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Old 01-13-2012, 12:29 PM   #31
Necrophilia
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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?
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
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Old 01-13-2012, 12:40 PM   #32
andres81
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Originally Posted by Necrophilia View Post
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

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)
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Old 01-13-2012, 01:09 PM   #33
bois
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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.
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Old 01-14-2012, 05:07 AM   #34
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It worked fine for me(est. 1h test) and i did not get fall dmg at any unexpected places.
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I hope first they work to fix the actual gameplay. They rush too much to expand the game, without taking time to fix their own errors, balance and bugs.
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