Author Topic: Jumping  (Read 3976 times)

Glaciusor

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Jumping
« on: April 14, 2012, 06:59:34 pm »
... normally I don't complain but this one is kinda big. How come all of our characters, supposedly capable of fighting by the Ostarchal Decree, are only capable of a small hop now? I can jump better IRL than my Enkidukai can. The jumping height is too low, and while that may seem insignificant it's actually quite important to many people for roleplay purposes, because many times people will climb up a reasonably-sized object for a higher view, such as the railings by the stairs in the plaza (something quite realistic to be able to do). The jumping height should be raised somewhat, both for realism and to allow players to set up scenes properly.

Also, due to the fact that there is something negating horizontal movements while airborn (something which is unrealistic due to the Law of Inertia), any time we try to go down a sufficiently steep ramp (stairs by Kada's, Bronze Doors Fortress path, the ramps in Hydlaa) even though we are running we go down them slower than if we were walking. This issue arose when Arcane Chrysalis came out, and due to the updates to moving speed the issue was worsened. It also shows when the npcs try to walk down a ramp/staircase. The counter-force needs to be removed to increase realism and decrease frustration. That said, I agree that we shouldn't be able to change our momentum while falling. Our horizontal velocities should remain the same as we fall, and not have any forces applied to them until our character hits the ground.
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LigH

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Re: Jumping
« Reply #1 on: April 14, 2012, 08:07:58 pm »
It is probably related to the usual bug (yes, bug!) of reducing velocity when falling. I added my complaint to PS#3633.

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Aramara Meibi

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Re: Jumping
« Reply #2 on: April 15, 2012, 12:17:52 am »
i'll second on the lack of forward momentum while jumping. How am I supposed to jump from rooftop to rooftop now?
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Caraick

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Re: Jumping
« Reply #3 on: April 15, 2012, 12:47:28 am »
Thirded.  The traditional dueling etiquette for a double-jump to start the match is going to have to be replaced by some other signal, as the jump of my character is puny.  X-/
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Pakarro

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Re: Jumping
« Reply #4 on: April 15, 2012, 02:10:48 pm »
It is probably related to the usual bug (yes, bug!) of reducing velocity when falling. I added my complaint to PS#3633.

Actually, physics cause you to slow down due to the air resistance. While running you compensate this by muscle force against the ground, but in the air you slow down.

It is another question if this effect is too large in ps...
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LigH

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Re: Jumping
« Reply #5 on: April 15, 2012, 02:42:43 pm »
To be stopped just by air friction, it would have to be as thick as tooth paste.

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Aramara Meibi

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Re: Jumping
« Reply #6 on: April 15, 2012, 05:17:41 pm »
It is probably related to the usual bug (yes, bug!) of reducing velocity when falling. I added my complaint to PS#3633.

Actually, physics cause you to slow down due to the air resistance. While running you compensate this by muscle force against the ground, but in the air you slow down.

It is another question if this effect is too large in ps...

http://en.wikipedia.org/wiki/Terminal_velocity

I highly doubt that the game engine accounts for air thickness.
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Mordaan

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Re: Jumping
« Reply #7 on: April 15, 2012, 05:27:54 pm »
An svn commit from today states "fixed jump movement".
A little vague but sounds promising.  So look for improvements in that in the next update.

And for what it's worth, the entry right before that was a fix to the missing terrain problem.

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(Since these are rather pressing issues, hopefully we'll see that update soon).
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Gilrond

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Re: Jumping
« Reply #8 on: April 15, 2012, 05:55:09 pm »
Thanks for the fix!

Aramara Meibi

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Re: Jumping
« Reply #9 on: April 15, 2012, 08:19:41 pm »
they've fixed the animation issue and the jump height issue, but the issue with lack of forward momentum still persists.

baby steps, but progress nonetheless :)
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