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.

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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.

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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.