Fall damage.

Post » Thu Sep 02, 2010 12:13 am

When I recently played at the Security Tower I noticed whilst setting up a defensive perimeter around the last respawn portal for Resistance escorting Nech, I noticed that someone jumped from the very top of the staircase (past the escort bot) and did not receive any fall damage what so ever (he did'nt even slide). The fall was about 3 if not 4 stories tall and his health was still full, giving him the advantage of camping me for a minute, depleting my health slowly and quickly jumping down finishing his attack. Please tell me does that make any sense at all, most games address fall damage as a factor for balancing.
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Mandy Muir
 
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Post » Wed Sep 01, 2010 5:53 pm

I agree I think they should adjust the fall damage because I have yet to be hurt from jumping from some of the highest points on maps. I thought that was the whole point of the slide mechanic if you did not use that when jumping from high places you would take dmg from jumping from high places. Yet you can jump normally from elevated positions and take no dmg what so ever.
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City Swagga
 
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Post » Wed Sep 01, 2010 12:58 pm

I lost half my health from jumping down at the highest point of the security tower to the ground. (On ps3)
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Marcus Jordan
 
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Post » Wed Sep 01, 2010 11:30 pm

I lost half my health from jumping down at the highest point of the security tower to the ground. (On ps3)

I've done the same, and I've done the same jump and landed the slide to take no damage, too.

Honestly, I think it works as-is, for me on PS3, at least.
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Anthony Rand
 
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Post » Wed Sep 01, 2010 9:54 pm

IMO anything over 8 feet should give heavies fall damage unless they slide, 15 for med and 25 for lights.
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Andrew Lang
 
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Post » Wed Sep 01, 2010 10:12 pm

I've never liked fall damage in any game. I don't mind it, but I say keep it how it is, it hasn't bothered my so far.
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Dean
 
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Post » Wed Sep 01, 2010 1:30 pm

Fall damage is rarely anything more than annoying. Brink certainly doesn't need more of it.
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Dan Stevens
 
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Post » Wed Sep 01, 2010 9:51 am

Halo 3 = The most balanced game I have ever played and it had ZERO fall damage.
I personally hate having fall damage, and it would ruin the whole fun of being a light for me. I like the fall damage at where it is
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luis dejesus
 
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Post » Wed Sep 01, 2010 4:58 pm

I would love to see it tweaked because I think it's kind of cheesy right now.
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Danny Blight
 
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Post » Wed Sep 01, 2010 3:35 pm

Fall damage is rarely anything more than annoying. Brink certainly doesn't need more of it.


Isn't that the point though as it has no penalty currently? If you took significant fall damage then you would either have to learn to slide when you landed from a fall or take another route entirely. I'm all for making fall damage capable of killing players outright. Let that annoy players when they are not paying attention or get knocked off of a ledge.
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patricia kris
 
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Post » Wed Sep 01, 2010 11:27 am

People would end up dying trying to reach good spots and falling.

Maybe Fall Damage should have been upped and then an extra ability added for a reduction to how it seems now. I hardly notice any fall damage whatsoever, as a Light if that makes a difference.
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Robert Devlin
 
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Post » Wed Sep 01, 2010 6:36 pm

I lose a health buff and Battle-Hardened pips of health (pretty sure thats 35 HP) and get brought back to the standard health bar for jumping off that first wall on the Conduit objective in Security tower. I was defending, went all the way to the left where there's those ramps that you can jump up (to flank Security, or Security can use as a vantage point against Resistance), and leapt into the wall hoping that it would think of me sliding down a surface rather than dropping.

That's probably about 1 or 2 stories, and I lost 35 of my 155 HP, which came from health doesn't replenish over time. Fall damage is fine IMO.
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Cccurly
 
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Post » Wed Sep 01, 2010 9:26 am

I lose a health buff and Battle-Hardened pips of health (pretty sure thats 35 HP) and get brought back to the standard health bar for jumping off that first wall on the Conduit objective in Security tower. I was defending, went all the way to the left where there's those ramps that you can jump up (to flank Security, or Security can use as a vantage point against Resistance), and leapt into the wall hoping that it would think of me sliding down a surface rather than dropping.

That's probably about 1 or 2 stories, and I lost 35 of my 155 HP, which came from health doesn't replenish over time. Fall damage is fine IMO.


You sound like the players in Shadowrun that would complain when they fell to their deaths and never learned to use gust or a glider to negate the impact. There is a 100% effective way to cancel fall damage in Brink and every player can do it. Should the skilled gamers be penalized because the masses are too lazy to learn how to slide when falling?

Personally if it were up to me I would add in the penalty of being knocked down if you fail to slide from a fall. Yes, it hurts and you should pull a Peter Griffin and cry about it if you mess up your slide.
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Steeeph
 
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Post » Wed Sep 01, 2010 2:42 pm

I didn't think there was any fall damage, I haven't set out to jump from high places just for the hell of it, but I've jumped from fairly high places to avoid fire or get to an objective, and have never been hurt by it.
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NEGRO
 
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Post » Wed Sep 01, 2010 11:27 pm

I lose a health buff and Battle-Hardened pips of health (pretty sure thats 35 HP) and get brought back to the standard health bar for jumping off that first wall on the Conduit objective in Security tower. I was defending, went all the way to the left where there's those ramps that you can jump up (to flank Security, or Security can use as a vantage point against Resistance), and leapt into the wall hoping that it would think of me sliding down a surface rather than dropping.

That's probably about 1 or 2 stories, and I lost 35 of my 155 HP, which came from health doesn't replenish over time. Fall damage is fine IMO.


Two extra pips is 55 health.

First pip is 30, second is 25, then 20,15,10.

all five pips are 100.
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Robert Jackson
 
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Post » Wed Sep 01, 2010 4:25 pm

Fall damage already exists in the game and i dont see what the point in altering it further would be.....tweak it too much and it would alter the gameplay and if it did people would want it changed back , think about it alot of spawn points you have to drop down just to get out ....security tower especially.

one little tweak like that could make some of the level design problematic , not to mention it would make people hesitate using parkour and thats the last thing this game needs......
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Madison Poo
 
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Post » Wed Sep 01, 2010 3:59 pm

i think the free running is the most realistic portion of the game, these characters are obviously have some skill at it and breaking a fall is realitivly easy if you know what your doing
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Courtney Foren
 
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Post » Wed Sep 01, 2010 7:33 pm

Fall damage already exists in the game and i dont see what the point in altering it further would be.....tweak it too much and it would alter the gameplay and if it did people would want it changed back , think about it alot of spawn points you have to drop down just to get out ....security tower especially.

one little tweak like that could make some of the level design problematic , not to mention it would make people hesitate using parkour and thats the last thing this game needs......


Security Tower has many routes out of the spawn which do not require taking fall damage. Yes, these routes take longer to get to but isn't that the point? It's a risk versus reward system. If you risk the fall and mess up your slide you should be penalized. If you are so worried about taking fall damage then take the long route.

As for the comment regarding players that would hesitate when using Parkour, good! As the game exists currently the Light run around, jumping and sliding with no worry. If they encounter another player they spray their CARB-9 and usually win. Lights should not be the most dominate force in Brink and if they mess up a parkour line then they shoud take fall damage. Either get better or take a different route.

I'm sick and tired of games being dumbed down to the point of having no penalty for certain actions. Back in the day you know what happened when you messed up a grenade or rocket jump? You died and had to try again. This generation of gamers is downright spoiled and the developers are too afraid to risk alientating them.
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DeeD
 
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Post » Wed Sep 01, 2010 4:11 pm

I take damage from falls all the time (also on PS3). I see no reason to mess with it in part because there's very little in the way of heights that should kill when compared to the damage you take from all the weapons in the game.

And it has nothing to do with this generation being "spoiled". If anything being able to complain until the game gets changed is a sign of being spoiled. You used to be stuck with the game that came out of the box until you got the next one.
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vicki kitterman
 
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Post » Wed Sep 01, 2010 7:57 pm

I like it the way it is, it opens up places to go.
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Juan Suarez
 
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Post » Wed Sep 01, 2010 7:54 pm

You sound like the players in Shadowrun that would complain when they fell to their deaths and never learned to use gust or a glider to negate the impact. There is a 100% effective way to cancel fall damage in Brink and every player can do it. Should the skilled gamers be penalized because the masses are too lazy to learn how to slide when falling?

Personally if it were up to me I would add in the penalty of being knocked down if you fail to slide from a fall. Yes, it hurts and you should pull a Peter Griffin and cry about it if you mess up your slide.

Okay, when exactly did I "complain"? I made an observation, stated facts, and concluded that I am satisfied with it's current state. You fall and you lose a decent chunk of health as it is, which either: cannot be recovered if you had full health, since it depletes those additional health bars; or if you weren't buffed by anything then you're brought down to even lower health momentarily, which can mean the difference between life & death if you land in a firefight.

:mellow:

As it stands, I still see the incentive to slide into my landings, and I know I've learnt my lesson from those past encounters.
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Cagla Cali
 
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Post » Wed Sep 01, 2010 1:27 pm

Security Tower has many routes out of the spawn which do not require taking fall damage. Yes, these routes take longer to get to but isn't that the point? It's a risk versus reward system. If you risk the fall and mess up your slide you should be penalized. If you are so worried about taking fall damage then take the long route.

As for the comment regarding players that would hesitate when using Parkour, good! As the game exists currently the Light run around, jumping and sliding with no worry. If they encounter another player they spray their CARB-9 and usually win. Lights should not be the most dominate force in Brink and if they mess up a parkour line then they shoud take fall damage. Either get better or take a different route.

I'm sick and tired of games being dumbed down to the point of having no penalty for certain actions. Back in the day you know what happened when you messed up a grenade or rocket jump? You died and had to try again. This generation of gamers is downright spoiled and the developers are too afraid to risk alientating them.



Honestly you sound kinda angry and i'm not sure why?
Its really not dumbed down at all like your saying, fall damage already exists in the way your talking about , if you dont slide when hitting the ground you receive damage ,its not a whole chunk of damage but its fine the way it is, i was simply stating before that if you start tweaking all these things too much and can be problematic towards level design and other elements of the game beyond our understanding , i think SD knows what there doing and it had nothing to design decsions based off "dumbing things down so they dont alienate there audience."............thats a pretty harsh and ignorant statement .
To me ,if you base it on what bullet damage is the fall damage as it is makes sense.....if you want to implement changes like that then its should be an option for hardcoe mode.
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Flesh Tunnel
 
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Post » Wed Sep 01, 2010 10:59 pm

Honestly you sound kinda angry and i'm not sure why?
Its really not dumbed down at all like your saying, fall damage already exists in the way your talking about , if you dont slide when hitting the ground you receive damage ,its not a whole chunk of damage but its fine the way it is, i was simply stating before that if you start tweaking all these things too much and can be problematic towards level design and other elements of the game beyond our understanding , i think SD knows what there doing and it had nothing to design decsions based off "dumbing things down so they dont alienate there audience."............thats a pretty harsh and ignorant statement .
To me ,if you base it on what bullet damage is the fall damage as it is makes sense.....if you want to implement changes like that then its should be an option for hardcoe mode.


Harsh? Yes. Ignorant? Definitely not.

Anyway, in Brink you can fall approximately four stories and take a very limited amount of damage. In no case have I ever been able to kill myself from a fall. (I could probably manage it but it would take more effort than it would be worth.) Why even include fall damage then? I'd have to double check it but to my knowledge the farthest you can fall is from the top of the Security Tower to the bottom of the drainage area and even a fall from that height only takes away ~50 health. So why have any fall damage in Brink if it really doesn't matter?

To make matters worse is that the Light already dominates Brink. Giving them every incentive to parkour and no penalty for taking a misstep only helps in keeping them dominant. Why should a player care if they are jumping off of a ledge or running a route where they can fall from if the worst outcome is a bruised ego?

In the end, fall damage is very minor in the overall scheme of things. In terms of frequency, however, falling occurs more often than almost any other aspect save shooting. Even if there was a slight amount of damage that would prevent a player from regenerating health it would play a huge part in balancing Brink as the players constantly running would have to avoid falling in order to gain back their health. Such a change would benefit Heavies too since they are forced to take the slower routes. Fall damage is just one aspect of why Lights are currently broken and until SD decides to balance Brink you can expect to see them continue to dominate the game.
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Crystal Birch
 
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Post » Wed Sep 01, 2010 12:33 pm

Halo 3 = The most balanced game I have ever played and it had ZERO fall damage.
I personally hate having fall damage, and it would ruin the whole fun of being a light for me. I like the fall damage at where it is


Maybe because they were in a suit DESIGNED so they wouldn't take fall damage. Hurr durr.
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josie treuberg
 
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Post » Wed Sep 01, 2010 9:14 pm

Another point in favour of NOT topping up the effect of fall damage: LAG.

I know, there should be less lag over time, and the PS3 is relatively lag-free, and PCs get dedicated servers, but there will ALWAYS be lag, at least occasionally... And guess what happens when you hit a short run of lag while you're falling? That's right - timing your slide becomes impossible... Way to ruin a person's game with instant-kill fall damage, guys! Oh wait, SD thought of that and DIDN'T make fall damage instant-kill. Maybe it was a clever move after all? You can lose a couple of pips of health, and need to find a Medic to patch you up, but you'll at least still be able to move - and on teh other hand, the enemy watching you screw up can turn around and say "Oh look, he screwed up, easy target," and run in for a quick kill.
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Terry
 
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