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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Reduced Fall damage in water Confirmed. Thoughts?
Sathrago
Member, Alpha Two
Now that this has been confirmed to be a feature of ashes, what are your thoughts on this? Good? Bad?
I for one am ok with this, Steven's reasons seem perfectly fine but maybe others feel differently?
I for one am ok with this, Steven's reasons seem perfectly fine but maybe others feel differently?
Commissioned at https://fiverr.com/ravenjuu
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Not to mention it makes it more interesting/challenging to get on ships. can't just climb a mountain and swan dive next to a boat to board it without taking some risk.
https://www.youtube.com/watch?v=KQZxmMM3Y9Y
Also, I can't begin to tell you how many times I have used water as an escape route because there were no consequences. This will increase the level of thought required to effectively escape sticky situations and so I am a fan.
I am wondering when fall damage comes in to place in general. As in, after how much falling distance? What would you guys expect as a percentage of reduction? 50% less on water than in land? 30%?
Personally, I think that the minimum distance for fall damage taken would be higher, but the linear scaling of damage taken would likely be the same. Meaning, you start taking damage at say, 30 units, for land, but 60 units for water. Not sure how that would work as far as implementation.
More importantly, I like it from a gameplay standpoint as well. A flat reduced damage percentage would be fine, but the dream would be if we could maneuver while in the air to make a good landing and further reduce it. Adds some skill to it.
I think that could be a very fair balancing technique for the naval portion of the game. Verging on necessary honestly.
That would be cool. It seemed to work that way in today's stream video preview.
That could lead to some fun "mario tunnel" puzzles XD Jump down one and a geyser shoots you out of another or something like that.
Yes this could be really awesome for naval combat, but on the flipside I feel like it would be a nightmare to program for a game expecting to have hundreds of players fighting at the same time.
Ya, know... Like how real life do.
Might be harder to implement than what they have now.
This is my personal feedback, shared to help the game thrive in its niche.
Wouldn't really be that hard to implement, just create a simple mathematical function, that makes the damage reduction from water higher, the lower the fall distance is.
They already track the type of terrain people land on, they already track the fall distance to calculate the damage, which are the only 2 input variables they really need for that.
Can't wait to see the loads of ppl coming from WoW & GW2 jumping off cliffs thinking it's safe
I assume it's perfectly fine to scam/trick ppl into taking a dive and then loot their corpses?
Speaking of fall ... If I knocked a non-combatant off a cliff and he dies from fall-damage, does that count as a kill / do I get flagged as corrupted?
I would think so. You would have to be attacking them to cause a harmful effect.
If the devs wanted to get detailed about it then armor, equipment weight, strength, agility and acrobatics should figure into the equation. It would certainly add to the immersion if done well.
I'm happy to see "feather fall" / damage reduction type spells and abilities.
I wouldn't want to see any skanky "get an ability off just before impact" exploits to avoid damage.
I think I'd rather the pirates landed on my deck and died from fall damage, so long as they don't go through. I'd have their Darwin awards ready for them with a commemorative screenshot!
Can they also incorporate the giant green pipes the Tulnar built?