View Full Version : Fall Damage on Amun.
S_N_I_P_E_R
01-11-2012, 04:21 PM
The fall damage seems to be working as expected, I traveled on the routes that were causing problems and no fake fall dmg. Thank you for fixing this bug as fast as you did, when will it go live?
Frosk
01-11-2012, 04:57 PM
Nice thread.
It would be thankful to actually gather more opinions and tests from various different users to achieve a better result.
Thanks!
surak
01-11-2012, 05:01 PM
It's already on the live servers but turned off. We'll turn it on when we are sure it's working perfectly :P
Kitsuni
01-11-2012, 07:22 PM
It's already on the live servers but turned off. We'll turn it on when we are sure it's working perfectly :P
Is there any hopes of toning down the damage some?
Before it was turned off many users complained about excessive damage from small falls, for example falling out of a fort won't kill you (half health remaining), but just one meter more sometimes will, despite being less than a third of the original falling height, which is a very strange and unpredictable behavior. Its like the damage goes up exponentially, which makes it very hard to know if you will ever survive a fall. Sometimes you die from a really funny height.
Even one meter falls like jumping off of a sizeable rock can give you 1k damage and stun when they should only slow you...
Tigerious
01-11-2012, 08:00 PM
DaAr said something about the relation between fall damages and character constitution ^^
I think this isn't fair, same fall damages for everyone in any level would be more fair.
71175
01-11-2012, 08:18 PM
DaAr said something about the relation between fall damages and character constitution ^^
I think this isn't fair, same fall damages for everyone in any level would be more fair.
It depends on HP not on consti. So it's fair already. However i agree with Kit that multiplier should be adjusted.
Tigerious
01-11-2012, 08:26 PM
Why it would be fair?
If someone fall from 10 meters as example, this should remove the same hp and not depend on hp or anything else. Or maybe you like to add another unbalance in the actual gameplay?
Why it would be fair?
If someone fall from 10 meters as example, this should remove the same hp and not depend on hp or anything else. Or maybe you like to add another unbalance in the actual gameplay?
Your logic:
Person A has 3000hp
Person B has 4000hp
They both fall from the same height, they both lose 3001 hp.
How is this fair?
PT_DaAr_PT
01-11-2012, 09:15 PM
Your logic:
Person A has 3000hp
Person B has 4000hp
They both fall from the same height, they both lose 3001 hp.
How is this fair?
Both aren't fair. The calculations take the Maximum HP that you have into account. So two conjurers resurrect 2 people with resurrect(5)
Person A is revived with 2000/5000 HP
Person B is revived with 2000/3000 HP
Both fall from the same height taking 50% damage.
Person A, the strongest one with the most Max. HP, dies.
While Person B, the weakest one with the lowest Max. HP, lives.
Not. Fair. ;_;
Tigerious
01-11-2012, 10:05 PM
Your logic:
Person A has 3000hp
Person B has 4000hp
They both fall from the same height, they both lose 3001 hp.
How is this fair?
Well that's simple, players have to take care of distances.
Imagine if you as a lvl 60 with 4000 hp jump off a wall from any forts and then die from fall damages. Would you think that it's normal that a low level do the same and stay alive next to your corpse?
It's not normal to don't have the' same amount of damages from the same height you fell down. There is nothing else I can explain... In real life if you launch a baby from 1rst floor to ground, this one will die. If you do the same, you wont (This is an example, I know that in some very rare case it can be different...)
_Enio_
01-11-2012, 10:24 PM
Both aren't fair. The calculations take the Maximum HP that you have into account. So two conjurers resurrect 2 people with resurrect(5)
Person A is revived with 2000/5000 HP
Person B is revived with 2000/3000 HP
Both fall from the same height taking 50% damage.
Person A, the strongest one with the most Max. HP, dies.
While Person B, the weakest one with the lowest Max. HP, lives.
Not. Fair. ;_;
The problem lies in the revive there! Its the most fair system possible, the %ual falldmg.
Avraam
01-11-2012, 10:31 PM
Maybe it would be more fair if the dmg is a %(that depends of height of fall) from the HP you have at the moment you fall,not your max HP.
Mattdoesrock
01-11-2012, 10:35 PM
Maybe it would be more fair if the dmg is a %(that depends of height of fall) from the HP you have at the moment you fall,not your max HP.
That doesn't stop people with low hp jumping out of a fort to escape.
_Enio_
01-11-2012, 10:42 PM
That doesn't stop people with low hp jumping out of a fort to escape.
Yeah, would limit some fun tactics xD
Latan
01-12-2012, 12:26 AM
Why it would be fair?
If someone fall from 10 meters as example, this should remove the same hp and not depend on hp or anything else. Or maybe you like to add another unbalance in the actual gameplay?
think about low level players
a level 1-5 player has just signed in and he's doing his first quests: every 50 meters he falls from a small rock and dies gaining 5% necro.
ragequit--->bye bye new players
btw if in official servers we have the same settings of amun, what about keeping no fall damage but reintroducing the CC effect (knock+slow)?
you would have a double positive effect:
1) a more reliable feedback: because everyone can see if in a plain terrain falls and get slowered down
2) less abuse from fortwalls with huberbuffed players that jump outside to spam areas
think about low level players
a level 1-5 player has just signed in and he's doing his first quests: every 50 meters he falls from a small rock and dies gaining 5% necro.
ragequit--->bye bye new players
btw if in official servers we have the same settings of amun, what about keeping no fall damage but reintroducing the CC effect (knock+slow)?
you would have a double positive effect:
1) a more reliable feedback: because everyone can see if in a plain terrain falls and get slowered down
2) less abuse from fortwalls with huberbuffed players that jump outside to spam areas
My thoughts exactly. The current HP ratio could be adjusted but it is the correct way to do it. It is even more realistic. An archer will take less dmg from the same fall than a warrior. Archers are suppose to be agile, and warriors wear heavy armor. This makes perfect sense to me.
roonwick
01-12-2012, 01:02 AM
Well that's simple, players have to take care of distances.
Imagine if you as a lvl 60 with 4000 hp jump off a wall from any forts and then die from fall damages. Would you think that it's normal that a low level do the same and stay alive next to your corpse?
It's not normal to don't have the' same amount of damages from the same height you fell down. There is nothing else I can explain... In real life if you launch a baby from 1rst floor to ground, this one will die. If you do the same, you wont (This is an example, I know that in some very rare case it can be different...)
2 adults thrown from the same window will have about the same rate of survival. max hp dont come into it. a 10m fall will be fatal, unless you're lucky.. I like the % base falling damage.
as for the idea of throwing a baby out the window... I approve. try 2nd, 3rd and 4th floor too please :)
surak
01-12-2012, 01:10 AM
BACK ON TOPIC BACK ON TOPIC BACK ON TOPIC BACK ON TOPIC BACK ON TOPIC
Please just verify if it's working properly! The damage amounts can be adjusted later.
_Enio_
01-12-2012, 01:17 AM
BACK ON TOPIC BACK ON TOPIC BACK ON TOPIC BACK ON TOPIC BACK ON TOPIC
Please just verify if it's working properly! The damage amounts can be adjusted later.
I ran around a bit and didnt get any unexpected damage, but tbh - the probably best check would be to enable it on a live server and check on feedback and if reports pop up disable it again to further investigate. 5 people running around a bit wont cover the whole map as well as a whole server's population :P
Arafails
01-12-2012, 08:29 AM
10m fall will be fatal, unless you're lucky..
Sure if you land on your head. 1st floor window is generally only about 2-3m up anyway.
Its a game, remember that. Real world ideas may or may not apply.
Back on topic, on first glance it appears to work properly. However it seems inconsistent. In terms of the forts, it seems to be functioning normally. In terms of players falling on flat ground, that seems to be resolved.
However, falling off of cliffs seems very inconsistent. In my tests I was able to slide off many cliff faces in Alsius territory with no damage or CC. This includes faces that would normally give you a little to moderate damage.
So I tested the ultimate cliff, Daen Rha cliffs. In tests near the entrance I sustained no damage or CC for falls. Further in and close to the wooden bridge, I jumped and did not die. I did sustain 3654 damage (in that location I would normally die). But this is where it gets tricky. If I jump off the wooden bridge aim for the cliff I get wildly inconsistent results. In one case I sustained 0 damage for a straight fall. Another time I sustained 2 sets of damage first 3657 and 158 for a singular fall. The last time I jumped I just got 521 for a similar distance fall.
(direct off the wooden bridge at Daen Rha).
Maybe you guys should take a look to make sure it is okay.
Note ; going over the same cliffs with a horse and galloping off ( meaning I don't touch the cliff on the way down) I die as expected (5k+ damage). If I reverse the horse over the cliff or slide it down sideways (touch cliff on way down) I can avoid damage totally or even avoid getting dismounted no matter the height.
If this is what is wanted then fine but if it is not then it should be looked at.
Edit : I tested at the cliffs that separate Altaruk Surroundings from the Volcanic Zone inside Ignis. Those cliffs are quite high so I did tests there. Strange results. I sustained 3 sets of damage on the way down (for a singular fall), yet the total was not even close to killing me. Another thing. I suffer the knocked animation sometime on the way down rather than at the end. That is not an issue but I got disconnected from the server after sustaining the knock animation early and continued to fall. When I eventually hit the ground (stopped), instant disconnection. I tested this and got the same result 6 times. It only seems to happen when I suffer the knock animation early in the fall. Disconnect happens at the end of the fall. I continue to test to make sure of this.
By the way, a straight fall over those cliffs did only effect ~7 damage on me a couple times, no CC.
I am playing a lvl 60 Knight btw.
Psynocide
01-12-2012, 02:54 PM
I think it is adequate as it is.
Jumping should remain a sword without a handle; it may prove useful but it may also cut your hand off.
The fact that the damage taken from falling is erratic or unfair only adds to the risk factor.
andres81
01-12-2012, 03:11 PM
As it is now it's fine, anyway the problem was not the fall damage but the bugs taking damage on plain terrain ;)
Btw. please fix that issue with arms/objects that need repair - they are overlapping the buffs!
Also the buff icons should show the information text about the spell when mouseover as it was in 1.8.x - I hope this can be with the next update.
Already reported this 3 weeks ago and this are mayor bugs that affect gameplay when you can't see active spells on your character.
(see Image)
Sure if you land on your head. 1st floor window is generally only about 2-3m up anyway.
If you want realism, falling from the horse could be deadly for a heavy armed Knight and always resulted in severe injuries, he just got aplasted from his own armour - i guess so much realism is something nobody wants in a game ;)
_Enio_
01-12-2012, 03:15 PM
Btw. please fix that issue with arms/objects that need repair - they are overlapping the buffs!
Until its patched, you can try this little trick to get the icons moved: http://regnumonline.com.ar/forum/showthread.php?t=85588
Phlue4
01-12-2012, 05:50 PM
the probably best check would be to enable it on a live server and check on feedback and if reports pop up disable it again to further investigate. 5 people running around a bit wont cover the whole map as well as a whole server's population :P
eh that's the question.
Other people want no bugs at all on the live servers.. at no time...
Tigerious
01-12-2012, 06:21 PM
think about low level players
a level 1-5 player has just signed in and he's doing his first quests: every 50 meters he falls from a small rock and dies gaining 5% necro.
ragequit--->bye bye new players [...]
So make the beginner island/aera without fall damages.
Would you think that it's normal that a low level do the same and stay alive next to your corpse?
Oh, it's the ego thing again :)
To NGD, Fall damage seems to be working as it should, altough i never had problems in live server either :)
Well, I don't care how much damage I get, but please remove the following:
"You've cast Injury(1)"
I haven't casted anything, I have just fallen of a Rock. :rale:
Just say "The fall caused 500 damage" and make an "Ouch" noise.
Tigerious
01-12-2012, 08:51 PM
Made some quick tests. I agree with bois (http://www.regnumonline.com.ar/forum/member.php?u=296101), I was able to slide on cliff too.
As example, here (http://img843.imageshack.us/img843/3720/screenshot2012011221340.jpg) is a screnshot from where I experienced this issue.
I also noticed that you removed the kneelknock effect, this was a good feature, I just wonder why you removed it :/
I think you also reduced fall damages too much. I tested some jumps in herbred fort and only loose 2700 HP from the highest broken tower close to the door, if they are not enough serious, people will abuse it because there is defensive beacons that add extra +2000 HP that you have to take in equation.
About the random fall damages on flat areas from the last network code, they are fixed.
Sw4ggerPrince
01-12-2012, 09:06 PM
Made some quick tests. I agree with bois (http://www.regnumonline.com.ar/forum/member.php?u=296101), I was able to slide on cliff too.
As example, here (http://img843.imageshack.us/img843/3720/screenshot2012011221340.jpg) is a screnshot from where I experienced this issue.
I also noticed that you removed the kneelknock effect, this was a good feature, I just wonder why you removed it :/
I think you also reduced fall damages too much. I tested some jumps in herbred fort and only loose 2700 HP from the highest broken tower close to the door, if they are not enough serious, people will abuse it because there is defensive beacons that add extra +2000 HP that you have to take in equation.
About the random fall damages on flat areas from the last network code, they are fixed.
Agree,somehow,but you must have in mind that there are differences of HP between classes.
I will test it too.
Necrophilia
01-13-2012, 12:29 PM
Why it would be fair?
If someone fall from 10 meters as example, this should remove the same hp and not depend on hp or anything else. Or maybe you like to add another unbalance in the actual gameplay?
If someone falls from 10 feet wearing armour, they are less likely to hurt themselves as much as someone who falls wearing cloth. seems legit to me
andres81
01-13-2012, 12:40 PM
If someone falls from 10 feet wearing armour, they are less likely to hurt themselves as much as someone who falls wearing cloth. seems legit to me
:facepalm3:
Jump from 2meters with a real iron-armour and then report again.
PD: i suggest to advice the medical service before you do it, you will need them to stand up (and to fix your bones) xD
The equations they worked out to calculate falling damage seem quite fair to me. The only issue for me really is that falling damage works properly on the correct terrain and fall distances.
In any case, once the current problems are solved , just don't jump off high objects . That should solve the problem.
Remember , falling damage is a control on questionable tactics and escape routes in the game. It is also to make the terrain work as a way to make the distances in the world larger. Expand the world without actually making the map coordinates bigger.
Taking short-cuts should have a consequence. I find that the falling damage as they had it before improved tactics. But then , some players want to have their cake and eat it at the same time.
Manuka
01-14-2012, 05:07 AM
It worked fine for me(est. 1h test) and i did not get fall dmg at any unexpected places.
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