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Old 01-11-2012, 10:24 PM   #11
_Enio_
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Originally Posted by PT_DaAr_PT View Post
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.
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Old 01-11-2012, 10:31 PM   #12
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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.
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Old 01-11-2012, 10:35 PM   #13
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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.
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Old 01-11-2012, 10:42 PM   #14
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Originally Posted by Mattdoesrock View Post
That doesn't stop people with low hp jumping out of a fort to escape.
Yeah, would limit some fun tactics
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Old 01-12-2012, 12:26 AM   #15
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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?
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
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Old 01-12-2012, 12:49 AM   #16
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Quote:
Originally Posted by Latan View Post
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.
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Old 01-12-2012, 01:02 AM   #17
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Originally Posted by Tigerious View Post
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
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Old 01-12-2012, 01:10 AM   #18
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Please just verify if it's working properly! The damage amounts can be adjusted later.
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Old 01-12-2012, 01:17 AM   #19
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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
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Old 01-12-2012, 08:29 AM   #20
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Quote:
Originally Posted by roonwick View Post
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.
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