7 Days to Die

7 Days to Die

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Stormfox 2019년 11월 30일 오전 9시 12분
Parkour 5 and bumping into ceilings
With the last level in parkour, you can jump another extra block high. That is fun to do, but comes with a hugle QOL problem: You start always bumping into ceilings, crashing down into holes you could previously easily jump over.

I suggest either giving a jump width instead of height bonus on this level or making some kind of "hold key" or "double jump" special to activate the really high jump.


While we are at it, some way to just respec a single skill point (or a small number) for cheap would be nice for these exact circumstances. Having to re-do all my skills from start because I want to get rid of that level for now is a major hassle.
Stormfox 님이 마지막으로 수정; 2019년 11월 30일 오전 9시 13분
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Erudito 2019년 11월 30일 오전 9시 39분 
Agreed
Sir Duckyweather 2019년 11월 30일 오전 9시 44분 
Yeah, it's funny how if you're not careful you actually gain less horizontal jumping distance when indoors because you hit your head on the ceiling and plummet before reaching the ledge. I always thought it'd be cool if late level Parkour added a wall jump ability to make a second, shorter jump if used adjacent to a wall.

Stormfox님이 먼저 게시:
While we are at it, some way to just respec a single skill point (or a small number) for cheap would be nice for these exact circumstances. Having to re-do all my skills from start because I want to get rid of that level for now is a major hassle.
I wouldn't be opposed to a smaller dosage of the elixir that resets a smaller set number (between 1 and 5) of skill points for, say, $10,000. Of course, I'm glad we even got the ability to legitimately reset at all recently. Things added to the game not long ago are more likely to be refined over time so it's possible we'll see some adjustments down the line.
JimmyIowa 2019년 11월 30일 오전 9시 58분 
Agree (though I strongly disagree with the solution of taking away the high jump). I always take parkour because it it both useful and great fun for variety of movement. But it does come with that annoying disadvantage. Trying to jump over a small obstacle with a lower than 3 high ceiling becomes silly.

I would propose making crouch-jump equal to normal jump, for those with parkour skill. And leave the current jump as is. This would have the additional benefit of also allowing a stealthy normal (1m) jump for those with both stealth and parkour.
JimmyIowa 님이 마지막으로 수정; 2019년 11월 30일 오전 10시 01분
Stormfox 2019년 11월 30일 오전 10시 34분 
Or, even simpler, parkour 5 gives full (enhanced) jump height in stealth mode. That is useful in itself since you are likely to be stealthing a lot if you invested in this attribute, and stealthed a lot of obstacles are a bit annoying and force you to unstealth for a single jump.
Stormfox 님이 마지막으로 수정; 2019년 11월 30일 오전 10시 34분
JimmyIowa 2019년 11월 30일 오전 10시 54분 
Stormfox님이 먼저 게시:
Or, even simpler, parkour 5 gives full (enhanced) jump height in stealth mode.

Normal walking isn't stealthed by stealth abilities. I really don't see why normal jumping would be. :)

I strongly prefer the crouch-jump I suggested, and not get carried away.
JimmyIowa 님이 마지막으로 수정; 2019년 11월 30일 오전 10시 57분
Damnion 2019년 11월 30일 오전 11시 44분 
They could leave the jump as normal but if the block you jump into doesn't have a block on top of it you can pull yourself up. Like catching a ledge in any parkour game.
oohbetty 2019년 11월 30일 오후 1시 14분 
JimmyIowa님이 먼저 게시:
Agree (though I strongly disagree with the solution of taking away the high jump). I always take parkour because it it both useful and great fun for variety of movement. But it does come with that annoying disadvantage. Trying to jump over a small obstacle with a lower than 3 high ceiling becomes silly.

I would propose making crouch-jump equal to normal jump, for those with parkour skill. And leave the current jump as is. This would have the additional benefit of also allowing a stealthy normal (1m) jump for those with both stealth and parkour.

nice idea, doesn't seem to help with the hitting head on ceiling and bouncing down into the hole on horizontal jumps tho.
JimmyIowa 2019년 11월 30일 오후 1시 33분 
oohbetty님이 먼저 게시:
nice idea, doesn't seem to help with the hitting head on ceiling and bouncing down into the hole on horizontal jumps tho.

And it shouldn't. With horizontal running jumps you pretty much have to arc upward. That's the whole idea of getting airtime. The higher you arc, the further you travel. Unless you envision just sort of hovering across the hole in a straight line at floor level? :D I don't think even parkour should allow for that, lol.
JimmyIowa 님이 마지막으로 수정; 2019년 11월 30일 오후 1시 34분
JCD 2019년 11월 30일 오후 2시 38분 
JimmyIowa님이 먼저 게시:
Agree (though I strongly disagree with the solution of taking away the high jump). I always take parkour because it it both useful and great fun for variety of movement. But it does come with that annoying disadvantage. Trying to jump over a small obstacle with a lower than 3 high ceiling becomes silly.

I would propose making crouch-jump equal to normal jump, for those with parkour skill. And leave the current jump as is. This would have the additional benefit of also allowing a stealthy normal (1m) jump for those with both stealth and parkour.

Great idea JimmyIowa, the dev's should implement it asap.
Erudito 2019년 12월 1일 오전 8시 32분 
IMHO the best solution would be to add some kind of system for game to understand how much distance player has to ceiling, and adjusting the jumping height to it. Just remove the ability to "hit" our heads, let us just "keep flying" into the block, so to speak
CellNav 2019년 12월 1일 오전 9시 26분 
JimmyIowa님이 먼저 게시:
I would propose making crouch-jump equal to normal jump, for those with parkour skill. And leave the current jump as is. This would have the additional benefit of also allowing a stealthy normal (1m) jump for those with both stealth and parkour.

There's a book for that ... Urban Combat #4

EDIT: Need Shadow Ninja for sneak speed with a mobility of 100% to be able to sneak jump at Parkour 5 without bumping the head (as often). Tap the jump button, don't hold it down too.
CellNav 님이 마지막으로 수정; 2019년 12월 1일 오전 9시 55분
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