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This is a great idea, hairy armour that let's you slide over the surface of water
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.
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.
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.
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.
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.
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.