I think maybe Fall hazards should be added to the clockworks. It add a nice challenge to the levels, and if you fall over the edge you fall down becoming really tiny, then you reappear at a specific return location, or where you fell off. I think it be kinda fun, and useful.
Over the edge!
I can see accidental deaths happening a lot more, especially if a player suffers from lag spikes or gets pushed off by an enemy with huge knockback, like a Trojan or a Lumber.
But more than anything, I wouldn't want to be able to clear a room of monsters by simply suiciding and they follow me afterwards. Not only that, but when/if they die falling off the edge of the map, what'll happen to their drops? And I think the areas outside of the floor we're supposed to be on are still solid ground (Burrowing Wolvers have proved that many times) so those areas would probably have to be reworked in some way.
Actually I think it'd be useful if Trojans could push you off the edge, if you don't respawn exactly where you fell anyway. It would prevent the bug when the Trojans corner you and you can't move.
Although I don't think enemies should be able to fall off, lol. Someone will go in with Nitronome and weee all enemies fall.
~Sev
If we merely respawned then it wouldn't be a Fall "Hazard", it'd just be a minor nuisence
I was under the impression that we died when we fell, not just respawned
Maybe if we had a minigame where you have no weapons to use, maybe still allowing shields, where you have to hide.
Which reminds me of something.
I was under the impression we respawned like, in the center of the platform we fell from, losing pips based on the Tier. Like Tier 1 loses 2 pips, Tier 2 5 pips, Tier 3 8 pips or something.
~Sev
What if the default spot is occupied.
Refer to this bug:
http://forums.spiralknights.com/es/node/65358
It would have to be a dynamic variable then, which would make more sense anyways. Something like spawn at X point and if X is occupied shift coordinates to another X point, if that is occupied continue the process until X is found unoccupied.
But, I'm not sure how possible that is. The game would have to track where the enemies are on the plane, and when they move. I'd assume this functionality is not in the game already, and would take some measure of work to get such a thing in there.
~Sev
I'm glad this is receiving good feedback. So In a nutshell, We have determined its practical and fun use. However, like a couple of you have said, its most likely not built in the game. So coding it would take some complex work. BUT, if it was implemented, it might make the game a bit more challenging and useful, given of course, that the lag spikes and disconnections don't get to you.
Just to clarify; what'll actually happen when a Knight falls off? Will they receive Tier-based damage like Spike traps or will they receive an insta-death when they respawn?
Oh, and is there a respawn timer?
*shrug* We have enough hazards already without worrying about taking half a step too far and walking off the edge, or latency issues causing suicides.
Besides, logically it makes no sense. Falling off the edge should either kill you outright or send you to the next floor. Dead.
Pits just don't really complement the theme of the game. Considering the whole point is to make your way down to the next floor while fighting mobs on rather vertically thin platforms, if you fell, you'd think you'd die the true death or just land on the next level.
Reality-mongering aside, this idea won't really work anyway because as Zenihd said, the area off the edges of the map is just invisible ground. The map is a plane with stuff on it.
Also, GMs like to use that normally unwalkable space when someone is stuck or something. Though it would be fun to see a GM fall off the edge.
~Sev
jus create an animation where you fell, you would see you knight falling, then reappear from the sky falling close to the edge from whence he fell. it be very similar to pokemon when you see the mini character falling down a hole or jumping off a cliff.
by the way why dont we have mini puzzels similar to pokemon, like pushing boulders to a level where it would open a door, or hitting a block like wall so we can find some extra crown treasure trove behind it. even having a gun stationed someplace from some lost gremlin tech and we could interact with it and go in first person view where we would shoot huge flying monsters that drop bombs on you (the monsters are unreachable without the lost gremlin tech).
jus create an animation where you fell, you would see you knight falling, then reappear from the sky falling close to the edge from whence he fell. it be very similar to pokemon when you see the mini character falling down a hole or jumping off a cliff.
But...why? There's absolutely no need for that, it completely doesn't fit with the game. "Why not?" simply isn't a good enough reason to implement an entirely new and bad feature into a game.
jus create an animation where you fell, you would see you knight falling, then reappear from the sky falling close to the edge from whence he fell. it be very similar to pokemon when you see the mini character falling down a hole or jumping off a cliff.
But...why? There's absolutely no need for that, it completely doesn't fit with the game. "Why not?" simply isn't a good enough reason to implement an entirely new and bad feature into a game.
double post lol. well if you can come with a reason why i would agree, but i dont see a reason why not? just doesnt fit into the game is nto a good reason why not. do jelly cubes fit into the game, do advance tech gremlins who uses axes fit into the game, well you tell me.
"it doesn't fit into the theme of the game" is the reason why not. If that notion is beyond you, then there's no point even discussing this with you.
The game already has an algorithm for finding a different spawn-point should the current one already be occupied. Try standing somewhere in an arena where you know a turret will spawn.
I feel like the trap is too nice, really. You're invincible for a chunk of time before you take damage (the fall animation), then you're presumably invincible after you respawn. Other traps are a lot more brutal than that, usually inflicting some kind of status on you while they're at it.
Depends on how enemies react. I dont want to see people suiciding and a bunch of monster blindly jumping behind them.