Personofsecrets wrote: »Seriously @ZOS_RichLambert , every single time that I do a little bit of exploring and jump around I get the slow fall bug.
Early in the games history it was tolerable and only happened on rare occasions.
Now this happens to me, in the open world, at every new place I visit.
You all thought it was funny to nerf run speed. You thought it was a fun game to nerf jump height.
Is the slow fall bug another version of helping the players have fun?
Enough is enough of this jarring anti-immersive issue.
^^^Slow Fall in Action^^^
Rohamad_Ali wrote: »Been stuck like this forever before .
Personofsecrets wrote: »Seriously @ZOS_RichLambert , every single time that I do a little bit of exploring and jump around I get the slow fall bug.
Early in the games history it was tolerable and only happened on rare occasions.
Now this happens to me, in the open world, at every new place I visit.
You all thought it was funny to nerf run speed. You thought it was a fun game to nerf jump height.
Is the slow fall bug another version of helping the players have fun?
Enough is enough of this jarring anti-immersive issue.
^^^Slow Fall in Action^^^
ManwithBeard9 wrote: »Isnt the new "Inverse Kinematic Sysem" supposed to help alleviate this?
WhitePawPrints wrote: »I've had it be responsible for many deaths, even in Cyrodil. It certainly can be improved upon, but it's not something I'm up in arms about.
Pre-1T (or was it Orsinium?) you were able to bump off those cliffs and weird-angle rocks etc. to jump at huge distances. Without hinting too much about something between exploiting and the server's inability to properly calculate your real position (client-vs-server), they came with this lazy solution to the issue instead and made you always get stuck like this.Personofsecrets wrote: »Maybe terrain is coded differently than a house roof.