TheM wrote:I think the possible closure of this topic might persuade the people going off-topic from going off-topic again.
Apparently it is about time to recap; I don't think there is much much more to say anyway.
As far as I can see there are five kind of comments in this thread, regarding Falling Damage:
- it is broken
- it needs balance
- it is generally good
- it is generally bad
- it should be a script setting
I. Falling Damage is broken and needs a fix
This is something that actually no one seems to disagree with.
All one needs to know about this point are the videos I posted in my first post.
>1< >2< >3<
The way Falling Damage is dealt at the moment has nothing to do with the reality of this game's movement and causes totally uncontrollable and out of place penalties.
Especially Sliding woods are completely incompatible with the system.
And this next point... I am just gonna assume it's been forgotten in the process of programming...
killaprodtm wrote:Even when you fall onto a trampoline or jumppad, you lose stamina.
So get your shit together and don't shove these unfinished features down our throat two weeks before you go into holidays. We are not your lab rats and no matter if we think the feature is good or bad, we deserve better than such a broken mess.
Also we deserve hotfixes for god's sake. Not this 'wait a three months for the next update' bullshit.
II. Falling Damage is too harsh of a penalty right now
Some people in this thread seem to be okay with Falling Damage in principle, but not with the amount of damage being dealt.
I have no numbers right now, but it happens often enough that one looses between 1/4 and 1/2 of the stamina bar to Falling Damage. Who runs around with 1/2 of their stamina bar full anyway? Basically in any situation with Falling Damage it catapults you to zero.
III. Falling Damage is good/bad because...
III.1 ...it adds (not) skill to the process of landing
Some people like the fact that it forces you to find a way around the Falling Damage, introducing a bit more challenge to the movement.
Others say that, that is exactly what one used to to most of the time anyway, and Falling damage just prevents you from doing things and taking slightly faster routes here and there. 10% of the time, falling like a rock is just faster or of more use.
>Here is a post by killaprodtm on that point.<
III.2 ...it adds (not) strategy to the gameplay
The only real disussion on this point was by Soprah and Caspa:
>Soprah<
>Caspa<
>Soprah<
In Short:
Soprah: Falling Damage will make you think twice before you go taking advantage of a high ground, shaping the game in a much broader way than just the way you move.
Caspa: The penalty for simply falling down may be bigger than before, but the benefits of high grounds will still outweigh the risk of losing the stamina by a huge lot, so that Falling Damage actually will not change how one behaves.
III.3 ...gamemodes/maps with more vertical gameplay
I can't find the post right know, but I'm pretty sure someone said, that this feature hits Combo mode with its vertical mapstyles much more than Elite. I would say the same for a handful of Speedball maps.
A lot of people say, that the feature won't even be really noticeable anymore, once the weird random behaviour is fixed. But yeah, Elite maps are just a lot flatter than other maps can be, having high ground of three max. four blocks height. So in other modes this feature will be very noticeable even in a year.
III.4 ...any change adds spice to the game (I guess?)
There also seems to be a fraction of people that likes the fact, that the game changes at all.
Then again others say: why then not add something to the game that people are actually asking for and which's positive effects on the game are more obvious.
III. Falling Damage should be "optional"
Some people argue that the feature is good, with the exception of certain modes and therefore it should be disabled for those modes.
Kadaz even says it should be a script setting, making it possible to activate/deactivate it on any Elite server according to the taste of the server owner/its visitors.
Other people prefer to have all physics and movement features as uniform across all modes/servers as possible for reasons I don't need to explain again.
To everyone saying, I'm making much more of a fuss about this, than it should be:
I am expecting this game to reach some kind of "finished state" in the future, making the game a streamlined yet challenging experience worth putting more and more time into, like TM Stadium once was for me. That is what I expected when I bought the game two years ago in it's beta state, because I liked where the game was going.
But, as i said in my first post, I disliked most of the late gameplay changes and I feel like the game is heading a completely different direction now. This feature for me is just the icing on this poop-cake and I needed to know why this has found its way into the game and why other people seem to like it that much.
I guess I know now and I hope those people know why we others don't like it at all.
And I am very curious if we are going to get any official statement on this matter by the developers, now that we have analysed it as deeply as we managed in this forum.