Ninja Running


all_hell

 

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Originally Posted by Samuel_Tow View Post
...I hope the ninja run is a precursor to either some kind of movement style customization, or at least to travel power customization, or AT LEAST to a new travel power that's sort of in that vein.
I didn't even know I wanted travel power customization until this pack came out


 

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Originally Posted by Samuel_Tow View Post
Yeah, but we need them to be used in REGULAR travel, not just unenhancible, novelty prestige powers. That is to say, I want to see customizations of the ACTUAL travel powers, along with customization of our base run styles. Booster packs are good, but I'd like to see these added to the base game's base functions.
Preferably something everyone has, like Sprint powers. I'd hate for them to add a cool run I want, only to hear it's exclusive to SS.


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Originally Posted by PRAF68_EU View Post
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Originally Posted by lionheart_fr View Post
This is the main problem I have with it. The animation does not look natural, athletic, or acrobatic on the run itself. It looks like you're getting ready to ram somebody, not sprint across the city. I can't think of many of my characters that would look right with that animation.

Hopefully in the future we'll get another version with more natural, athletic animations.
The power is named "Ninja Running", not "Dashing" or "Broken-Field Running" or whatever. It's a specific themed style, which I concede would be more accurately named "Anime Ninja Running" from the number of times I've seen it in that genre.


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Originally Posted by Dispari View Post
Preferably something everyone has, like Sprint powers. I'd hate for them to add a cool run I want, only to hear it's exclusive to SS.
Preferably, yes. Ideally, I'd want to see this as customization for our BASE animations. The ones we do when no toggles are on and no powers are active on us. Something I, myself, have been asking for for years.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Samuel_Tow View Post
If you're jumping at a speed higher than what combat jumping allows,
CJ has no special allowed or disallowed speed. The Jump Speed cap is 78 mph at level 50, regardless of power, or even whether or not you're even using a power.

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you snap back down to its regular speed.
No, Sam, you do not. The Jump Speed cap does not work like that. Combat Jumping does not work like that. The only way you can "snap" yourself to a specific speed is by turning on Hover, which applies a high enough friction variable to immediately halt your movement.

Combat Jumping permits you to leap farther and faster with Super Speed. If you jump without CJ while running SS, you're not only subject to normal friction (1.0), but you also have a lower jump height and distance. The end result is a shorter leap with more of your running speed bleeding off due to friction. With CJ, you have one fifth of your normal friction when airborne, so you lose significantly less running speed when you leap AND you cover more distance with that leap.

What you're saying is essentially that you can run faster through water (which applies greater friction, or drag) than you can on land (lower drag with air). That's a big no.

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Try leaping off a Shadow Shard geyser and strafing with Combat Jumping on and off. Without it, you steer. With it, you drop into the void.
No, Sam. Geysers do not apply constant force, there is no invisible column which is carrying you, there is nothing to strafe off of. Geysers give you one push, like KB or Repel, to send you flying, and that's it. You can strafe all you like, you don't fall simply because you were moving around. You can miss your landing by overshooting or strafing too far in the wrong direction due to having more control with CJ, but you don't slide off of an invisible disc or whatever you're implying.

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Are you positive about that?
Absolutely.

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I've played with Super Jump a lot, and to my eye it seems to ascent at the same speed regardless of what it's slotted with, which is the same speed everything else short of Fly ascends at.
You never noticed that your low level characters leap more slowly than your level 50 characters, but fall at exactly the same speed? Travel speed caps vary by level. That alone should tell you that your eyeball measurements are inaccurate.

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Literally all jumping, and I've gotten quite a bit of jump height via combinations of Combat Jumping and Swift.
Swift doesn't buff jump speed or height.

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What determines forward speed, then?
Jump Speed. Your forward speed is determined by the jump itself, up to the apex of that jump. Your descent is a controlled fall, and is governed by the rules, and speed cap, for falling.

Jumping is not flying in arcs, it's jumping. Just like you do in real life. You don't control your speed when you're coming down, only when you're going up.

Jump Height determines how high you can jump, and therefore how long you can continue to maintain your jump speed. When you reach your maximum height, you stop jumping and start falling.

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I know friction only controls acceleration and deceleration, not maximum speed, so what controls that, then?
Maximum speed is determined by either the maximum speed you can achieve with a jump power, due to slotting or lack thereof, or by the speed cap, 78 mph at level 50. If you slot your jump power well enough to exceed the speed cap, or have enough jump powers/buffs applied to exceed the cap, you will still be limited to that cap.

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OK, I'm seeing JumpHeight, SpeedJumping, MovementControl and MovementFriction. I'm assuming SpeedJump is the speed of ascent and MovementControl the lateral speed.
Jump Speed is ascent. It's the speed the game allows you to achieve as long as you're both holding down on the jump key and have not hit or passed your apex yet.

Jump Height is height of the jump before you start falling. When you hit the maximum height for your character (the only hard cap on this is the zone ceiling), you stop jumping and start falling.

Movement Control is how quickly your character responds to directional commands (pressing a key). The lower your Movement Control, the more you drift when you change directions and the slower the response to those directional changes. The higher the Movement Control, the more immediate the response when you try to change direction. With Combat Jumping, you can jiggle yourself wildly in the air by rapidly changing directions, because it has a very high Movement Control. With Super Jump, you can't, because it has a very low Movement Control. Same thing with Fly, when you try to strafe left or right, or pull up to a stop from full speed forward flight, your changes in direction are very slow because Fly has a low Movement Control value.

Movement Friction is, as I said before, how "sticky" the air is supposed to be. The lower the Movement Friction, the less the air affects you. Hover has a really high Movement Friction, so you stop instantly, no drift, when you let go of a directional key. Combat Jumping has almost no Movement Friction, so you tend to keep moving in the same direction when you let go of a directional key.

Movement Control and Friction together determine how quickly you hit your maximum speed, but they do not control the actual speed of movement.


 

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Tried this out last night on a couple of my scrappers. I'm not overly thrilled with the way it looks, but functionally I love it.

I'm going to respec my jump travel powers out on a couple of them, particularly my /SR scrappers. Ninja Run+quickness+swift+sprint is my new favorite way to get around town.


Learn modesty, if you desire knowledge. A highland would never be irrigated by river." (Kanz ol-Haghayegh)

 

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Originally Posted by Luminara View Post
No, Sam. Geysers do not apply constant force, there is no invisible column which is carrying you, there is nothing to strafe off of. Geysers give you one push, like KB or Repel, to send you flying, and that's it. You can strafe all you like, you don't fall simply because you were moving around. You can miss your landing by overshooting or strafing too far in the wrong direction due to having more control with CJ, but you don't slide off of an invisible disc or whatever you're implying.
You completely misunderstood what I meant, so let me reword it.

If you jump off a Geyser with no powers active and you hold Forward, Backward, Left or Right, not a lot happens. You steer, but that's it. If you jump off a Geyser with Combat Jumping on and press no buttons, nothing happens. You sail as expected. If you jump off a Geyser with Combat Jumping running and hold Back, Left or Right, YOU WILL FALL SHORT. Every single time, on every single jump, without fail. I've tried it many, many times, I've fallen off more times than I can count, and if you'd like me to, I can demonstrate in-game.

*slight correction*
Holding Forward with Combat Jumping on will indeed not slow you down when jumping off a Geyser, but so much as even TOUCHING a direction other than forward WILL make you stop on a dime, as will holding down Forward when not looking straight ahead in the direction of travel. As long as push in the direction of the jump with Combat Jumping on, it seems to actually help. The MOMENT you deviate from that direction, and it slows you down to its own speed.

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Jumping is not flying in arcs, it's jumping. Just like you do in real life. You don't control your speed when you're coming down, only when you're going up.
OK, that makes no sense. Jumping in this game is nothing like jumping in real life. Falling may be, but jumping most decidedly is not. In real life, you jump with an initial velocity which bleeds off as you go up, describing a parabola. In this game, the speed of ascent is constant up until the last few feet, describing an ascent LINE that's straight for the most part, which is actually more similar to the arc of an object ascending via constant thrust.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Just a quick comment on the mechanics of superjump. Long ago I noticed something weird that I decided to check yesterday to see if my memory was playing tricks on me. I tried superjumping straight up, and then comparing to superjumping forward. Common sense told me that my maximum height should be either equal in both cases (if the power obeyed a jump ceiling regardless of horizontal movement) or lower in the case of moving forward (if the power obeyed a maximum forward motion which would have a lower ceiling due to being at an angle). Instead, what I saw was that my maximum height appeared to be very slightly *higher* when jumping forward than when jumping straight up and down, in defiance of either theory.

This is difficult to observe under normal conditions. Here's what I did. I picked a building with a lot of visual detail that would let me readily see how high I was jumping (the architect buildings work well here). Then I stood next to it and superjumped straight up, noting about how high I got before reaching max altitude and falling back down.

Then, I superjumped *backwards* away from the building until I reached max height and then *stopped* applying backwards motion. With some practice, I could drop down to a position that I could then jump *towards* the building from in such a way as to reach maximum height just before reaching the building (and running into it).

Fairly consistently, I was reaching heights that seemed very obviously higher when jumping forward - maybe half a body height, about three feet. Unless something about this experiment is systematically wrong (which is possible, its not something I've deliberately studied in detail), there's something about jump mechanics that isn't quite kosher, although the discrepancy is far too small to notice under normal conditions.

(One possibility: the game tries to honor a maximum jump distance of some kind, and tries to calculate what the correct amount of total height and forward motion is appropriate to the jump distance, and those calculations have small roundoff errors biased towards jump height)


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Posted

Interesting... Do you think this could be the cause of thrust-less drift at the end of the jump pushing you lower if you go straight up than if you're moving laterally? I can't actually recall the physics of it off-hand (would need to sit down and run a few numbers), but would being launched at a set initial velocity upwards take you higher or as high as being launched at an angle? I can't actually think of an answer off instinct, and I don't have the opportunity to find out right now.

But if anything, you have a small window of true jump parabola just at the peak of your jump when your constant thrust cuts out and gravity kills your upward speed. Could something about the velocity THERE be causing this? Think of it this way. When going up, you re subject to ascent speed and ascent speed only. When jumping forward, you are subject to the SUM of ascend speed AND lateral speed, which would actually give your final parabola after Super Jump cuts off actually MORE initial velocity, which could produce a higher arc.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by The_Dude73 View Post
Tried this out last night on a couple of my scrappers. I'm not overly thrilled with the way it looks, but functionally I love it.
I agree. Some sword and shield scrapper have stated the animation really works for their character. I tried it on my ma/shield scrapper and there was a lot of cutting, mainly my neck by the shield. lol.

However, I tried it on dual blades with shorter blades and it looks awesome. I'll tolerate the look on the rest of my toons for the movement benefits.


 

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Originally Posted by Samuel_Tow View Post
Interesting... Do you think this could be the cause of thrust-less drift at the end of the jump pushing you lower if you go straight up than if you're moving laterally? I can't actually recall the physics of it off-hand (would need to sit down and run a few numbers), but would being launched at a set initial velocity upwards take you higher or as high as being launched at an angle? I can't actually think of an answer off instinct, and I don't have the opportunity to find out right now.
Lower, not higher. Launching at an angle should cause your upward velocity to be lower than if you launched straight up at that same velocity, which should lower your maximum altitude.


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But if anything, you have a small window of true jump parabola just at the peak of your jump when your constant thrust cuts out and gravity kills your upward speed. Could something about the velocity THERE be causing this? Think of it this way. When going up, you re subject to ascent speed and ascent speed only. When jumping forward, you are subject to the SUM of ascend speed AND lateral speed, which would actually give your final parabola after Super Jump cuts off actually MORE initial velocity, which could produce a higher arc.
Only if the calculations do something funky, like attempt to honor certain limits or do vector sums incorrectly, because lateral speed alone shouldn't affect final altitude if the velocity calculations are done correctly, even if velocity obeys a cap throughout the jump. Your velocity entering the parabolic arc would be higher, but only because it would be (or should be) the vector sum of your ascent speed and your forward motion.

Its on my list of things to investigate one rainy day, although I will say its been on that list for a couple years now, mainly because it seems to be such a small and usually immaterial effect. But now that I've posted about it, it might start to gnaw on me to figure it out.


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Posted

I personally hopw the up grafe it to identify more weapons so that Claws, Pistols and Assault Rifels among other and look not quite so dorky while using it. Otherwise i love it.


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Originally Posted by Daimyo_Shi View Post
I personally hopw the up grafe it to identify more weapons so that Claws, Pistols and Assault Rifels among other and look not quite so dorky while using it. Otherwise i love it.
Last we heard, BABs and crew were looking to fix Claws, DP, and probably AR (if that's what he meant by "shotgun mode").


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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Originally Posted by Rodoan View Post
I agree. Some sword and shield scrapper have stated the animation really works for their character. I tried it on my ma/shield scrapper and there was a lot of cutting, mainly my neck by the shield. lol.

However, I tried it on dual blades with shorter blades and it looks awesome. I'll tolerate the look on the rest of my toons for the movement benefits.
If you take a Dual Blades character and give them daggers, a full-length cape, and either a hood or a wide-brim black hat, you've pretty well got the iconic anime character for using Ninja Running.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

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Originally Posted by Dispari View Post
Last we heard, BABs and crew were looking to fix Claws, DP, and probably AR (if that's what he meant by "shotgun mode").
Cool!


Doom/Batman in 2012

The Resistance has boobs too, and better hair!