Author Topic: Fall damage  (Read 776 times)

Efflixi Aduro

  • Veteran
  • *
  • Posts: 1871
  • O_o
    • View Profile
Fall damage
« on: December 30, 2004, 08:26:36 am »
Fall damage is really sensitve if you ask me.  UIf I run down stairs in the dungeon I get fall damage. If I walk down ladders I get fall damage. I cant even go down the two steep hills in the dungeon without dieng. Not to mention I ge damaged when I fall my own height.

How bout the devs tone it down a little?
Lol Internet

Madcrimson

  • Traveller
  • *
  • Posts: 29
    • View Profile
(No subject)
« Reply #1 on: April 22, 2005, 11:00:04 am »
Same here. I just died while running down the entrance stairs in wtowerdung...
Please adjust the falling damage AND make the stairs less steep. They look rediculous anyway...

MC.
May contain nuts.

fken

  • Hydlaa Notable
  • *
  • Posts: 816
    • View Profile
(No subject)
« Reply #2 on: April 22, 2005, 11:34:52 am »
I think he idea of the invisible plane will be usefull in that case : there wont be any damage... but dont forget that it will take a litle time to create it ... patience !
And stop running in the stairs !
« Last Edit: April 22, 2005, 11:35:17 am by fken »

MWAAAHAAA

  • Traveller
  • *
  • Posts: 21
    • View Profile
(No subject)
« Reply #3 on: April 22, 2005, 04:20:08 pm »
Fall damage also seems ping related, theo ther day I was playing with a ridiculously high ping, and at places where I would normally be damaged for over 80%, I was only damaged 10%.

MaidenIndigo

  • Hydlaa Citizen
  • *
  • Posts: 222
  • 藍子
    • View Profile
(No subject)
« Reply #4 on: April 22, 2005, 07:57:21 pm »
Quote
Originally posted by MWAAAHAAA
Fall damage also seems ping related, theo ther day I was playing with a ridiculously high ping, and at places where I would normally be damaged for over 80%, I was only damaged 10%.

That doesn\'t really make sense...it takes the height of the fall (game-meters) and works from that.  Perhaps if a low ping messes up game data resulting in a wonky height value, it might be related.  Another reason you might notice such huge changes is that the damage of a fall is calculated using exponents.  Any falls under one game-meter in height inflict zero damage.

The exponential growth of damage might explain why the differences in exact damage amount were so great.  Or maybe the formula I\'m thinking of isn\'t used anymore in favor of a less predictable one.

Personally, I feel this method of fall damage calculation is fair.  Don\'t run down the stairs in the Laanx Temple dungeon and don\'t try to jump off of buildings and you\'re pretty well off.

If you look at your character\'s height in relation to the height of the fall, it\'s quite realistic.  I don\'t know about you, but I certainly couldn\'t freefall a distance twice my height and come away without a scratch. (this is as far as I\'ve fallen in game with minimal damage)
As your HP increases, the farther you can fall.  That simple.

As for making the stairs less steep, they\'ve been that steep since MB, so don\'t expect and changes like that to occur.  That would require lengthening the entire staircase, decreasing the distance of the hallways.  Just don\'t run down the stairs and you\'ll be fine.

Perhaps in some future version, there will be changes to how the character moves while on a staircase.

/me goes back to work
~Indi

Seytra

  • Forum Addict
  • *
  • Posts: 2052
  • No system can compensate lack of common sense.
    • View Profile
(No subject)
« Reply #5 on: April 23, 2005, 12:27:08 am »
Quote
Originally posted by MWAAAHAAA
Fall damage also seems ping related, theo ther day I was playing with a ridiculously high ping, and at places where I would normally be damaged for over 80%, I was only damaged 10%.

Actually, this might indeed be a problem.
The server can only calculate movement after getting the appropriate data from the client.

Now what happens is that the server gets movement data and calculates some sort of m/s from it to assess fall damage.
With normal ping, the client reports changes of position every, say, 0.5 seconds, the server then can calculate 2 GM per 0.5 s = dead. Now if the ping is high, the server won\'t get the resuslts in time. This means that it\'ll see only 2 GM per 2 sec, equalling to 0.5 GM per 0.5 sec, thus almost no damage.

I haven\'t checked this myself, but it sounds like what\'s being done. This includes the observation of laggy players who seem to move forward, then \"teleport\" backwards to a place only slightly away from the starting point.
From that, I conclude that the client sends the server \"moving direction speed\", and the server then moves the char until it gets an update from the client.
Normally, that update arrives in time, but not if the client is laggy.
Then we see: the client hasn\'t moved even close to what the server has assumed (the client has only managed to do some steps while the server\'s char has been running continously). The client finally reports the actual position and the server, correcting it\'s data, \"teleports\" the player backwards. Now the process starts over again.

If it really is done that way, there is the possibility of abuse: A user could artificially lag the client (by trapping / dropping packets to / from the server in a router) and thereby gain the ability of falling unlimited distances without getting damge.
If the server were to override the clientside position, this problem would go away, but it would add the problem of death due to lag, which cannot happen with the current system.