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15

Fix Fall Damage! Velocity based instead of time based!

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    Registered User commented
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    Neat idea! I think that instead of ditching the time value entirely, maybe make it so its a mix of the two?

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    Registered User commented
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    This would also help with taking damage from falling with Levitation 253, although the game now has the Slow Falling effect. This would only apply to mapmakers.

    Maybe all of Minecraft's physics should be rewritten to be more accurate, compared to it's current system that appears to only use acceleration and friction.

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    Registered User commented
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    I was thinking of all these arguments including the elytra kinetic damage when I was planning to post this tecnical ideas. But as great this idea is there are two issues that have to be concidered, 1 damage has to be scaled to allow for at least 20 damage to be taken at terminal velocity so falling deaths can stay consistant some way and two many systems have to be fixed for such a change to be possible becauce systems to detect fall damage would have to be accounted for and differentiation in impact forces have to be considered for horizontal and verticle directs. If horizontal directions were to be used for more realist impact physics, something like running into a wall with high speed will deal damage which would make for a funny death but might not be most favorable to desired minecraft game play.