jumping (with poll)

Post » Sun Jan 09, 2011 8:20 pm

If there is acrobatics if you have 100 you should be able to fall very far (but need to roll on landing) and be able to jump onto the roof of a small building easily.
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Claudz
 
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Post » Mon Jan 10, 2011 1:23 am

Changing the direction your moving in mid-air has always seemed messed up, I vote for realistic.
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Mrs shelly Sugarplum
 
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Post » Sun Jan 09, 2011 9:55 pm

More realistic please.
Oblivion's jumping made me laugh.
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Gavin Roberts
 
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Post » Mon Jan 10, 2011 8:21 am

I never personally was a fan of how fast one could move around and how high they could jump at higher levels. It really breaks immersion and makes combat seem almost silly because of how fast and disjointed the player can move. Overall it's just unnatural. I'm definitely leaning more towards a limited and more realistic jump. It doesn't necessarily mean the jump needs to be pathetic in comparison to what it used to be either. It just needs to make sense.
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Kristian Perez
 
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Post » Sun Jan 09, 2011 8:45 pm

I hope it stays how it was in Morrowind/oblivion, i dont really mind how unrealistic it is, IMO having a generic jump height would be very boring and quite dissapointing.
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Kerri Lee
 
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Post » Mon Jan 10, 2011 2:11 am

I think it should be realistic. The normal level of Acrobatics in Oblivion is 5-35 for a skill, depending on your race. If 100 is the physical peak any person can naturally achieve, than that should be the max you can achieve naturally. The world record for the Standing High Jump is 1.90 Meters, just under 6.25 feet. Idk about you guys but that is pretty damn high to me. Close to 7 feet should be the maximum at level 100. However, if you boost it magically past 100 (max in Oblivion is 255, or 2.55 times more than the human maximum), you should be able to jump 17.5 feet into the air. That is pretty high.


I like this, but I think it should be more for certain races. A khajit with maxed jump should jump higher than an imperial maxed.

Also I'd like to see more npc's who can jump, instead of just goblins. Why is a khajit bandit plodding toward me with a warhammer instead of stalking and jumping on me with a dagger?

And I think the perk system should make it so those who aren't interested in jumping won't eventually be leaping much higher than they want.
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Laurenn Doylee
 
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Post » Mon Jan 10, 2011 5:22 am

Realism is overrated. If I can kill a 100 foot lizard with a 3 foot sword I think physical realism went out the window a long time ago. I'm perfectly fine with my character doing the impossible even without magic in a fantasy game.
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Rachael
 
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Post » Sun Jan 09, 2011 7:21 pm

i really dont miss the way you jump in oblivion or morrowind. i hope that this time around its more heavy feeling and you cant jump 5 feet in the air. i dont want to feel weightless nor do i want to feel like a frog. i want a good heavy jump without the anti physics in mid air where u can change ur direction after ur feet leave the ground. agreed?

someone suggested a poll for this topic i posted earlier so im redoing it.

EDIT: also what about a realistic jump but when objects like a fence are just a little too high a auto animation kicks in for you to climb over it. they are working on more animation anywho

I loved jumping in Oblivion, it was so fun to jump from building to building, backflip over guards, and just be a ninja :ninja: ! ha It wasn't realistic but this is, of course, a game and personally i enjoyed having unreal acrobatic abilities. :disco:
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Bambi
 
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Post » Mon Jan 10, 2011 2:54 am

I would like the capabilities to be the same or similar, but the animation to be more realistic, just like I would prefer running with a high athletics skill to consist of leaping bounds, not taking tiny steps very quickly. In real life the former is impossible, and the latter is a good way to fall flat on your face. But, aside from an animation change, I vote Oblivion.

Edit: "On 19 July 1988, at a performance in The Hague, the Chinese acrobat Yan Zhi Cheng jumped (without trampoline or any assistance) through a hoop of which the lowest point was measured at 246 cm. He used two legs to set off, so his jump isn't the official world record. However, it is the highest human jump ever recorded."
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RObert loVes MOmmy
 
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Post » Mon Jan 10, 2011 12:23 am

Fallout3/New Vegas style of jumping
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Big Homie
 
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Post » Mon Jan 10, 2011 1:52 am

better animations would fix pretty much everything... if it actually felt like you were jumping that would change alot of peoples feelings on their need for realism. just as long as the animations matched the ability to jump really high everyone would be happy.
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Jerry Jr. Ortiz
 
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Post » Sun Jan 09, 2011 8:25 pm

(Semi) realistic. Base jumping ability on more factors: Skill (I'm thinking body development here, where jumping is a perk, rather than the too specific acrobatics), strength, current stamina pool, weight, and maybe racial bonuses. So net result for a heavy fighter may be that he suffers no penalties, but he won't be nowhere as good as if he was an acrobatic monk carrying nothing and gets actual advantages. I have no problems seeing a skilled and light thief jumping to locations others can't reach as easily, but he should have to roleplay it and not be able to do it while dressed like a daedric war machine.

By "semi" I mean that I don't mind excessive capabilities compared to real life (never ridiculous though, as some suggested). So the heavy fighter may only be able to pull off a 1 meter jump at full skill, rather than just 0.5 meters at no skill. But if he's willing to sacrifice some equipment, he may be able to pull off a 2-3 meter jump. Whereas the acrobat sacrificing everything gets an awesome 5 meter jump. These sorts of "perk rules" have to be explained when you pick and review the perk, so that in the heavy warrior case, it can warn the player early on that this may not be the best perk for him to choose.

The exact same thing should apply to swimming perk (within body development). No matter what skill, you simply won't float if you're too heavy. Or trying to stay afloat will require all motion be directed upward, making you painfully slow. A true swimmer without any gear however, can maximize his "thrust vector" forward and achieve awesome speeds. It's all about compromise and the player having to choose. In FONV you get the feeling that there is no such thing as a free ride, and I'd like that feeling brought into Skyrim as well.

There should also be proper sliding off steeper surfaces, in order to prevent the scenario where you can pretty much run alongside a 80° slope to get to the top, only to find you're being blocked by invisible walls (FONV is a nightmare in this respect).
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Nadia Nad
 
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Post » Sun Jan 09, 2011 10:06 pm

acrobatics has pretty much been cut from what i have been hearing


good riddance I say I hope when jumping we feel we actually have weight, and when falling from a height we actually die.

since now Skyrim has vertical environments I hope heights and cliffs and bottomless pits will become a big part of the danger in the game world.
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Cedric Pearson
 
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Post » Sun Jan 09, 2011 7:59 pm

jumping is important for thief / ranger characters , specially inside tombs / ruins because you don't wanna get near heavy armoured guys .
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Emma louise Wendelk
 
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Post » Mon Jan 10, 2011 4:06 am

It seems to me like trying to make the jumping in the game more realistic would greatly diminish the usefulness of jumping, not to mention render the acrobatics skill entirely pointless (If it still exists at all, whether as a seperate skill, or is combined with another skill.) What's the point in improving you're ability to jump if you're not going to be able to jump high enough to make a difference anyway? You probably don't need to jump that often in real life, under normal circumstances, because it won't usually get you anywhere that you can't reach by other means, if you can't walk there, you'd probably be better served by climbing up there, which is another reason why reducing jumping height would be a bad idea, unless Bethesda has included climbing of some form, even if it's just the limited climbing over objects or onto ledges that many games have, which I guess could have happened, but I doubt it. In past Elder Scrolls games, you'd often find places that can only be reached by jumping which, realistically, you could climb onto in real life. If you reduce the height of jumping, you're basically turning barriers that you should be able to get over in the game into insurmountable waist high fences, and it's annoying to see unnecessary use of barriers you should be able to pass, even more so in an open world game, and it certainly isn't realistic.

So no, keep the jump height the same as past games, though it does need better animations. Beyond that though, the Elder Scrolls is a video game, not a simulator, anything that isn't entertaining has no place in the game, and I fail to see how making jumping basically worth it would make the game more entertaining.

Or, if Bethesda MUST do realistic jumping, than bring back the jump spell from Morrowind, so there is at least some way to make jumping useful.


This. Oh God, Mara, Talos, Akatosh, and all Aedra and Daedra, THIS!

Also:
Realism is overrated. If I can kill a 100 foot lizard with a 3 foot sword I think physical realism went out the window a long time ago. I'm perfectly fine with my character doing the impossible even without magic in a fantasy game.

And THIS. If my head does not fly off when some crazy bastard swung his sword at my neck, I don't need physical overrealism
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El Goose
 
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Post » Sun Jan 09, 2011 6:53 pm

Remember the first time you went down to bravil with some good acrabotics skill and robbed a house blind by jumping along the roofs and finding hidden doors? Then escaping guards jumping rooftop to rooftop?
In a game like an ES release freedom is paramount. There is no feeling more awsome to me than finding a way to something the developers hadn't planned- how do you do that with realistic jumps and no climbing?
I agree it looks pretty stupid, but unless they spend a looooong time on free-form climbing, it's either looking stupid and being free or looking cool and doing as your told.

Considering that in real life I look stupid and feel free, you know which one I voted for ;)
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Alada Vaginah
 
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Post » Sun Jan 09, 2011 11:03 pm

Here, check http://www.youtube.com/watch?v=2a5VHHfxl1c out.

That was made in Garry's Mod. Sure, he doesn't jump high, but he jumps way further than is possible for most in real life. I wouldn't expect or want that much camera shaking, but it gives you an idea of how an unrealistic jump can be well implemented. All you need is to make a higher jump begin with more speed (vertically, not horizontally; I'm not saying you should have to sprint to jump higher), and instead of just floating around, making them wave their arms and legs like real people do when they jump.

Also, Bethesda has mentioned you can't backpedal as fast as you can run forward. Take that a step further and get rid of the "changing jump direction in mid-air" mechanic, it was ridiculous. And don't let us jump as far backward as forward.
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SWagg KId
 
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Post » Mon Jan 10, 2011 5:38 am

I liked the "Changing Jump Direction/Velocity" in mid-air, even if it was unrealistic. Unless they implement a way to completely control your trajectory, it's necessary to land anywhere precisely.

And for height. Well, I always play Khajiit, and I'll be pissed if a cat (A species known for leaping more than 5x its own body length, especially Snow Leopards) is not capable of out-performing a human when it comes to jumping. It would also break continuity, since Khajiit have been better at jumping than anyone else since ARENA.
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Mistress trades Melissa
 
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Post » Sun Jan 09, 2011 7:25 pm

I think there NEEDS to be an entire realistic physics system with characters that crawl, creep, walk, run, jump, swing, climb, and drop.

If you increase your acrobatic skill you can jump higher thus you can reach thing that are higher. If you have more acrobatic skill you can climb more difficult surfaces. Starting characters with limited agility can only grab and pull themself up something six feet tall with a decent ledge. An expert Acrobat can use nearly any surface (except mirror smooth) to jump or climb to a handhold. Thus in a climb situation it determines 'grip', in a jumping it determines 'distance', and in a run it determines to 'change direction' faster.

In the case of climbing your strength determines how much of a load you can carry upward or jump with. You endurance determines how long you can climb with a full load weight.
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KiiSsez jdgaf Benzler
 
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Post » Mon Jan 10, 2011 7:25 am

I think that character should be able to jump pretty high when he's skilled at it (maybe eve jump/bounce on walls), but I agree that that mid air direction changing is kinda silly and should be removed even though it's useful.
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Suzie Dalziel
 
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Post » Mon Jan 10, 2011 5:42 am

jumping should depend on the weight of armor and other stuff that you are carrying!!! :thumbsup: :foodndrink:
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Da Missz
 
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Post » Sun Jan 09, 2011 8:02 pm

I′d like to add that it is NOT unrealistic to jump like you do in Morrowind and Oblivion. Nirn is not Tellus and within the TES universe it is reasonable to be able to grow your muscle capacity beyond what is realistic on Tellus, just imagine Dragonball if Akira had not allowed characters in the story to grow their muscles beyond what is possible in real life, it would have ran for a few chapters and ended, not grown into the monster of a manga/anime that is is today.

We can′t cast magic IRL, but we can in TES, that′s because it is realistic in TES. So anyone who voted "yes" based on that they want realistic jumping that is not immersion breaking is being unfaithful to TES, after all we even have cases within the games where master acrobats do things like jump up cathedrals and let′s not forget enchanted items such as the boots of Springheel Jack.

I vote "no" for scaling down jumping for lore and immersion purposes, not for gameplay purposes, because I care about the integrity of the game world and I don′t want the rules to be changed for gameplay elements.

Edit: I′m not saying that your average joe should be able to jump high, but your average joe most likely has acrobatics skills between 1 - 10, having "realistic" jumping on that range is fine, but when I hit high levels of acrobatics beyond normal people I should be able to jump really high.
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Andy durkan
 
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Post » Mon Jan 10, 2011 9:06 am

at acrobatics 100 id say you should easily be able to jump roughly 8 feet yes i do think jumping should be realistic but your jump height should also slightly be influenced by your strength (obvously if u got strong legs you can jump higher but khajiit should have superior jumping ability like at maximum about 15 feet and as for athletics well argonians should have a less severe drain on there fatigue when sprinting then other races
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DeeD
 
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Post » Mon Jan 10, 2011 12:40 am

I don't know about anyone else, but after I'd played through Oblivion once, I went straight to the console and upped all my skills and attributes to 255 just for the heck of it. If I can't jump 20 feet when I do that, I'm finding a mod that will let me or making one myself.
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Becky Cox
 
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Post » Mon Jan 10, 2011 1:26 am

I don't mind if the series goes for more realistic jump physics (No more floatiness/F=MA), but not a blank restriction on jump height. After a certain acrobatics level, the initiial jump force should far surpass World Records.
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Steve Bates
 
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