[0.11.3] Slowfalling Is More Like Hang Gliding
- Teralitha
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[0.11.3] Slowfalling Is More Like Hang Gliding
https://www.youtube.com/watch?v=EGf4wFxtM8g
I cant recall if this is how it was in classic, but even if it was, it seems to be a bit too horizontal. I always pictured slowfall effect to just let you fall downwards, slowly, as opposed to letting you practically fly. Not saying it isnt cool to glide over long distances, but in a dungeon setting with small spaces this effect is rather annoying. I would just climb down from high places in a dungeon, but it seems you cant really, unless its a small hole and you have unity's climbing feature check boxed.
I cant recall if this is how it was in classic, but even if it was, it seems to be a bit too horizontal. I always pictured slowfall effect to just let you fall downwards, slowly, as opposed to letting you practically fly. Not saying it isnt cool to glide over long distances, but in a dungeon setting with small spaces this effect is rather annoying. I would just climb down from high places in a dungeon, but it seems you cant really, unless its a small hole and you have unity's climbing feature check boxed.
- Interkarma
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Re: [0.11.3] Slowfalling Is More Like Hang Gliding
This does match classic, give or take some minor differences to timing and physics. It's still "hang gliding" either way with very forward movement.
I'll be the first to agree with you that I dislike how Daggerfall handles slowfall. My preference would be for this to work differently, but I implemented as per classic. This is something that could be modified by an effect mod though.
I'll be the first to agree with you that I dislike how Daggerfall handles slowfall. My preference would be for this to work differently, but I implemented as per classic. This is something that could be modified by an effect mod though.
- Teralitha
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Re: [0.11.3] Slowfalling Is More Like Hang Gliding
So is that a hard no to considering modifying (or improving) how it works in a future release then?
- Interkarma
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Re: [0.11.3] Slowfalling Is More Like Hang Gliding
The Jumping spell had a similar issue. Uncontrollable forward momentum made it difficult to stick those powerful jumps with any precision, and player usually just hurtled beyond what they wanted to jump onto. Based on feedback, I added air control to Jumping spell so it became possible to control where you land. As it's a magical effect, a little air control didn't feel out of place. I haven't had any positive or negative feedback on this change yet, but I personally feel like it was a positive change overall.
Perhaps air control is also the answer for Slowfall here. Player can either keep drifting forwards like classic, or use the movement inputs to control forward momentum while they drift to the ground. This feels like a reasonable compromise that doesn't outright change classic behaviour while still giving player some active control over the effect if they choose.
Perhaps air control is also the answer for Slowfall here. Player can either keep drifting forwards like classic, or use the movement inputs to control forward momentum while they drift to the ground. This feels like a reasonable compromise that doesn't outright change classic behaviour while still giving player some active control over the effect if they choose.
- Teralitha
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Re: [0.11.3] Slowfalling Is More Like Hang Gliding
Interesting. I dont think ive ever used a jump spell before. Ill have to try it. Any improvement sounds good to me.
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Re: [0.11.3] Slowfalling Is More Like Hang Gliding
As powerful as magic is, there is something to be said for it having somewhat of an unpredictable nature both in the jump and the featherfall. /shrug
- BadLuckBurt
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Re: [0.11.3] Slowfalling Is More Like Hang Gliding
I'd say it's intended behaviour, being able to change direction mid-air while jumping or falling belongs in games like Super Mario imo but make whatever changes you see fit. I never use magic with my characters so it won't affect my playthroughs but classic behaviour is closer to a game like Prince of Persia or Flashback than it is to an arcade game and it should be I think.
You could also make it a toggle in the options, that way everyone should be happy.
You could also make it a toggle in the options, that way everyone should be happy.
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DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
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- Teralitha
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- Joined: Wed Jul 17, 2019 3:44 pm
Re: [0.11.3] Slowfalling Is More Like Hang Gliding
You cant change direction when slow falling in this game. Presumably you couldnt while jumping(the spell) either, but from what interkarma said, it seems you can now, and thats realistic.
- BadLuckBurt
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Re: [0.11.3] Slowfalling Is More Like Hang Gliding
It's not realistic but magic Slowfall just reduces the gravity pull on your character so any horizontal momentum you have will carry you further in the direction you were moving until you touch the ground, that is how something like that would work in the real world. But as I said, a toggle would make everyone happy.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
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DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
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- Teralitha
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Re: [0.11.3] Slowfalling Is More Like Hang Gliding
That isnt how it would work in reality(think... parachutes+ gravity), but agree to disagree.BadLuckBurt wrote: ↑Sun Apr 25, 2021 4:44 pmIt's not realistic but magic Slowfall just reduces the gravity pull on your character so any horizontal momentum you have will carry you further in the direction you were moving until you touch the ground, that is how something like that would work in the real world. But as I said, a toggle would make everyone happy.