Limit climbing (a bit)

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
Narf the Mouse
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Re: Limit climbing (a bit)

Post by Narf the Mouse » Sun Jan 27, 2019 1:06 am

jayhova wrote:
Sat Jan 26, 2019 12:37 pm
Like a cross between spiderman and a super ninja.
Spider-man is a super-ninja. This statement is redundant. :)
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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jayhova
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Re: Limit climbing (a bit)

Post by jayhova » Sun Jan 27, 2019 1:08 pm

Spiderman does not have the same niffy stuff a ninja has.

Narf the Mouse
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Re: Limit climbing (a bit)

Post by Narf the Mouse » Sun Jan 27, 2019 9:58 pm

jayhova wrote:
Sun Jan 27, 2019 1:08 pm
Spiderman does not have the same niffy stuff a ninja has.
He can sneak around a building full of enemies, crawling through the vents, taking them out silently, one by one. :P
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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jayhova
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Re: Limit climbing (a bit)

Post by jayhova » Mon Jan 28, 2019 10:01 pm

Narf the Mouse wrote:
Sun Jan 27, 2019 9:58 pm

He can sneak around a building full of enemies, crawling through the vents, taking them out silently, one by one. :P
With webshooters and a red and blue skin tight suit. No sword.

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MasonFace
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Re: Limit climbing (a bit)

Post by MasonFace » Mon Jan 28, 2019 10:03 pm

Would it be possible to read properties of the wall/ceiling that you're attempting to climb and modify the difficulty of climbing that way? Could be as easy as reading the "smoothness" value of the wall's material- perfectly smooth surfaces are harder to climb whereas rough surfaces are easier. I dunno, maybe a table that links each texture to a corresponding "climbability" value (or is this already how DF handles it?). For example, it may not be totally unrealistic to climb across some wood ceiling beams whereas most others would be nearly impossible. Could be an interesting mechanic if we ever have custom built dungeons that really take climbing into consideration in their design to have a ceiling with some sort of lattice support structure looking texture, or something that looks actually climbable with high level loot on a ledge opposite a ravine to reward an observant player who was bold enough to think "hey, maybe I can climb across!"

Okay, here's an even farther fetched idea, but hear me out. What if we could incorporate rope? It needs to be approached carefully as to not completely make the climbing skill useless, but it could be interesting. For instance, if you equip a rope and start from a high ledge and rappel down, you leave that length of rope hanging. You can then climb back up the rope, or remove the rope. Perhaps the rope doesn't guarantee 100% success when climbing, but if you climb where a rope is deployed, it increases your climbing success by "x" amount. Stray to the left or right of the rope and the bonus is removed.

This could prove to be overpowered, so we could nerf it somewhat by giving the rope durability. The more damaged the rope is and the heavier the player climbing it, the higher probability the rope will snap. This event would then use your climbing skill, agility, and luck for a saving throw to see if you can catch yourself on the wall before hitting the ground. This makes the rope risky in certain situations, especially for those with low climbing skills. More expensive rope has better durability, tensile strength, and better grip which would increase the success "x" amount. As an aside: I guess the type of gloves you have equipped would be interesting to also include in the climbing success calculation.

We could extend this idea to extreme levels by being able to shoot an arrow with a rope attached, but that would get really complicated fast, as if what I already mentioned wasn't enough.

Anyway, I think climbing has a lot of potential that was just never fully realized in vanilla Daggerfall.

Wait, this topic was about limiting climbing, wasn't it? My bad.

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jayhova
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Re: Limit climbing (a bit)

Post by jayhova » Mon Jan 28, 2019 10:20 pm

The manual mentions the rope. It was not included in the game presumably because the mechanics were hard to implement. My thought was someone would make that happen at some point.

Narf the Mouse
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Re: Limit climbing (a bit)

Post by Narf the Mouse » Tue Jan 29, 2019 1:15 am

jayhova wrote:
Mon Jan 28, 2019 10:01 pm
Narf the Mouse wrote:
Sun Jan 27, 2019 9:58 pm

He can sneak around a building full of enemies, crawling through the vents, taking them out silently, one by one. :P
With webshooters and a red and blue skin tight suit. No sword.
I think what we'd need is some sort of "Knight" to "Ninja" continuum, where the Kool-Aid Man is near the left side of the spectrum (but still uses surprise), and Batman is near the right side of the spectrum (but doesn't flip out and kill people).
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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