Smalland: Survive the Wilds
Why is there fall damage?
You're the size of an ant. Falling hurts less the smaller you are, because your terminal velocity is slower and wind resistance is much higher. If humans were ant sized we'd be able to jump from the equivalent of a 10th floor window and limp away from it with minor injuries.

Why not use this as a game mechanic and make the game world more vertical? If you don't die from falls it could actually be MORE punishing since you could end up somewhere pitch dark, or hard to navigate out of. This could be a real opportunity to make Smalland stand apart from other games in the survival genre.
แก้ไขล่าสุดโดย Dirty Wizard; 2 เม.ย. 2023 @ 3: 03am
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กำลังแสดง 16-30 จาก 41 ความเห็น
โพสต์ดั้งเดิมโดย dr_fish:
But our armor could!

This is a great idea, hairy armour that let's you slide over the surface of water
I agree, should be fall damage but need to nerf it down a bit...
Probably there is fall damage as you can eventually get wings and glide safely down, no need for the wings if there isn’t fall damage
โพสต์ดั้งเดิมโดย Dirty Wizard:
โพสต์ดั้งเดิมโดย Lfod:
Honestly I wouldn't want the map to be more vertical, I'll take the fall damage over that. I'm already not a big fan of the map layout, I wouldn't want to encourage them to add more. If anything take out some of the clutter.

So, you want a game about magical insect sized pixie people to be exactly the same as every single other Early Access survival game?

I'm not a fan of the map layout so I was being sarcastic about the idea of them messing around with it and me end up not liking it even more.
โพสต์ดั้งเดิมโดย Padgey:
Probably there is fall damage as you can eventually get wings and glide safely down, no need for the wings if there isn’t fall damage

Then maybe the wings should allow you to fly a limited time based on your Stamina bar. No fall damage doesn't HAVE to mean reduced difficulty or reduced incentive to obtain flight.

It would be a shame if this game used the same conventional mechanics as all the other hundreds of survival games when they could make something unique and interesting, based around this unique and interesting setting.
แก้ไขล่าสุดโดย Dirty Wizard; 2 เม.ย. 2023 @ 9: 50pm
โพสต์ดั้งเดิมโดย Dirty Wizard:

It would be a shame if this game used the same conventional mechanics as all the other hundreds of survival games when they could make something unique and interesting, based around this unique and interesting setting.
Being able to jump down down everywhere and all the time would not improve the game. It would make it worse for multiple reasons and lots of the map design as well as progression wouldn´t make sense anymore either.
แก้ไขล่าสุดโดย Humpenstilzchen; 2 เม.ย. 2023 @ 10: 12pm
We're already given a lot of tools to use in the game to get around. The glider armor is awesome. Get the regal armor as soon as possible, and then eventually the ironwing armor.

And also, just going to throw this out. They've already mentioned the tamable wasp mount, and....

We already have hotair balloon ships in the game. Yes, they only take you up and down like an elevator in the big trees for right now. But the model is in the game. The assets exist.

We also have the NPC nok over in the graylands who's the smallfolk inventor. We just haven't seen her invent anything yet. She'd be the logical source of all kinds of gizmos later on. The game just launched 5 days ago. Give them some time to add more stuff. How about gliding armor with a turbo boost? a little steam rocket to blast you up, then you glide, and repeat.
แก้ไขล่าสุดโดย william_es; 2 เม.ย. 2023 @ 10: 30pm
โพสต์ดั้งเดิมโดย DTGaming_Youtube:
โพสต์ดั้งเดิมโดย Dirty Wizard:
It's got nothing to do with carapace or toughness, it's completely about surface area and gravity.

You can drop a squishy caterpillar or maggot from like 3m high and it will be unhurt. The smaller you are, the less gravity can hurt you. That's physics. It makes no sense for our pixie character to be damaged by falling.

Instead of ignoring this, the devs should use ig and think of ways to incorporate lack of fall damage into the game to make it fun and unique

That's not the case. Cause look at Tarantulas for a moment. If they drop from say 3 feet high, they risk of rupturing their abdomens. Same with some other insects. Fall damage is in the game for a reason cause you can't just be invincible completely and I see nothing wrong with it. It just makes you be extra careful.


A tarantula's exoskeleton is basically the same as an egg - a relatively heavy creature with a fragile shell. The characters in this game are not that. Almost any other spider can survive a fall from nearly any distance and so can most insects. You just chose an outlier. It's about physics.

The characters are very much mammals and even smaller and therefore more impacted by wind resistance or, if you care to learn about it, acceleration. The real reason that there is fall damage is the same reason that you can attack these insects with tiny weapons. This is not a realistic game. If it were, the weapons would be massively ineffective, the wasps would be the least of your concerns because thousands of different mites would have already eaten you and your character would be constantly buoyed and battered by the slightest breeze.
At first I didn't like the fall damage. But the more I play the more it feels fair. It really drove me to get my wings. Now instead of falling I glide. It's so nice.
There's already an option to reduce fall damage by 50%. If that's not enough, there's already a trainer out for the game that can completely disable it.
TBH there should be options to tweak every single element of the game to the user's preference. I'd play with zero fall damage, 3x the amount of enemies, and 200% incoming damage
โพสต์ดั้งเดิมโดย Dirty Wizard:
โพสต์ดั้งเดิมโดย dr_fish:
But our armor could!

This is a great idea, hairy armour that let's you slide over the surface of water
+1 Love it... I think they should lean hard into different armors giving different insect abilities. That would be pretty awesome!
โพสต์ดั้งเดิมโดย forcecomdr:
Not to mention making water have all those dif properties would probably be a nightmare to code.
It would be cool though, you can walk across it, but running, falling or getting hit on it makes you sink and die.

As far as falling. I'm ok with there being fall damage, it forces you to be careful while running around in trees.
I do think it should be toned down a little though, it seems very punitive for a game that wants you to explore vertically.

This might be implemented fairly easily, but I'm not sure on the networking side, so don't quote me on this. In Unreal Engine you could always query the players velocity and use a boolean. If they'd exceed a certain amount you'd change it. You could have the water surface behave either as a solid or something you could pass through (like normal water with high buoyancy). To simulate the surface tension of the water the devs could use a DistanceFieldGradient node inside of the shader or do some basic raymarching.
โพสต์ดั้งเดิมโดย Dirty Wizard:
You're the size of an ant. Falling hurts less the smaller you are, because your terminal velocity is slower and wind resistance is much higher. If humans were ant sized we'd be able to jump from the equivalent of a 10th floor window and limp away from it with minor injuries.

Why not use this as a game mechanic and make the game world more vertical? If you don't die from falls it could actually be MORE punishing since you could end up somewhere pitch dark, or hard to navigate out of. This could be a real opportunity to make Smalland stand apart from other games in the survival genre.
Well lucky for you they added a fall damage slider so you can cut fall damage by 50% if you want to. Next.
โพสต์ดั้งเดิมโดย Dirty Wizard:
TBH there should be options to tweak every single element of the game to the user's preference. I'd play with zero fall damage, 3x the amount of enemies, and 200% incoming damage

The problem for any developer and especially the ones creating building/survival games is that more often than not players don't actually know what they actually want or need in a game.

I myself more often than not used to use settings to make the game a bit easier for myself. But in doing so the challenge level was so low that I felt like powning the enemy for a couple of hours and then fairly quickly lost interest. This doesn't hold up for everyone of course and nowadays I try to up the settings to make it a better challenge for myself.

I wish having 10-100 different settings in these kinds of games wasn't the norm. It makes it so most people feel like they're supposed to have it available. Instead we should have a difficulty slider and the least amount of options. I think most people reading this feel like it's needed and won't agree with me, but it's also just my personal opinion.

If the devs read this and agree with me please keep the settings to a minimum in the base game and maybe make something akin to dlc or a mod that will enable all of the settings possible to imagine. So it's still available to the people who really want it.
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