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Re: SWG and the lack of consistency

How often do you see people jumping in real life?

But in real life there's much more z-axis development. The jumping thing was an excuse to say that the whole game developed on a flat plane and felt "on rails".

About the bunny-hopping. It truly annoys me. This is why if I would work on a game I would implement a fatigue system that drains every time you jump. The point is not about removing the jumping, but making it more like a meaningful action instead of something unrealistic.

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