PlaneShift
Gameplay => Wish list => Topic started by: Sakiro A. on April 26, 2003, 10:23:05 am
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As far as I remember, there\'s no jumping skill, just a climbing one. (I\'d remember if there was one- I would have invested in it).
You may ask what\'s the point, but seriously, jumping high and long from rooftop to rooftop is one of the funnest things to do in a 3D game. Plus, it really adds to fighting- jumping strait over an enemies head and smacking him while you come down is a very effective combat method because it\'s quick and you\'re hard to hit (especially with a long weapon like a spear). Well, it depends on how the combat is done in this game... I haven\'t really figured that out yet. But if it\'s anything like Morrowind, or a more basic \"press button to attack\" thing, then yeah.
In Morrowind I made a character which has a lot of spear and jumping skill. NPCs would actually stop in their tracks having no idea I\'m behind them after I jump strait over their heads! Buahaha. You really must add a jumping skill in this game.
Also, an unrelated question: when is a version going to be released which has costumizable controls and mouse sensitivity and such stuff? Cauz as far as I know I can\'t change any of that. I\'m picky when it comes to that stuff... and I\'m aching waiting until I can relocate my buttons. I especially need to up the mouse sensitivity, without messing with my OS settings.
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I think jumping was discussed before, and they came up with it\'d look too unrealistic. Plus I think it would be slightly unfair if people were jumping great distances... But then again, it would look kinda cool. I\'m 50 50 on this jumping thing. You can still jump on somebody if your in a tree. I\'d like to see some other peoples ideas on this.
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Realistic. Bah. It\'s a fantasy game. Besides, people will only jump really far if they are highly skilled in the area, and I somehow doubt many people will bother focusing on a jumping skill, and thus you wouldn\'t see people jumping around everywhere.
How about this: you can jump about 2 or 3 stories with full jumping skill if you aren\'t carrying much and have a lot of strength (or agility, take your pick). If you are carrying pretty much anything heavy, it weighs you down, and your strength/agility has a factor in it too, thus balancing it out so it\'s not unfair. The skill could also determine falling damage, if falling damage is ever added. (Ok, I\'m basically copying Morrowind\'s Acrobatic skill, but there\'s no shame in borrowing good ideas.)
I actually don\'t recall exactly how high you could jump in that game... I know it was high enough to be quite useful and fun, but not high enough to be stupidly unrealistic. If balanced right, then it could work well. I just really think you should add some sort of jumping skill because it makes the greatest combat strategy ever.
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this would be good as long as they make you die if you jump to hi right now falling from any height in PS doesn\'t hurt you at all
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Ever played Morrowind? Jumping is so incredibly fun.
The thing is if you fall from too high a height, you\'ll lose a huge chunk of hp.
They also had levititation skills.... some places in fact are only accessible via drinking/casting a levitation spell.... Places where mages frequent for example, don\'t depend as much on stairs.
I think that within a MMORPG context, high jumping or levitation should only be allowed temporarily by casting a spell or drinking a potion..... same with spells that increase run/walk speed.
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Heh, morrowinds \"acrobatic\" skill is completly unrealistic. I mean, it\'s physiologically impossible to jump as high as you do when you reach lvl 100 in acrobatics.
In lvl 100 you can jump over roof-tops which is a little too much (I agree that it\'s fun however)
There was an older thread about this...
http://www.planeshift3d.com/forum/thread.php?threadid=2374&boardid=11&styleid=2
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The whole idea about MMORPGs is to live out the character you create. Just having skills in attacking and casting spells is boring. You really need skills for movement aswell; athletics, acrobatics, and such. It would make the game much more fun.
Seriously, going up to someone with a high skill in acrobatics and running while you haven\'t invested in those skills isn\'t any less fair then going up to someone with high skill in weapons and armor when you\'ve invested in something else. We need to keep the balance, to be sure, but just because you haven\'t the same abilities when it comes to athletics or acrobatics doesn\'t mean you haven\'t invested your skill points somewhere else which could just as easily be of use to you. That\'s just the reason why skills exist; to make your game play different than other people\'s, playing your own way, right? Doesn\'t mean any one thing is more unfair. Just means it\'s a different choice of skills.
Basically, If players want to invest in skills which make them more agile, then they sure as shootin\' should be able to do it.
EDIT: It\'s really not as unrealistic as you\'d imagen; it might not be true in the real world that you can jump so high, but you have to consider that some of the races here are modeled after creatures that are widely known for their jumping. Some lizards jump 10 times their height, and cats can jump quite high too, compared to humans. And jumping high is often featured in 3D games, and most of the time people don\'t go and say \"omg tat\'s imposibalerzzz!\" (EDIT NOTE: I just want to make sure you understand, I\'m not mocking you, I just always quote that way cauz I\'m weird) or whatever; it just makes the game more fun. And I don\'t think whether or not it\'s online should really matter much. It\'s not like everyone will be jumping roofs, as I clearly stated before.
The thing is, I really don\'t think that it will be too much of a problem. How about you just consider adding it, and if it\'s really a problem you can take it out? It\'s not like it\'s that hard to program in, ya know. I\'m still convinced that it would be a feature which would add a lot to the game.
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the problem with this idea is mostly it\'s hard to implement. not movement-wise (integration in the game), but motion-wise (animation) and control-wise.
there would be quite some effort put in animating avery character to move that way (salto, crawl, backflip, balancing ...) and how the controls would work for it would also be quite hard :(
i propose sitting a simple /sit command would be ok. it\'s tyresome that you always have to stand :] ...maybe even /lay command so you could go to sleep or watch the sky ...that would be something i\'d REALLY enjoy in PS (it would also be quite nice combined with the camping idea)
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It would really only involve a simple dynamic algorithm involving velocity and such. Really, the science of motion isn\'t that complicated. The hardest thing would be to get blocking right, depending on how blocking is already set up. Blocking can be a dog.
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i was refering to the animation of the character itself (i wasn\'t clear, sorry) ...but anyhow i\'ve never tried to animate 3d objects, so my post is probably obsolete
but i do get your blocking problem ...that could be (actually it still/already is at some points in PS) a bitch
i\'m making a separate topic for the sitting and laying
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I see what you mean. We could just do it like in Morrowind, you\'ve got your basic jump animation and it just waits at the last animation frame until you hit a floor. It was a tad lazy... but, eh. If you mean a fully dynamic, swooshy omg fluant animation for jumping, that could pose a problem.
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Originally posted by Sakiro A.
I see what you mean. We could just do it like in Morrowind, you\'ve got your basic jump animation and it just waits at the last animation frame until you hit a floor. It was a tad lazy... but, eh. If you mean a fully dynamic, swooshy omg fluant animation for jumping, that could pose a problem.
yea, that\'s what i had in mind :D
...man, noone likes my sitting/laying idea
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Laying sitting would be fun, like if you typed /sit chair, it would sit you down on the closest chair. Also, Planeshift if layers, if the jumping skill went too far, you might hit the ceiling.
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Well, there is nothing that says that a full animation can\'t be implanted in the future...
Anyway, I rather play a fully detailed game with great animations than a poor game where the devs just says \"No, that\'s too strenuous, let\'s just make it as simple as possible\".
I don\'t say that the devs doesn\'t care (if they didn\'t, this game wouldn\'t exist), only that details IS important for a game.
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I\'m certainly not denying that, I\'m just proposing for the first virsion that such a jumping skill is added, if it were to be added at all. Not the final version. And, honestly, now that I think of it, making the animation look good and fluid wouldn\'t be so hard. All you have to do is make a few extra animations:
First, a jumping animation.
Next, an \"in deh air\" animation, which would be played at a rate depending on how high you\'re jumping, so that the first frame is after you initially jump and last frame is about when you\'ll hit the ground. (it could even be rotated or something depending on the velocity you\'re jumping at, if you really want to be like fluid.)
And last, a \"hit deh ground\" animation. It could easily be just one animation; just the mid part is slowed.
It really shouldn\'t be that hard at all. The blocking dynamics would still be the hardest part of it (if the current blocking dynamics don\'t do for whatever reason). It may be necessary to make two animations, one for jumping while you\'re running/walking and another for jumping while you\'re standing still.
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hmmm... I think that if jumping were added to the game, I\'m not entirely convinced that it\'s a good idea to begin with, it should be a race-related skill. I\'d have a really hard time imagining a dwarf jumping great heights and even less so for a kran... enkidukai on the other hand...
Moraudin
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Originally posted by Moraudin
hmmm... I think that if jumping were added to the game, I\'m not entirely convinced that it\'s a good idea to begin with, it should be a race-related skill. I\'d have a really hard time imagining a dwarf jumping great heights and even less so for a kran... enkidukai on the other hand...
i totaly agree with this ...what about that winged creature? ;)
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Some races could certainly have limitations on the skill (like, really hard to learn, or a limit on how high it could go). Although I don\'t know if it would be a good idea to make it a purely race related skill...
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How high a character jumps depends on the weight, energy, and strength (of the leg, being \'very\' strong in the arms will just allow you to jump with your hands if that\'s possible) of the character that is jumping. Making it a purely race related skill would not be the best of ideas, n my opinion, because there are a few \'odd\' creatures in every breed, and just because someone wants their character to be a Kran simply makes jumping harder to learn. I believe that race only makes the jumping skill easier or harder to use.
As for jumping itself, it is a good idea. If a stamina bar is put into the game, then the higher you jump, the more stamina you use up. Learning how to jump really high should be hard, but as for learning how to jump high is another matter. Anyway, perhaps there can be a spell that allows you to jump higher than normal. You may say that levitation is better, but the \'jumping spell\' can be easier to learn how to cast than leviating yourself, and you can take a quick peek inside a building to see what\'s inside, and you willl either continue going up quickly, or fall to the ground. This is similar to Rageburst\'s idea on potiong drinking and spells, I think.
There could be a penalty for not landing \"correctly\" on the ground. I mean, not crashing into the ground headfirst or something similar. Like someone (I\'m not too sure who) before me said, hit points could be taken away, but perhaps items can be damaged and the character could suffer an instant death.
Finally, if your\'e actually still reading this, you can grab on to ledges of buildings while jumping and hang there. I\'m not sure if someone already said this before me, but I\'m kind of lazy, seeing as it is quite an effort for my eyes to go around and around and around the monitor...
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i agree with wormtail
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That\'s what I meant with race related: harder to learn/limited height and distance for some races than for others. If jumping were introduced into the game, it would have to be severely limited IMO: the 2-3 story jumps proposed by Sakiro A. would be the absolute maximum for a race which is naturally prophecient at jumping (e.g. the cat people possibly some elves) and the character in question would have to have its jumping stats maxed out for it to jump that high. This is an rpg after all, not Super Mario :D
Moraudin
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Originally posted by Wormtail_
How high a character jumps depends on the weight, energy, and strength (of the leg, being \'very\' strong in the arms will just allow you to jump with your hands if that\'s possible) of the character that is jumping. Making it a purely race related skill would not be the best of ideas, n my opinion, because there are a few \'odd\' creatures in every breed, and just because someone wants their character to be a Kran simply makes jumping harder to learn. I believe that race only makes the jumping skill easier or harder to use.
Yeah, cept it should just be a factor of the strength stat, as I\'ve previously stated. We don\'t need extra leg strength and arm strength stats, I don\'t think. And weight would depend on how much you\'re carrying, we could make it add the weight of the actual player but I think player weight will just depend on race (armor and stuff goes into the \"carrying\" category), so it would be sufficient to just limit the skill via race rather than factoring in another stat.
Originally posted by Wormtail_
As for jumping itself, it is a good idea. If a stamina bar is put into the game, then the higher you jump, the more stamina you use up. Learning how to jump really high should be hard, but as for learning how to jump high is another matter. Anyway, perhaps there can be a spell that allows you to jump higher than normal. You may say that levitation is better, but the \'jumping spell\' can be easier to learn how to cast than leviating yourself, and you can take a quick peek inside a building to see what\'s inside, and you willl either continue going up quickly, or fall to the ground. This is similar to Rageburst\'s idea on potiong drinking and spells, I think.
I think it would be better, if a stamina bar was added, if jumping always took the same amount of stamina, it\'s just that how high you go depends on how much stamina you have left (a half full stamina bar would make you jump lower than a full one), and how much you\'re carrying. The reasoning behind this is that jumping higher doesn\'t really mean you put more effort into your jumps, it means that you\'re in a better condition to do the jump (someone with low strength would put just as much effort into a small leap as someone with high strength would put into a higher leap).
Originally posted by Wormtail_
There could be a penalty for not landing \"correctly\" on the ground. I mean, not crashing into the ground headfirst or something similar. Like someone (I\'m not too sure who) before me said, hit points could be taken away, but perhaps items can be damaged and the character could suffer an instant death.
Whether or not you\'re damaged should depend on how long you fell. People with a higher skill in jumping should take less damage for falling because their bodies are more used to the impact, and they know how to absorb it better.
Originally posted by Wormtail_
Finally, if your\'e actually still reading this, you can grab on to ledges of buildings while jumping and hang there. I\'m not sure if someone already said this before me, but I\'m kind of lazy, seeing as it is quite an effort for my eyes to go around and around and around the monitor...
Maybe, but that might be more akin to your climbing skill than your jumping.
Originally posted by Moraudin
That\'s what I meant with race related: harder to learn/limited height and distance for some races than for others. If jumping were introduced into the game, it would have to be severely limited IMO: the 2-3 story jumps proposed by Sakiro A. would be the absolute maximum for a race which is naturally prophecient at jumping (e.g. the cat people possibly some elves) and the character in question would have to have its jumping stats maxed out for it to jump that high. This is an rpg after all, not Super Mario :D
Moraudin
Yeah. The absolute, hard to attain, toil to work for maximum for the best jumping race while carrying as little as possible.
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Originally posted by Wormtail_
How high a character jumps depends on the weight, energy, and strength
I think it should also be related to length, at least the length of the limbs you use for jumping...
/Starchild
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Originally posted by Starchild
I think it should also be related to length, at least the length of the limbs you use for jumping...
/Starchild
Yeah, this would be a limitation regarding race. It wouldn\'t be an active statistic, it would just be considered when limiting the dwarve\'s jumping skill.
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Every good 3d rpg has to have some kind of extra mode of transportation other than walking and horses and all that kind of stuff. The climbing will probably be pretty good but I also want to be able to jump. Skilled jumpers should be able to get to previously unattainable areas, or at least be able to take some shortcuts. Jumping is actually one of the things I look for in a game. Replay value and jumping....i dont know why....im just weird like that. oh well... :rolleyes:
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Just fyi, a climbing skill is already in the game (although if it was implemented yet, I don\'t know). Climbing is rather entertaining, in Daggerfall you could climb on basically everything, as long as it was less than a 91 degree angle. It was fun, although I enjoyed jumping in Morrowind far more. *shrugs*
And yeah, in 3D RPGs I tend to look for all kinds of movement skills, because I always develope a fast, agile character.
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Yeah you may want to limit height and distance a bit but, a moderatily-high level thief or assasin should be able to jump to a lower roof top.
But they should take a hit on their stamina for a little while.
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Is it even definite that there will be a stamina bar in the finished game?
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Not definate, no. And Lorune, it would probably be better for a thief/assassin character to invest in climbing, rather than jumping. It would take more work than jumping, but you could scale much higher walls. I wouldn\'t want jumping to wind you that much... I\'d use it in combat, after all.
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there are just two problems with climbing and jumping roof-tops ATM:
- all the walls you could climb, you can already (notice the form of most buildings in PS ATM)
- you can already jump on the roof-tops :)
...but yea, probably in the final it won\'t be that easy to climb and jump from roof to roof - then again, maybe it\'s just the current building (as in buildings) way that enables us to jump roofs and climb :]
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Perhaps, but jumping roof tops is hardly the entire point :P
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It could have lands where the floor was sticky.
You could come closer to the border the most possible thing without falling and later to jump.
People with more lag could jump equally.
It doesn\'t depend alone of the far or high that jump, it is also important to choose the place with less distance.
Careers of jumps could be made among roofs or among stone columns.
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jumping the roof tops is an issue for thiefs. For fighter it could be useful in dungeons/adventures. Wizards probably should learn levitation.
This race segregation leads to another topic ... i\'ll make a thread (http://www.planeshift3d.com/wbboard/thread.php?threadid=3821&boardid=11) ;)
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There is a way to change your controls. In the main planeshift directory there is a file called keys.xml and if you change that, you can change the controls. I changed my controls so that q is mouselook and f is view mode so I can quickly \"use\" my mouse.
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Jumping is also a problem for developers because it allows to do things that are not possible.
For example, if a quest is to go into a dungeon tower and bring back something and the harder part is to get the key to the door, and some players/races can jump directly into the tower because the jump very high, it is quite unfair.
People can go in areas that should be restricted (ie a garden with walls and locked door), etc...
So it\'s harder to create world, quests...
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Just two words: why not?
This is what they learn the skill for
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if you are a game creator the you\'ll understand what im taking about... the main problem when you create a quest for example, is that people follow a similar way to solve it. I agree that jumping is nice for combats (because some will improve jump where others will improve sword), but it can cause headaches to the game developpers.
In the town actually, you can jump over some walls to go outside the city, even if the door were closed. Because graphists only thought of the \"visual\" aspect of the wall. If everybody can jump higher and higher, you can go over rivers, without bridges, etc...
Try to imagine the number of possibilities \"quest developpers\" and \"story developpers\" have to think about.
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There will always be possibilites like that. You could also climb over the wall, you can swim through the river, Nolthrir can dive through ... Jumping is just another one. If you want to abandon funny things just to make it easy for the level designers, i\'d say this is not the right track.
I can agree that jumping over walls is not good, i think most player would be confused, but jumping from roof top to roof top should be possible. And from the roof top over the wall, will be a possibility.
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i\'m a bit stuck here ...i can\'t decide who is more right logan_dugenoux
or beza1e1 ...both have a good point ...i think the devs would have to have a serious talk about this jumping idea, before deciding to (no) implement it
[OT]
does it still censure assembling? :]
[edit] oh, look, they fixed it :D [/edit]
[/OT]
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Hm difficult topic, i got another idea, after i read the falling damage thread ... Why not implementing the jumping skill as skill on the length you can jump instead of the height?
So the problem with falling damage disappears, because you will not get that high and you can\'t jump over houses and walls, but from one roof top to another.
You can still jump over rovers though.
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To my mind all characters, even the fattest merchant, must be able to jump/climb/fight. The only thing is that your fat merchant will jump 1 foot high, climb as slow as a snail and have a ridiculous stamina bar.
That is why I would include jumping, climbing and stamina (and maybe more) in a single \"athletics skill\". This skill would be relevant of how healthy your character is. It would increase when you do anything sporty (running, climbing, jumping...) We could even imagine that it would slowly decrease when doing nothing at all...
Then it would be combined with you stats for different actions :
- athletics+endurance => stamina bar
- athletics+agility+strength => climbing
- athletics+agility+will => jumping
- athletics+agility+endurance => falling damage
etc...
and then jumping and climbing would be influenced as described above : it would also depend on your race the weight you are carrying...
There is also that problem that players might want to jump over walls... Then jumping must be limited : max 3m high and 8m long or something like that, when carrying very little weight of course (which is already HUGE when you think about whan our best modern athletes can do)
NOTE : I thought first that this athletic skill could also increase when fighting. As a matter of fact, fighting is tiring, makes you sweat, and probably maes you more sporty. However the possibilities that are linked with an \"athletic skill\" have nothing to do with fighting. Furthermore what would you think of a warrior that only killed mobs to increase his skills, and suddenly becomes a great climber/jumper ? That would be realy unfair cause he would be good at all disciplines, whereas the idea of the athletic skill is to make alternatives to frontal fighting.
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Super-jumping would be cool, just think of Final Fantasy dragoons/lancers. These people could jump in the air and remain unseen for a really long time, and then finally come down doing major damage with their spear. This would be a bit silly in a 3D online game, so I could see why nothing like this has ever been imitated. But maybe there could be some kind of a jump-attack skill where you jump off an edge into an enemy and do damage related to fall damage.
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Ok, I dare enter this thread simply for curiosity.
I have not read the entire thread so if my questions have been answered please say so.
What does the jumping skill give you?
More height? Better accuracy? More length? (man that can be so changed around to mean something else)
Does it deserve to be a skill? Should you have 200+ variations of how well you jump? Would it be better treated as a special ability? Where you purchase high jump 1-20 long jump 1-25 and you are done?
My problem with jump is that unlike some other movement skills?it is not really usefull, and I would hate for people to complain later that they spent points in a truly useless skill.
I mean when you climb it is to get somewhere that is difficult or advantageous to you, same with jumping, but if a mage type can simply cast a spell and get you there, what is the point?
We are avoiding any move type skills per say. Jumping, swimming, flying, running will all probably end up as some type of special ability as opposed to a skill, to you it may mean the same thing but in how you attain the ability is different.
But back to jumping.
What should it do, why is it needed? And what if some people have it and others don?t how useful is it in your party. Is it just a midpoint of climb and flight?
If it costs you 2000 exp to increase your jump 1 meter or make your running more efficient for fatigue by 5%, what would you rather have?
Should we make jumping something where you target the ground and jump there? Or dependant on skills and Wt. you just jump a certain distance?
All in all I see jumping as a poor skill, it can add a lot in some areas but it can make combat really annoying. My target jumps to the balcony, I move there?he jumps again?or melee types Vs Caster types will really hate life.
How fast should jumping be? Same as running or a lot slower as it is in real life?until you are falling.
How should this play into a safe fall type skill?
In the end if it is well balanced it becomes useless, if it is not it makes the game about jumping all over the place. And not to mention it makes constructing defences and this 3D models really odd, cause the engineers will take into account that people can jump this so lets make it wider/higher/spiked?or impossible to get to through jumping.
Now while I am not dismissing it completely I am not sure of it?s value?can I jump if I am weighted down, how does it affect my distances?
Do we want matrix distance jumping (semi-flight) or more in line with Olympic distances? Is the jumper really vulnerable while jumping as he is in real life or is he at full combat readiness?
As I stated prior?it is a possibility, but I don?t really see that it addition is cool enough to justify all the additional issues that come up with it?
But please continue discussing this concept.
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Paxx added some important arguments ...
I think the main problem is the jumping high issue. Jumpers can avoid fighting by jumping in balconies and roof tops. This is pretty annoying for the sword fighters.
As the Olypmic vs Matrix jumping, i think more about the Halflife way, where you can jump rather realistic and with the jump pack you can jump over a pretty distance, but only as high as before. This style would fit for some races i think. The dodging in UT is also a nice concept.
If i think about the jumping around in CounterStrike, i think they found a good solution now. After a jump you are stopped for one second or less.
The precise jumping to a point ability is also a nice suggestion. It would help in dungeons and similir wierd places, but it is rather annoying in a fight.
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I think comparing this to UT/Counterstrike is bad because we are not a real time FPS this game will be a real time RPG but the player will not have control of every aspect of the character?the character avoids the hits not the player, the character chooses when to strike, the player just chooses when to attack and how to do it, with what ferocity.
So remember these little but important aspects when wishing for something.
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I didn\'t thought of in-fight movements.
UT dodging is a nice example for a long, but not high jump, i wanted to say. With Counterstrike, i\'d hate to see people jumping around in the streets all the time, as they did in the first seconds in Counterstrike, before any enemy contact. If Jumping slows you down, you don\'t do it all the time.
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Originally posted by beza1e1
If Jumping slows you down, you don\'t do it all the time.
This was also one of the very bad things about morrowind (at least i thought so) The skill system in morrowind allowed you to just jump around, actually gaining speed, and increasing your skill at the same time, and that sucked.. I also think there should be some penalty like half a second of recovery time after you land.. the recovery time could be increased depending on how long you jump, or how hard you hit the ground..
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Jumping = wonderful startegy and must-have.
Jumping Skill = Interesting concept.
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I think Enkis should jump higher than the others, it\'s not because I\'m one, like 2 or 3 times their hight, like real cats.
II also think that dwarfs and Krans should jump lower than the others like someone said
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I think that would make it fairer to those of us who made our characters for stealth and agility.
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not so sure i should revive this thread, but I\'ll just drop my 2 cents anyway, who knows what sequence of events it may start? 8o)
regarding \"acrobatic\" habilities, I believe it could become important part of getting into the reality fo the ps universe, you don\'t want peopleto go where killroy was? if you don\'t want to use creativity, just place a few more of those irritant (to me, but I actually really don\'t mind, I just wishsome other solution was used) invisible walls, we shouldn\'t be able to go over the wall but around it? just let the birds hit the big glass window, we don\'t even know what exactly is this place we live, and we don\'t know how the gods powerfull reallity warping dimension bending powers works, what one more lame invisible war is compared to some really big misteries in iliakum, hell even irl we are not sure if that damn cat in the box is alive or dead. Of course with a little of creativity, a deadly tentacled flesh eating poyson ivy is growing around the castle tower, or a \"misterious\" reflection is in place over the maze in the dungeon, if you try to jump you hit your own reflected head, or just the mountain terrain won\'t let you alive, you reach the chimnee of the main room of the \"misterious\" mage that live in the center of the mountain, but the tiny vibrations of your breathing resonated with the cristal structure on the nearby cliff which released some of the acumulated solidified fumes from the mages years of alchimy, whic happens to fall over you killing you, pure pavlovian training of the players. Of course there will always be the ones with screenshots of the famous m0u0m boy over the edge grafitti, hopefuly there will be formed a guild of those (virtual)reality hackers*1 , with a spirit of a grey/white hat hacker, find how brake in, tell and show everybody they actually did it but only share the actual means of it with the devs, just applay real life logic to the project and the same proven successful methods will aply just fine, as when it comes to basic concepts it is actually the same thing.
as for what kinds of \"acrobatic\" habilities should the inhabitants of yiliakum would have, I would sugest watching a couple of displays of habilities traceurs (praticants of Parkour*2) have developed, firstly scale them a bit up for the top lvl anyone would reach (after all this is fantasy, also I am not sure of the intensity of the gravitational field, or similar force, in yiliakum, take that in consideration too) after the absloute top yiliakum human traceur capabilities is defined, scaled them acordingly to each races constitution and diferentiated features (perhaps the tendons in the enki are more elastic, and they might also have muscular fiber with some similarities with crickets and fleas jump muscles, but of course not going too much over the scaled feline( /primate) muscles capabilities. krans go up heavy, and come down hard, but their phisiology is already somewhat fitted to handle it constitution, if they don\'t feel them selves as heavy, their legs can go up with similar easyness as a human would lift his own, them I believe probably one of the few diferentials is that if he runs it would take more external energy to stop him than to do the same with a aeroboned klyro.
Just picture this simple (theoretical) experiment there is this two \"canons\" one made for firing a cubic meter of steel at 10 km/h and another one build to do the same thing to a cubic meter of styrofoam(r), both of them fire at the same time, both \"projectiles\" exit at the same speed, side by side, they move the same distance, but in front of which one of the two would you park your car?
damn, have to stop writing this mockup real world phisics applied to vitual reallity essay thingmabob, got do something else right now, perhaps later I\'ll add something I probably missed for now 8o)
sorry to bother yall with all this pseudo phisics and redundant rewriting of the smae idea or something like that 8o)
*1 Reality Hacker http://en.wikipedia.org/wiki/Urban_exploration
*2 Parkour ( real people doing stuff that most movies do with special FX) http://en.wikipedia.org/wiki/Urban_exploration
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oh, btw regarding the matter of nt having animation for the movements yet, I would rather a acrobatic pink cube than a photo realistic fully animated enkidukai which can do just a little more than a sedentary 80 years old, what I mean is make the characters move and the legs will follow,don\'t stop coding motions just because they hasn\'t been animated yet