I think that High dexterity should be required for the freerunning trait to work effectively. say, at least 11 for it to work all the time. kind of unbelievable for a toon with only 8 to be able to consistently vault fences without falling on his face.
Stumbling and falling should definitely be a bigger part of the game - mostly, like you said, when engaged in parkour maneuvers, but possible with low probability when traversing other kinds of terrain as well. (What kind of zombie game would it be if you couldn’t break a heel, after all? :P)
Emphasizing the parkour point, though: I know a martial artist who studied parkour at the same dojo. He said that, in his time, no-one got seriously injured in their martial arts training - every injury was during parkour practice.
[quote=“Packbat, post:2, topic:9042”]Stumbling and falling should definitely be a bigger part of the game - mostly, like you said, when engaged in parkour maneuvers, but possible with low probability when traversing other kinds of terrain as well. (What kind of zombie game would it be if you couldn’t break a heel, after all? :P)
Emphasizing the parkour point, though: I know a martial artist who studied parkour at the same dojo. He said that, in his time, no-one got seriously injured in their martial arts training - every injury was during parkour practice.[/quote]
Exactly.
I’ve studied martial arts off and on as I could afford it for almost 13 years now, and If I were a toon in C:DDA, I would probably have an unarmed of at least 4 or so, but only because of my striking power, size and my reflexes. that said, in normal life or when going through rough terrain, I’m clumsy as f***. I tried for a couple weeks to learn some basic parkour at random parks; going though playground equipment, vaulting stuff, etc, and several times I had to decide whether or not to go to the hospital. at the end of those 2 weeks I said to hell with it and never tried to kill myself with parkour again. I think it’s insanely cool, but heavy and clumsy don’t work together.
sorry, off topic, the point is, I don’t have high dexterity and I cant do parkour, so why can my toon who has low dexterity do parkour?
Pretty much because the trait system does not check for stats/skill/etc as prereqs. i2amroy may be able to add that in his infrastructure PR, but I’d rather hear his assessment before presuming anything.
That said, DDA stats are fairly broad, so a background in parkour needn’t be incompatible with low DX. Good running/climbing/jumping, crap at fine-motor tasks, mayhap?
KA101 flunked the vo-tech entry exam: he can’t assemble tiny bolt/screw combinations to spec
[quote=“KA101, post:4, topic:9042”]That said, DDA stats are fairly broad, so a background in parkour needn’t be incompatible with low DX. Good running/climbing/jumping, crap at fine-motor tasks, mayhap?
KA101 flunked the vo-tech entry exam: he can’t assemble tiny bolt/screw combinations to spec[/quote]
Essentially the agility vs dexterity thing.
jcd can do any number of high agility things like weaving around opponents in football or running crosscountry at high speeds, but still regularly creates havoc within the house by clumsily upturning glasses or damaging the walls plaster when moving heavy objects between rooms. once he managed to upturn a glass by trying to prevent another glass from upturning
Against.
The trait is most useful to those with low dexterity and becomes not-worth-it at high dexterity.
Plus, dexterity is already the very best stat.
I’d like to get the base part finished first and possibly pulled in (since it’s gonna be huge), but it should be relatively easy to do in a quick follow-up, PR, yeah.
Though we do start to run into a fair number of edge cases like: “What happens if you have the requisite skill and then you lose it?” Does the mutation go away? Does it just get suppressed? What about with stats? If you mutate a “semi-permanent” stat change that takes you out of the area to do something what happens then? Those would all need to be nailed down in the design process.
That said to address this particular situation (of crazy parkour with low dexterity), I’d say just give any of your crazy parkour moves a chance to fail based on your dexterity, with a fairly high success chance at 8 (since it’s totally possible for a normal person with enough training to complete moves regularly).
My thought was similar - it could be basically like fighting on rollerskates/rollerblades in that respect.
Edit: Also, encumbrance makes falling more likely - again, like roller[skates/blades].
You would also need to inform the player about it. Right now there some rather obscure situations about game mechanics and user input and I don’t think we need any more of them.
that said zombies should trip on flat ground randomly
They do stumble arround already.
unless you mean trip and fall .