Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
by the time your skill increase to the level that you take damage from jumping you should have food (ideally in all 3 slots). which among other things like increasing health pool gives you regeneration.
also..random fact: falling damage is capped at 100. you can't die if you have 101hp or more. (unless there are also other sources of damage like fire\poison or enemies
When you just want explore with 3 stamina foods ( because one think that only gonna run and jump ) and your hp gets low first that your stamina lol ( because some stamina foods just give 1 hp regen lol )
never died to falling damage though. XD
If you're on level ground and actually take damage from a standing jump when landing, I would consider that a bit of an oversight and something the developers should look in to fixing.
As a mad man who literally runs and jumps around everywhere, I'd rather not accidentally die from simple exploration, or when scoping out land for a new base. (Though I am typically well-fed with H/H/S foods at all times.)
But I can totally understand fall damage; falling from a cliff should obviously have consequences. Based on the game Engine, though, it might be fairly difficult programming-wise to differentiate a user-initiated jump from a fall, or knockback from an enemy that pushes you off of something.
Regardless.. this is an interesting find.
I have jump skill 100. There is no fall damage from jumping on level ground. However, you do need to be more aware when jumping off a rock or something of a higher height. Either way, we're talking about maybe 7 - 8 damage.
If you're dying from jump skill, then you need to be smarter. Further, if you are dying from jump skill, then you lose 5% of the skill and I find it hard to believe this is something that is continually killing someone as getting back about 5 levels of jump skill takes time.
Ah, well that's good to know then.
I understand jumping from something of a higher height might cause you to take some damage, but was under the assumption OP meant from level ground.
Personally, I only really take fall damage when I'm diving off of my base walls while trying to be quick about things, hah.
I can hunt and kill demi-gods, but a 2 foot ledge is my nemesis somehow.
Now, eating good foods will help minimize the damage, but sometimes life happens. :/
Just died from rooftop fall when I had eaten 3 foods. Granted I had only 50 life cause inside my base I go more for stamina in case I cut wood at night, or sneak just to level sneak.
Another point about rooftops. The higher your jump skill, the further you jump. So when you had to hold key longer to make the right length jump, all the sudden same time holding key equals jumping off roof, where before it was a small hop off ladder (climbing to get trhough hole in roof to stand on it for some tweaking).
So its so easy to over estimate small jumps on roofs as you progress. Now if the penalty wasn't losing basically 2 skill points in every single skill at my current skill levels. Then no biggie.
I have my tallest build ever. Do I really have to go around the outside and place roof panels facing the wrong one, like awnings. This would break my fall to half damage perhaps if placed halfway down. But they would break realism.
To sum all this up. Would be nice if the length/height you jumped isn't change unless you held the jump key for at least 1/2 a second. Instant taps shouldn't propel you into low orbit. Failing this, then reduce fall damage by 50%.