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 Post subject: Variable jump height still exists
 Post Posted: Mon Nov 13, 2017 1:34 am 
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Joined: Wed Oct 15, 2014 8:43 pm
Posts: 816
Joost wrote:
Aiguillon
-Lowered the glass platform in front of the front bottom turrets to make sure all ‘Nauts can jump up into that hide area.

Joost, If you have any pride as a programmer, please address this issue.

Image


Last edited by Luckytime on Mon Nov 13, 2017 2:08 am, edited 1 time in total.

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 Post subject: Re: Variable jump height still exists
 Post Posted: Mon Nov 13, 2017 2:06 am 
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Joined: Sun Jan 05, 2014 11:22 am
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Location: Victoria, Australia
Thanks for reporting

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Official Fanart Gallery | Steam | Discord: Duskitty#5930 | I'm a tech support volunteer!

Currently playing: LUX5000, Ayla, Coco, Dizzy
Sometimes play: Raelynn, Scoop, Ksenia
Still learning: Penny, Rocco


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 Post subject: Re: Variable jump height still exists
 Post Posted: Mon Nov 13, 2017 2:09 am 
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Now it's a gif, enjoy.


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 Post subject: Re: Variable jump height still exists
 Post Posted: Fri Dec 29, 2017 12:27 am 
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Even after the update, this continues to be an issue. I am really disappointed.
I made another report about the asymmetry of the map here:

http://steamcommunity.com/app/204300/discussions/0/1621724915800590350/

But honestly this is a compounded issue. It's the laziness in the map design combined with the randomness of Raelynn's jump. This was clearly not tested with Raelynn, otherwise they would have noticed that she is literally the only character in the game that can't make that jump consistently.


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 Post subject: Re: Variable jump height still exists
 Post Posted: Tue Jan 02, 2018 12:22 am 
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Joined: Sun Oct 06, 2013 10:22 pm
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Ksenias jumps are highly inconsistent as well. A few jumps she can make using both jumps at max and sometimes she misses by a few pixels.

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Fabian wrote:
Sounds like lag.


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 Post subject: Re: Variable jump height still exists
 Post Posted: Sat Jan 06, 2018 4:29 pm 
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Joined: Wed Jul 17, 2013 4:16 am
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On rare occasion I manage to jump twice the normal height with any character, when a 0.3 sec lag spike occurs at a right timing...

Edit: So maybe the "catch up" logic is flawed. I mean the logic that the game tries to catch up if lag occurs so players that suffer from bad performance on their computers aren't moving slower.


Last edited by mugg1991 on Sun Jan 07, 2018 11:15 am, edited 1 time in total.

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 Post subject: Re: Variable jump height still exists
 Post Posted: Sun Jan 07, 2018 5:58 am 
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Joined: Fri Nov 01, 2013 5:07 am
Posts: 1328
Luckytime wrote:
Joost, If you have any pride as a programmer, please address this issue.


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