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Zen, What do You'll have Against Functional Jumping?

Ethromelb14_ESO
Ethromelb14_ESO
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Zen, I'm not asking you'll to remove gravity from the game, or to allow us to jump over a cart, but for the love of Daedric Princes, raise the darn height of jumping in the game. You guys make all these cool environments and don't give made characters the proper means to traverse it. When standing idle it may seem like the jump animation is pretty impressive, but too often during a run, snagging a low wall becomes common and annoying. I'm running outside along some ruins and try to clear a very low wall (a little higher than a curb), and instead I end up gliding alongside it like I'm skateboarding.

My wife who's not a hardcore gamer but plays alongside me for fun, often needs to call for my help in the next room because her tall character can't get on to a ledge- i.e.- the blue flame room leading to Molag Bal and stopping the plane meld. I'm sorry, but making environmental designs like this, while granting character models very few surmounting options ... is just ... dumb.

Please, increase the height players can jump, already!
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  • Elsonso
    Elsonso
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    What makes skateboarding across surfaces while jumping more annoying is when the collision box and the model do not match up. We might think we are jumping up on something low to the ground only to be sliding across an invisible plane.

    While we are at it, if I could offer a related suggestion. Can we please auto-jump when we encounter rocks, fallen trees, etc, when we are running and stuck up against them? We are going to jump anyway, but it would just be easier, as a player, if we just jumped over them as part of the forward movement.
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  • Xendyn
    Xendyn
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    While we're at it, Get rid of that stupid, floaty-sliding thing. Hate that.
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  • Ethromelb14_ESO
    Ethromelb14_ESO
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    Xendyn wrote: »
    While we're at it, Get rid of that stupid, floaty-sliding thing. Hate that.

    Exactly! I'm thinking, we're almost two years in since "the end of beta", and still none of the animation or bug team has seen fit to fix this annoyance? Really?
    Motto: Make deceivers believers.

    Strength of character is not a physical thing. -E
    Walking a mile in someone else's shoes, has nothing to do with the path taken. -E

    An accusation of elitism, is an indirect recognition of one's own inferiority. -E

    The best way to prove someone wrong, is to do better yourself. -E

    I keep forgetting to remember to get a photographic memory.
  • bountyspiter
    bountyspiter
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    Imo, they should not increase the jump height. The jump height is perfect the way it is to fit the characters size and not feel "unnatural". What they should really do though is increase the number of place characters can jump to and from. Like you said, skateboarding on a small slope is not ideal. So make that slope "jumpable". So players can surpass the obstacle with 2 jumps if needed. or for example some roofs (if not all). Perfect example where I believe 90% of the game population has stuck is the tent outside the bank in Orsinium. you leave the bank, jump down towards the wayshrine or the crafting stations on top of that tent and there you have it...that weird sliding till you drop on the ground or get stuck on that echateres head.
  • Danikat
    Danikat
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    I think jumping would be fine if you didn't slide off almost every surface you land on as if it's made of ice.

    If I jumped and landed on an almost horizontal rock shelf in real life I'd stay pretty much where I was. In ESO I'd slide sideways and quite likely off of it in slow motion as if the gravity was suddenly lower.
    Edited by Danikat on March 12, 2016 8:52PM
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  • Waffennacht
    Waffennacht
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    Xendyn wrote: »
    While we're at it, Get rid of that stupid, floaty-sliding thing. Hate that.

    Why does it take 2 min to fall like 6 inches?
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  • Elsonso
    Elsonso
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    Xendyn wrote: »
    While we're at it, Get rid of that stupid, floaty-sliding thing. Hate that.

    Why does it take 2 min to fall like 6 inches?

    I might be mistaken, but in Thieves Guild, it seems that this has been changed. The molassas fall to the ground is still there, but I swear that it can be interrupted now after a second or so.
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  • goatlyonesub17_ESO
    goatlyonesub17_ESO
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    There's places where it looks like you can jump on to rocks because it's a low step up, but try it and you hit an invisible wall.

    I've been leading a troup called The Belkarth Acrobats, and we sometimes entertain by giving jumping and streak exhibitions, such as leaping around the Belkarth courtyard from lamppost to sign to fence to shop-tent-top to lamppost, never touching the ground. There's a way to get to the top of the sign in front of the Belkarth bank by using the nearby trees as a starting point.

    In Stormhold, Shadowfen, the routine involves getting on top of the pointy spike at the top of the lamp in the crafting area, then streaking from there to the sloped part of the broken wall, and climbing up the slope to the top, then streaking across the big tent to land atop a lamp post that you can't even see from the top of the broken wall.

    So I don't see any reason for Zenimax to make heroes out of everybody. You want to learn to jump, join The Belkarth Acrobats.
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  • Serenityx
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    I heard somewhere they changed the jumping mechanic so as to nerf your directional inputs while in the air. So inputs made off the ground move your character much less, making it difficult to change direction mid-air. I heard it was to stop players from abusing keep walls by jumping into the keeps before the wall was completely taken down.
  • Aelthwyn
    Aelthwyn
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    The spot that trips me up every time is that low stone wall between the davon’s watch wayshrine and the stables. Almost very time I’m running back to the wayshrine from that area by the stables I get hung up on that wall, sliding sideways along it instead of going over it. It usually takes 2 or 3 tries and using the one small bit of slightly raised grass by one of the posts. It doesn’t LOOK that impossible to get over (except maybe for my super short bosmer).

    I love exploring and ‘rock climbing’ in game, but there are a lot of places where I hit invisible walls, where I can’t see a reason for there to be one (I mean I get that they intend to make certain places enclosed or prevent you from going everywhere), and places where it clearly looks like I should be able to jump onto something but it insists I can’t get on top of it, even when I’ve jumped onto higher things elsewhere.
  • Mojmir
    Mojmir
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    Anything to slow us down so we play their tired development,it how they perceive they will catch up to 2016 development.
  • Recremen
    Recremen
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    This is easily the patch with the biggest potential for jumping, but also has some of the most frustrating jump problems. From collision issues to the slow-slide thing, to problems moving after jumping from a standstill, it's just very problematic!
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  • Thevampirenight
    Thevampirenight
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    I would like to see jump increased to be able to escape the water and get back in bridges and things like that thing is you have to climb to a point on shore now or forced to find a stairway leading out of the water and you should be able to jump out back on land I do want to be able to jump from roof to roof so get rid of the stupid sliding off building thing.
    I do want to have an acrobatics tree in order to improve athletics and acrobatics.
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  • Samadhi
    Samadhi
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    Jumping needs to be improved/fixed.
    Acrobatics and Climb would be nice.

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  • magnusthorek
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    Y'all know... More than having a functional jumping system I'd like to have what the subject indirectly asks: An official answer >.<
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  • milesrodneymcneely2_ESO
    milesrodneymcneely2_ESO
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    I miss Levitation from the Morrowind games.

    ZOS, could you compromise by giving us a little something when Spellcrafting finally becomes a thing?

    A Slowfall effect might be nice, and - in place of actual Levitation - what about a double jump?

    I dunno, I'm just spitballing here.
  • Elsonso
    Elsonso
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    I might be mistaken, but in Thieves Guild, it seems that this has been changed. The molassas fall to the ground is still there, but I swear that it can be interrupted now after a second or so.

    In fact, this is not the case. At least, not in general.

    The lack of a forward jump from standing simply makes access to low (knee high) areas more difficult, which is resulting in more cases where the molasses fall happens. There are probably cases where moving during the fall can break out of it, and now that this slow fall happens more often, this situation just happens more often.

    Hew's Bane has a ton of "knee high" places that are inaccessible. A lot of the rock formations are stacked table tops. We can jump up and our feet can actually clear the object, but if we cannot get forward motion, we just drop back, or slowly slide back, to the ground. The only way over these is a running leap.

    I do not recall it being this hard to do vertical climbing, so I assume this has changed in TG. This is possibly to prevent people from taking short cuts, due to the low table-like rock formations, or maybe even to keep people from climbing off the maps by eliminating access to formerly climbable areas.


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  • BlackEar
    BlackEar
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    Xendyn wrote: »
    While we're at it, Get rid of that stupid, floaty-sliding thing. Hate that.

    Exactly! I'm thinking, we're almost two years in since "the end of beta", and still none of the animation or bug team has seen fit to fix this annoyance? Really?

    On the contrary, it has gotten much worse with the latest patch. It rarely happened before now it happens all the time.
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