Author Topic: Fall Damage  (Read 2542 times)

PartyBoy

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Fall Damage
« on: May 20, 2003, 06:22:37 am »
ok so you want to make the game realistichow about falling damage
and each race can fall different lehgths before they get hurt E.G
the KRAN would take more damage from long falls (because they are huge ond not very dextrous)
where as the ENKIDUKAI would take less damage becaouse they are cats(and cats always land on their feet :))
or you can tinker with it all you want but its an idea

like the fall damage, and height you can fall before you take damage can be based on maybe agilty, race,armour equipped, things like that
« Last Edit: May 20, 2003, 06:26:06 am by PartyBoy »


elminster

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« Reply #1 on: May 20, 2003, 10:43:08 am »
Yes, it is kind of ridiculous, that you fall a hundred meters (from the tower) and you simply walk away. Try to do it in reality - or even any other game...
Of course, I am sure it is on the TODO list of developers, but what you suggested (race specific fall damage) should also be made.

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beza1e1

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« Reply #2 on: May 20, 2003, 11:50:35 am »
I just can agree to PartyBoy
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logan_dugenoux

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« Reply #3 on: May 20, 2003, 03:25:12 pm »
i agree but for now its quite fun ;-)
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Axioma

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« Reply #4 on: May 20, 2003, 06:28:48 pm »
So the fall damage should be dependent on:
:: your race
:: the armor you\'re wearing
:: the weight of your backpack

and how about adding the gravity of a certain point in the planeshift world ?

how about one place, that is lower in the PS world than another, would have more fall damage, because it\'s closer towards the core of the planet, and thus has higher gravitational power ? (Or is it just the other way around ? I just keep messing up physics ^_^)

beza1e1

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« Reply #5 on: May 20, 2003, 07:32:18 pm »
In the core there is no gravity, because the mass of the earth pulls from all sides with the same power. So if you get deeper the mass above you pulls you up and you get lighter.

I don\'t know how deep this crystal world is and how strong theffect would be. I think this could also confuse the players instead of making fun.
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Axioma

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« Reply #6 on: May 20, 2003, 07:53:37 pm »
ah, hmm. Seem to be getting everything wrong today. Yeah, maybe the gravity thing is just too much work, for something that most people wouldn\'t even notice. And might indeed even confuse some players. You\'re right beza1e1

beza1e1

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« Reply #7 on: May 20, 2003, 10:24:46 pm »
Never mind, Axioma.
Some are here to dream and some to keep it realistic. And we even change roles sometimes ;)
This is the best way to be creative in my eyes

nuf said
thanks for reading
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Samoth

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« Reply #8 on: May 21, 2003, 04:59:19 am »
Axioma about 200 years ago they discovered that the rate an objects falls, and thus its damage, is not dependant on the weight of the item.

Quote
from Axioma:
So the fall damage should be dependent on:
:: your race
:: the armor you\'re wearing
:: the weight of your backpack
 

But I do like your idea of some sort of gravity free or gravity minimum area.  This area would definitely need an arena!

Bonez

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« Reply #9 on: May 21, 2003, 05:13:42 am »
it should maybe also depend on ur agility.. they would have to take out a lot of places because if ppl fell they would just die.
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Rageburst

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« Reply #10 on: May 21, 2003, 07:44:42 am »
I played with Everquest and noticed the fall damage distance is really short. I can jump down a few steps without hurting, so falling damage should accept a reasonable height distance.

elminster

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« Reply #11 on: May 21, 2003, 10:34:31 am »
Quote
Originally posted by Samoth
Axioma about 200 years ago they discovered that the rate an objects falls, and thus its damage, is not dependant on the weight of the item.

Really? That is true, but I would like to see what remains of you if I put a 1 TON weight above your head, and make you jump from only 2 meters... ;)

So what you said, is just foolish. The damage is not dependant on fall-speed. It is, but very little. The more important thing is WHAT do you fall into: water will probably not kill you (except from really big heights), but solid rock will... And also, how hard the falling object is - and often what is harder, that is heavier (OFTEN - not always). So, what Axioma said, is true in a way, but he thought that you are smart and already think about, what I needed to explain here ;)

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hook

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« Reply #12 on: May 21, 2003, 11:14:32 am »
this wouldn\'t be at all compatible with the acrobatcs/jumping/thieves idea ...imagine you have supperior jumping, and when you lend you die ...or try roof-jumping and find a staircase to the ground ...plus at this stage fall damage would be really sucky ...imagine jumping from the tower or jumping in the hole to enter the underground (which you both must do!!) and getting injured doing that ...well, let\'s just say that most of your inventory would be filled with bandages and medicine
...why not even implement damage when you hit a wall, or when you walk into a person, or when you try to pick up a sharp obejct from the wrong end, or even break a toe when you walk towards a rock on the road!?!?
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Thynett

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« Reply #13 on: May 21, 2003, 11:52:47 am »
Hook the problem is there is no falling damage is that there will be abuses.

The best example I\'ve heard about was in DAOC. At the beguining there was no damage, which was rather fun when you were in your own territory. But when it came to attacking strongholds, there was a serious problem : warriors just went to the top of the towers and fortifications and could then jump into the melee without needing to open a drawbridge nor a harrow. Then defending those strongholds became much easier, and you could defend even with much fewer people.

Now to link it with the climbing/jumping ability, you just need to say \"fall damage also depends on your acrobatic skills.

hook

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« Reply #14 on: May 21, 2003, 12:58:09 pm »
well i see two solutions to this problem:

a) we get neither the jump skill (as in farther, higher) nor the falling damage
b) we think of a VERY good way to make jump skill and fall damage work good

...i think that\'s also how the devs see it (actually, probably how they saw it from the begining on) ...so for now it\'s the a) option ...the b) will come when/if someone figures out a way to implement both that is near perfection
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