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Fall damage needs to be reworked

Discussion in 'Starbound Discussion' started by Zisi, Dec 9, 2013.

  1. Zisi

    Zisi Phantasmal Quasar

    Right now, the best I can tell is that fall damage increases based on length of time "falling", where the start of falling is defined by the point at which you pass a certain speed. There also seems to be a range in which you will be reduced to 1hp rather than being killed. Gameplay wise this is really confusing, and it's hard to know how much damage you will take at any given time. The best example of this is when using the gravity bubble, you can trigger a "fall" and then slow down, but still take massive damage when you land.

    Instead, fall damage should work the way it does in most any other game (and more or less in real life). It should scale linearly with momentum. It's nice and predictable, and easy to implement.
     
    Hinata and RetroNutcase like this.
  2. RetroNutcase

    RetroNutcase Void-Bound Voyager

    This. Falling, breaking my fall with gravity bubble, lightly touching the ground and still taking 100 damage is just...Silly.
     
  3. Cloudy Mind

    Cloudy Mind Aquatic Astronaut

    You can jump to heights that are like 3 times your character's height without even using the double jump boost thingy, and yet you nearly die just from landing from a slightly higher point than what your actual jumping abilities allow you to reach. That's kinda like being able to take big steps, but splitting in two and dying if the distance that you walk with your one step is slightly bigger than what you can normally do. You'd just get a cramp, not lose your legs.

    Applying logic to video games. Yup... I just did that. :p
     
    Wizrar likes this.
  4. Zisi

    Zisi Phantasmal Quasar

    Having fall damage is fine, it just needs to be implemented in a way that feels more predictable.
     

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