Falling or getting rammed of ledges in Crucible

yes it is because it is a significant difference, although I understand what you mean. To rewrite your analogy to make it more in line with what you think (what I think you think): imagine that in a specific area of ​​the map the enemies have a new attack that they can use at any time, this attack always kills you, you can dodge it, you can see it coming and if you are in certain points of the map even if it hits you you don’t die, I think this is a frustrating and unbalanced experience, the attack is interesting I don’t want it to be removed from the game but I wish it didn’t always kill you but just did a lot of damage.

did I understand correctly? / do you agree?

I don’t think I can continue with this circular argument.

That was my last attempt at getting the point the across and simplifying the argument but you’re littering it. Either I’m failing to communicate properly or you don’t understand it. In either case, this is just pointless debacle now.

I think it’s communication, both from our side and from yours, I’m sorry we didn’t understand each other.

Fair point. I play games for a long time now, falling to death / void was always the most common solution in wide variety of genres. Not dying to a high fall would surprise me, especially in game that has and was presented as one with platforming elements. For example i was playing Assassins Creed Odyssey few months ago and there is perk that turns off fall damage. It looks kinda ridiculous when you jump off from eiffel tower of height and characters just do a roll on hitting ground and nothing happens :laughing:

I’ve goota ask you guys @Lombix_4 @Canis.Lupus.Arctos, what do you think about falling into void in platformer games like spyro or crash bandicoot? Or even being pushed / forced to fall? Do you consider it unfair?

1st let me tell you, I haven’t been addressing you not to ignore you… I’ve been busy, and something else also apparently thinks the world revolves around them…

but yeah, maybe wasn’t the best argument, but because I was trying to illustrate that in this case there is little difference… just a little fact, but you know that there is nor real randomness in computers, right? but is kinda besides the point, as I’ve explained when multiple foes attack at the same time of just a little staggered there are situations where despite good positioning and use of dodge or whatever they will still hit you, despite their attacks not being actually random they feel that way… I assume is the “feeling” you’ve been trying to describe…

your rephrasing is just that a rephrasing, while accurate, it doesn’t convey what I was trying to explain… the “feeling” if you will, of randomness (randomness is associated to unfairness when regards bad outcomes)

and just so you know, despite what others might tell you, feelings are not devoid of reason. they have underlying logic, and we know this because you can reliably induce specific feelings… so while you might not yet be able to “explain” your feelings, doesn’t mean those are illogical…

I am antagonist towards malicious and dishonest people, even if they are not doing on purpose… why? the effects are the same and real, regardless of intent… I do dial back if they express ignorance and lack of intent tho…

yeah, I am different, what can I say, at least you know you are chatting w/ me, not someone else, much less some AI out there… sorry if I annoy you… but to be fair most you annoy me too, specially those who can’t take a joke or just complain about every thing for ever to everyone…

but you are a good dude, and trying to debate logically and honestly, as far as I can tell… I appreciate and respect that…

maybe I’ve been to harsh on you for no good reason… but to be fair you were very harsh on others for no good reason either… for that I’m sorry XD

I did not play Spyro, and only a little of Bandicoot… tho I wouldn’t say I consider unfair from what I know… tho I still maintain my position for NRftW, because my issue is not the knock off mechanic per se, is the unforeseeable instances where you get unlucky… as I’ve told you, it doesn’t happen that often, but is consistent enough to be annoying, but just because it feels unfair…

I know it seems strange but I have not played these titles.
The platformers I have played are “most” super mario platformers 2D & 3D, Celeste, Rain World, Donkey Kong, and probably others but I don’t remember, the ones i mentioned all have death on falling unless you play multiplayer and are fine in 90% of cases.

Other games with a lot of platforming elements that I’ve played are: Ori 1 & 2, Nine Sols, Holow knight (I also complied the “path of pain” which is a plaforming game that reaches the same difficulty levels as Celaste B sides); Blasphemus 1 & 2; Bō: Bo Path of the Teal Lotus; etc. I remember that Blasphemous 1 has instant death with falling into thorns, while Blasphemus 2 doesn’t, and I really liked the change, many of these games have health in segments and you take a segment of damage when you fall and I found them perfectly balanced.

Other titles where I wish that when you fall instead of dying you take damage and get brought back to the edge you fall from are the Souls but I think it’s not too much of a problem anyway because there aren’t too many places to fall from and enemies don’t throw a lot at you when they hit you.

but also, I think is a little pointless compare too much to other titles…
because even if very similar those are different games, w/ different rules/balancing/technical issues/etc… as long as the mechanics and executions here is consistent and feels fair, then is good enough…

I don’t have a good suggestion to how make it better, we give feedback so them devs can try and find fitting, elegant, solutions…

but maybe make so, when the big guys rush, if they hit other foes they lose power, or range, or slightly change direction… also, their hit boxes seem inconsistent, I sometimes get hit when I think I was out of range… and yeah I get it, precision and exact positioning, but I don’t think the game is stable or consistent across the board yet to ask millimetric precision from players… at least not yet, but we need to give feedback on the game we have right now, not some future promises…

when you write lol, xD etc, so often it seems like you’re making fun of people, even though I understand that you don’t have these intentions (it’s still a bit annoying), furthermore I find your way of writing complicated, I don’t know how to explain it well maybe is because English is not my first language.

fair enough… and you are right is not my intention to make fun of people

XD or :smiley: same as LOL which means laughing out loud
The “X” represents closed eyes, and the “D” represents a wide-open mouth, suggesting a joyful, laughing expression.

  1. used to draw attention to a joke or amusing statement, or to express amusement.

example: “I love how you said ‘coffee is not my cup of tea’. LOL!”

same as this :laughing: or this ( ≧ᗜ≦)
does these two offend you?

this is why understanding what something actually means is important, but let me ask you this: if your 1st language is not english, and you don’t understand what my words actually mean, why should I change my ways if you are the one misunderstanding me? does understanding the meaning and my intentions change how you feel about it? would you change your attitude if I told you something you do annoys me?
(this is related to the discussion in this thread BTW)

also, I understand my writing can be complicated if one’s 1st language is not english, or people who just don’t like to read…

No problem, i don’t take things written on the internet too serious. I treat every discussion whether it’s “heated” or not as regular internet discourse. Sometimes i intentionally use provocative language to get some kind of response, in this case i hoped either that he interpreted my message as friendly “git gud” meme and laught at it or for it to awaken his competitive spirit aka “I HAVE A SKILL ISSUE? JUST WATCH ME!!”, but i was ready to accept his wrath too :laughing: Nobody should take anything written on the internet too serious.

Yeah i meant any platformer game, not necessarily those two. So you are not against the fall death per se, just that when multiple enemies are involved? That might be reasonable, sometimes enemy attacks overlap with a bad timings, which can be annoying to deal with when your equipment is not fully upgraded and both your defense and offence is not high. But i would like this “issue” to be resolved by other means and not by disabling fall death entirely.

Maybe instead treating each enemy character as individual, they could be treated as a single entity and behave as such. For example the harpy boss fight at the end of current campaign sometimes is a bit annoying, because in second phase you fight 2 big harpies if you cannot burst first one before second arrives. When each of those is treated as separate entity very often their attacks continuously overlap and force you to dodge for like 30 seconds to find some 1 second attack window. You kinda have to reliably parry to comfortable fight those. I didn’t observed this “nuance” in a caretaker fight, probably because this was melee + ranged enemy.

So instead of current behavior enemies in group could be treated as a single entity. The general idea would be that you always fight one entity at a time, that can have multiple “assets” (enemies) and it can use only one asset to directly engage you at specific time. Other assets would do something else in this time, they could buff themselves, set up some traps or position themselves in a way to corner you. Technically they could even make multiple enemies attack you but their attacks should be synchronized to feel like it actually is single attack.

I know English, but I don’t know it as well as my first language, and I’m slower at reading it but I’m perfectly able to read scientific articles, I don’t have a problem understanding others I have trouble understanding you specifically, I think it has to do with the way you construct the sentence not all sentences but some, and when you make very long posts, this problem amplifies.

I know what xD, Lol, etc. mean, but using them the way you do: Very often and with a timing that is not always appropriate in the context of what you are saying, makes them seem ironic.

So if i understand correctly. You are not necessarily against fall death, because you didn’t said you despised them in platformer games you played that had this solution, but you just prefer more forgiving system. Do you have some more specific reason to not like it in NRFTW, like the one mentioned by our white wolf friend, where it is a problem in situations involving multiple enemies doing overlapping attacks?

What can you do to avoid dying?

Active Protection

  1. You can improve your reflexes and understanding of enemy attack patterns (always valid :wink: Thanks to good game design)
  2. You can heal yourself and try to always have high health (this does not count for falls)
  3. You can play passively (The Devs want to push the player to be more active and in fact it is the way of playing that is rewarded the most, but falls are one of the few things in the game that encourage you to play passively)

Preventive Protection

  1. You can improve the defense of your build (this does not count for falls) (I will talk about poise later)
  2. You can use buffs before a fight (this does not count for falls) (I will talk about poise later)
  3. You can stock up on consumable items (this does not count towards falls) (I will talk about poise later)
  4. You can improve the damage of your build (if the enemies are alive for less time you are in danger for less time)
  5. You can make a build designed specifically to solve the problem you are facing (in the case of drops a build with a spear and a large shield that focuses on having as much range and poise as possible), this option however even if it is interesting to have as a part of the game is not a “normal” answer but the exception, in this goes against one of the main fantasies of the Game: If I want to be an agile assassin, I will not change my build to become an immovable tank.

Even though the poise counteracts the pushes it doesn’t work well as a preventative mechanism for two reasons: The poise only works against knockbacks when you have big quantity of it so: if I have a light armor and I take a poise flask I won’t be protected from the knockbacks anyway, and obviously if I fall because of miss input or I miss a jump I won’t be able to survive the fall anyway.

Other

  1. In the crucible there are buffs that allow you to come back to life once, these work against falls and bring you back to the edge from which you fell, but they are quite rare and completely random, I always take them, not because I’m afraid of dying against the hardest boss in the game, but because of falls (even if fall rarely, obviously since I have more than 400h on this game, with 400h hours on any game you fall much less and it is valid for games with the dead fall like NRFTW and Elder Ring and also games where you only take damage like Sekiro and Hollow Knight)

So there is a need to nerf falling into pit or through directly nerfing them or via new ways to prepare for them (without ruining the game fantasy)

Other good reasons from a game design point of view

Different deaths can punish you differently In NRFTW you have

Exploration, Boss and Crucible, with different punishments

  • The bosses are right before the respawn Thanks to level design
  • In Exploration you just have to retrace the path, and it often takes very little time
  • In the case of the Crucible we are talking about even more than 10 min because you have to face the enemies again and obviously it is impossible reduce the time required given the promises of the mode

Why did the developers put the respawn right in front of the bosses?

The reason is simple, to make us learn the bosses faster, a shorter road means more attempts, and therefore more chances to learn, more time spent playing the game in the way the player wants to play the game, less frustration, more fun.

How much does it take away from the difficulty of the game?

In dark souls one, the player had to go a long way to get back to the boss, often the road was full of enemies, this practically made the road to the boss part of the boss fight, only that the path was much easier than the boss and so the players were very frustrated, the experience was sometimes so terrible that after a certain number of attempts, many began to get condensed and do worse both the boss and the runback.

It was hard, but was it fair? If the game is a game about facing obstacles and difficulties, so why is it not good for the game here?

The reason it was bad for the game is that the player is not engaged with that kind of challenge, but just wants to face the boss, the path full of enemies was a punishment for the death not a challenge to overcome, and this punishment was not counterbalanced by the mistake of dying against the boss.

Why is there frustration? It is not a lack of determination but a communication problem between the game and the player, there is no problem in having a challenging path inside a boss fight but it must be communicated correctly to the player, as for example (Ori 2 does this).

FromSoftware then decided to remove this challenge, partially in DS 3 through level design, and in Elder Ring with the “Marika statues”, It may seem like this has made the overall gameplay experience easier, but it has also given room for bosses to become more difficult and interesting, as the players focus resources were no longer reduced by the runback.

Knowing all this, there are some reasonings that I can make as to why adopt a fall damage system like Sekiro.

The first is that the same as the bosses being right before the respawn, if we have more attempts we learn not to fall better and in a more satisfying way.

The second is that the game with fall damage system like Sekiro is allowed to be more complex and interesting as to how the use falls and platforming (and in fact Sekiro has much more interesting platforming than souls)

Punishment for death and falls in different genres

This paragraph helps me explain why it would be good to neerf falls in the context of the crucible and also where do i get ideas for possible systems to nerf fall damage indirectly

It is important to specify that in different genres dying and falling have different punishments, I will illustrate the cases similar to NRFTW:

Souls-light (Sekiro): In Sekiro if you fall in a pit you take damage, and you return to the edge from which you fell or if you already have low health and you fall in a pit you die this is the same system that I would like to implement in NRFTW, or at least in the crucible and hardcore (with the addition of realms this should be the default option, but you can adjust it to make it easier or more difficult).

When you die in sekiro, if you have a charge of dragon blood you can be reborn, if you don’t have the charge or you decide not to use it or you die by falling into a pit you really die and you lose half of your money and your xp, and you risk the npc getting the dragon blood sickness, and all enemies that are not bosses or mini bosses respawn, xp and money are not too valuable in Sekrio (and enemies can be skipped) and you still lose time, this punishments can be prevented, by spending xp and money before a battle (or in other ways that I’m not going to explain) definitely bigger punishment than NRFTW but it is preventable by thinking ahead and not only by having good mechanical skill a point that i will cover later.

(Unimportant trivia: Even if NRFTW is not too similar to Sekiro it actually also falls into the category of Souls-light and not into the Souls-like from a definitional point of view)

Souls-like: In all Dark Souls 1&2&3 (but not in Elder Ring) even a small fall can kill you, falling into the void always kills, in my opinion even here it wouldn’t be bad if the games adopted the method of Sekiro, but the situation is not as problematic as with NRFTW because the combat is less frenetic and more “heavy” you are rarely pushed very far from the enemies and often when it happens you are not near a cliff, the platforming souls is very similar to that of NRFTW but the beams are wider and it is more difficult to fall (except for DS1 where all the spaces are narrow) also the platforming souls is more a way to access secret areas than a real challenge, and in this sense NRFTW is similar with the difference that in NRFTW we often find ourselves re-exploring the areas, the exceptions are Elder Ring and Another crab’s treasure, where there are real platforming sections, even if they are few, (another crab’s treasure adopts the falling system of Sekiro).
when you die in a Souls-like you leave all your souls (xp + money) at the spot where you died, If you fail to recover them, you lose them forever, and all enemies that are not bosses or mini bosses respawn, souls are really valuable in all soul-like much more than xp and money are in Sekrio, and to get them back you have to go through the whole process (sometimes you can skip enemies) that led you to your death the last time, this punishments can be prevented, by spending souls before a battle or in other ways like the “ring of sacrifice” (or its equivalent counterpart in the corresponding game) the ring destroys itself and prevents you from losing souls at death, the ring destroys itself instead of your souls when you have already lost them and die a second time.

Similarly there could be a ring that self-destructs when you fall and saves you from a fall

Roguelike: In Enter the gungeon (Similarly to all the games with health points instead of the health bar) the fall is punished with one health point, and therefore the falls are traps like others, in Risk of rain 2 the fall does damage to you based on the distance from which you fall but it can never kill you, at most it leaves you at 1hp (in this game there is a modifier that doubles the damage suffered from falls and falls can be fatal). It is clear that the Roguelike adopt this systems because the punishment for death is greater as you have to start over the run, it is fair to say that a run of the crucible is short compared to a real Roguelike, the crucible is 10min-15min run won 100% exploration (necessary xD) while Enter the gungeon winning run by 50min-1h30min 100% each floor (depending on what you try to do and which floors you explore and which no) while Risk of Rain lasts between 3min-12min per floor depending on how many chests you want to open and they are a minimum of 6 floors up to infinity.

The crucible is short but it is because it’s incomplete the goal of the mode is not to have short runs with only one boss. More things will be implementedand the longer it will get. It should do like the other Rougelikes, and not have lethal falls since punishment increases.

Sorry, I rushed the last part of the post, I hope everything is clear, if not tell me where and I’ll correct it. If you prefer you can ask me more specific questions so I can answer them or you can make a post about why you think the the fall damage should stay as it is and I’ll answer your post, I think there are other reasons according to which I can justify the changes.

I could not respond sooner, sorry.

Sadly we live in times where art, especially expensive one like games needs to appeal to as wide of an audience as possible to earn money. In history most of the times artist had to satisfy or convince just one person that commissioned the work. Imagine how da Vinci’s or Beethoven’s work could have ended up if they had to appeal to millions of people instead.

I am ok with options being provided in the world settings if they don’t take considerable amount of development time, but it should be hard by default and opt out if you want to have easier time.

Is it? Can’t there be a system that is purely skill based and cannot be “cheesed” with other means on every single build? I mean it is not like avoiding being pushed off is some impossible task requiring 10ms reaction time, it is a rather easy thing to learn. Much more challenging mechanic that i would categorize similar to this problem is echo knight aoe slam, it cannot be parried (can it?), it cannot be outrun unlike the caretaker aoe slam, it always knocks you out so you don’t have time to eat food between slams and it makes it somewhat hard to dodge the consecutive slams when you need to get up first, also does a lot of damage (at least in pestilence 4 with 10 curses). Your only options are to either burst the boss, master dodge windows or try your luck with managing stagger bar so that you can stun him right before he starts and im here all for it!

Your point with bosses is not entirely true, in pestilence outbreaks boss can spawn somewhat far from closest echo, i’ve had pleasure to experience this myself where boss spawned in a “crying faces” cave in lowland meadows. Closest echo was the one right after huntress boss arena. So while during campaign players have echoes very close to the bosses, in the endgame activities it is not always the case. I think we should differentiate campaign from endgame activity.

It is very similar with falling and being pushed over, player is introduced to those mechanics very early into the campaign and have the rest of it to practice. Frustration is very subjective topic and it is not always the best move to make game less frustrating, because if you try to eliminate every possible frustration point you would create a very bland, nothing burger.

I don’t like word “fair” being used like that. For me everything is fair as long as game rules are not overly vague and i have a counterplay (either skill, knowledge or grind based, not pay2win one). So for me DS1 respawn mechanic and NRFTW fall death or enemies being capable of pushing player out are fair mechanics. And frustration part i can understand, but different people have different mindsets and tolerance limits. Some might be perfectly chill after mashing their heads against a boss 100 times in a row, maybe even feel excited, and some can be completely mad, destroying their keyboard after 2 deaths in a row.

In previous paragraphs you said some contradictory things. Was dying to boss in DS1 bad because the respawned enemies posed no challenge? Or because players weren’t entertained with such challenge and wanted to face the boss? Or challenging path to a boss is ok, but it simply was communication problem between the game and the player? I didn’t played Ori so im not sure what you mean by communication problem.

Lets not kid ourselves, if devs were to remove fall damage they would never increase platforming complexity to compensate. If they did they would be review bombed again and there would be threads on this forum titled “PLATFORMING ELEMENTS DOES NOT BELONG IN SOULSLIKE GAME!”. I’ve already seen such sentiments with current level of platforming elements.


RAPID QUESTIONS:

  1. Do you move with a controller, mouse or a WSAD?
    Mouse is most accurate, second is controller, WASD is abysmal, but it cannot be helped.

  2. Do you play mostly in a light, medium or heavy weight?
    I found light weight dodges to be more prone to miscalculations resulting with fall death in a tight spaces.

  3. Do you play hardcore mode or standard?
    Hardcore mode is meant to be an additional challenge you take on yourself, loosing character due to fall death is included within the deal.

I would avoid it if it is not strictly necessary and I talk about it here: Difficulty and Accessibility (even if we already know that it will be implemented) for me there should be a unified experience at least for the first playthrough.

So actually I wasn’t very clear here, so basically:

Yes, also because the players have already faced and overcome the challenge, and it becomes very simple even after only 3 tries (I’m generalizing).

Both things are true, one does not preclude the other, Different players start out in one of the two experiences and then end up having both together. The path itself is not simple but it becomes so because it is like a puzzle already solved, but being a section in which you have to be careful it becomes heavy and actually consumes part of the player’s attention resources for the boss fight.

In practice in Ori 2 between phase 1 and phase 2 of a specific boss fight there is a platforming section, once completed you get to the second phase with a second arena, and if you die in the second phase you respawn at the beginning of the second phase, it’s an example that incorporates a platforming section into a boss fight and not a runback, so sorry if I wasn’t very clear here a more accurate example is the fight against all the flying creatures before the actual boss fight in NRFTW, the initial section is a bit like a runback but it’s actually incorporated into the boss fight, and it’s clear and well communicated.

If you think about it though, in the case of the plague you have already faced and beaten the boss, so the learning has already been done to a large extent and it is not a big problem if you do a bit of runback.

We are simply weighing the word differently, I use it to indicate the lack of balance between points that I believe should be equivalent, even if the difference is not that much, in fact I am not saying that the falls are in an unacceptable state, I am just saying that the sekiro system is an improvement.

You are very pessimistic, I can understand it but I believe that: if the devs think that it enriches the game, without compromising the artistic vision of the game, they will implement it (and I think that’s the right mindset to give suggestions).

I agree, but falling and losing 70%hp (more or less I think 60%hp to 90%hp is ok) is still frustrating (Especially if there are enemies nearby), just less so, I’m not removing so much frustration that it makes the falls bland.

I don’t think it’s a case of saying that it’s a “cheese” to prepare yourself to overcome an obstacle,

Yes it is very difficult but I think it is correct since as you said you have a way to interrupt the attack, also if you are of the right level you have to be hit 2/3 times to die, you have to mess up the timing 2/3 times in a row, also I don’t know if you knew but if you are hit by the second wave and you spamroll you always dodge the third wave too, without considering that it is an attack that is very easy to understand visually.

And that’s why I say that falling should be less punishing, against the strongest attack of the strongest boss in the game you have many options, and you can make mistakes even 1/2 times and survive while falling gives you fewer options and you always die after just one mistake.

I tried WASD (I played all souls and sekiro with WASD) but I use a controller and I’m fine with it (but as I said, I’m not complaining because I have difficulty with the mechanics, I have 425h and I almost never fall, I’m discussing the thing from a game design point of view)

I played mostly medium and light (like 58% medium - 40% light - 2% heavy) and I agree with you that light is less “maneuverable”.

I played mostly standard mode (Obviously), but I made 2 characters in hardcore. The first one died in the early game due to a problem with the camera during a fight :smiling_face_with_tear: . The second one is not dead yet but I haven’t played it much, and I noticed that the approach to the game is different, and that, if there is an area with moral drops and little loot it is not even worth going (that’s why I mentioned it).

I too would think it nice to not have to die at final boss in a crucible because I ran of the ledge. It’s my mistake, sure, but it feels like a silly one that doesn’t deserve such punishment as simply ending the run and 30 minutes of time invested at finish line. I would argue this isn’t difficulty, it is design. And in terms of risk/reward and appropriate penalty for mistakes made in game phycology, I don’t think such a thing belongs in a game. The evidence? I want to turn the game off, and I feel made at the developers :smiley: Almost all bosses in the soulsborne series are exclusively on locations you cannot fall off from, even though the rest of the game will let you fall to your death all over the place. (yes, a few exceptions). I think there is a reason for that. The end boss in a crucible run isn’t just a boss fight, it’s the end of the run. So falling of the edge on that boss, feels super sucky. Reform!