lfnetwork.com mark read register faq members calendar

Thread: Push->Knockdown->Fall Damage Spam
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 03-05-2008, 05:26 PM   #1
razorace
Impressive, Terran!
 
razorace's Avatar
 
Join Date: May 2002
Posts: 9,172
Push->Knockdown->Fall Damage Spam

grievous_X_X tells me that there's an issue with some players abusing push/pull by knocking players off cliffs and then dieing from the fall damage.

Has anyone else seen this?

Is this an actual problem? If so, what can we do about it?

grievous_X_X has recommend that we simply reduce the fall damage booster for falling while in knockdown. What do you guys think?


---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder
razorace is offline   you may: quote & reply,
Old 03-05-2008, 06:37 PM   #2
JRHockney*
Moderator
 
JRHockney*'s Avatar
 
Join Date: Jan 2006
Posts: 1,255
Hot Topic Starter LFN Staff Member 
Sounds like he's running with guns or using heavy weapons too much. In the newer code you can only be pushed or pulled over backwards if running with light weapon or using heavy weapon and knockdown either way if high on mishap. With this in mind I think its plenty fair. I also haven'T heard any such complaints before. If I hear more complaints I'll consider lowering the fall damage or increase fp points for push or pull usage.

And don't worrry with these new push pull settings about giving gunners too much of an advantage (which it kinda does in some ways, at least against noob jedis ). We've got something in the works for protect to help jedi's out a bit.


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
JRHockney* is offline   you may: quote & reply,
Old 03-05-2008, 06:53 PM   #3
DarthDie
Junior Member
 
DarthDie's Avatar
 
Join Date: May 2005
Location: The Matrix
Posts: 407
I've have this happen to me a couple times last time I played.


OJP Sponsors and websites

"...and what about all those screenshots in there of DarthDie with a swastika of demo charges."
DarthDie is offline   you may: quote & reply,
Old 03-06-2008, 12:04 AM   #4
crail227
Rookie
 
Join Date: Jan 2006
Posts: 98
i can push a guy off the top of the catwalk on the imperial shaft map and he falls to his death.

there was also an instance where i would jump really high and pull, making my opponent fly in the air and die on impact.


^Sanjuro
crail227 is offline   you may: quote & reply,
Old 03-06-2008, 08:11 AM   #5
BigAnnoyn'Fag
Rookie
 
BigAnnoyn'Fag's Avatar
 
Join Date: Feb 2008
Location: Between If/EndIf blocks. Useful Posts: 0
Posts: 40
Yeah, lowering damage booster while knockdowned is good idea. Two thumbs up!
What is it now?
BigAnnoyn'Fag is offline   you may: quote & reply,
Old 03-06-2008, 11:13 AM   #6
Maxstate
I forgot.... what?
 
Maxstate's Avatar
 
Join Date: Aug 2004
Location: ;o ;p :eek:
Posts: 2,090
I really don't see the problem here.

Person gets pushed off of very high area.
Person falls many many meters.
Person dies.

Is there some kind of universal hatred for Jedi that actually get to use powers other than saber defense? Grievous should stfu.

Maxstate is offline   you may: quote & reply,
Old 03-06-2008, 11:49 AM   #7
grievous_X_X
Lurker
 
grievous_X_X's Avatar
 
Join Date: Nov 2006
Posts: 8
Quote:
Originally Posted by Maxstate
I really don't see the problem here.

Person gets pushed off of very high area.
Person falls many many meters.
Person dies.

Is there some kind of universal hatred for Jedi that actually get to use powers other than saber defense? Grievous should stfu.
ok, I'll stfu...
grievous_X_X is offline   you may: quote & reply,
Old 03-06-2008, 12:02 PM   #8
JRHockney*
Moderator
 
JRHockney*'s Avatar
 
Join Date: Jan 2006
Posts: 1,255
Hot Topic Starter LFN Staff Member 
I agree with max on this one. A month ago I fell 12 feet on to my back on concrete and walked away from it. If I fell twice in a row I would be paralyzed. A full hp gunner can take about 3 or 4 falls like that or find a medkit and take more.. That's plenty fair and more realistic. I.d sooner raise the fp cost of push and pull.


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
JRHockney* is offline   you may: quote & reply,
Old 03-06-2008, 12:27 PM   #9
Maxstate
I forgot.... what?
 
Maxstate's Avatar
 
Join Date: Aug 2004
Location: ;o ;p :eek:
Posts: 2,090
Quote:
Originally Posted by JRHockney*
I agree with max on this one. A month ago I fell 12 feet on to my back on concrete and walked away from it. If I fell twice in a row I would be paralyzed. A full hp gunner can take about 3 or 4 falls like that or find a medkit and take more.. That's plenty fair and more realistic. I.d sooner raise the fp cost of push and pull.
The thing I like about OJP force powers is that they are cost-efficient and thus give you more chances to use them. I will not agree with ideas that'll deter users from using Force powers even more.

And you used force fall ;p[

Maxstate is offline   you may: quote & reply,
Old 03-06-2008, 12:38 PM   #10
BigAnnoyn'Fag
Rookie
 
BigAnnoyn'Fag's Avatar
 
Join Date: Feb 2008
Location: Between If/EndIf blocks. Useful Posts: 0
Posts: 40
But still, its too overpowered; normal fall would not make insta-kill to you, while it will drain some hp (sometimes almost ALL HP). But watching gunners flying off 5 meters and dying on hit while got pushed, pulled or whatever is a bit... retarded. Most jedis use this tactic to gain advantage... while they already got push and pull mentioned before, also lightning and grip, and of cource, lightdildo which blocks fire and throws it back to you if jedi was aiming at you and attacking. Jedis can't excel at everything; that's imbalanced. Well, you can change balance by some other ways, but anyway, lower that damn damage booster (maybe only a bit). I seriously want help to improve the mod. Heh, I like mb2 idea about damages, they all are mostly small, but deadly enough and that fall damage booster is kind of critical to hp such as headshot or hit of lightdildo. Result - MB2 looks really polished in terms of balance and damages. But in OJP, I think we just need to lower that fall damage booster for now, jedis are spamming it like hell anyway.
BigAnnoyn'Fag is offline   you may: quote & reply,
Old 03-06-2008, 12:46 PM   #11
Maxstate
I forgot.... what?
 
Maxstate's Avatar
 
Join Date: Aug 2004
Location: ;o ;p :eek:
Posts: 2,090
Learn to use the enter button - paragraphs make me want to read your post, annoyn'.

Jedi get advantages at high skillpoint levels, but with the latest changes to clone rifle and t-21 heavy weapons should be more balanced in the up and coming releases.

Maxstate is offline   you may: quote & reply,
Old 03-06-2008, 01:15 PM   #12
razorace
Impressive, Terran!
 
razorace's Avatar
 
Join Date: May 2002
Posts: 9,172
Did we ever actually redo the fall damage system or is it just the default multiplayer behavior still?


---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder
razorace is offline   you may: quote & reply,
Old 03-06-2008, 01:36 PM   #13
grievous_X_X
Lurker
 
grievous_X_X's Avatar
 
Join Date: Nov 2006
Posts: 8
Quote:
Originally Posted by razorace
Did we ever actually redo the fall damage system or is it just the default multiplayer behavior still?
Is the same in basejk.

delta*2 when is knockdown....


damage = delta*1 ----------> when knockdown

damage = delta*0.16 -------> normal
grievous_X_X is offline   you may: quote & reply,
Old 03-06-2008, 04:51 PM   #14
madcatmach2
Rookie
 
madcatmach2's Avatar
 
Join Date: Nov 2005
Posts: 206
Quote:
Originally Posted by Maxstate
And you used force fall ;p[
was just about to say the same thing. its only a power that slows you down making it so that you don't get fall damage

madcatmach2 is offline   you may: quote & reply,
Old 03-06-2008, 07:21 PM   #15
JRHockney*
Moderator
 
JRHockney*'s Avatar
 
Join Date: Jan 2006
Posts: 1,255
Hot Topic Starter LFN Staff Member 
He was refering to my fall just to be clear

And the reason I would change the push and pull cost first is that their not blasted over and over in the movies so if I was going to change something along those lines to prevent 'fall spam' that would probably be it. though I already hesitant about any change along these lines unless we were to raise force regen rate But I'm still not convinced its a problem anyways. It's realistic and fair in my book.


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
JRHockney* is offline   you may: quote & reply,
Old 03-06-2008, 09:21 PM   #16
grievous_X_X
Lurker
 
grievous_X_X's Avatar
 
Join Date: Nov 2006
Posts: 8
Quote:
Originally Posted by madcatmach2
was just about to say the same thing. its only a power that slows you down making it so that you don't get fall damage
try to do that when you are knockeddown........ u_u

I always talk about fall damage when you are knockdown.
grievous_X_X is offline   you may: quote & reply,
Old 03-07-2008, 04:38 AM   #17
Maxstate
I forgot.... what?
 
Maxstate's Avatar
 
Join Date: Aug 2004
Location: ;o ;p :eek:
Posts: 2,090
I'm already experimenting with raising it to 450 on the euro server to see what the effects are like. Currently guns are so shock-like to DP that FP isn't even paid attention to. To counter this though, we might have to think of a way to drain FP with attacks or something.

Maxstate is offline   you may: quote & reply,
Old 03-07-2008, 02:32 PM   #18
razorace
Impressive, Terran!
 
razorace's Avatar
 
Join Date: May 2002
Posts: 9,172
Quote:
Originally Posted by grievous_X_X
Is the same in basejk.

delta*2 when is knockdown....


damage = delta*1 ----------> when knockdown

damage = delta*0.16 -------> normal
Woah, that's a pretty big difference. I didn't realize it was so much of one.


---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder
razorace is offline   you may: quote & reply,
Old 03-19-2008, 12:54 PM   #19
Maxstate
I forgot.... what?
 
Maxstate's Avatar
 
Join Date: Aug 2004
Location: ;o ;p :eek:
Posts: 2,090
Thinking of making it so it negates fall damage that's under a certain boundary, and having everything above it do much more damage. If MovieBattles did anything right, they did their fall damage and falling physics. Right now you can fall off a 10 story building and still have enough HP left to melee someone to death.

Maxstate is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > JediKnight Series > Community > Hosted Forums > Open Jedi Project (OJP) > Push->Knockdown->Fall Damage Spam

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 05:33 AM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.