Is Cliff-Jumping Really a thing?


Pathfinder Online

Goblin Squad Member

Excuse my inexperience and naivete, but I can't parse the humour from the reality. Are the elevation barriers actually going to be elevation barriers in the beta, or is jumping up or down mountains (per the alpha) going to continue to be a thing?

Goblin Squad Member

Heh, I thought this might be about something else at first...

IronVanguard wrote:
Starting to get curious if feather fall spells will be in this. Seems like reducing fall damage somehow would be pretty useful at some of the elevation changes. Good for surprise attacks around choke points. Heck, H seems like you could drop right into it, perhaps.

Probably eventually. We don't have it now, but it's at least pretty straightforward to explain to programming and animation (which doesn't necessarily mean it'll be easy to implement). Once we have critical stuff done, it's probably a fine crowdforging poll subject for a batch of "nice to have" effects.

Honestly, since falling damage isn't actually in yet, I may be able to talk programming into just giving me a "Takes X% less falling damage" effect without any animation bells and whistles when they put it in. I promise nothing, however :) .

I read that as an indication that they expect falling damage to be in sometime in the future.

Goblin Squad Member

I believe they intend to have falling damage. But Feather Fall is a classic spell, so I wouldn't be surprised if it finds its way into the game.

Scarab Sages Goblinworks Executive Founder

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I've also been under the impression they plan to add fall damage (probably much more likely after my mountain goating to get to blocked off places :P)

Goblin Squad Member

Dakcenturi wrote:
I've also been under the impression they plan to add fall damage (probably much more likely after my mountain goating to get to blocked off places :P)

This may be obvious to some players, especially true mountain goats like Dario and Kitsune Aou, but the key to getting up difficult spots is rapid double-jumping. For some reason, I had trouble doing this with the space bar, but when I used my mouse (pressing left on the scroll-wheel) I was easily able to jump up past difficult passages.

Goblin Squad Member

Nihimon wrote:
...rapid double-jumping.

Sounds like what I did in Oblivion and Skyrim to repeated good results. I was even able to retrieve an Easter-egg item from the peak of the Throat of the World before progressing enough in the storyline of Skyrim to be able to climb that high "normally".

Goblin Squad Member

Also sounds like what you could do in Steel Rake of Aion to get to the second bar level. I never could do it though. I think I was too short. :(

Goblin Squad Member

It is always my goal in trying these sorts of things in early Alpha/Beta is to make the development team aware that such "problems" exist. Namely, I'd hate to see cheaters use it in the future (after release and/or after the "first wipe") undetected, gaining some sort of mechanical advantage doing so.

And yes, the rapid double-jumping method (and sometimes just "twitch-spamming" the spacebar) seems to be rather effective. Light/no armor helps considerably, as does good framerate and good connection speed. I'm certain it would be easier for the dev's to replicate this when they are in the same building as Zog (all hail Zog).

Goblin Squad Member

In the longterm, I would expect it to be relatively easy to go down a cliff assuming preparation, and impossible or rarely possible to go up one.

I also would not expect formations, siege engines, or fast travel to go up or down cliffs at all.

Goblin Squad Member

They're using Unity, yes? In Unity it is not too difficult to add invisible barriers to terrain. Usually you build the terrain first, then start adding barriers. My guess is this is just a level of polish they haven't yet put into the game. Especially if landscape is still subject to change.

Goblin Squad Member

Stephen Cheney quoth:

Quote:

Unlike most theme park MMOs, it's unlikely we'll put in a lot of invisible walls at the top of steep slopes. They tend to do it because they want to maintain limited egress from heavily sculpted zones, so they can know which way you're approaching the content and to hide unfinished art on the other side of the slope.

We don't particularly need that, since we're not heavily sculpting areas to assume certain ways in and out. However, the terrain does have a slope to it, and we'll prevent you from walking past a certain steepness just so it doesn't look weird (see old SWG and the ability to slowly climb up anything short of a 90 degree incline, your character apparently just floating in the air walking forward).

Almost all of the time, you'll be able to find a way up, either by going down and choosing a lesser slope or by jumping and switchbacking. There's nothing on the other side we're trying to hide from you.

With that said, I hope the tactical interests of those who live over clifftops are taken into account when deciding how hard it should be to climb a cliff...

Goblin Squad Member

Tyveil wrote:
They're using Unity, yes? In Unity it is not too difficult to add invisible barriers to terrain. Usually you build the terrain first, then start adding barriers. My guess is this is just a level of polish they haven't yet put into the game. Especially if landscape is still subject to change.

Invisible barriers piss me off to no end. I'd rather they adjust the terrain accordingly if need be than make it seem like we can go somewhere only to have an unseen wall prevent my movement.


I'd rather they be visible walls. Just huge walls of concrete.

:D

Goblin Squad Member

The walls actually shimmer currently. Rather pretty. Iridescent.


Yeah, I've seen that. I'd like it to be more obvious, concrete or no. :P

Goblin Squad Member

Kobold Cleaver wrote:

I'd rather they be visible walls. Just huge walls of concrete.

:D

I'd be okay with that. It would show an actual barrier then and a reason why it can't be crossed.

Scarab Sages Goblin Squad Member

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If it remains gauzy and shimmery, how about Pharasma's Veil for its name?

Goblin Squad Member

Ravenlute wrote:
Tyveil wrote:
They're using Unity, yes? In Unity it is not too difficult to add invisible barriers to terrain. Usually you build the terrain first, then start adding barriers. My guess is this is just a level of polish they haven't yet put into the game. Especially if landscape is still subject to change.
Invisible barriers piss me off to no end. I'd rather they adjust the terrain accordingly if need be than make it seem like we can go somewhere only to have an unseen wall prevent my movement.

The invisible walls would be where the cliff barriers already exist. They're just there to prevent somebody finding a secret jumping route that they're lucky enough to squeeze up. I think they make perfect sense. There's a 70 degree cliff in front of you. You're probably not meant to go up it.

Either that or they add a climbing skill to the game and use water barriers :)

Goblin Squad Member

Nihimon wrote:
Dakcenturi wrote:
I've also been under the impression they plan to add fall damage (probably much more likely after my mountain goating to get to blocked off places :P)
This may be obvious to some players, especially true mountain goats like Dario and Kitsune Aou, but the key to getting up difficult spots is rapid double-jumping. For some reason, I had trouble doing this with the space bar, but when I used my mouse (pressing left on the scroll-wheel) I was easily able to jump up past difficult passages.

In Gothic it was running along the cliff sideways and jumping allowing you to progress diagonally up otherwise impossible cliff faces.

Goblin Squad Member

KarlBob wrote:
...Pharasma's Veil...

Veil? You called?

Shadow Lodge Goblin Squad Member

I'd totally support the addition of the climb skill, and a jump spell (or for that matter the Fly spell). In a fantasy setting there should be no real terrain barriers to those willing to make the right investments.

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