It could be like blockmixing and not alot of people wanted that at first, now look at the popularity..
Uhm, beside this topic could lead to other types of conversation, like how so did the last
20 years, this world did a flip side on gender issues, yet I wont discuss that obvious here.
Try being a little boy that is force to revamp his whole chemistry make up cause of some
greedy selfish [...] want to pump up everyone to likelyhood crap and then get the
switchup in school and get bullied for just wanting to feel normal, the sane human way.
Remove Falling Damage
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Re: Remove Falling Damage
Last edited by TMarc on 15 Aug 2014, 22:43, edited 1 time in total.
Reason: inappropriate language
Reason: inappropriate language
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Re: Remove Falling Damage
We arent changing sex here, just discutting about disadvantages and profits from falling damage
. I personally agree for that but loss should be decreased a bit in my opinion. 


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Re: Remove Falling Damage
Personnaly i don't see any utility in this ... just make the game feel slower and slower since 2 years it's all did they do with gameplay.
Re: Remove Falling Damage
Kadaz, here is the deal:
- - The shootman wears big ass boots (Portal 2-ish). These should remove the falling damage, otherwise he could be running on Nike Shoes.
- - Falling damage is a big disadvantage for every gamemode. Melee is not an exception. Shootmania should be a fast paced game, not realistic. I miss my intense combo matches, where after I fall down to get the armor, I still have stamina left to get the f**k out of the spot before someone from above kills me. Now it is just making me even slower.
Conclusion: Kills happen more often - Gameplay slowed down - Disadvantage for both sides - Less agile.
- - Obstacle and Combo situations, as seen here:
How does he get to the X as quick as possible?
Before: Drop down normally, do a microjump, speed up with the full stamina bar, make the jump.
Now: Drop down => EITHER lose your stamina by dropping down OR lose it by soften the impact with your stamina, wait until it loads up again (or fall into the offzone), jump.
Another example:
Will the shootman make this route in no-time and not get killed by the opponent laser?
Before: Use stamina to steer in mid air so you fall precisely on that little bloc, land, microjump+stamina and get to the next platform.
Now: Use stamina to steer in mid air so you fall precisely on that little bloc, lose all remaining stamina on impact, wait, microjump+stamina.
- - Even when you fall onto a trampoline or jumppad, you lose stamina.
- - Imo the only things that should consume stamina in the gameplay are walljumps, Stamina running, red bloc jumping, powerpath fastrun and the siege gate "run-through".

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Re: Remove Falling Damage
But the realism-feels man.. the realism-feels of it is what matters, not how fun or good the gameplay feels.Xenome77 wrote:Personnaly i don't see any utility in this ... just make the game feel slower and slower since 2 years it's all did they do with gameplay.
Atleast judging from the "reasons" for adding this stupid thing, that's what Nadeo are going for.
More realism... in an ARENA FPS-GAME!
You heard it here first folk!
Re: Remove Falling Damage
I would like to add that flying with 100km/h with ur face against a wall isnt punished, but dropping down 10m makes u lose stamina.
Rly strange. This falling damage rly didnt bring any good to the game.
Also, it was never in any wishlist :p
Rly strange. This falling damage rly didnt bring any good to the game.
Also, it was never in any wishlist :p
The neverending waiting game has to stop.
Re: Remove Falling Damage
I feel like it encourages people to glide before landing - AND RUN!
I love it. Seriously, for me it adds a bit of challenge if you land on a small platform. And I haven't cursed upon the mechanic yet.
As for the realistic-ness. Heck, I cringe everytime I fall from high place... And land undamaged. Even in games unrealistic as heck
Also it tells people not to jump from high places in real life
I love it. Seriously, for me it adds a bit of challenge if you land on a small platform. And I haven't cursed upon the mechanic yet.
As for the realistic-ness. Heck, I cringe everytime I fall from high place... And land undamaged. Even in games unrealistic as heck
Also it tells people not to jump from high places in real life

Re: Remove Falling Damage
That is something I did 90% of the time anyway. The challenge was rather to decide when not to do that.rexin99 wrote:I feel like it encourages people to glide before landing - AND RUN!
When you try to land directly on a bumper for example, it's faster just to to fall on it. But if you miss by just one pixel (which happens more than enough in the midst of battles at high speeds), BAM 50% of you stamina's gone.
Or you want to land right in the way of an opponent to surprise him. Well the surprise is over when you need to use stamina before landing, gliding to the ground slowly like a feather... Obviously it's not quite as bad as that, but you get the point. Basically every 10th jump I want to land quickly, but now it is punished, forcing me to execute those 10% of jumps just like all the others, taking away variety from my behaviour ingame.
So yeah you're right, but without Falling Damage, I am encouraged to do so anyway in 90% of all cases.
I'm not sure how serious you are about this... I hope not at all.rexin99 wrote:As for the realistic-ness. Heck, I cringe everytime I fall from high place... And land undamaged. Even in games unrealistic as heck
Also it tells people not to jump from high places in real life :P
Re: Remove Falling Damage
Usually depends on the placement of the ':P' smiley 
Anyway, should I still pick one reason why I don't like it is that in some maps, this is inevitable. And those maps are usually older. You can still wait, but yeah, it kills the pace.
I know, you are covering this all the time
but I just wanted to point this one out as my negative reaction to the change.
(Oh, maybe they added it so people would discover gliding? Well, I think...
,
and
)

Anyway, should I still pick one reason why I don't like it is that in some maps, this is inevitable. And those maps are usually older. You can still wait, but yeah, it kills the pace.
I know, you are covering this all the time

(Oh, maybe they added it so people would discover gliding? Well, I think...



Re: Remove Falling Damage
Seriously, guy, if was not for the map mapping and the cleanness of the game,
I would of so been out long time ago, yet not in a bad way, just out of boredom.
Honestly because this game does not offer gameplay variety? No that it does, and lots of it, thats the bonus.
What it does not offer is character vs character strategy and challenge.
How does this make sense?
Because its only in COMBO mode that there is weapon switches and etc, but that is improving...
And we have limited restrictions on a number of things that do not help the game productivity.
Now understand this guys. This game is not looking for the biggest launch off yet with gamer prosperity after a number of years of building it up to make it a leader amount type of gaming by unlocking certain things after a certain amount of time. It takes time to code, and get feedback etc.. Thats what make this post valuable.
This is how it is, I personally like the option to have it available IF I desire it off or on, and that makes complete sense in regards. Now if you want to be particular picky about forcing it off, when about those that do enjoy it on? Thou I don't agree to adjusting the amount of falling damage, that should remain constant, yet being able to increase the stamina that I would enjoy.
Now the only difficulty is trying to show Nadeo the understandability of it, and its not all that difficult, yet to try to reverse an option is much more difficult then ask for a medium of acceptability, and not try to make it a huge converse, yet ecstatically funny to see your image demonstrations, so slow it down it a bit, you want a change, yah?
Then its your type of approach to the situation that will make the difference, see?
Then let the gameplay script be what a server makes it, and the gamer's can choose to join
or not, are you with me on that, agreeable? yes or not?
I would of so been out long time ago, yet not in a bad way, just out of boredom.
Honestly because this game does not offer gameplay variety? No that it does, and lots of it, thats the bonus.
What it does not offer is character vs character strategy and challenge.
How does this make sense?
Because its only in COMBO mode that there is weapon switches and etc, but that is improving...
And we have limited restrictions on a number of things that do not help the game productivity.
Now understand this guys. This game is not looking for the biggest launch off yet with gamer prosperity after a number of years of building it up to make it a leader amount type of gaming by unlocking certain things after a certain amount of time. It takes time to code, and get feedback etc.. Thats what make this post valuable.
This is how it is, I personally like the option to have it available IF I desire it off or on, and that makes complete sense in regards. Now if you want to be particular picky about forcing it off, when about those that do enjoy it on? Thou I don't agree to adjusting the amount of falling damage, that should remain constant, yet being able to increase the stamina that I would enjoy.
Now the only difficulty is trying to show Nadeo the understandability of it, and its not all that difficult, yet to try to reverse an option is much more difficult then ask for a medium of acceptability, and not try to make it a huge converse, yet ecstatically funny to see your image demonstrations, so slow it down it a bit, you want a change, yah?
Then its your type of approach to the situation that will make the difference, see?
Then let the gameplay script be what a server makes it, and the gamer's can choose to join
or not, are you with me on that, agreeable? yes or not?
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