Fall damage needs to be a Player Based Trait

At RTX they showed that by editing a player’s health or damage resistance in a player trait zone can be used to remove fall damage.

The problem with this is that it is impractical to incorporate a invincibility zone in a competitive multiplayer map. People would simply stand in the “landing zone” and refuse to leave it because of the advantages they receive in it.

Fall damage needs to be something we have the ability to turn on and off and needs to be incorporated in our player based zones for the best forging capabilities.

I completely agree.

I agree. Invulnerability zones to make up for fall damage is kind of silly.

As for your argument about invincibility zones, I’m sure you can also put a soft kill boundary there, that way people wont stay invincible for long, and I bet there’s several custom game types where invincibility would be useful in.

> As for your argument about invincibility zones, I’m sure you can also put a soft kill boundary there, that way people wont stay invincible for long, and I bet there’s several custom game types where invincibility would be useful in.

While invincibility will be useful in a multitude of game types it has no place in Competitive Multiplayer.

As to soft kill zones that is no solution at all. It would give players a full 10 seconds of invincibility not to mention that is completely dodging the problem with a non solving solution.

I vote yes. can I vote twice please?

This…

…Though depending on their flexibility, Gravity Volumes might solve the issue. If we can control the magnitude of gravity in addition to the direction, then GVs can be used to slow a person’s vertical momentum in areas where drops would deal fall damage.

Yes, in no way can anybody disagree with the option to turn off fall damage In customs. It wouldn’t be required, and even adds an extra lair in which one could do things such as:

  • Set Juggernaut to not have fall damage, allowing great jumps- Make zombies(or alpha zombies)have no fall damage- allow for skydiving maps and such- Allow trait zones to soften falls, without making someone invincible(which also allows for better use of man cannons in maps)- And overall providing forgers the option to use fall damage(or the lack of)in the design of their map.