DW_WailofSuicide wrote:The point isn't about TempleRun per se, but on the general idea of whether allowing players to fall further with no damage alters how they navigate maps. Elevation changes are pretty frequently used in games to encourage players to take certain paths, but falling doesn't have much deterrence value if players can safely fall from pretty much any point of the map to another. I can think of plenty of scenes from other games that would be diminished if players in those games could routinely take 50ft falls with no ill effects. It does tend to make me unhappy when the solution to making a cool scene play out the way I want is "exaggerate everything by 4-8x to compensate for UT movement."Azmodan wrote:On TempleRun everything you don't kill on the way down you have to kill on the way back up or am I wrong about that? So in what way would that skip anything. Back when the flies downstairs gave exp ok, but now?
But in Argento could you not just make the walls higher so people can't jump over them, problem solved? it's not exactly taking away from the map, and there aren't really any maps on this server that have elevation changes encouraging players, this is called "UN"real for a reason lol :P