I was differentiating between "navigating around" and "walking, etc. to get to a specific spot or to get a specific goal", which I see to be a more action like reason for walking, running, and jumping (perhaps slightly encouraged by how the game will already navigate you a little bit whenever you click to take some action [well, unless you happen to be exactly aligned for pulling the lever or pushing the footpedal, which I never am], even to the point of levitating up after falling [yeah, one time I clicked on the footpedal for the bucket in the Cleft - the avatar moved into position to push it, fell off the side of the walkway, and then popped back up to step on the footpedal]).Mac_Fife wrote:Your examples still seem to fall into the "walking, running, jumping" category to me, so I'm struggling to see how you're differentiating here .Gehn, lord of ages wrote:Falling when walking around places like the broken areas in Kadish Tolesa... ...Very difficult areas, like the Gahreeson pillar jumps or the Kadish journey door...
Hmm, perhaps have two modifiers. One would be for jumping. Surfaces which you might want to jump to would have a sort of invisible cone shaped barrier (one sided if possible) that would funnel your jumps onto the nearest piece of solid ground (in case you over or under jumped, or got the angle slightly wrong). The lower the skill level you chose, the larger the cones would be. Another would be for walking near the edges of cliffs and suchlike (or anywhere without railings or invisible boundaries keeping you from falling). This would include a flat barrier (parallel with the ground) that would extend over the sides of the solid ground so you could walk closer to the edge without falling in. Again, the lower the skill level you chose, the larger this barrier would be. Both would be off by default. Also, the descriptions of the options could perhaps be worded in a way that made it clear that they were just for assisting players on the physical challenges of the game.