View Full Version : Fall Damage
TheMessenger
12-28-2011, 10:29 PM
I know it was removed because people were randomly falling but I like that it is removed, I consider it part of the hotfix :p
Please never bring it back. Id rather live without it, even if people jump from forts.
Phlue4
12-29-2011, 02:12 AM
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Though the fall damage is exaggerated sometimes, it makes the game more realistic and evokes fairer fights!
surak
12-29-2011, 03:16 AM
It will come back when it's fixed.
Zodar
12-29-2011, 03:50 AM
It does seem a little high, but I don't have a problem with fall damage to be honest; it makes battles, chases and escaping more interesting.
Fall damages aren't a real issue (when they work as they should), but necrostasy due to fall damage death is really boring, especially for support conjs. A better solution should be found imho, perhaps removing necrostasy malus but instead increase spawn delay at save.
roonwick
12-29-2011, 09:36 AM
I'd go for another solution. keep necrostacy, but get rid of killing to cancel it. instead, give it a fixed duration of 5-10 minutes. That would equalize the death penalty for everyone instead of penalizing support classes/builds.
I'd go for another solution. keep necrostacy, but get rid of killing to cancel it. instead, give it a fixed duration of 5-10 minutes. That would equalize the death penalty for everyone instead of penalizing support classes/builds.
Yes, good idea.
standistortion
12-29-2011, 11:27 AM
I'd go for another solution. keep necrostacy, but get rid of killing to cancel it. instead, give it a fixed duration of 5-10 minutes. That would equalize the death penalty for everyone instead of penalizing support classes/builds.
+1, a perfectly balanced implementation
I'd go for another solution. keep necrostacy, but get rid of killing to cancel it. instead, give it a fixed duration of 5-10 minutes. That would equalize the death penalty for everyone instead of penalizing support classes/builds.
Good idea, or remove necro in battles, if you get RP.
_Enio_
12-29-2011, 07:39 PM
Please never bring it back. Id rather live without it, even if people jump from forts.
Strongly disagree. Fall damage is cool =)
But some collision volumes should be fixed to match the visuals.
Nekoko
12-29-2011, 10:18 PM
Could the slow effect be enabled and the dmg effect disabled until it's fixed no penality for fort jumping kinda sucks?
NotScias
12-30-2011, 03:15 AM
+1 for disabling jump if you disable fall damage.
Now many people escape from forts by jumping out, barbs and locks jumping from walls to area on door etc...
Kitsuni
12-30-2011, 03:48 AM
Fall damage is fine, except that it happens too easily even on small bumps, and that the damage is just too damn high.
Kittypretty
01-01-2012, 09:25 AM
I'd prefer no damage to falls from say the height of the lowest fort wall (not castle) but a stun/slow effect like the one currently, to keep it from being abused as much, can escape or hope to surprise enemies, but risk being attacked while immobilized and short slow effect. of course larger heights should just kill (like top of forts castles etc)
Archonaut
01-01-2012, 01:56 PM
Well maybe we should have like a few meters where we only get slowing reduction and at some height instant death comes in.. Hard to explain, I'll try to write it down:
These heights and slowing reductions are just for example I have no idea how they are now atm but do not take them to seriously.
40m: Minor Reduction
50m: Minor Reduction
60m: Minor Reduction
70m: '' ''
80m: '' ''
90m: '' ''
100m: Medium Reduction
110m: '' ''
etc.
And then when we get at a height where you could jump off at for example alga cliff. That's where you instant die. Or maybe a little bit less, the instant deaths ( or near instant death as in 90%) will stop escapers. Because why falling damage at forts if speed reduction does it all..?
Haven't really thought this idea out though xD
SilverHaven
01-01-2012, 09:02 PM
I am for disabling jumping till fall damage is back. Barbs jumping down the flag right after tapping it and 2-hitting everyone coming into the fort when they dont expect that, really annoying thing, like it wouldnt be enough they resist every CC because of this offensive beacon stuff and +50% speed advantage.
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