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Re: So, has the game REALLY changed in last 3 years?

Posted: Wed May 13, 2009 5:29 pm
by ldjaggy
acridiel wrote: But running at full tilt for days on end, only walking when its "needed",
By Jena, can you imagine trying to WALK the length of Atys, even if you didn't include all the hungry creatures out there ready to chew you to bits.

I'll see you in 10 days when you're done with that world trek!


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Re: So, has the game REALLY changed in last 3 years?

Posted: Wed May 13, 2009 6:10 pm
by acridiel
ldjaggy wrote:By Jena, can you imagine trying to WALK the length of Atys, even if you didn't include all the hungry creatures out there ready to chew you to bits.

I'll see you in 10 days when you're done with that world trek!


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Yeah, that´s exactly what I mean.
Running is totally normal and considered "real", or only thought of as a matter of convenience.
And I don´t only imagine this, I try to do it as often as I can.
Ok, I´ve yet to do a complete "walk of Atys".
But for the sake of the oft called forth "realism" when pointing out certain jumping issues, it´d be a logical conclusion to have running also be limited by stamina or a cooldown.
Isn´t it? ;) :p

*LOL*

CU
Acridiel

Re: pointless discussion about jumping

Posted: Wed May 13, 2009 7:40 pm
by faedyne
dracolych49 wrote:*cough*ranged attack ammo*cough*
What was that in response to?
acridiel wrote:Yeah, that´s exactly what I mean.
Running is totally normal and considered "real", or only thought of as a matter of convenience.
And I don´t only imagine this, I try to do it as often as I can.
Ok, I´ve yet to do a complete "walk of Atys".
But for the sake of the oft called forth "realism" when pointing out certain jumping issues, it´d be a logical conclusion to have running also be limited by stamina or a cooldown.
Isn´t it? ;) :p

*LOL*
No.
Speed-run has a cooldown. There's no problem with that. Why not a cooldown for jumping? It's ONLY so that you don't have people pogosticking constantly. It's not crippling something to the same extent that running using stamina would, especially since running already exists and would be nerfed, while jumping is something that would be added, so not existing before means it's not being nerfed.

Also, besides the hypothetical where one person jumps down a cliff and is rezzed by the person above before they jump down and are rezzed by the person below (assuming the remaining person above doesn't gain the aggro the other one lost and gets their casting interrupted. but I do agree this situation is one to be taken under serious consideration.) , I don't think jumping would really change aggro that much. You can't jump up a cliff that easily. Ledges only go one way. Trying to jump UP a ledge would still be slow if it were very high, assuming you were even capable of pulling yourself up. Also, I imagine sufficient damage to you while pulling yourself up would cancel it. Being able to clear a vine on the ground is not that big a game-breaker. Besides, large mobs can just trample over them, and maybe plenty of mobs will also just jump over them. Then we have a new stat to keep track on mobs: height clearance. :> Ok, probably a pointless addition to the game. I'm just playing devil's advocate. (also, being able to drop down a short ledge instead of going around would be SO NICE)
Did I win the other argument(s) I was making, that now we're only talking about the one argument that I think is moot anyway? :>

Re: pointless discussion about jumping

Posted: Wed May 13, 2009 8:08 pm
by acridiel
faedyne wrote:
No.
Speed-run has a cooldown. There's no problem with that. Why not a cooldown for jumping?
And you didn´t realize what I was getting at. *LOL*
I´d be very much thinner if I´d jog through RL day in day out.
And, that´s probably why there are so little "fat" homins around. :p

But your response again shows perfectly what I meant.
Constantly "running" through a Gameworld is considered normal and does hark no penalty whatsoever, or thought that it might just be a little bit unrealistic.
People accept it as a given and don´t think in such terms about it anymore.
If it weren´t for the "Pogo Folks", the whole discussion would probably run a completely different path.
I just think its funny. :p

CU
Acridiel

Re: pointless discussion about jumping

Posted: Wed May 13, 2009 9:40 pm
by faedyne
acridiel wrote:And you didn´t realize what I was getting at. *LOL*
I´d be very much thinner if I´d jog through RL day in day out.
And, that´s probably why there are so little "fat" homins around. :p

But your response again shows perfectly what I meant.
Constantly "running" through a Gameworld is considered normal and does hark no penalty whatsoever, or thought that it might just be a little bit unrealistic.
People accept it as a given and don´t think in such terms about it anymore.
If it weren´t for the "Pogo Folks", the whole discussion would probably run a completely different path.
I just think its funny. :p
Actually, it has less to do with realism, and more to do with what makes the game enjoyable. :> Where there's no cooldown for running, there is a cooldown for speed-run. One works while the other does not. Same consideration has to be made for things like jumping.

Same lack of realism in that fat homins have no function difference from thin homins. It's aesthetic. (and I've seen some fat Homins) :>

Re: So, has the game REALLY changed in last 3 years?

Posted: Thu May 14, 2009 10:13 am
by acridiel
You still think that "Irony" is a swiss watch, don´t you? ;) :p

CU
Acridiel

Re: So, has the game REALLY changed in last 3 years?

Posted: Thu May 14, 2009 11:37 pm
by jared96
troll16 wrote: But the big question is could these changes be made to the game anyway, could the game support these features. It's possible it might not be able to.
From what I once wa stold, it would require a substantial redesign of the game. In talking way back in the early days of FBT, I had a long discussion one night with a CSR. The explanation given was that every design has tradeoffs and in doing what they wanted to do in Ryzom, they essentially gave up the Z axis. Yes, you can walk uphill but the reference point is not a particular elevation but imagine a wireframe or in layman's terms a piece of window screen. You can bend it to any shape you want and lay it on the table.

Now if you use the table as your reference point, the little plastic soldier you place on the screen will be at different elevations as he moves around. However, if the sceen is your refence point, then Z is always 0.

You can test this concept for example in LoC (Jugakoo's cave). If you are down "underground" in the cave you will be merrily be digging away and hear sounds of a mob attacking soemthing 60m above your head. Then boom, you get whacked by the mob 60m above you.

Somehow the game's AI knows enough not to let the mob attack you but you still get hit with AoE attacks if you occupy the same 2 dimesional space as the battle above your head. You can also stand on teh Fyros cliffs and hit things down in Scorched corridor when the height of those cliffs should be well above your spell range.

Again, not putting this out as something "I know" just an explanation that was provided by soemone reportedly in the know way back when.