#Bhop learn section big feedback

86 messages · Page 1 of 1 (latest)

rustic junco
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So, one of my friend just got into gaming a few days ago, he got access very fast at the 0.9.2 release, so I've decided to throw him onto momentum mod to get him familiar with bhopping.

He's never played much any video games before, especially not on computer so I had the opportunity to get a double opinion (very begginer and more advanced) on bhop learning practice, so here's what we could note together as a feedback on the bhop learn section :

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Specific stuff :

  1. Start zone speed capping doesn't make much sense since begginers might wanna hop around to get a feeling about the mechanics (can't even apply basic flat exercices which is kinda a roadblock for newcomers).

-> It would be awesome to offer a practice environment (like very basic playground) at the beggining of each sections.
Like a wide flat space where he can just jump around and mess with stuff; like spinning in a circle to discover how speed gain actually works, or bhopping platforms without getting trigger reset after any failed jump.

  1. Skillgap is way too big between "Fall Strafing" and "Basic Bhop" exercices, the last one requires some prestrafe skills that aren't even talked about at this point.

-> At Basic Bhop exercice, the platforms are too tight and widespread which makes it very hard for someone that hasn't ever airstrafed flat before. My friend spent more than 30 minutes without even reaching the first one, even with all the tips I could share with him. He ended up giving up fairly.

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  1. The coordination of pressing w (to gain momentum), jumping, releasing w (if you haven't enabled the according setting), pressind d while moving the mouse and holding jump all at the same time in less than 2 seconds is pretty much impossible to him. That makes sense for someone who hasn't ever done anything like it before.

-> Would be nice to have an exercice breaking down this timing before introducing to bhop platforms with triggers :

  • 1st step would be to start off while holding only w until reaching a line that automatically trigger autohop, so they could focus on the very first strafe step (pressing a or d and moving the mouse)

  • 2nd step would be to do the same without the autohop stuff on a close enough platform.

  • 3rd would be to do it with a further platform without any kind of assistance.

  • 4th to add the bhop parcours which gets harder after 2nd hop.

  • 5th to add the triggers in case you don't land the platform (doing it beforehand is quite frustrating).

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More global stuff :

  • It's probably planned for the future, but showcasing the w-release on jump option for the first bhop exercises might be a good idea (while also letting them know that disabling it after learning basics will be a good QoL change)

  • Something that might also help begginers would be to spawn a bit lined-up aside of where they have to go rather than in the middle. Taking into account that they will only be able to land a single strafe before the first platform; without any kind of prestrafing (this can apply before Basic Bhop).

  • The tip/text overlay in practice is kinda overkill, overlapping anything on the screen, even the speedometer or the map itself.
    Fading it out after an arbitrary time/letting people disable it might be a fix.
    You could also just display it higher on the screen (where no useful informations are displayed).
    Another way to go around would be displaying it on a panel (like it's done on surf_progress) rather than enforcing it onto the overlay.
    So the player can focus on the exercice rather than getting spammed by that message, he actively complained about it.

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I'll try my best to keep this updated as he gets further into the learn section.

PS : I apologize about the heavy wall of text you had to go through :x

regal path
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A bunch of this has already been mentioned both inside team and out, but it's good to hear feedback from an actual direct experience of a new player. The bhop learn section was already being remade with some of these problems in mind, though some things you mention such as a playground is already a part of it at the bottom, though you bring a good point that we should let the players feel out the controls for themself before throwing them into a learning enviroment, so a slight rehaul of the playground section with a flat area beginning could be good and placed at the top of the list.

Difficulty curves will always be a thing, though the idea is to always allow players to skip around to any part, so they never will be locked from progress, other than a simple check for beginner stuff into advanced. However the current implimentation does offer some problems with difficulty that I'm addressing.

Text is an issue in general, I don't need a title for each level like that, and I'd rather use images to deacribe the level where it's generally more universally understood, like Portal in that way. With on-screen text, there isn't much control right now where it's placed on the screen and that should be changed, probably have own UI stuff for practice.

Some other stuff you mentioned gives good ideas though your specific idea of implementation isn't great, but gives good example of what seems good. For example the idea to create a section for getting the pattern down is good but having it automaticly jump would be confusing for players and create bad habbit, instead I could create a section for just practicing jumping and releasing W before anything bhop related comes up in the linier order of things, then expand on that with the next level having to strafe to the left or right after the jump, and only then letting them attempt strafing in a bhop.

So overall, good ideas though the full idea of it wouldnt be implemented but certainly used to some degree, good feedback.

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If you could provide more feedback of their direct feelings or struggles specificly, that could be helpful also, to know how a player is feeling trying to learn some specific part and what they feel is going wrong from their perspective.

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or what might be going right, if anything.

rustic junco
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Obviously the stuff we can witness in the playtest version is kinda outdated compared to the dev build.
I try to keep that in mind while sharing the full insight of my scope, since some details can be forgotten in the process of making the game on multiple versioning.

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I've personally spent some time in the playground a lot and I love it, though I believe you need some experience before enjoying it.
I'll tell my friend to spend some time on it to see if it's noob friendly before he get good at bhopping, might get some weird feedback ^^
In the meanwhile, removing the speedcap + having more space at the start of exercise zones should be enough of a temporary fix.
Post edit : Game doesn't let you jump in startzone until "bhop basics", might also be something to look into for the temporary fix if it ever happens in between.

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I assume that's something already planned for the future, but making it possible to switch between exercises without having to esc->exercise->start and adding the possibility to switch with a door instead (as going between bonuses at the beggining of a map), would feel way more user friendly from what I noticed.

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When I'm talking about the text, I was more about the tips on a specific exercise rather than its name, maybe I got your msg wrong tho.
Here's a picture to describe the spam I was about !

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When I'm talking the automatic jump, I had the first exercise in mind where the game stops you from going forward until you release the w key, maybe it would make more sense to modify my first msg about it

regal path
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I talked about both the world text and on-screen text

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and yeah playground might be a bit too compact and require a bit too much movement and not enough area of free use of the controls

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making it need more experience to enjoy fully

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I don't much know what you mean with speedcap to be honest, and if you are referring to the set speed of the exercise, that won't be changed and as I mention I will likely just create a better free environment to let the user play with the controls themselves before jumping into the exercises in the first place, I believe that to be a more ideal solution

rustic junco
rustic junco
regal path
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there are flags around the level you can choose as your objective to get to, or find your way to collect all of them, if you find them, so essentially yes. also there is a duck.

regal path
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it's to more force the specifics of the exercise and not have them accidently think they did it because they hopped an extra time in the startzone

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and the solution to that is just to give an area without those limitations before the exercises

rustic junco
regal path
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as I say, they may not even realise they are breaking it and may think that's a legitimate way of doing it

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making the practice of the exercise lost to the user

rustic junco
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Yeah now that you mention it, it makes perfect sense

regal path
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(also if you really want to cheat it you can delay pressing jump to avoid it resetting your speed)

rustic junco
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To delay it?

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Like scrollwheel jumping?

regal path
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moreso just letting friction take you for a second before trying to jump again, it's some broken logic with the way I prevented it

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and not intended

rustic junco
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Lol just tried it, it's dumb af 🥲

regal path
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the way I prevent it is by like checking speed and if you are bhopping, but if you stop bhopping and land you can jump again and that won't think it's a bhop

rustic junco
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Quite tricky to land tho, I doubt a begginer will ever manage to take advantage of it

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In that case why not preventing it by doing a check of speed and kill it (if it's too high) as when you leave a zone in surfing for example? (I guess it's not the same for bhop)

regal path
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a better way to prevent it is just checking on the 2nd air-time

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preventing it with just speed is problamatic if people jump too early in the area, they may strafe and get that speed and it just kills it

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so I need to check they attempted to bhop at least once

rustic junco
regal path
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if they just jumped without a bhop first the trigger shouldn't active, but regardless I'm making sure that logic is a lot more solid for the new version

rustic junco
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If he stumble across something like it in the future I might try to record him, pictures speaks better than words 😄

regal path
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adjusting the start zone to be more clear you only need a single jump and such also

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a lot that needs to be done with a learn section is protecting the users from their own mistakes, and in a lot of cases I didn't do that well for that first build

rustic junco
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Btw since you want to prevent people to cheat exercises, is he meant to be able to bhop twice a platform? That's an advice I gave him which he never got a chance to try, tho it would be kinda op like taking speed in start

regal path
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you can't bhop twice on the bhop platforms anyway, if they are then our triggers are broken, though actually I think we got rid of the triggers that uses recently for a better system

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so its probably just borked from outdated stuff

rustic junco
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You can, just tried it

regal path
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yeah then we already removed the triggers that uses

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we're replacing it with funcs instead of triggers

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so the triggers were removed probably last update

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and no longer function to stop you jumping twice on it

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but they did stop you at one point

rustic junco
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Btw, I just notice something dumb, the prevent of holding w takes quite some time to happen (when you start going down), I believe it would be better for it to pop earlier than this late, cause when it happens, it just makes you fail afterwards

rustic junco
regal path
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yeah I've already thought of that, it doesn't make much sense where it's placed

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I wanted to place all the triggers and events in one place but afterthought I realised that doesn't really work well

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we have a lot better systems in-place too now, to help with that in general

rustic junco
regal path
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I forgot about that setting, I think I disabled it myself and forgot it was a thing

rustic junco
regal path
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we don't really have a way of checking the difference between pressing the button that's bound to +forward, and pressing +forward its-self though

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which is why that would be a problem

rustic junco
regal path
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I'd want to keep it in the bhop part, but have some fix for the check of it, to only enforce it if forward is actually being used

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rather than just if the key it's on is being used

rustic junco
regal path
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basically like, you can press a key that does +forward, keep it held, then press another key that would do -forward while still holding the other key, it would then still show the warning to release it even though it's not doing anything. I think.

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so we're only checking if the key it's bound to is being held, and not if the action is being done

rustic junco
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I'll try it

regal path
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yeah that's just my theory there, otherwise I don't know why it would still warn them with release-w enabled

rustic junco
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So I bound -forward on M2 then pressed it as the alert pops in, and alert disappeared while I was still holding w

regal path
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strange strange, perhaps its more complicated in that you never released any key to do with it and it just fired the internal command to release it.. will have to investigate.

rustic junco
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But I doubt a begginer would mess with that kind of stuff that early unless he already know what he's doing

regal path
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I think it's enabled by default (?)

rustic junco
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I find it weird that you can't detect only the keypress rather than the action 🥲

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The nulling?

regal path
rustic junco
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That's also what makes it so fun 😄

rustic junco
# regal path no, the realising W on jump thing

I couldn't tell, first thing I did before playing was setting up my cfg and checking all the settings, I'm pretty sure it was not enabled for my friend but it might be cause my config was set (I'd estimate 75% disabled by default)

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It made me think about the fact that begginers shouldn't be able to mess with every settings until they know a lil bit more about the game (so they don't enable options like this one before it makes sense) tho seems tough to enforce it

regal path
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yeah that's more why I'm thinking it would be better to throw them into a flat or non-complicated environment first before they start learning

rustic junco
regal path
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naaa, because players going into it could be well experienced and it would come off as tedious to enforce

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it's better to just give an environment for players to gather more context on the importance of the settings