Some people in here are talking about the difference in fall height and fall length. Others say it's the entity's velocity at the moment of impact that should determine the fall damage. I don't think we really need or want that change, however I would also really like this bug to be fixed. Allow me to explain... 😉
(Skip the next two paragraphs to see my proposed solution to the problem, this part is just me rambling.)
Fall damage based on velocity would severely mess with the way fall damage works. Players are used to the old system where every block over 3 fallen equals half a heart of damage. Now, I'm not a Minecraft physicist, but the height of your fall is probably not directly proportional with the force with which you hit the ground. Technically, the fall damage should grow exponentially the longer you fell. This would take a lot of finicking to implement at best, and it would probably not be very well recieved. I'm not even sure that I would like that change myself as it would really throw off my sense of which drops are lethal and which are non-lethal.
I have to admit, the reason why I want this fixed is very specific - I am working on a custom map where there would be air vents in the floor that would give strong levitation to people directly above it, and then less levitation the further up you got. The only instance i can think of where this bug actually possibly affects the game outside of map making would be when you try to fly in creative with something dangling underneath you on a leash. This happens to be something my sister likes to do with her horses, and they always die when she lands. 🙂 Honestly though, even just for map makers i think this would be worth looking into. Especially with the solution i hereby present:
MY PROPOSED SOLUTION IS THE FOLLOWING: forget all this "fall damage based on velocity"-talk. Instead, simply reset the fall damage if the entity's vertical velocity changes to 0 or above.
I personally think it would make most of the people backing this post happy without being too unnecessarily game changing. It takes care of the problem with the accumulating fall damage without completely redesigning the way fall damage works. I understand that this simplified solution also means that you can't just lessen fall damage with levitation without necessarily having to bring the fall to a halt mid-air, but i honestly don't think anyone actually needs to be able to do that. Correct me if I'm wrong, fellow map makers.
I can see that my solution has already been suggested by randomdude999. Great minds think alike I guess, but let me just say, I don't like his second suggestion (levitation resetting fall damage count) as much. As i have said before, this problem is also present with leashes and in general. Furthermore, this would prevent any kind of fall damage even if it's just a levitation 1 effect being applied right before impact. The entity would still be able to drop from the stratosphere without a single heart of fall damage.
All in all, to me this bug seems like an easy fix. Even if only a selection of map makers would enjoy it, it would still be worth it. Now, I'm no programmer, but Jeb, don't you think you can make this happen? Please..?
Some people in here are talking about the difference in fall height and fall length. Others say it's the entity's velocity at the moment of impact that should determine the fall damage. I don't think we really need or want that change, however I would also really like this bug to be fixed. Allow me to explain... 😉
(Skip the next two paragraphs to see my proposed solution to the problem, this part is just me rambling.)
Fall damage based on velocity would severely mess with the way fall damage works. Players are used to the old system where every block over 3 fallen equals half a heart of damage. Now, I'm not a Minecraft physicist, but the height of your fall is probably not directly proportional with the force with which you hit the ground. Technically, the fall damage should grow exponentially the longer you fell. This would take a lot of finicking to implement at best, and it would probably not be very well recieved. I'm not even sure that I would like that change myself as it would really throw off my sense of which drops are lethal and which are non-lethal.
I have to admit, the reason why I want this fixed is very specific - I am working on a custom map where there would be air vents in the floor that would give strong levitation to people directly above it, and then less levitation the further up you got. The only instance i can think of where this bug actually possibly affects the game outside of map making would be when you try to fly in creative with something dangling underneath you on a leash. This happens to be something my sister likes to do with her horses, and they always die when she lands. 🙂
Honestly though, even just for map makers i think this would be worth looking into. Especially with the solution i hereby present:
MY PROPOSED SOLUTION IS THE FOLLOWING: forget all this "fall damage based on velocity"-talk. Instead, simply reset the fall damage if the entity's vertical velocity changes to 0 or above.
I personally think it would make most of the people backing this post happy without being too unnecessarily game changing. It takes care of the problem with the accumulating fall damage without completely redesigning the way fall damage works. I understand that this simplified solution also means that you can't just lessen fall damage with levitation without necessarily having to bring the fall to a halt mid-air, but i honestly don't think anyone actually needs to be able to do that. Correct me if I'm wrong, fellow map makers.
I can see that my solution has already been suggested by randomdude999. Great minds think alike I guess, but let me just say, I don't like his second suggestion (levitation resetting fall damage count) as much. As i have said before, this problem is also present with leashes and in general. Furthermore, this would prevent any kind of fall damage even if it's just a levitation 1 effect being applied right before impact. The entity would still be able to drop from the stratosphere without a single heart of fall damage.
All in all, to me this bug seems like an easy fix. Even if only a selection of map makers would enjoy it, it would still be worth it. Now, I'm no programmer, but Jeb, don't you think you can make this happen? Please..?
Sorry for the long post. Got carried away. 🙂