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Fall Damage

Discussion in 'Starbound Discussion' started by XxDevilxXGT, Dec 10, 2013.

  1. XxDevilxXGT

    XxDevilxXGT Subatomic Cosmonaut

    People are probably going to be split on this (maybe), but I think that fall damage is actually pretty annoying now and needs to be toned down. Sometimes fall damage isn't an issue at all but eventually you run into those pits or cliffs. Or even a 20 block height difference pretty often. I enjoy the momentum I get when I breeze through the land, but this fall damage is like a bonerkill haha.
    You take 1 health of damage for just falling around 20 blocks (which increases a lot after that), which might seem like a good balance but that adds up pretty fast, so now I need to take my time with every slightly long fall >.<
     
  2. rekkless

    rekkless Starship Captain

    I think there are some issues with it, like taking damage after pulse jump of a small ledge etc...
     
  3. Zulgaines

    Zulgaines Scruffy Nerf-Herder

    Before fall damage was pretty binary, you either took almost no damage or suddenly broke every bone in your body.

    Now they've scaled it, but I think there needs to be more leeway because I'm sick of taking constant damage just jumping across the landscape.
     
    Blue Hair, Serenity and rekkless like this.
  4. ForceablePlace

    ForceablePlace Phantasmal Quasar

    Take 50-100 Bandages with you at all times, there REALLY easy to make now, there only 1 Plant fibre for 1 bandage, and those huge "Plant" trees drop about 10-20, lol and you can EASILY get over 100 in no time, even vines and some crops drop Plant Fibre, even chests sometimes have it lol, so you will always end up with some, and having even 50 lasts you a while, and they heal about 3 bars, after a second or two, since they add a "Regen" effect to you, not instantly heal you, they REALLY help me with travels, fall damage, mobs, nothing can stop me! lol
     
  5. Zulgaines

    Zulgaines Scruffy Nerf-Herder

    The ol' immortal mummy strategy.
     
  6. Hazmat

    Hazmat Weight of the Sky

    Definitely not 1 fibre/bandaid or else I'd have 60 of them. 4:1 ratio amigo.
     
  7. Unwerth

    Unwerth Void-Bound Voyager

    Fall damage is definitely too fiddly for my taste.
     
  8. jintonic

    jintonic Space Hobo

    agree

    i found rocket jump just now , use it > land > dead:rock:
    i guess its April joke of game developer , but we have winter now :whaaat:
     
  9. Justanzo

    Justanzo Cosmic Narwhal

    I have to agree. It seems really excessive now given the amount of traversing I do. I don't want to have to carry a ton of bandages just to make up for the amount of health I lose from falling. It should get toned down a bit.
     
  10. rekkless

    rekkless Starship Captain

    Yeah I think they are using your initial co-od on take off without considering techs at all. Needs some kind of fix.
     
  11. Zulgaines

    Zulgaines Scruffy Nerf-Herder

    Boots should come with a fall damage reduction stat.
     
  12. rekkless

    rekkless Starship Captain

    Or be built into Techs like pulse jump.
     
  13. Sowaka

    Sowaka Phantasmal Quasar

    I think we should all start with a tech that reduces fall damage by 75%. You'll still learn what distances damage you but it'll be lessened, and you'll also learn about tech.
     
  14. Symphony

    Symphony Giant Laser Beams

    Fall damage is ridiculous, agreed. It needs to do less, or scale better. Some small heights are instantly fatal, where one that looks the same might do nothing at all.
     
  15. krylo

    krylo Hard-To-Destroy Reptile

    Yeah the distance for minimum fall damage could definitely use an increase.

    I like that it's scaled now, but I feel they could really bring the bottom end up a few more blocks. Taking damage constantly when exploring from what seem like small drops is pretty annoying.
     
  16. rekkless

    rekkless Starship Captain

    Lol, I'm waiting to see if the implement gravity differences. Can we say 3-block fall deaths?
     
  17. jintonic

    jintonic Space Hobo

    having another tech for damage reduction is absurd , u can use only 1 out of 4 tech
    going to inventory mouse pointing to change the tech while in the mid air.... show me that if u have the ballz to do that , only real pros can do that

    here is example
     
  18. krylo

    krylo Hard-To-Destroy Reptile

    I actually really hope they do that, and have it affect jump height, arrow arcing, maybe even gun range. It'd be pretty fantastic, and make different worlds feel more different.
     
  19. Kyrosiris

    Kyrosiris Scruffy Nerf-Herder

    It is actually based on total air-time, not any sort of vertical differential. This is why you can get knocked for a long horizontal distance but descend only a few blocks in height and still die.

    (Fall damage is a stupid anachronism that needs to go, but hey.)
     
    x2madda likes this.
  20. x2madda

    x2madda Space Spelunker

    I agree so much with this. I expect people to give reasons why fall damage needs to stay and say i am wrong but fall damage only effects the player not monsters and what "fun" does it add? Who here jumps around, hurting their character and finds that to be entertaining? Oh but hellevators you say, you can still build those with enough wooden planks anyway so it doesn't stop that. Even Terraria which has fall damage has many ways to prevent it or remove it entirely.

    Even more annoying is the cheap shots that happen as a result of fall damage. Everyone has had this at least once right? Jumping up a steep cliff like hill then SUDDENLY monster appears! It has some kind of charge attack or hits you so hard you go careening backwards either killing you outright or leaving you with so little health that even as you do mash the bandage button, it comes flying at you all piss & vinegar and finishes the job.:mad:
     

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