Lava (Environmental) damage scaling with max HP

But we’re (presumably) hairy bi-pedal cat people wearing little more than loin cloth, falling into roiling, glowing hot fiery death. Your arguement just… went up in smoke.

Honestly though, I’ve never seen anyone die as many fiery deaths to lava as you claim to have encountered without eventually developing some survival best practices, and I’ve been playing boundless a looooong time.

I’m not saying you’re wrong, or belittling your idea, just stating my belief that neither lava nor vitality are the (molten) core of the problem here.

You’re doing the same thing assuming I’m not cautious. I’m extremely cautious. You can’t adapt to lag that can and WILL pull you ten blocks or more off course, hold down a direction key that you let off of several seconds ago, or suddenly rotate you 90 degrees in the middle of a jump.

The only thing I could possibly do is switch to strip mining, and that would only eliminate the (very) small fraction of mid-jump-lag-deaths.

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In addition, I could hold down the creep button 24/7 while strip mining, but considering that creeping is supposed to drain stamina at some point… No, this really isn’t a realistic option any way you look at it.

Maybe this will become a non-issue at some point with superior network code, but currently lag-spikes are almost totally unpredictable. The only thing I can do is either log off or switch planets, and likelihood is high that if I switch planets I won’t be able to get the same close-to-lava-level resources that I was hunting on the prior one

In your example the scientist was in a heat resistant suit and still suffered third degree burns after 5 seconds. What would happen with no suit.

I quite literally mentioned that he was in a heat resistant suit. Do you know what a heat resistant suit consists of?

This is (possibly, thought this might actually be a lot better than what he was wearing) the kind of suits he was wearing. Yes, it’s basically body armor against heat. No, it’s not terribly effective versus very high heat (contact with surfaces above 200 degrees Fahrenheit). For reference, it’s an aluminized suit, and aluminum (and its alloys) tend to melt at a low temperature around 1,200 degrees Fahrenheit, without even glowing red (the glowing is actually the material shedding heat as electromagnetic radiation). Unlike the Leidenfrost effect things with water can produce, that aluminum melts instantly on contact with the lava and it’s by no means a thick layer of aluminum (the term “film” would be much more appropriate), so that 95% reflection of heat for the suit? Gone the instant it touches the lava. The only remaining thing protecting his legs was the insulative lining inside the aluminum case.

You can also look up videos of people throwing black plastic garbage bags full of trash into lava. They don’t go remotely as fast as most people would think.

In this game we can jump seven meters into the air and semi-automatically fire slingshots with one hand.

We can also have 10x the health pool of the next guy.

Surviving in lava for three to four seconds, instead of two, is, again, really not very far-fetched here.

Creep is not solution (though it helps) because you can fall of from sloped blocks (when bottom face is sloped you can’t tell).

Main issue is lag, that will be resolved, though I never had it turning me mid jump :slight_smile: (maybe I’m not jumping enough)

And I like that lava kills you no matter what, becoming all powerful super saiyan is what killed Minecraft and many other games for me. It’s just boring and without any real incentive to play.

You guys don’t seem to get the difference between god-mode ignoring damage and the POSSIBILITY of survival (due to adequate preparation [a gem-level grapple] and good reflexes) due to skill/preparedness. I assure you, there’s a healthy and fun median between the two.

Actually, even beyond that, you CAN survive lava… you just have to be lucky and land in shallow stuff, so your argument’s already kind of invalid from that end. It’s not a guaranteed kill, just a near-guaranteed one, with no level of preparedness/skill able to save you if you’re unlucky.

I’d actually be okay if lava instagibbed you, but only if lag spikes weren’t an issue, which is just not realistic unless they implement a movement-lock or complete reset at the end of any sudden spikes.

Because that (as far as I know) isn’t going to happen, something needs to change with lava. Be it having a noticeable thickness when you fall in, or being able to survive 3-4 seconds instead of 2 if you fully stack stats against it.

I actually just stop playing some days because the servers or the networks or something are on the fritz, and I die 3-5 times solely due to lag spikes. There’s no better solution at the moment. It’s that or endure continuing frustration and loss of items due to bad luck.

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I’m quite curious. Nobody here agrees with Azure? Everyone likes the fact that a small mistake of falling into lava costs 25% of all your tool’s durabilities, without really any safeguards beforehand?

We currently have no way of dealing with lava except, “Don’t… uh… fall in.” Sure - lava should be incredibly difficult to survive if you manage to mistakenly take a molten plunge. However, I believe the real issue here isn’t Vitality and how it reacts to your body melting, but rather the fact that we don’t have other ways to keep us from getting to that point.

Not to bring up Minecraft… but I’m going to bring up Minecraft. Keeping a bucket of water on you is incredibly important in case you come across lava, as you can turn it into Obsidian to keep yourself safe. Now, we don’t need something EXACTLY like that, but I feel like we should be discussing more ways a future update could help safeguard us from these lovely durability-reducing heat baths.

If you want a constant element of danger, on the other hand (don’t get me wrong, I’m all for that. I turn difficulty on skyrim up to legendary and then put so many difficulty increasing mods in that I die 20-50 times in the first cave, but I hate pure randomness deaths) creatures should probably be faster with faster projectiles and harder hits. Falling should also probably hurt a lot more, considering I suspect that if you maxed vitality currently you could fall all the way from the top (256 + 7[jump]) to the bottom (0) of a world and take less than half of your health as falling damage.

Then again, I could be very, very wrong on that falling thing… time to head to Elop Portas for some nekkid testing with the sky portal there…

@PendragonTheNinja in Boundless water turns lava into igneous rock. When we get water…

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Oooh, shoot. Really? That’s exciting. Hopefully we will be getting water buckets at some point then. :slight_smile:

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Yep, a few leaks found their way to the lava, I had to test that :grin:

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Heck yeah. Thank you for testing that. :slight_smile:

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So Just throwing a thought out there but, where vitality slowing lava damage doesn’t make much sense, some kind of fire resistance effect could probably do that. Which is something we are probably going to get together with with armor and the enhancement process.

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Huh, that’s new. I led water to lava before this patch and it didn’t do anything.

If vitality slowing lava damage doesn’t make much sense, how does it make sense surviving bigger falls or slowing death by animal abuse (when in Soviet Russia, the animals abuse YOU)? Your logic is totally deniable :stuck_out_tongue:

That being said though, I too thought about heat resistance being a thing, but it doesn’t exist currently (I think it did in some of the original theory skill trees, but it seems to have been removed).

Yeah that is kinda the problem of playing games in beta, we are getting some armor that can be enhanced at some later point, and heat/fire resistance seems like a pretty obvious effect.

No, that’s before, I tried that like month ago :smile: