I've been playing on Savage Realms for a while with 500-600 ms, trying to finish every quest that gets me the gold I need. A big chunk of those quests involve parkour, with demanding, challenging jumps.
But it isn't that the lava, the long falls, skeletons shooting me off platforms, or people nudging me off platforms that I hate.
What I hate is the GFD PoS double-tap to sprint. I have a 70/30 chance of getting the speed I need to make my next jump and I don't need those chances when I'm decked out in my best gear with an inescapable pit of lava below me. I want my 100% guarantee that when I want to sprint, I SPRINT, not "trip" for one reason or the other the second I make that jump.
Mojang, when are you going to adopt a standard sprint scheme? Double-tap might work with action games, and side-scrollers, but Minecraft can't compare to the speed that those games need. I'd rather hold down Shift to sprint or maybe toggle it through Caps Lock instead of fiddling around with double-tap-W. And it's probably cheaper to just set those keybinds than it is to code more parkour-like movements into the game (though I'd like to be able to grab onto ledges).
I want Mojang to know the kind of frustrations players face by playing on a server or on any map that has parkour quests, but only under some conditions.
1. No mods. Use your double-tap to sprint
2. You get one attempt. That's how it feels when you're wearing enchanted diamond gear and trying to get to a zone that demands you jump over inescapable pits of lava.
3. Your jumps have to be like those popular among parkour maps. 1-block platforms, 1-block gaps, 2-block gaps, long jumps onto platforms below you, 3-block gaps, sprints onto a platform below with no room to jump, etc. The variety is huge.
4. If it's latency that affects that double-tap detection, play with bad latency. 400-600 ms. You could try playing on a server like Savage Realms RPG, which has a lot of difficult parkour quests.
I hope this gets an honest response about the control scheme from Mojang, preferably after they've tried that challenge.
And I haven't checked any news posts about changes to Vanilla's sprint, so please direct me to any of those posts.
Except we're still stuck here, waiting. Instead of asking ourselves "Can I make that jump?", we're constantly asking "Will I sprint or end up walking off the platform?"
If Notch can challenge Bethesda with Quake 3 to settle a problem, we can challenge Mojang to do something similar. At least this challenge is to prove a point.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
But it isn't that the lava, the long falls, skeletons shooting me off platforms, or people nudging me off platforms that I hate.
What I hate is the GFD PoS double-tap to sprint. I have a 70/30 chance of getting the speed I need to make my next jump and I don't need those chances when I'm decked out in my best gear with an inescapable pit of lava below me. I want my 100% guarantee that when I want to sprint, I SPRINT, not "trip" for one reason or the other the second I make that jump.
Mojang, when are you going to adopt a standard sprint scheme? Double-tap might work with action games, and side-scrollers, but Minecraft can't compare to the speed that those games need. I'd rather hold down Shift to sprint or maybe toggle it through Caps Lock instead of fiddling around with double-tap-W. And it's probably cheaper to just set those keybinds than it is to code more parkour-like movements into the game (though I'd like to be able to grab onto ledges).
I want Mojang to know the kind of frustrations players face by playing on a server or on any map that has parkour quests, but only under some conditions.
1. No mods. Use your double-tap to sprint
2. You get one attempt. That's how it feels when you're wearing enchanted diamond gear and trying to get to a zone that demands you jump over inescapable pits of lava.
3. Your jumps have to be like those popular among parkour maps. 1-block platforms, 1-block gaps, 2-block gaps, long jumps onto platforms below you, 3-block gaps, sprints onto a platform below with no room to jump, etc. The variety is huge.
4. If it's latency that affects that double-tap detection, play with bad latency. 400-600 ms. You could try playing on a server like Savage Realms RPG, which has a lot of difficult parkour quests.
I hope this gets an honest response about the control scheme from Mojang, preferably after they've tried that challenge.
And I haven't checked any news posts about changes to Vanilla's sprint, so please direct me to any of those posts.
I want sprint's activation to be changed from double-tapping W to just holding down Shift.
Is that so? A simple change in Minecraft. I'm sure Mojang isn't going to do anything hard to change that. Just a few simple coding.
(I personally would like to use ALT to sprint like in many, MANY other games)
If Notch can challenge Bethesda with Quake 3 to settle a problem, we can challenge Mojang to do something similar. At least this challenge is to prove a point.