Yes, there were quite a few of us on testing the fall damage.
It seemed a bit high, like 4 times in places if you're being careful. MUCH much higher if you're being reckless of course. And yes, I remember when falling off Yolanda was somewhere between 4 - 12 hit points. (Pardon me MadForIt), Mad observed that if a newbie died and spawned on top of a building in K Town, that he could fall off and die again.
Falling off the wharf (newbie catching boat) takes 25-36 hit points, messes up, drowns, and dies. Realistic, yes. But not much fun.
Some of us experimented and found that we could fall, and use WW and not take hit points. But most falls are accidents and therefore aren't carefully controlled.
It was also observed that Gnolls fall in the pit and die.
(I guess that's an ok trade-off ....hehe)
It seemed general consesus said that taking the damage down was a good idea....I'm suggesting 50% from where it is now.
ONE OTHER POINT: the fall damage really has folks thinking that maybe they don't want to go to the Ogre pit (across that Indiana-Jones-broken-bridge) until they are lvl 60 and can use WW to get across.
WW's also need to be used carefully, and not for emergency jump jets...because landings need to be soft and smooth, which doesn't always happen when you're getting out of the way quickly from Ubers and such.
(Die trying...lol).
LAST NOTE: the RAMPS in YOLANDA are GREAT!!!! And the traction is better. (And some folks are still having trouble getting out of the gnoll pit.)
Registered: Mar 2001
Location: Fort Walton Bch Florida
Posts: 1505
quote:Originally posted by Aleman You HAVE to make the monsters less subceptible to fall damage - the gnolls fall in the pit and die, and yolanda was filled with dead packs.
LOL
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Registered: Mar 2001
Location: North Carolina
Posts: 89
I think fall damage is fine, just will take some time getting use to. But please, make it so you recall somewhere where you dont have to jump off buildings... it really hurts =P
Registered: Mar 2001
Location: Ottawa, ON, Canada
Posts: 615
My question, which is also my point: what were you doing ON TOP of Stronghold Yolanda in the first place?
FYI, update #5, due either tomorrow or sunday, has tweaked spawn point positions and more accessible boat via docks.
Also, the recall point (also the teleport exit marker) has been moved somewhere safer
So far while playing, the new fall damage has not once interfered with playing. I have a level ~35 character so my HP is high enough, so I can imagine that for a level 1 it would be more difficult. I'll give that some testing
Registered: Mar 2001
Location: Chighetto, IL (around there)
Posts: 674
I'm not particularly a fan of the high damage, perhaps it is realistic, and yes, a degree of realism IS fun, but as many have stated: It's a game. Maybe 50% of the current is too low, perhaps 75% of the current? Either way, you should put some sort of warning in, like:
"Avoid falls, death is assured if you're too high."
Something along those lines, a newbie isn't coming in expecting to jump out of the mines and dying on his way back to k-town. Think about the BIG newbies, the ones (like i was) who dont know about endurance because they missed it on the newbie guide (or didn't read it at all), they have about 15 hp, and jumping out of the mines could easily kill a damaged level 1. Those are the little things, i can take a nice hit, considering im a higher level, but not everyone is.
I also noticed we tend to slide around a bit, thats normal right?
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Registered: Mar 2001
Location: Wherever :)
Posts: 543
Just a question, (to ji) what exactly prompted the new "realistic" movement changes?
(I'm trying to understand this from your viewpoint, because my viewpoint was that it was 100% cool the way it was, but you already knew that. So i'm just trying to figure out why the change was nessessary yanno? I know that you put a LOT of time and effort into coding that little piece of script, and let me say it works perfectly... ...)
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Last edited by TheMatt2000 on 03-09-2001 at 03:01 PM
Personally, I think that more fall damage is better. It needs to stay up pretty high, as before I once jumped off the cliff near the Crypt, and only took 35 damage or so when I landed in the river :
Keep it high, I say.
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I haven't even had time to play since BUpdate4, but I'm liking the idea of high fall damage..
Its not so much about 'REALISM' I dont think, its more an issue of balance.
Besides, you can get glides on level 25, and with glides, its tough to land hard enough to hurt yourself, if you know what you're doing.
T.G.I.F. I'll be back feeding my RPG addiction pretty quick here.
Registered: Mar 2001
Location: JI & PoG's RPG
Posts: 2479
One problem- many newbies these days either don't know about glides or are too lazy to mine enough to buy them. Also, many people choose to wear paws over gliders.
But I do agree that falling damage needed to be upped- Before the change, I jumped off the highest part of the Elven Bridge, and only took 67 damage.
Registered: Mar 2001
Location: Chighetto, IL (around there)
Posts: 674
I really have to compliment the music for Keldrin Town, well past worthy of anyone's playlists, If i had a reliable CD burner, i would put it on a CD. Its a damn good tune.
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The wizards can't hit you after they are done with there mana all they do is cast thorn and because there cast is too weak well they dont hit you. Maybe you should return the casting blade attack so they can do some damage.
Another: Maybe a new spell could work now, because the speed of all players was reduced we could introduce a spell to increase peoples speed by 10% a spell like boost or SpeedUp would work.
Zxqv8: If you like the keldrin tune, head over to www.mp3.com/Theoryoftrance/ and check out some of JI's other tracks, its all good ****.
AND: Steven: The way I see it, paws/glides/ww's should remain, they're needed for the non-spell casters, BUT, it would be nice to have spells like haste as well, cause then you could use glides, and cast haste on yourself.
Glides dont add any speed.. I hates it
But thats my idea...
Actually, I've been working on a few spell Idea's, and haste just happened to be one of them. I'm not saying more though, cause I dun wanna tell anyone aobut them till they are complete and you can see the effects of them
Registered: Mar 2001
Location: Next Door
Posts: 269
Hmm...
I agree the fall damage is realistic to Life, but it's unrealistic to the Fantasy Game World. Honestly, I believe that the fall damage should be adjusted (reduced) to better fit the physics of the TRIBES world. Like falling of a raft. It can kill you, but in real life, you acquire the properties off the raft, in tribes you don't making it very easy to fall off. As for being on top of Yolanda, that's something you can't do in real life. Only in the RPG world, therefore one is at a larger risk of being hurt by falling. Also, as another point, almost all venturing through the RPG lands requires the venturer to travel through vast mountain ranges. Making it nearly impossible to travel anywhere far without putting yourself at risk of ding a horrible, horrible death. Basically, either stay in Keldrin and walk one step at a time, or don't play is what it comes down to. I find it just makes it more frustrating to the player to fall and die every few seconds and would cause people to get sick of the mod. I know I would. Please take any of what I’ve written into consideration, if any of it makes sense to you. Thanks.
Registered: Mar 2001
Location: Charlotte NC, USA
Posts: 1009
I personally prefer the lower damage from falls. It did a seem a little high, and I am glad that it wasn't just my weak character. =) It really could help to lower it a bit. Good work so far JI!
Registered: Mar 2001
Location: dungeons of the uber zone
Posts: 514
fall dmg is annoying =(
the increased fall damage is REALLY annoying, and although JI wants to be realistic, one thing, THIS IS AN UNREALISTIC GAME!!!!!
I am carrying on Angel's point, but in real life magic isnt real, goblins dont exist, and people couldnt fly with the aid of special boots.
but that is why i play this game, to escape from reality. I think that the only things that should be realistic about this whole thing is gravity, weapons doing damage, and well......... um.... thats it...
I think this is a way to make fall damage equil to your lvl. Take the original fall damage(before the change) then multiply it by the characters lvl and there you jump off a 200 meter high cliff.. you die you jump off a ramp you get injured. A lvl 1 would receive 1 dmg and a lvl 100 would receive 100 dmg. This would even it out for the characters if that is too high you could divide the lvl by 2 and round up as the multiplyer instead of the lvl.
Registered: Mar 2001
Location: Ji & PoG's RPG
Posts: 615
This is a very evenly divided argument.
Where does the fine line between fact and fiction run?
And how much does this TribesRPG mean to you?
Are you one of those people who say "Its just a game for crying out loud!" Or one of those people who say "Take the thing seriously, a lot of work goes into it."