Here's a couple ideas for real ways that'll discourage a fair number of people from jump spamming without actually gimping a mechanic.
1) Only allow the player to jump if they are currently moving. Meaning, you can't jump while standing still. The theory behind this is that if a player is bored or lazy, hitting a single button over and over doesn't take much effort, so they will do it. However, adding the requirement of moving to be able to spam this button over and over, can be enough to persuade players that it's not worth it. Also the added fact that you will need to navigate yourself, unless you want to just jump into walls all day. It's a weird observation but I don't mind doing something dumb that requires only a single hand. But two hands? I might as well actually be doing something. Plus, mechanically, there's no point to jump without moving unless we're jumping onto ferris wheels.
2) After hitting the ground after a jump, your momentum is slightly decreased for a second. If you jump again within that second before you pick up momentum again, you'll lose even more momentum. This keep players from bunny hopping to locations, because it will slow them down considerably. During my time playing WoW, the most prominent time I saw bunny hopping was when a player was traversing from point A to point B. Players hate to travel at a slower pace than what they could be achieving. For instance: I use to played a lot of Counter Strike. When running from starting zones, I'd always bunny hop to entertain myself until I got to where I wanted to be. In patch 1.6, I think, they implemented a jump system just like the one I described. That's all it took to keep me from bunny hopping across distances (Not enough to keep me from bunny-hop shooting, though).
Would these eliminate bunny hopping altogether? No. The only way to do that is to not allow jumping. Will these reduce the amount of bunny hopping more than a slight cooldown or stamina meter? I'd like to make a bet and say yes, they would.


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