Jumping and Falling

Post your feedback on the current Project Reality release (including SinglePlayer).
Spectral
Posts: 19
Joined: 2010-07-16 05:31

Re: Jumping and Falling

Post by Spectral »

Are you 500 pounds or 140? If you are 500 and fall 5 feet your legs would buckle under the weight...

But yes I agree. You should be able to fall or jump of a small roof while crouching and not receive any damage but maybe a little wobbly for a few seconds.
llRvXll
Posts: 97
Joined: 2010-09-03 20:50

Re: Jumping and Falling

Post by llRvXll »

Well, i hate when i'm sprinting downstairs and i get damaged, but when i saw this:
ChizNizzle wrote:Well the hurting while sprinting downstairs is pretty realistic because if you dont sprain an ankle or die while going down steep stairs with 25 kg and the breakneck speed the player sprints you are a god. :D
i think that the fall damage is good...
Deer
Posts: 1603
Joined: 2005-03-17 09:31

Re: Jumping and Falling

Post by Deer »

I think stamina regeneration speed should be increased, i still find myself jumping in PR all the time over small objects and walls and therefore losing all of my stamin which is really frustrating, IRL you could just walk over those obects.

If stamina regeneration would be increased, it would mean that you wouldnt be punished that badly for jumping over small objects or bugged shitty spots, but ppl still dont want to bunnyhop because of the stamina cost of jumping.


And i agree that fall damage is far from realism and far from ideal when it comes to moving around in maps.
Last edited by Deer on 2010-09-08 08:20, edited 1 time in total.
Ratha
Posts: 17
Joined: 2010-07-19 08:24

Re: Jumping and Falling

Post by Ratha »

I dont think falling damage is overdone, not for a soldier in gear, not likely you are going to hold your gear and jump down a story or run down some stairs without hurting, dropping, or breaking something.

With regard to jumping. I do hate completely draining my stamina while trying to get over a fence, or having to stand up and jump while on a roof, giving my position away to everyone within a mile in order to get over a 2" ledge that runs around the perimeter of the roof so i can drop down to the ground. Feels like a geometry fail, but i heard someone say it was intentional to prevent you from crawling off?
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Jumping and Falling

Post by LithiumFox »

Ratha wrote:I dont think falling damage is overdone, not for a soldier in gear, not likely you are going to hold your gear and jump down a story or run down some stairs without hurting, dropping, or breaking something.

With regard to jumping. I do hate completely draining my stamina while trying to get over a fence, or having to stand up and jump while on a roof, giving my position away to everyone within a mile in order to get over a 2" ledge that runs around the perimeter of the roof so i can drop down to the ground. Feels like a geometry fail, but i heard someone say it was intentional to prevent you from crawling off?
the problem is when you jump 3/4 of a story (roughly 8 feet in PR), most people would of course lower themselves inorder to minimize the fall. You can't do that in PR, so if you could effectivly allow for them to crouch and fall off and not get hurt as bad, it would be more realistic.

(Go to your rooftop, now get to the side of it and hang from it. If you're a single story house this should be easy, if it's a two story house you will get hurt D: Problem with most the buildings is that you get hurt just dropping from a single story area, where as realistically it would be MORE likely you'd get injured from two stories or more, not one. XD

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Staker
Posts: 160
Joined: 2009-01-02 21:14

Re: Jumping and Falling

Post by Staker »

It's not like your whole mass stops from falling when your feet hit the ground..
Besides, it's currently possible to fall three meters and just walk away, not to even mention medics who can revive you, even if you fell from a helicopter...

I have no problems with the current fall damage, in fact I wouldn't mind if it was raised a bit.
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Total_Overkill
Posts: 144
Joined: 2007-07-24 19:26

Re: Jumping and Falling

Post by Total_Overkill »

Staker wrote:
I have no problems with the current fall damage, in fact I wouldn't mind if it was raised a bit.
You know when you stub your toe in PR, and you slowly bleed to death?

Fall damage is directly tied into that...

Raise the damage, and we're gonna insta gib ourselves :lol:
D33PS1X
Posts: 102
Joined: 2010-09-05 23:21

Re: Jumping and Falling

Post by D33PS1X »

Total_Overkill wrote:You know when you stub your toe in PR, and you slowly bleed to death?
And that is why it should be reduced as long as you crouch before jumping/falling, but kept the same when you stand. The crouching would simulate how a person would brace themselves for a fall, which cannot be done in bf2 engine. :idea:
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Jumping and Falling

Post by Rudd »

[R-DEV]Deer wrote:I think stamina regeneration speed should be increased, i still find myself jumping in PR all the time over small objects and walls and therefore losing all of my stamin which is really frustrating, IRL you could just walk over those obects.

If stamina regeneration would be increased, it would mean that you wouldnt be punished that badly for jumping over small objects or bugged shitty spots, but ppl still dont want to bunnyhop because of the stamina cost of jumping.


And i agree that fall damage is far from realism and far from ideal when it comes to moving around in maps.
it would be nice if thre was a 'mini' jump avaliable, but dunno if thats possble.
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Stealth Clobber
Posts: 344
Joined: 2007-02-14 23:48

Re: Jumping and Falling

Post by Stealth Clobber »

I don't mind the damage when falling, but I hate when your running and someone is running right next to you and you kinda like clip into each other and you start getting hurt and moving a lot faster. :lol:
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Jumping and Falling

Post by ComradeHX »

Total_Overkill wrote:You know when you stub your toe in PR, and you slowly bleed to death?

Fall damage is directly tied into that...

Raise the damage, and we're gonna insta gib ourselves :lol:
Taking a 30km hiking trip after stubbing my toe/separated toe nail(fencing, I landed on my toe after jumping and hitting the other guy on the shoulders...) made me believe that PR is closely simulating Reality when small bleed = death.

I almost did not make it over the last hill, and had to be assisted in climbing down.

Now... if there was a QBZ-95 with a bayonet laying around there and have a nice traditional chinese communist song playing in the background, I would run over the hill at full speed...

But anyway, stubbed toe = really affects performance especially in combat (3 weeks after hiking, I came back to U.S. and played an airsoft game by camping in the building/woods like a sniper but with my QBZ-97...cannot run...) If it is problematic in airsoft, it is problematic in real war.

So... since I am alive right now... I think fall damage is just right in PR...
Darknecron
Posts: 40
Joined: 2009-12-21 00:48

Re: Jumping and Falling

Post by Darknecron »

EW_SK wrote:How can you tell if you havent tried ... In BF 2 engine there is no difference with the kit you have...A HAT can jump as many times as a medic or a riffleman
Actually, this is incorrect. I have done some modding myself, and there are two preprogrammed weight classes, light and heavy, which can be configured with completly different speed/stamina drain time/stamina regain time/health, etc. I also created three extra ones; Very Heavy, Medium, and Very Light. If Project Reality was the same, I would think the kits would be categorized as follows.

Very Light: Pilot, Unarmed
Light: Sniper, Crewman
Medium: Rifleman, Officer, Specialist, AP, Marksman, Medic, Grenadier
Heavy: AR, Combat Engineer, LAT
Very Heavy: HAT, AA
Would it be posible to have a button that allow you to jump over small fence like in ArmA II or ArmA I with ACE ?
Changing jump to a multifunction key would be usefull. You can jump over two or three foot objects, and when you encounter a 6-foot wall, you can press the same button to climb over it. That would be a game changer.

Also, I think for smaller obstacles (6 inches to 2 feet) that "jump" would be a step-up animation and take much less stamina.
Last edited by Darknecron on 2010-09-16 16:00, edited 7 times in total.
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Jumping and Falling

Post by lucky.BOY »

Darknecron wrote:Actually, this is incorrect. I have done some modding myself, and there are two preprogrammed weight classes, light and heavy, which can be configured with completly different speed/stamina drain time/stamina regain time/health, etc. I also created three extra ones; Very Heavy, Medium, and Very Light. If Project Reality was the same, I would think the kits would be categorized as follows.

Very Light: Pilot, Unarmed
Light: Sniper, Crewman
Medium: Rifleman, Officer, Specialist, AP, Marksman, Medic
Heavy: AR, Combat Engineer, LAT, Grenadier
Very Heavy: HAT, AA
I am not a modder, and yes, there are some weight classes in vBF2, but they stick to a player, not to a kit, AFAIK. I have read this somewhere on forums... (not a relevant information, i know). So, you cant apply weight classes on requestable kits (HAT, AA).
Exonar
Posts: 83
Joined: 2009-12-23 00:53

Re: Jumping and Falling

Post by Exonar »

When I jumped a fence, lost the last of my stamina AND then came under fire, my first instinct was to jump around and dolphin dive. I obviously don't anymore and spend another 15 seconds to walk around, but I still get angry at the fact that I could not simply step over that knee high wall. We're talking about soldiers here; humans pushed to their peak of physical fitness, not fat camp kids.

Maybe (if possible) drain double the amount after jumping twice. Or simply make invisible ramps on knee high objects like the ones added to some of the insurgency maps' sidewalks.
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Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Jumping and Falling

Post by Dev1200 »

Looy wrote:Maybe this was put in to discourage bunny hopping, but jumping disables your weapon for about 3 seconds anyway so bunny hopping is already useless.
In times where evasiveness is more important then having a ready weapon, people will bunnyhop to avoid getting killed. Such as trying to get around a corner from an AR, sniper, etc.


It's very pathetic, but I find no problem in keeping the system the way it is. However, I'm sure lowering fall-damage might also have some effects elsewhere in the game, such as getting ran over.
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Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: Jumping and Falling

Post by Truism »

Darknecron wrote:Actually, this is incorrect. I have done some modding myself, and there are two preprogrammed weight classes, light and heavy, which can be configured with completly different speed/stamina drain time/stamina regain time/health, etc. I also created three extra ones; Very Heavy, Medium, and Very Light. If Project Reality was the same, I would think the kits would be categorized as follows.

Very Light: Pilot, Unarmed
Light: Sniper, Crewman
Medium: Rifleman, Officer, Specialist, AP, Marksman, Medic, Grenadier
Heavy: AR, Combat Engineer, LAT
Very Heavy: HAT, AA
Interesting post. The devs and military advisors would be the ones to come up with the list, but a few of those strike me as very wrong. It would look more like:

Very Light: Pilot, Unarmed
Light: Crewman
Medium: Rifleman, LAT, AP, Marksman, Medic
Heavy: Officer, AR, Specialist, Grenadier,
Very Heavy: Sniper, Combat Engineer, HAT, AA

Reasons: Specialist squad weapons and their ammo can be pretty weighty, particularly the ammo. 18 HEDP 40mm's is a tonne of weight, and anything over a single firstline of ammo on an AR can be crippling. Radios like PR officers carry also wear you down. Specialist mobility equipment like MOE kits, shotguns and the like that Specialists model carrying can also be a pretty serious burden. Snipers and combat engineers also carry a lot of weight - snipers usually carrying extra rations, water, equipment and perhaps even a radio while combat engineers carry cumbersome explosives.

Conversely Claymores and LATs are pretty light and you only carry one. Medical equiment is bulky but generally doesn't weigh very much.

HAT and AA are frankly a little ridiculous to even have on the chart. A stinger weighs about 15kg loaded while an RBS-70 weighs roughly 90kg. An Eryx comes in at 16kg. Carrying one of these crew served weapons, as well as ammo, body armour and extra equipment starts to become a bit of a joke if you want to talk about sprinting and hurdling fences.

On a final point, DM could fit into heavy depending on what country you're talking about. I've heard of some countries DM's carrying a ridiculous amount of weight in the form of extra ammo but that's all case by case stuff and I've never had it confirmed.
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Darknecron
Posts: 40
Joined: 2009-12-21 00:48

Re: Jumping and Falling

Post by Darknecron »

Exonar wrote:When I jumped a fence, lost the last of my stamina AND then came under fire, my first instinct was to jump around and dolphin dive. I obviously don't anymore and spend another 15 seconds to walk around, but I still get angry at the fact that I could not simply step over that knee high wall. We're talking about soldiers here; humans pushed to their peak of physical fitness, not fat camp kids.

Maybe (if possible) drain double the amount after jumping twice. Or simply make invisible ramps on knee high objects like the ones added to some of the insurgency maps' sidewalks.
Exactly.
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