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General discussion Topics related to various aspects of Champions of Regnum |
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01-12-2012, 01:19 PM | #21 |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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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. Last edited by bois; 01-12-2012 at 01:47 PM. |
01-12-2012, 02:54 PM | #22 |
Master
Join Date: May 2007
Location: Here & There
Posts: 439
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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.
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01-12-2012, 03:11 PM | #23 |
Count
Join Date: Sep 2008
Posts: 1,690
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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) 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 |
01-12-2012, 03:15 PM | #24 | |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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01-12-2012, 05:50 PM | #25 | |
Master
Join Date: Nov 2010
Posts: 322
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Quote:
Other people want no bugs at all on the live servers.. at no time... |
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01-12-2012, 06:21 PM | #26 |
Banned
Join Date: Nov 2008
Location: France
Posts: 496
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01-12-2012, 06:41 PM | #27 | |
Initiate
Join Date: Mar 2008
Posts: 195
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Quote:
To NGD, Fall damage seems to be working as it should, altough i never had problems in live server either :)
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01-12-2012, 07:59 PM | #28 |
Master
Join Date: Mar 2007
Location: Germany
Posts: 254
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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. Just say "The fall caused 500 damage" and make an "Ouch" noise.
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01-12-2012, 08:51 PM | #29 |
Banned
Join Date: Nov 2008
Location: France
Posts: 496
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Made some quick tests. I agree with bois, I was able to slide on cliff too.
As example, here 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. |
01-12-2012, 09:06 PM | #30 | |
Apprentice
Join Date: Jan 2009
Posts: 58
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Quote:
I will test it too. |
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