Tuck and roll.
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It doesn't have to have happen all the time just at a height were the character will take some damage.
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How about "significant damage"? I ask for distinction because a player dropping from a second story will take a few points of damage, but the height is only slightly higher then what a player can jump. Also, if a player runs downhill, the game doesn't always register that you're running, and upon reaching the bottom, can take falling damage. Just a point or two, mind you, but it's not very accurate.
The same can be completed by "surfing" the war walls. The slopes on those are such that if you jump at them at the correct height, you can move up and down, while going horizontally, along the War Wall. It all counts as "falling", and can incur a stiff falling damage penalty, depending on how many times you go up and down before stopping.
I like the idea, but I would think it better if it only occurred when a certain percentage of health was removed from falling. So that lower level characters would do it more often, but as you gained in levels, you would have to drop from higher up to preform the same percentage HP loss.
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It doesn't have to have happen all the time just at a height were the character will take some damage.
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How about "significant damage"? I ask for distinction because a player dropping from a second story will take a few points of damage, but the height is only slightly higher then what a player can jump. Also, if a player runs downhill, the game doesn't always register that you're running, and upon reaching the bottom, can take falling damage. Just a point or two, mind you, but it's not very accurate.
The same can be completed by "surfing" the war walls. The slopes on those are such that if you jump at them at the correct height, you can move up and down, while going horizontally, along the War Wall. It all counts as "falling", and can incur a stiff falling damage penalty, depending on how many times you go up and down before stopping.
I like the idea, but I would think it better if it only occurred when a certain percentage of health was removed from falling. So that lower level characters would do it more often, but as you gained in levels, you would have to drop from higher up to preform the same percentage HP loss.
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I suppose so, but I'm not really sure. I think this more on the bases of player vote since this just a flashy thing to bring more entertainment to the game. But, this occuring only at a percentage damage loss range might work.
If it ain't broke set it on fire, then say it was a fault in the design.
Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server
What's worse is that falling damage doesn't scale with level. A drop from, say, the sixth storey will deplete a level 1 character of half his hit points, maybe more if he's a low-HP AT. The same 40-50 hit points worth of damage won't even budge the health bar of, say a level 50 Tanker, yet that's exactly how much damage he'd suffer from a fall like that. WoW's falling damage is a lot of fun, because a drop that would have taken, say, 900 out of your 1000 hit points will take 9000 out of your 10 000 hit points when you're high level, which might make it easier to standardize this.
I have to agree with the general spirit of the suggestion, though. A little more impact when landing has always been something I've wanted to see, especially on my ultra-heavy cyborg who should really be leaving a small crater when he lands. The game in general is highly non-interactive when it comes to terrain interaction. Stairs, slopes, inclined walls, they're all the same. Surfaces don't matter for anything other than sound, our characters' stances never match the terrain incline unless it's perfectly level ground. Kneeling from a big drop would, technicalities and standard code rant aside, be a big step in that direction.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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What's worse is that falling damage doesn't scale with level. A drop from, say, the sixth storey will deplete a level 1 character of half his hit points, maybe more if he's a low-HP AT. The same 40-50 hit points worth of damage won't even budge the health bar of, say a level 50 Tanker, yet that's exactly how much damage he'd suffer from a fall like that. WoW's falling damage is a lot of fun, because a drop that would have taken, say, 900 out of your 1000 hit points will take 9000 out of your 10 000 hit points when you're high level, which might make it easier to standardize this.
I have to agree with the general spirit of the suggestion, though. A little more impact when landing has always been something I've wanted to see, especially on my ultra-heavy cyborg who should really be leaving a small crater when he lands. The game in general is highly non-interactive when it comes to terrain interaction. Stairs, slopes, inclined walls, they're all the same. Surfaces don't matter for anything other than sound, our characters' stances never match the terrain incline unless it's perfectly level ground. Kneeling from a big drop would, technicalities and standard code rant aside, be a big step in that direction.
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Good point, which is why it might be better to count for any amount of damage.
If it ain't broke set it on fire, then say it was a fault in the design.
Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server
An option to set your character's weight so significant sounds can be set to a particular weight. This would make heavy characters sound and feel heavy.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
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What's worse is that falling damage doesn't scale with level. A drop from, say, the sixth storey will deplete a level 1 character of half his hit points, maybe more if he's a low-HP AT. The same 40-50 hit points worth of damage won't even budge the health bar of, say a level 50 Tanker, yet that's exactly how much damage he'd suffer from a fall like that.
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Well, you got to think that a more experienced hero should be able to take a bit more damage. Plus, gameplay progression would seem to offer the falling resistance as a reward.
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An option to set your character's weight so significant sounds can be set to a particular weight. This would make heavy characters sound and feel heavy.
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Unfortunatly, the choices whould be extra regular and giant/heavy and would be automatically set.
If it ain't broke set it on fire, then say it was a fault in the design.
Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server
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An option to set your character's weight so significant sounds can be set to a particular weight. This would make heavy characters sound and feel heavy.
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I've suggested sound customization several times before, and it SEEMS like a simple addition, but standard code rant obviously applies. Still, I've always wanted to customize what my footsteps sound like, what my grunts sound like, what my landings sound like and even what sounds I make when I run or when I'm idle (currently, nothing) to emulate the various silent auras we get as costume pieces IF WE CHOOSE TO.
I have an extremely heavy character, for instance, who would be perfect with the same booming footsteps as Robotics Mastermind robots and some kind of explosion when he lands.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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In addition to tuck and roll, I'd also like to be able to dive off buildings. I'm tired of falling feet first.
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In addition to tuck and roll, I'd also like to be able to dive off buildings. I'm tired of falling feet first.
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Don't do it, you have so much to level for! Like level 50.
If it ain't broke set it on fire, then say it was a fault in the design.
Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server
I like to have an option to make my character roll from a moving fall and a kneel landing on a straight drop. I think that would make my character look awesome! It doesn't have to have happen all the time just at a height were the character will take some damage.
If it ain't broke set it on fire, then say it was a fault in the design.
Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server