Denied Ban ALL jumping in combat

This suggestion has been denied and will not receive development.
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Apr 5, 2024
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What does this suggestion change/add/remove:
Remove the ability to jump around obstacles / jump into obstacles during combat

Has something similar been suggested before? If so, why is your suggestion different?:
No

Possible Positives of the suggestion (At least 2):
More interesting combat
Easier for people to do realistic combat
Combat Jumping isnt allowed, so why should this be?

Possible Negatives of the suggestion:
Less skill based combat
Not being able to use a specific tactic anymore

Based on the Positives & Negatives, why should this suggestion be accepted:
This isn't realistic at all, and I feel like its more of a way to bypass combat jumping. Almost everyone good at combat uses this, and it just makes combat unfun for people that can't counter it or don't know how to do it properly themselves. The one jump in comb
 
I mean, I think this should be (and is) enforced case by case. Accidental inputs do happen, and at the end of the day the lebron-tier jumps that gmod characters do get abused one way or another (parkouring, scaling near impossible ledges and objects, juking SCPs with railings) so its hard to stiff the players here when they're just using a mechanic of the game.

You could even argue that much of the level design within the server contributes to the problem as well - take the infamous waist-height railings scattered across LCZ, for example. How do you expect CI to traverse the railing from 173 down to the rock hall in a gunfight? Should they have to wait to jump after shooting the potential defenders just because of a stubborn rule? Should they be forced to take the extra 10 seconds to walk to the staircase across the room as to avoid jumping over a railing during combat?

Perhaps a better solution would be to add a physical limitation to how frequently you can jump, or making it so jumping slows you down for a short period to punish players mechanically rather than with just more ruleplay.

I will say, downvoting this purely because you play an RP server like 2020 SCP:SL is a bit outrageous, it's really not that hard to not bounce around like a rabbit when shooting people
 
if you are getting shot at then yes you would absolutely jump into or over an obstacle. It’s not only physically possible but quite literally taught IRL that jumping over or into cover is the second thing you’d do if you got shot at after fist returning fire.

-support as the suggestion has not only no basis but zero compelling argument
 
I mean, I think this should be (and is) enforced case by case. Accidental inputs do happen, and at the end of the day the lebron-tier jumps that gmod characters do get abused one way or another (parkouring, scaling near impossible ledges and objects, juking SCPs with railings) so its hard to stiff the players here when they're just using a mechanic of the game.

You could even argue that much of the level design within the server contributes to the problem as well - take the infamous waist-height railings scattered across LCZ, for example. How do you expect CI to traverse the railing from 173 down to the rock hall in a gunfight? Should they have to wait to jump after shooting the potential defenders just because of a stubborn rule? Should they be forced to take the extra 10 seconds to walk to the staircase across the room as to avoid jumping over a railing during combat?

Perhaps a better solution would be to add a physical limitation to how frequently you can jump, or making it so jumping slows you down for a short period to punish players mechanically rather than with just more ruleplay.

I will say, downvoting this purely because you play an RP server like 2020 SCP:SL is a bit outrageous, it's really not that hard to not bounce around like a rabbit when shooting people
stamina system...
 
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I mean, I think this should be (and is) enforced case by case. Accidental inputs do happen, and at the end of the day the lebron-tier jumps that gmod characters do get abused one way or another (parkouring, scaling near impossible ledges and objects, juking SCPs with railings) so its hard to stiff the players here when they're just using a mechanic of the game.

You could even argue that much of the level design within the server contributes to the problem as well - take the infamous waist-height railings scattered across LCZ, for example. How do you expect CI to traverse the railing from 173 down to the rock hall in a gunfight? Should they have to wait to jump after shooting the potential defenders just because of a stubborn rule? Should they be forced to take the extra 10 seconds to walk to the staircase across the room as to avoid jumping over a railing during combat?

Perhaps a better solution would be to add a physical limitation to how frequently you can jump, or making it so jumping slows you down for a short period to punish players mechanically rather than with just more ruleplay.

I will say, downvoting this purely because you play an RP server like 2020 SCP:SL is a bit outrageous, it's really not that hard to not bounce around like a rabbit when shooting people

- Support, I agree with Pinhead.
 
Denied

Realism is not something you can always follow, otherwise half the server wouldn't exist, we allow one jump mainly for a number of things;

- Jumping over obstacles
- Jumping onto things i.e. box etc.
- Accidental presses

If we disallow jumping it will be a nightmare to enforce hence why if someone is spam jumping that's a different matter, also like jumping around corners to almost akin to dropshotting isn't allowed, that would be something like hitbox abuse, jumping should be used for its actual purpose of the things above, however one accidental press isn't going to ruin the world, especially as staff have 0 way to know if someone accidentally pressed it unless they are like jumping numerous times, thus increasing the amount of sits for staff and then the lengthy investigation for something that is a nothingburger.

Kind Regards
Yeke
 
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