @12:29PM (#27406401)
A game mechanic is only broken if it isn't fun. Otherwise, the issue is with the player.