View Full Version : Question to NGD - Fall damages, what happened ?
Tigerious
01-10-2012, 09:55 PM
Dear NGD,
Fall damages feature was a good implementation and adapted to newest forts and castles. Could you tell us what happened during your last update ? It look likes you made some changes to network code or something related isn't it ?
It was a really good feature, please fix the behaviour and bring it back !
Best regards.
Avraam
01-10-2012, 09:59 PM
Dear NGD,
Fall damages feature was a good implementation and adapted to newest forts and castles. Could you tell us what happened during your last update ? It look likes you made some changes to network code or something related isn't it ?
It was a really good feature, please fix the behaviour and bring it back !
Best regards.
Or better bring back the forts and castles before WM expansion,those u cannot jump from.
Darcyeti
01-10-2012, 10:05 PM
There is a big issue in code with fall dmg because of that people died on fall dmg while walking a straight way. Until this is fixed NGD took fall dmg out of the game.
I would like if knock and slow effect would be implemented back ingame during fall dmg being disabled.
Tigerious
01-10-2012, 10:33 PM
I know we are in a fantasy game, but fights look likes more realistic and make players use more strategy.
In some case it is also really annoying when as example ranged enemy leave walls without any risks after they ranged you the whole time you are at front of fort, at door or ther floor inside it. I'm sure every warrior would be agree with this.
Another example can be taken from mage's side, if some barbarian get off wall with full buffs and then rush him. We can also take many other examples (jump and landscape in some aeras..., hunters and their camo/stalker not canceled when they jump from high structures in castles...etc..)
And for the last point, I really doubt NGD would waste time to revamp the last forts and castles they made to not allow the jump in them.
Jump is nice and fun feature, but without fall damages... they are peer.
S_N_I_P_E_R
01-10-2012, 11:18 PM
NGD changed the network code, this caused problems with players taking fall damage when on flat land. They will reintroduce fall damage once they solve this problem.
Mattdoesrock
01-11-2012, 12:47 AM
It seems like everyone and their mother is hell bend on abusing no fall dmg. I'm totally for disabling jumping or bringing back the CC effect.
Shwish
01-11-2012, 07:40 AM
Or better bring back the forts and castles before WM expansion,those u cannot jump from.
Actually you were always able to hop off the old forts by causing a lag spike as you ran into the side of the barricade (hitting the print screen button at this second worked quite well). Hunter's use to use this to get out of the forts in camouflage without anyone seeing them as going through the door broke their camo.
I fear introducing the CC effect of falling and the snare that follows to have the same issue as the fall damage did. Imagine walking in on a level ground and constantly being knocked and slowed for no apparent reason.
The best bet is to disable jumping if that is even possible. Although I don't see it as being illegal to jump of high structures, its still unfair especially when defending a fort.
Shwish this seem like a bug - can you post it in bug section/thread with video screens and good explanation.
I see no reason hitting key like PrintScr to prevent you from taking damage.
Frosk
01-11-2012, 02:59 PM
Dear NGD,
Fall damages feature was a good implementation and adapted to newest forts and castles. Could you tell us what happened during your last update ? It look likes you made some changes to network code or something related isn't it ?
It was a really good feature, please fix the behaviour and bring it back !
Best regards.
As they've already answered, fall damage will be back when the problems that some users experienced concerning taking huge ammounts of fall damage when running/walking on a flat surface are completely solved.
Regards!
surak
01-11-2012, 03:17 PM
Fall damage is still enabled on AMUN.
Feel free to test if random damages are still happening on flat terrain.
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