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Old 01-11-2012, 04:21 PM   #1
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Default Fall Damage on Amun.

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?
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Old 01-11-2012, 04:57 PM   #2
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Nice thread.

It would be thankful to actually gather more opinions and tests from various different users to achieve a better result.

Thanks!
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Old 01-11-2012, 05:01 PM   #3
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It's already on the live servers but turned off. We'll turn it on when we are sure it's working perfectly :P
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Old 01-11-2012, 07:22 PM   #4
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Quote:
Originally Posted by surak View Post
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...
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Old 01-11-2012, 08:00 PM   #5
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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.
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Old 01-11-2012, 08:18 PM   #6
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Quote:
Originally Posted by Tigerious View Post
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.
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Old 01-11-2012, 08:26 PM   #7
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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?
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Old 01-11-2012, 09:07 PM   #8
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Quote:
Originally Posted by Tigerious View Post
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?
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Old 01-11-2012, 09:15 PM   #9
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Quote:
Originally Posted by Excess View Post
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. ;_;
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Old 01-11-2012, 10:05 PM   #10
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Quote:
Originally Posted by Excess View Post
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...)
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