Leather boots should make fall damage lighter and rough blocks like stone types and concrete should make it heavier. This would prompt players to make decisions depending on the circumstances. They'd have to choose between mitigating fall damage (usually dealt in mines, so getting to valuable resources is riskier besides the mobs) or damage dealt by other sources.
They'd need to be reinforced with wool or any other material to carry the effect, and also, equipping them shouldn't apply the effect right away. A UI visible cooldown would tell the player that they're still too stiff and need a minute or two to be effective. This prevents the player from just wearing them to mitigate falls and then switching back to normal armor.
I know you can't add intersecting mechanics and systems that cross-pressure the player because that would require changing the established "light-survival" appeal the playerbase is already used to, however this change doesn't need redesigning items or entire mechanics, but a slight tweak to an improvable system that would make the game vastly more dynamic with just a minor adjustment
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