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PAUL BERNARD
Pink Fluffy Bounty Hunterz RISE of LEGION
76
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Posted - 2013.01.06 20:28:00 -
[1] - Quote
Fall damage is something I am quickly beginning to hate.
Now, when it works correctly sure its fine, that's not what I'm complaining about.
I'm talking about when you get stuck on geometry.
Whether it's that annoying crevice on the mountain, or just some random part on maps near buildings(that I personally love getting stuck in) where you get stuck in air shoved up against the map, and you start "falling" in place. Until you are able to quickly get out and only get hurt a little bit, or get stuck for awhile and either have to commit suicide on the menu or wait that minute for you to die by "hitting" the ground after falling for a minute.
The way "falling" works as far as I can tell, is by calculating how long you haven't touched the ground. So when you get stuck floating in the air on some geom' you "fall" until you get unstuck, then proceed to die from fall damage. Let me tell you about how many times I've died from this.
Actually let's not we don't have enough time.
So my question is: Is there a better way to determine you are falling? Because right now I often die to this :(
Thoughts ect.? |
Firestorm Zulu
Crux Special Tasks Group Gallente Federation
158
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Posted - 2013.01.06 22:17:00 -
[2] - Quote
I don't like how when you fall 10 feet, your entire screen turns red like you just broke both your legs but actually only recieved -3 ticks from your shields. It throws me off a bit. |
Go Away Putz
Doomheim
11
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Posted - 2013.01.06 22:51:00 -
[3] - Quote
Physics is the answer for your question OP.
As it is, assuming Earth standard gravity, 32 ft/sec*sec is the effect. So for each second you accelerate up to terminal velocity*. For each second in the 'air' you gain speed equal to the force of gravity (this is overly simplified). When you have been falling for a certain time (technically a good deal under a minute for real world) you get to a speed that there is no way you could survive. So it kills you. Saves some calculations since you are always going to be there going like Kittens but nowhere at all.
There are several ways to code around it but they do not appear to have used them. If the position of the character is not actually changing then an error condition could catch the mesh failure. One could cause the X mode to kick in automatically and save the player. It would be funny to watch someone stuck in the air to have the effect kick in as if the player pressed X. Or they could have you actually press X then allow it to save you.
But the actual problem is the mesh is bad. That is why it is important to document which map, which grid in the map and the exact location in the grid plus the Battle mode when reporting them. The industry standard is to fix the mesh/map.
Myself, I would code in the escape solution. At least the players wouldn't be dying because of the faults. :-/ And it is much, much funnier.
*terminal velocity: the maximum speed at which an object (you) can accelerate through a medium (air) until the resistance (drag) balances the acceleration. Generally, 320 km/h (200 mph) when not jumping from 24 miles altitude.
They may not have a terminal velocity or not a real one anyway. I have noticed that jumping out of the MCC doesn't seem to take less time if you use the X button the entire way down or just in the last several meters. |
Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.06 23:42:00 -
[4] - Quote
Go Away Putz wrote:
They may not have a terminal velocity or not a real one anyway. I have noticed that jumping out of the MCC doesn't seem to take less time if you use the X button the entire way down or just in the last several meters.
Damps are an impact cushion, not a parachute |
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