Werewolf fall damage #4596

Closed
opened 2023-05-25 08:32:40 +00:00 by sixer · 16 comments

Werewolves are faster, stronger, jump higher ... but suffer from same fall damage as humans.

When werewolf jumps, he jumps so high that he takes fall damage when landing on same spot (or on spot of same height).

I think the fall damage should be slightly reduced for werewolves, at least to the point that werewolf does not take damage when jumping up and down on the spot

Werewolves are supposed to be tougher than humans, so I guess that could include fall damage as well.

Werewolves are faster, stronger, jump higher ... but suffer from same fall damage as humans. When werewolf jumps, he jumps so high that he takes fall damage when landing on same spot (or on spot of same height). I think the fall damage should be slightly reduced for werewolves, at least to the point that werewolf does not take damage when jumping up and down on the spot Werewolves are supposed to be tougher than humans, so I guess that could include fall damage as well.
AliasAlreadyTaken added the
1. kind/enhancement
label 2023-05-25 11:17:36 +00:00

So what would be the disadvantage of being a werewolf then?

So what would be the disadvantage of being a werewolf then?
Author

the dietary requirements - hunting animals is harder than just farming carrots, and the implied big disadvantage of being unable to heal at any moment instantly by eating golden apples

the dietary requirements - hunting animals is harder than just farming carrots, and the implied big disadvantage of being unable to heal at any moment instantly by eating golden apples
flux added the
5. result/duplicate
label 2023-05-25 15:28:19 +00:00
flux removed the
5. result/duplicate
label 2023-05-25 15:46:43 +00:00
Member

the main discussion about werewolf balancing is at your-land/administration#135, which i'm aware most people can't see.

summarizing the important points that are still relevant:

some other ideas about balancing, without issues:

  • werewolves should be color blind (https://github.com/minetest/minetest/pull/13075)
  • players should only become a werewolf on "the full moon" (using astral), and only when they can see the sky.
  • a werewolf shouldn't be able to wear armor, but should have a natural defensive buff.
  • a werewolf shouldn't be able to use tools, but should have a natural offensive buff.
  • a werewolf shouldn't be able to cast magic spells.
  • a werewolf should have night-vision
the main discussion about werewolf balancing is at https://gitea.your-land.de/your-land/administration/issues/135, which i'm aware most people can't see. summarizing the important points that are still relevant: * [#1672: werewolves should be able to eat cooked meat, though it shouldn't be as good for them](https://gitea.your-land.de/your-land/bugtracker/issues/1672) * [#1797: stamina consumption should be proportional to speed](https://gitea.your-land.de/your-land/bugtracker/issues/1797) note that the new mechanics discussed in #4132 are meant to address these two issues, as well as a slew of other non-werewolf things. some other ideas about balancing, without issues: * werewolves should be color blind (https://github.com/minetest/minetest/pull/13075) * players should only become a werewolf on "the full moon" (using astral), and only when they can see the sky. * a werewolf shouldn't be able to wear armor, but should have a natural defensive buff. * a werewolf shouldn't be able to use tools, but should have a natural offensive buff. * a werewolf shouldn't be able to cast magic spells. * a werewolf should have night-vision
Member

wait, what am i thinking. i forgot i made a mod to adjust the player_physics monoids to make it so that werewolves aren't able to jump so high that the fall hurts them: https://github.com/fluxionary/minetest-limit_physics_monoids

can we put that on the test server so that people can try it out? if the defaults aren't acceptable, it's got a fair amount of configurability.

wait, what am i thinking. i forgot i made a mod to adjust the player_physics monoids to make it so that werewolves aren't able to jump so high that the fall hurts them: https://github.com/fluxionary/minetest-limit_physics_monoids can we put that on the test server so that people can try it out? if the defaults aren't acceptable, it's got a fair amount of configurability.

can we put that on the test server

done, the mod is now on the testserver

> can we put that on the test server done, the mod is now on the testserver
Member

can we put that on the test server

done, the mod is now on the testserver

what was the evaluation of this?

> > can we put that on the test server > > done, the mod is now on the testserver what was the evaluation of this?

can we put that on the test server

done, the mod is now on the testserver

what was the evaluation of this?

I don't rmember, I put up that mod on the testserver again

> > > can we put that on the test server > > > > done, the mod is now on the testserver > > what was the evaluation of this? I don't rmember, I put up that mod on the testserver again
flux added the
4. step/ready to QA test
4. step/discussion
labels 2023-12-12 01:20:57 +00:00
Member

I don't rmember, I put up that mod on the testserver again

players who like being werewolves should test it out and give feedback. for me it's "better than before", but perhaps other people think the speed/jump/gravity changes should be different.

> I don't rmember, I put up that mod on the testserver again players who like being werewolves should test it out and give feedback. for me it's "better than before", but perhaps other people think the speed/jump/gravity changes should be different.
AliasAlreadyTaken added this to the 1.1.122 milestone 2023-12-12 02:03:26 +00:00

QA

I didn't have a lot of werewolf gameplay, but this feels way better.

Two fellow werewolves like the changes.

QA I didn't have a lot of werewolf gameplay, but this feels way better. Two fellow werewolves like the changes.
AliasAlreadyTaken added the
ugh/QA OK
label 2023-12-13 03:12:49 +00:00
Author

jumping is better than before (jumping up and landing on same elevation does not hurt you in werewolf form), but I've noticed that sprinting speed (with crystal boots) is significantly slower on the test server, as well as speed of swimming through lava.

So overall, I personally dislike this change.

jumping is better than before (jumping up and landing on same elevation does not hurt you in werewolf form), but I've noticed that sprinting speed (with crystal boots) is significantly slower on the test server, as well as speed of swimming through lava. So overall, I personally dislike this change.
AliasAlreadyTaken added
ugh/QA NOK
and removed
ugh/QA OK
labels 2023-12-14 07:31:47 +00:00

QA

Due to sixers finding and rewired_X's issue #5685 , we need to make up our mind how we want it.

I'd rather have the crystal boots debuff with 1.4

QA Due to sixers finding and rewired_X's issue #5685 , we need to make up our mind how we want it. I'd rather have the crystal boots debuff with 1.4
AliasAlreadyTaken removed this from the 1.1.122 milestone 2023-12-14 07:32:30 +00:00
AliasAlreadyTaken added this to the 1.1.122 milestone 2023-12-14 08:25:41 +00:00
Member

per #5685, a player walking w/ crystal boots previous traveled at 8 nodes/second, and with limit_physics_monoid, now travels at 6.6 nodes/second. limit_physics_monoid is highly configurable - we can tweak the parameters easily (e.g. limit_physics_monoids:speed_param_2 = 0.5), or disable the override for speed entirely (limit_physics_monoids:speed_limiter = none), at least for the time being.

movement no limiter default limiter param2 = 0.5
walking 4.0 4.0 4.0
running 7.2 6.14 7.0
crystal boots 8.0 6.59 7.67
running in boots 14.4 9.4 12.19
werewolf running in boots 21.6 11.62 16.06
per #5685, a player walking w/ crystal boots previous traveled at 8 nodes/second, and with limit_physics_monoid, now travels at 6.6 nodes/second. limit_physics_monoid is *highly* configurable - we can tweak the parameters easily (e.g. `limit_physics_monoids:speed_param_2 = 0.5`), or disable the override for speed entirely (`limit_physics_monoids:speed_limiter = none`), at least for the time being. | movement | no limiter | default limiter | param2 = 0.5 | | - | - | - | - | | walking | 4.0 | 4.0 | 4.0 | | running | 7.2 | 6.14 | 7.0 | | crystal boots | 8.0 | 6.59 | 7.67 | | running in boots | 14.4 | 9.4 | 12.19 | | werewolf running in boots | 21.6 | 11.62 | 16.06 |
Member

EDIT: IGNORE THIS COMMENT! i wasn't using the right logic when computing these values. i tested the values empirically later, see #6328 (comment)

swimming through lava

hm. that should actually probably be higher than it was previously:

movement no limiter default limiter param2 = 0.5
walking in lava 0.8 0.93 0.58
running in lava 1.44 1.65 1.25
boots in lava 1.6 1.82 1.42
running boots in lava 2.88 3.07 2.82
werewolf running boots in lava 4.32 4.25 4.33

EDIT: actually apparently the liquid viscosity/move resistance logic is more complicated than that, so these numbers are garbage...

EDIT: IGNORE THIS COMMENT! i wasn't using the right logic when computing these values. i tested the values empirically later, see https://gitea.your-land.de/your-land/bugtracker/issues/6328#issuecomment-75246 > swimming through lava hm. that should actually probably be *higher* than it was previously: | movement | no limiter | default limiter | param2 = 0.5 | | - | - | - | - | | walking in lava | 0.8 | 0.93 | 0.58 | | running in lava | 1.44 | 1.65 | 1.25 | | boots in lava | 1.6 | 1.82 | 1.42 | | running boots in lava | 2.88 | 3.07 | 2.82 | | werewolf running boots in lava | 4.32 | 4.25 | 4.33 | EDIT: actually apparently the liquid viscosity/move resistance logic is more complicated than that, so these numbers are garbage...
AliasAlreadyTaken added the
1. kind/balancing
label 2023-12-15 02:15:22 +00:00

I swear that I reported this issue a long time ago but...

I swear that I reported this issue a long time ago but...

QA

We'll go with 0.5 and see where that leads us

QA We'll go with 0.5 and see where that leads us
AliasAlreadyTaken added
ugh/QA main
and removed
ugh/QA NOK
labels 2023-12-16 08:16:23 +00:00
flux added
5. result/fixed
and removed
4. step/ready to QA test
labels 2023-12-18 23:15:30 +00:00
Member

this is live, now to see if anyone complains

this is live, now to see if anyone complains
flux closed this issue 2023-12-18 23:15:42 +00:00
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Reference: your-land/bugtracker#4596
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