This is fall seems way too punishing for the percieved height

I’ll be honest, I was pretty pissed. Never seemed like that height was going to be deadly.

Yea, fall dmg is quite harsh right now for how vertical the world is. Especially since the area is often super limited and confined. I am more afraid from falling than from enemies tbh. :wink:

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eventually, you will learn to be more careful :wink:

After A LOT of frustrating deaths on these ramps, I am getting to the state where I enjoy the risky speed-run/jumping through this room :smiley:

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this is not really helpful

the topic is that the percieved height is not scaling well with the damage, not that it is too difficult

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I disagree with your assessment :slight_smile:

I was pretty pissed by quite a few gameplay things and yet still managed to overcome that by more practice and accepting the how the game is designed. The fall dmg is still annoying, especially when I jump out of cliff because I am locked to some mob away from screen…

so, I stick to my comment “you will eventually learn to be more careful”. I didn’t talk about difficulty.

I agree that right now death from falling is number 1 cause of eraly crucible end.

However I would say that there is planty high. Several times the hight of the character. If it was real life i would not jump from that high.

What they really need to do is edge detection when using runes so the character dont go over the edge when using a rune.
Good news one of the devs commented they are working on it.

Again, this is not about difficulty. It is about how a player can estimate if a jump is deadly or not. In this particular case you have no dmg at all for 1 stories, and death for 2. That is quite some difference for something that does not look that different.

Yes that would help, but i still think fall dmg should be scaled a little less harsh.
Maybe only for light armor, as that would give a reason to have light armor and would even be realistic.

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It’s subjective though. I think it was appropriate. The game was top down, so height difference would be less noticeable. You have to be more careful and judge how high it is based on how much you travel vertically. From the ground floor, it’s really noticable that the second bridge is very high.

Fall damage is fine, i have survived those falls at full health, i guess you just need more health, pump that above 100 and you should survive those, 30 health should do the trick.
With people dying a lot of fall damage it opens the option for the devs to insert some kind of mechanic to mitigate that, it adds to the complexity of the game, they could add a ring of feather fall or something like that, would be neat to jump from anywhere and live.

ah that might be the thing…

imho fall dmg should not be fixed n*height dmg
but scale with max health

if not even scale inversely with health

you know, a bodybuilder with 150 kg will likely be hurt much more from a fall of 3m compared to a 30 kg child

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Btw while we are talking about this level…
Maybe calm down with the light a little :wink:

We should all know from physics class fall speed has nothing to do with weight. In vacume both light and heavy object hit the floor at same speed.

I rather have a formula where fall damage is a percentage of max helth depending on fall distance and the dev can play with it to find what fill apropriet and also have some item enchant that can modify it.

Well, your health was less than 75%, performing a forward flip off a ledge two stories high onto cold, hard stone tiling.
Yeah, death should happen.

This is correct, but force, momentum and energy though…

I really don’t agree, that fall does not look that bad, like it should take 2/3rd of the HP I had at the time at worst.

To be fair, you went up two flights of stairs. You should expect to be heavily damaged then. However I believe you can survive that one with a little more HP. The fall from where the red chest is though, hits very hard.

@TheGantrithor Yeah like I said above, 2/3rd of the health I had maybe but not all of it. Fall damage should be in percent of max hp and that seems like way too high of a percent for a fall that is not that high up regardless of the number of stairs I went up.

I guess I just think fall damage should be lowered a little in general but I also understand that the devs might not want you to survive falls in areas that would let you land into places you shouldn’t be at yet, then they also want fall damage to be uniform across the rest of the game.

But also I’m just salty. Lol.

@Velocirock Issue with percentage-based fall damage is, that if it’s a percentage of your current HP, then it’s easy to cheese. Because if you have 1/3rd of your HP left, and a monster knocks you back and off an edge, you’ll survive the fall. Which you really shouldn’t.

And if it’s based on your Max HP, then people who invest in Health stat, kinda get jooked for fairness when they’ve invested in it. ie. I have 300HP and have the exact same survival from a fall as a person with 50 HP.

Obviously not current, but maximum health, otherwise that would be indeed pretty weird :slight_smile:

Addon: The second thing… You will get hurt from a fall of 3 m just the same as someone half your weight… if not even more!

Potential energy = m * g * h

I say again, fine death, no problem here, just tell us how much did you invest on the health stat. I have survived that fall with 30, one fall that i have not survived is the one from the top of that tree in the birch forest area, that one is a lot higher than this one though.