@Pere: Well, he prolly used booster to do that, and adrenaline is prolly gone in the next UT, so some big trick jumps won't be that devistating.
Both UT2004, and UT had a steep end in their learning curves. Honestly, UT's was only slightly less steep then UT2004, the problem was UT2004's steep spot started way to early in a players development. I can elaborate that if anyone needs, but most of you who played both games enough prolly understand it. There was a lot of late game learning in UT, and there is much less in UT2004, because of everything you need to know to even start to play competatively.
I'm all for the way it was in UT.
All in all though, I think this is a totally secondary factor in what deters any players from playing this game. We do stand to potentially lose new players, that would stick around despite learning curve because of love for sci-fi shooters like this, but won't play because they don't have a system to run it. Just look at Neo-Nite.
Epic pushing hardware to the limits with their new tech is cool and all, but it's damaging to who can play their games. I still play with most of my settings on low, and I have a above average system. Part of that is due to sticking with Nvidia, and gl support in this game is lame, but I digress... You gotta be able to run the game to learn the game.
Bearing that in mind, I think what we lose "to learn" in movement we will gain to learn in weapon proficiency. Remember when rockets were slower, and flak bombs didn't have that sic blast radius? Remember when moving while comboing wasn't necessary, and very difficult to do? I prefer artful shooting to artful movement anyday. Not to mention even if they move the movement back
towards UT, it won't be a full revert back
to UT. I'm sure we'll still have the wall kick, and if the double jump stays, it'll still be more complex then UT.
The SG can go, but only if the hammer comes back in it's place. I dig the jumping if you gotta pay for it