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Is it something you want us to improve, or do you simply not like how it works?
I see what you mean now! If you're using keyboard and mouse, using CTRL for autorun can help in steering. But I would also advice to use the Waypoint system on the Map to see what path you can take if you're unsure how big jump you can make.
We will look into if we can have some kind of cooldown on the money penalty upon defeat, but for now you could use the "Explorer" difficulty so you don't lose money when you fall (you can change difficulty at any time in the Main Menu).
What I don't like is that it's too hard to tell the difference between a small drop and a deadly fall on the mini-map, and your visible range is too short when running at speed, so you can easily just go careening off a cliff while just trying to get from point A to point B without expecting to do any platforming.
Perhaps add some sort of edge highlight to the mini-map, to indicate where sharp/deadly drops are.
Yeah. I agree.
Yet here I am 15hr in still grinning while playing even though I have no clue what i'm doing most of the time.
I don't think I could play this without a controller due to the janky platforming.
With that being said, I have only played one other game where jumping was this difficult. And I gave up on it.
This has nothing to do with death penalty. I have no complaints about death penalty. I only have complaints about operational performance. Simply put, even if there is death penalty, the game will not let you die for no reason. It doesn’t matter at all, even if the death penalty is cancelled. , but the game makes you die constantly without complaint, which will make me no longer want to continue the game.
For now, the best tips overall for those interested is to use the most agile beasts to jump (Panteliz and Houndra are good examples), and that sprint-jumping takes you further over long jumps. Only humans can grab ledges so if it's more of a just high jump you can use human to run up the surface and grab the ledge. And placing Waypoints on the map can guide you to see where it's possible to jump.
I'm not sure how your climbing mechanic works, if there are climbable-edge hit boxes, you might want to make the hit boxes a tiny bit bigger.
If it's a more dynamic system, which I suspect it is, then the solution is harder to reach, as increasing tolerances could lead to more instances and exploits where players go where they are not supposed to. It'll take incremental fine-tuning and testing. Not just of the code, but of the map designs.
I don't expect instant fixes to these platforming issues, it's just something to be aware of to try to dial in just right as you proceed with further updates to the game. So far, they're tolerable quality of life issues.