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Elden Ring Dissected #1 - Fall Damage Explained 

illusory wall
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The first episode of Elden Ring Dissected is here to explain how fall damage works. It has the appearance of looking random or inconsistent, but asides from one particular issue with Torrent it generally follows some pretty strict rules.
/ illusorywall
0:00 Introduction
1:06 Fall Damage Breakpoints
3:20 Fall Damage Amounts
7:13 Dexterity & Fall Damage
9:38 Equip Load & Fall Damage
13:25 Time Spent Falling
17:06 Torrent & Fall Damage
23:10 Killboxes & the Death Cam
25:47 Scripted Locations / Misc
27:20 Closing Words
Here's the wiki page I made on fall damage-
eldenring.wiki.fextralife.com...

Игры

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21 июл 2024

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Комментарии : 2,9 тыс.   
@illusorywall
@illusorywall 2 года назад
*Latest info as of Patch 1.05* They've fixed all the Spirit Springs now. Well, they kind of fixed the underground ones in the "wrong" way so they still work a touch differently from the rest, but none of them are as narrow as they were before. Explanation here: ru-vid.comux1QDl5_pdQ *Latest info as of Patch 1.04* -Survivable fall in Impaler's Catacombs was removed and fixed in Patch 1.03. -Caelid Spirit Springs got fixed to have wider safe landing areas in Patch 1.03. -There are just 3 remaining spirit springs that have the narrower safe-landing areas; The one from Siofra and the two in Deeproot. If you haven't seen it yet I made a follow-up video that explains stamina loss, shows the issues with spirit springs more closely, and also covers what's up with not always being able to double jump when walking off ledges with Torrent.
@tabbycrumch3062
@tabbycrumch3062 2 года назад
Not sure if documented, I was able to deathcam on the rim of *SPOILER* *SPOILER* *SPOILER* the rim of the forge of the giants, tried to fall into it from the side bc it looked as if you can land in it. Torrent died immediately but I lived.
@nackskott12
@nackskott12 2 года назад
I discovered the Impaler's Catacombs bug the hard way in the first week of release. I went there and wasn't sure how to open the boss door and saw some bloodstains in the pit so I assumed that there was more of the level down there since there were other dungeons where there were some odd drops you could make. I dropped, got the deathcam glitch and lost 35k runes. Felt pretty silly when that happened.
@Archimedes.5000
@Archimedes.5000 2 года назад
Speaking of wikis... Which one are you using? I remember that wikidot was pretty much the best for other souls games most of the time, but well there isn't one for ER
@Archimedes.5000
@Archimedes.5000 2 года назад
@@nackskott12 if you dropped there, collected the runes and then killed yourself in less than 10 seconds then you should have been able to recover it I did save my runes this way once when I landed on a lethal height using the spring
@illusorywall
@illusorywall 2 года назад
@@Archimedes.5000 Ah yeah so I used to use and prefer wikidot but it hasn't been maintained, so I'll be switching to Fextralife for Elden Ring.
@HungryHungryShoggoth
@HungryHungryShoggoth 2 года назад
I love how the long tail cat talisman is found on a corpse at the bottom of a long fall, implying they put a bit too much trust into it. Superb environmental storytelling by Fromsoft
@Nazareadain
@Nazareadain 2 года назад
so did I considering the description vs actual effect wouldn't hold up in court.
@flashbackfrank8781
@flashbackfrank8781 2 года назад
Thats....hardly "superb storytelling." Thats basic game design, which fromsoft only barely understands most of the time lol
@HungryHungryShoggoth
@HungryHungryShoggoth 2 года назад
@@flashbackfrank8781 lol really? Fromsoft don't understand game design? How many games have you published? Let alone games with meta-critic scores like that of Elden Ring?
@dageta7742
@dageta7742 2 года назад
​@@HungryHungryShoggoth It's literly Basic story telling. You don't have to design games to know that. There are many game with many examples of story telling by just looking at the scene.
@grimmoire5952
@grimmoire5952 2 года назад
@@HungryHungryShoggoth not to burst your high and mighty score bubble but meta critics and all that IGN score crap doesn't mean shit to anybody. Those companies are paid to give good scores and promote games accordingly.
@rna151
@rna151 2 года назад
I have to say yeah, fall damage was seeming incredibly weird to me in this game. I appreciate the reasons why they had to extend the "safe" window but having a hard "death" window so close to it just seems like a bizarre design choice.
@MajorCoolD
@MajorCoolD 2 года назад
Agreed, while the Dark Souls once approach being potentially more punishing, it DOES make a lot more sense and FEELS somewhat more natural. I mean... there's a huge difference betwen taking excessive damage and potentially dying due to a fall because you have not enough hitpoints to be GUARANTEED TO DIE. When the actual difference is only 4 meters, which seems utterly redicilous if you ask me. Especially when considering that people in RL have fallen from much greater heights and survived. But well... it IS a game afterall.
@biggrocc19
@biggrocc19 2 года назад
It feels like they painted themselves into a corner. If they were to increase the distance it takes to kill, it would almost certainly break many areas of the game.
@JasmineBrie99
@JasmineBrie99 2 года назад
My thoughts exactly
@shredgordon3240
@shredgordon3240 2 года назад
I'm pretty sure they changed it to encourage more movement and exploration
@hapmaplapflapgap
@hapmaplapflapgap 2 года назад
weirdest thing is, if they just made the falling damage linear between 0% and 100% (or at least continuous), I don't even think we would've had this issue at all.
@AlexHyena-dv4mb
@AlexHyena-dv4mb 2 года назад
I think, given how less frequent kill-planes are in Elden Ring compared to previous From titles, the Cat talisman and other fall-damage negating items really should have just increased the max survivable distance
@arthurdurham
@arthurdurham 2 года назад
I thought the same but my theory is From actively does not want you traveling that way and deliberately makes these drops at the death level.
@madjackgamingandfitness498
@madjackgamingandfitness498 2 года назад
It did make the items feel obsolete. I can’t think kf anything game breaking after beating the game that would greatly reward a player getting to fall let’s say max another 4 meters, other then saving a lot of time. I personally liked it when we could gauge a fall better.
@malum9478
@malum9478 2 года назад
@@arthurdurham stop trying to restrict players like that then. who cares if it breaks progression or allows players to do certain things early if they know what they're doing? unless it literally bugs the game out, it shouldn't matter. give me freedom!
@hapmaplapflapgap
@hapmaplapflapgap 2 года назад
@@arthurdurham In many places that doesn't seem true though. For instance, the cliff outside Morne tunnel in limgrave. To leave that area, you have to drop down, (or fast travel to get out,) but you'll die on the east side of the cliff, but not on the west. Besides, for most cliffs, jumping would just save you a few hunderd meters of running down a tapering edge.
@AGenericMoron
@AGenericMoron 2 года назад
@@malum9478 It's really not as simple as that. You have to consider where your player is and isn't allowed to go in game design and level design, and having hard limits on this in your design is good. Building a level design for an area with the expectation that the player can't ever fall 20 metres means you have some consistency in where and how you want to guide the player. It allows you to set things up so players have to progress through area A to find an item that you've already shown them, which is relevant to what you see in area A, and maybe hint a connection between areas A and B. Or they can get to a place that they recognise as something they saw below or in the distance somewhere. You use things like this to control a player's experience somewhat, and you want to be able to use puzzles and skill checks (read: challenging fights or obstacles) so the player can progress and accomplish things as they do. Like you don't want to have your dungeons set up in a way where the player can accidentally miss significant parts of it, because that feels lazy and unsatisfying. It's also important to the design language of the game (how the player "reads" the level and interprets locations, paths, platforms and the like). It means you can put things where the player can see but are clearly not intended to get to in this way. Pickups act as bait for a player, to tell them yes, you can go here, and you should, but they have to think about how to get there, be it another route, a hidden left turn somewhere, or accessible from a different area entirely like that one item you can see from that one Church of Marika. If you enable players to have greater and greater survivable falls, it means you have to start putting in more solid walls, more obstacles that break up the player's vision and also make it harder for them to get a good mental grasp of the area they're in and how they're intended to navigate it. These are the things From do really well. I love playing fast, agile rogue-style characters so I do wish the cat talisman had a better effect, but at the same time you have to appreciate that adding an option to allow people to survive designed-in lethal falls might break some of your design and cause frustrations when players get where they're not supposed to be, especially when it's so easy to get down and so hard to get back up (this is why the Borderlands games often use winding maps where the start point is a huge drop from the end point, and have no fall damage). I can think of a couple times I've taken a drop and ended up at a point that was the wrong side of a Stonesword Key wall and been unable to get through, you want to design so the player cannot end up stuck in weird situations like that or traverse a dungeon backwards by mistake or something. But you also don't want to take something like that and make it necessary for progression in certain areas (admittedly they have done this with certain gestures in the past, and carry weight not being a feature means you can just have this stuff wherever you go just in case).
@Agos226
@Agos226 2 года назад
Anybody remember how satisfying it was to get the cat ring in dark souls 2 and finally be able to survive the fall down the well in Majula? Or come up with a creative skip that wouldn’t be possible without the ring? I wish that’s how the cat talisman worked too…
@abrahamrangel2326
@abrahamrangel2326 Год назад
Talisman makes it even worse, you dont receive damage if you barely survived a fall and you end not knowing that was a lethal fall
@spiritualpianochords9868
@spiritualpianochords9868 Год назад
best ring
@pukcabsozaxiamie
@pukcabsozaxiamie Год назад
​@@abrahamrangel2326 yes
@aprinnyonbreak1290
@aprinnyonbreak1290 7 месяцев назад
Yes Coupled with the fact that the cat ring, jester's tights and Fall Control stack, amd combined with the reduced fall damage from low equip load, you can do incredible things, like skipping chunks of Brume Tower and Sactum City
@toddhoward1892
@toddhoward1892 4 месяца назад
If you level vigor enough and get naked, you can do it without cat ring.
@scantyer
@scantyer 2 года назад
Holy shit this actually makes SO MUCH SENSE. The fact there's only 4 meters between taking fall damage and dying explains all the "weird" instances of fall damage
@DestroyedArkana
@DestroyedArkana 2 года назад
The fact that torrent dies and you don't, based on where both of your feet are, is something I was wondering about too.
@sasaki999pro
@sasaki999pro 2 года назад
It still doesn't make sense that Torrents double jump can't be used to save you from fall damage, I get it wouldn't be balanced, but it still looks ridiculous when you can halt your momentum, flutter forward gently and then instantly die upon touching the ground.
@TheAstrobiologistOW
@TheAstrobiologistOW 2 года назад
Ngl only 4m between taking no fall damage and dying is kinda bs
@midgard9057
@midgard9057 2 года назад
@@TheAstrobiologistOW Don't fall 20m I guess lol
@TheSuperRatt
@TheSuperRatt 2 года назад
@@sasaki999pro When you use Torrent's double jump at a fatal range, it should kill you, imo. You stop falling, but your momentum doesn't just disappear. Just imagine using the double jump, and then going splat from the forces involved xD
@psychepath
@psychepath 2 года назад
In a game with so many sheer cliffs, after 100 hours I never felt like I had the correct feedback to know what was survivable because of the 50% health thing. Thanks for showing why it felt so bad.
@LazyMaybe
@LazyMaybe 2 года назад
You can test cliffs by throwing rainbow stones. If they shatter with a loud noise, the fall is guaranteed fatal. If they land with the normal sound, it's fine. (Minus like 1 or 2 wonky kill planes.) Same thing applied to prism stones in dark souls but it's much more useful here.
@scantyer
@scantyer 2 года назад
@@Dynamo33 its not a band-aid solution, its how the item is meant to be used
@LazyMaybe
@LazyMaybe 2 года назад
@@Dynamo33 I think I have died to fall damage maybe twice in over 150 hours of play. Minus the glitch with torrent mentioned in the video, there's nothing seriously wrong with elden ring fall damage. It could stand to be more intuitive by having a wider range where you take damage scaling up higher before death, which would also make the fall damage reduction/negation items matter more. But it's not really a big deal regardless.
@LazyMaybe
@LazyMaybe 2 года назад
@@Dynamo33 "most people would never think to just throw the stones down a cliff for no reason" The rainbow stone's description TELLS YOU that you can drop them to gauge the lethality of a fall, so that's on them for not paying attention or experimenting with their tools. "Have you seen a mechanic like this in any other game, EVER?" Nope! Fromsoft games having strange, unique little interactions like this is part of what makes them interesting, so I hope they keep doing stuff like that-stuff that rewards players for using a variety of things in unusual ways, and for being patient in how they explore their surroundings.
@grantsparks6554
@grantsparks6554 2 года назад
Funny to think that increasing the damage scaling above 50% max would be more intuitive. It would convey a stronger sense of the danger to the player. I'm used to drops really wiping out my health in these games... not "nothing, nothing, nothing, nothing, lightly injured, dead"
@Nilaus
@Nilaus 2 года назад
The drop down in Divine Tower of Caelid towards elevator to the Godskin Apostle. Rainbow stone breaks, but you survive the fall without damage
@AvaricetheDM
@AvaricetheDM 2 года назад
I was thinking the same. I was stuck for a while, wondering whether I should just take the leap
@Suyai-
@Suyai- 2 года назад
Same logic as in DS3, no fall damage on that specific platform you fall on.
@the_bee_is_me
@the_bee_is_me 2 года назад
I spent more than a few runs trying to land on the elevator pole because it was higher up, but kept sliding off and dying. Then I missed and landed on the platform and was fine.
@chaoticstarfish3401
@chaoticstarfish3401 2 года назад
Damn I never knew that. I just landed on the pole and slid off the left and thought I was being clever 😂
@BaldorfBreakdowns
@BaldorfBreakdowns 2 года назад
SPOILERS BELOW Same with the floor in the Sewers of Leyndell that lead to the Three Fingers.
@genesisosuna
@genesisosuna 2 года назад
Since the window that separates a damaging fall from a fatal one is extremely small, all of those fall damage reducing items and whatnot are totally useless. They should just increase the amount of meters needed to have a fatal fall. That would probably break the game in some areas which is why I think they haven't tried doing this
@xethaios
@xethaios 2 года назад
They should instead decrease the distance where falling starts damaging you, but have it so that damage is only really an issue at 16 meters, like it is now.
@HeiroftheAbyss
@HeiroftheAbyss 2 года назад
@@xethaios just what I wanted to say.. A mix between what the actual distance before taking damage is and the distance before taking damage from the previous titles would be perfect I believe
@Fifus92
@Fifus92 2 года назад
@@xethaios yeah losing like 10-50% hp from 5-15m (10% per 2m), and then 60%-100%hp from 16-20+m (10%per 1m). Now those fall dmg items make sense, and also fall dmg feels more consistent AND we dont break the game as @Genesis Osuna suggested lol
@-Cheif
@-Cheif 2 года назад
Cat ring told my I could fall from any height. I died.
@HeiroftheAbyss
@HeiroftheAbyss 2 года назад
@@-Cheif hehe, you forgot to read the description. (the long one I mean, on PC you have to click on R when viewing the item or something like that)
@thecardboardgamebox6095
@thecardboardgamebox6095 2 года назад
The wonkyness that I felt in these drops had me actually using rainbow stones, Almost never used prism stones in previous titles. In other words the item became useful in Elden Ring for me.
@mayalelugas880
@mayalelugas880 2 года назад
hmm thats smart! just to be sure im understanding the method correctly, you would drop the stones first to judge how long they fall to guess the height?
@codexnecrogeddon
@codexnecrogeddon 2 года назад
@@mayalelugas880 It's a binary thing. You drop a rainbow stone off a ledge. If it shatters, the fall will kill you. If it doesn't, you are safe to walk off there (jumping will add height, though)
@KKKuma
@KKKuma 2 года назад
Then how you get pass the invisible path for the magic slab in crystal cave? I also use rainbow stone in this game to guide me on the invisible path (there are quite a few of them. And in this game it is better because you can craft and carry like hundred of them at once
@thecardboardgamebox6095
@thecardboardgamebox6095 2 года назад
@@KKKuma You can see the crystal flakes break on the invisible paths in dark souls 1 crystal cave, if that's what your referring too.
@thecardboardgamebox6095
@thecardboardgamebox6095 2 года назад
@@mayalelugas880 pretty much, yeah
@Spike2276
@Spike2276 2 года назад
This explains a lot, having played all souls games it did feel weird that in Elden Ring a fall would either tickle or kill me, but the way they did it makes sense considering that falls over 5m will happen constantly
@Just-Vitamin
@Just-Vitamin 2 года назад
I'm confused when I fell a 40 meter fall I didn't lose 1 % of my health is this a bug?
@dedsec9734
@dedsec9734 2 года назад
@@Just-Vitamin lol
@sins0P
@sins0P 2 года назад
But in the souls games, wasn't dying to fall damage also based on how much hp was leveled up? I feel like he glossed over that at the beginning
@Spike2276
@Spike2276 2 года назад
@@sins0P DS1 and DS3 were % based, so always same height would be lethal, in DS2 i believe damage was a flat value dependant on the height
@xolotltolox7626
@xolotltolox7626 Год назад
​@@Spike2276 In DS2 they also pumped the fall damage up and the common theory is because they created the drop in Majula used the higher fall damage to compensate that players could approach it early
@cooperlittlehales6268
@cooperlittlehales6268 2 года назад
I think this might be a result of FROM's lack of experience with open world games. In dark souls the fall damage and death barrier made sense because they could better control where the player would be falling from. In Elden ring, they tried to do the logical thing and make it less punishing to fall long distances because they knew players would do it all the time, but they ended up making it more confusing due to the narrow window between survival and death. If they had had more experience, they may have come to realise that a more gradual increase towards death is more intuitive for players.
@aprinnyonbreak1290
@aprinnyonbreak1290 7 месяцев назад
Heck If they just made a slow, consistent animation the player does while in freefall, that pretty consistently hard kills at a certain point, it could at least make eyeballing a particular drop something easier to have experience with
@carl8790
@carl8790 6 месяцев назад
I disagree that this has to do with their lack of experience of creating open world games, and more to do with the game's engine.
@monhi64
@monhi64 4 месяца назад
@@carl8790not sure what you’re getting at, at all. How does the game engine force them to have a ridiculously small damage window with a very unintuitive death wall at 50% damage. If they just bumped it to 25m before death I don’t see how it’d break anything. At minimum just include a section in the tutorial that teaches people how their weird fall damage works. I’m not gonna say it’s their lack of experience that caused this but it coulda been done better
@carl8790
@carl8790 4 месяца назад
@@monhi64 I'm saying this because imo, their in-house game engine wasn't fully developed to do these large open world areas, with the player leaping of such high places. From all the weird bugs and glitches that the game had in the initial weeks of release. Highly recommend checking out Zullie the Witch's video on Torrent. I do admit that some blame should be on inexperience, since this is fromsoft truly open world game that uses the demon souls/dark souls formula, but it shouldn't be seen as the sole consequence. It's a bit of both inexperience and 1st party engine shenanigans. I also agree with you that fromsoftware should have given the player a heads up on the rules of fall damage in ER.
@carl8790
@carl8790 4 месяца назад
@@monhi64 cuz their game engine wasn't designed to do that in the first place? It's why ER had all that weird bugs and glitches that were present in other Fromsoft IPs. I do agree though that fromsoft should've give players the heads up on how the fall damage works with Torrent in ER.
@Nekufan1000000
@Nekufan1000000 2 года назад
Yeah, the thing that makes landing in places most confusing is when you land on something, look about, then hop down and end up dying anyway. They need to have a second pass on how that's calculated. I remember there's one spot where you can fall and land on an object, like that area in Caelid with the crystal, and hitting the object is clearly below the death threshold while the ground next to it will kill you, but landing on the object doesn't count as ground even though it's big enough to spin in circles on.
@Kdar088
@Kdar088 2 года назад
Deadass. I was even able to jump everything after landing on the side of a mountain in caelid and i still died after doing the small drop after it
@Eggcornbean
@Eggcornbean 2 года назад
I think just that means that you’re not suppose to go there from jumping down so it’s just insta death no matter what. That’s been in other souls games
@Scruffy-qi3ik
@Scruffy-qi3ik 2 года назад
Sounds more like a deatgplain for not being allowed somewhere
@zinthow0
@zinthow0 2 года назад
24:00 Currently, the biggest kill-plane offender is just outside the Beast Sanctum. There is a way to scale down outside, going almost all the way to the bottom, with several items along the way. As of the recent patch however (1.03), you instantly die walking down the branch to get lower. Your still touching the ground and you die.
@28Pluto
@28Pluto 2 года назад
Oh wow... Glad I explored that area 2 days ago!
@BigDBrian
@BigDBrian 2 года назад
yeah that one is really confusing, why the heck did they add a kill plane in a drop-down puzzle section
@bertyamgeebler1865
@bertyamgeebler1865 2 года назад
I would assume this is a bug or is unintentional. No way a kill-plane should be there with the number of items/weapons so close.
@alexyguadalupe3456
@alexyguadalupe3456 2 года назад
@@BigDBrian they likely didnt play test everything given you can pour 150 hours into a single playthrough.
@BigDBrian
@BigDBrian 2 года назад
@@alexyguadalupe3456 consider that this kill plane was ADDED this patch. It was not there before the recent update.
@AdellRedwinters
@AdellRedwinters 2 года назад
It’s disappointing that you can't increase the fall distance in any way. Negating the fall damage seems pretty useless when such a small distance of a fall deals damage.
@DestroyedArkana
@DestroyedArkana 2 года назад
That hard cap of 20m is probably there for when they're designing levels, to prevent the amount of unintended shortcuts.
@SocietyKilledTheUnicorn
@SocietyKilledTheUnicorn 2 года назад
Soft cottons description is reduction in fall damage and sound. Maybe craft those, but it hasn't really been an issue for me.
@LazyMaybe
@LazyMaybe 2 года назад
@@SocietyKilledTheUnicorn Reducing the damage doesn't matter when a fall of over a certain distance will always kill you. It mattered more in previous games when it took less of a fall to take damage, but in this one there's a very narrow window where you take damage without it being an instant kill.
@SocietyKilledTheUnicorn
@SocietyKilledTheUnicorn 2 года назад
@@LazyMaybe after 2 deaths max you know the distance. It's not a big deal.
@envoyofrot7046
@envoyofrot7046 2 года назад
Yeah especially because it seems like there is a very, very thin line between taking absolutely no fall damage and immediately dying and in both scenarios you do not benefit from the cat talisman
@nirmiak9906
@nirmiak9906 2 года назад
I personally like how they did ds3 falls, it gave us so much more room than elden ring, going all the way up to I believe 90% health lost on a height that barely won’t kill you
@naoiwatani8402
@naoiwatani8402 2 года назад
Ah yes so much more room in DS3, the game where a 10 meter fall takes 50% of your health.
@garfieldcouch4443
@garfieldcouch4443 2 года назад
Break all the bones in your ankles, shins, and lower back. *Drinks estus flask*
@StormierNik
@StormierNik 2 года назад
@@naoiwatani8402 at least it tells the player properly the scale for the distance they can fall. There's far less verticality in that game and no jumping. But having a fucking 4 meter damage window is the stupidest thing possible. No one can properly measure that shit or have to learn outside of the game to understand. It should make sense within the game. And telling your player "you almost died!" by having half their health remaining is abysmally ridiculous.
@gremlinman9724
@gremlinman9724 2 года назад
they didn't give any more leeway at all, they just made it so you take more damage on falls. in elden ring, a near-fatal fall is 50% health. in ds3, it's 90%. this means it's easier to see what falls were dangerous. he talked about this extensively in the video.
@spritefroggy
@spritefroggy 2 года назад
The double jump not removing all fall damage was the most baffling thing in the world to me. It completely goes against all video game logic pre-established in years and years of gaming.
@EllaKarhu
@EllaKarhu 2 года назад
If it did, you might as well not have any fall damage on Torrent. Cause you could literally survive any fall. Pretty obvious why it doesn't work like that.
@xolotltolox7626
@xolotltolox7626 Год назад
​@@EllaKarhu except there are parts where the game decides this fall will kill you take away your control and zoom out the camera
@EllaKarhu
@EllaKarhu Год назад
@xolotltolox7626 That's for out of bounds areas. Putting killboxes randomly around the world would be insane. You want to just die out of nowhere cause a fall was arbitrarily decided to be lethal? You realise how frustrating that would be, right?
@xolotltolox7626
@xolotltolox7626 Год назад
@@EllaKarhu Nope, it also happens if a fall is high enough like in limgrave from the grace near Fingerhunter Yura it happens if you were to fall down to the beach which is a walkable area
@EllaKarhu
@EllaKarhu Год назад
@xolotltolox7626 Oh, right. Forgot about that. Ok fine, you couldn't survive _every_ fall, but it would still let you survive falls you shouldn't.
@hatskeleton635
@hatskeleton635 2 года назад
When you said that the death window is the exact same as Dark Souls 1 my mind was literally blown lol. That's crazy.
@ShiningDarknes
@ShiningDarknes 2 года назад
Just shows how absolutely shit fall damage feels in this game in comparison. In other games you could pretty easily after time judge falls to be lethal or not based on how much hp you lost but due to the narrow window for taking any damage and the reduced damage over all it feels inconsistent even with all this info to show otherwise. It FEELS wrong so it is a bad system.
@Miriam_J_
@Miriam_J_ 2 года назад
@@ShiningDarknes Naw, after watching this it feels fine. You can disagree, but it isn't a problem once you know how it works.
@ShiningDarknes
@ShiningDarknes 2 года назад
@@Miriam_J_ No it is still a problem. Knowing how something works doesn't change the feel of the mechanic.
@JustAFCasual
@JustAFCasual 2 года назад
@@Miriam_J_ I don’t really care about the fall damage arguments since I never take big falls, but if you need to watch a 30 min video to understand one of the most basic mechanics, it’s not designed very well
@lukew6725
@lukew6725 2 года назад
@@Miriam_J_ Knowing how a mechanic works doesn't all of the sudden make it good. By this logic there is no such thing as a bad mechanic since all you have to do is understand it then it won't be bad.
@boletarianbread7349
@boletarianbread7349 2 года назад
1.03 introduced a seemingly unintended death barrier by bestial sanctum that has made the Cinquedea and Dragoncrest Shield Talisman unobtainable.
@jonnyblade3234
@jonnyblade3234 2 года назад
Woo, got it before this
@noiraion1012
@noiraion1012 2 года назад
This has been fixed with the 1.03.2 patch
@NotOnLand
@NotOnLand Год назад
This has to be one of the worst changes from previous games. Having nothing between half and death isn't just unintuitive, it's totally unrealistic. Falling from 19.99 meters should take something like 95% of your max health, just to let you know how close you were to lethal height. It should be a gradient, not hard breakpoints.
@pmangano
@pmangano 2 года назад
It feels like such a weird decision to have double jump that doesn't save you from fall damage deaths. I don't think there are too many places where having torrent save you from death by falling would result in exploits.
@elias.t
@elias.t 2 года назад
Most exploitable spots are in places where you can't even summon him, I'd say. Honestly, if it had just given you 5 extra metres of survivable fall height, that'd be enough for most places where you'd actually think to try it.
@thinkublu
@thinkublu 2 года назад
I think the deal is they just wanted traversing the world to be kinda a puzzle too, using elevation to dictate where you can progress
@Wolf99555
@Wolf99555 2 года назад
@@thinkublu yes but a puzzle where you constantly feel confused as to what you can do and what the points of failure are isn't a great one. i really like from software games but i really think the way they did a lot of the fall damage alterations in this game weren't handled great, and now its kinda too late to change them.
@thinkublu
@thinkublu 2 года назад
@@Wolf99555 I agree completely
@PANCAKEMINEZZ
@PANCAKEMINEZZ Год назад
And even if there are exploits, unless it's PvP breaking, who cares? Whose feelings are you hurting, the NPC's?
@westwolf48
@westwolf48 2 года назад
Thank you for covering the Torrent bug when jumping too soon after landing on an uneven surface. Experiencing one of those deaths is what convinced me that falling damage in Elden Ring was just bonkers. Glad to have an explanation at least. Design wise I think it may have been a mistake for From Soft to place the boundary between damage and death so close together, it makes it hard for players to build up intuition about what's happening. Thanks for the thorough testing!
@iamamish
@iamamish 2 года назад
Having such a small separation between no-damage falls and lethal falls was a big mistake. Players use damage taken to help calibrate how far you can fall. I never ever used the gems to tell how far you can fall in any other Souls game, but I use them all the time in Elden Ring. Having to use an item to check so many falls before you jump is a game design problem. Great video as always!
@McTeddyGames
@McTeddyGames 2 года назад
Totally. By removing fall damage from 5m onward they didn't make it easier on the player, but harder. Fall damage was the only way that a player could get a feel for the impact at different heights to learn what they can actually survive. I'm 100 hours in and I've seen fall damage twice, there's no chance to learn at that frequency.
@finnfinity9711
@finnfinity9711 2 года назад
If they didn't do that in a vertical game like this it would've been really annoying to get fall damage all the time
@Prikense
@Prikense 2 года назад
@@finnfinity9711 maybe what they should have done is make the lower bound 10 or so meters and the upper bound something like 25, or keep it as is but the important part is that the player needs to have a feel for when they can and cannnot survive, so i think they should have more fall damage, so that a 19m fall just barely doesnt kill you so you say "ah, so this height was just shy of killing me"
@mediumvillain
@mediumvillain 2 года назад
Exactly right. It helps nothing and no one to base it on such weird breakpoints, and 16 meters/52 feet is a pretty massive fall to be the point that you START to take damage. Making it so Torrent has no effect on fall damage/death distance is also incredibly counterintuitive. There's no reason to be so strict with fall damage up until the fall death breakpoint, so the devs still have complete control over how far down you can go and anything meant to be unreachable can be comfortably outside of it. Everything in between should be highly responsive to player stats. There's no reason for it not to be. Fall damage doesnt need to be based on a percentage of health bc player health will always fall within a predictable range based on the Vigor stat & ingame items. Early game characters with 10-12 vigor should have less ability to survive falls bc they have less health. Demigod slaying berserkers with a huge health pool should be able to survive larger falls just like they can survive more direct hits from a 50 ft long stone halberd. If you have such high dexterity as to be a catlike acrobat then you should take less health damage and be able to virtually eliminate it by the time you reach the last soft cap. Your carry weight should actually matter, increasing fall damage based on your equipment load. Torrent should also factor in, taking health damage first as a cushion. It could be a much more dynamic & responsive system, instead it's lol you died, shoulda tried it from 19.99 meters.
@alexkuhn5188
@alexkuhn5188 Год назад
The part with you teleporting to right above the ground makes me laugh because it just looks so comical!
@zippydipity42
@zippydipity42 2 года назад
Regarding Torrent being inconsistent if you jump after landing on a slope: It seems like the game has a lot of trouble in general with Torrent landing on slopes and not counting that as a real landing. I have had several instances of surviving very clearly lethal heights by landing on a slope of a cliff or similar.
@ArcRay20
@ArcRay20 2 года назад
Fall Damage Breakpoints instantly answered my one question: is there just a small margin for error when it comes to damage vs death? yes. which means! the cat talisman is VERY useless! at least it seems like it due to not enough areas needing you to take a fall, then there isnt usually anything mega dangerous waiting for you ahead. so if you do get hurt it means very little. i feel like a better use of the fall damage reducers would have been that it expands the fall damage range instead instead of just not taking that negligible damage.
@TheSolitaryEye
@TheSolitaryEye 2 года назад
Yeah, they really ought to have just foregone the cat talisman with Elden Ring. It only makes this problem worse by signaling to the player that falls can be mitigated somehow. There's still very easily craftable consumables to take its place, and of course the good old assassin spells.
@ShiningDarknes
@ShiningDarknes 2 года назад
Realistically it and the other “fall damage reduction” items should have given 1-3 meter increase to max fall distance.
@ArcRay20
@ArcRay20 2 года назад
@@ShiningDarknes given how minor the difference between damage and death is in fall distance, that seems pretty fair. now if only it was a real thing XD
@druinofodd1762
@druinofodd1762 2 года назад
Tarnished: "Ah, finally I'm back in the Lands Between from my long exile. Done are my days of shame and subjugation, now I will will lay low the demigods of this land and claim the throne of the Elden Lord. So, Player, which great rune should we seek first?" IW: "Your job is to jump off cliffs while I film you."
@LeafMaltieze
@LeafMaltieze 2 года назад
Wow, I hate this. No wonder it feels so inconsistent. The window for damage should be much bigger, just like Dark Souls 1. I'm glad they let us fall further without taking damage, but they should also increase how far we can fall before outright dying. I'd say up to 25 meters or so. A big enough window that fall time can give us a sort of feeling for it. As it is now, the difference between taking a little damage, and just dying, is so close that they may as well not even have fall damage at all, and just have a death distance. While I think this would be worse than increasing the window for fall damage, it would at least be less misleading if they did that. The current implementation of this aspect of the game just feels poorly thought out. The double jump at the very least, should reset your falling distance to the point where the double jump occurred, or increase the window for fall damage.
@KodyackCasual
@KodyackCasual 2 года назад
Something incredibly important to note is that one of the biggest factors to the "weird" fall damage feeling is that it's not momentum based, but distance from last "stable" position. This means if you clip a ledge, stop all momentum, but don't finish the "standing up" animation before sliding off to the next ledge you DON'T measure from the first landing point, but from the first jumping off point, often resulting in death for two short falls instead of one long one. There's actually an area in volcano manor where I had this happen; I jumped towards a lower ledge to skip an interior area in NG+, landed, but slid off, hit the bottom of the ladder, and died. I then redid the jump when i respawned, made the first jump without sliding, then dropped to the bottom of the ladder, no damage on either of them.
@JackQNielsen
@JackQNielsen 2 года назад
Heck yeah dude, you wasted no time diving into Elden Ring! Can’t wait to see you uncovered! I’ve been noticing some funky things as far as the way the objects behave when you jump near or roll into them to break them (a staple of any souls game) and I hope at some point you make a video dissecting it in the same way you did recently for DS1. Cheers!
@freddiekay
@freddiekay 2 года назад
I want to see him uncovered too
@adamblue2980
@adamblue2980 2 года назад
@@freddiekay Beat me to it!
@boyishdude1234
@boyishdude1234 2 года назад
I'd like to see him make a video about the illusory walls. Supposedly you need to hit them repeatedly in order to break them.
@theworstcatholic7247
@theworstcatholic7247 2 года назад
@@boyishdude1234 That's just not true. I've found quite a few in the game and have never needed to hit them more than once.
@boyishdude1234
@boyishdude1234 2 года назад
@@theworstcatholic7247 Then explain that clip in circulation on Twitter right now where someone broken an illusory wall by smacking it repeatedly for a few minutes? It's probably just a bug, but it's not something that I'm making up all the same.
@cinimini4854
@cinimini4854 2 года назад
I think the small damage window is probably the reason that I'm really disappointed of the damage reducing spells and talismans even though it works exactly the same as in the Souls Series. In my late DS3 runs I usually ran around with the cat ring to avoid all the small and big amounts of fall damage I accumulated using all kind of little jumps and skips. Now it's mostly useless and it's easier to just avoid the higher falls especially since it's harder to judge the height.
@zeallust8542
@zeallust8542 2 года назад
Cat ring in DS3 was **essential** for invading. The amount of HP you can save in high intensity moments just from having the ring on is a literal life saver.
@dodojesus4529
@dodojesus4529 2 года назад
@@zeallust8542 it also was a really good thing for maneuvering in general.
@akirachisaka9997
@akirachisaka9997 Год назад
Have to admit, after watching this, I never really found fall damage to be inconsistent anymore. Like, just understanding that when I fall and lose 10% health, it’s actually “holy shit I think I broke my ankle that fall was almost lethal” and it make sense lol
@SadFace201
@SadFace201 2 года назад
I understand the reason they changed the fall damage system is to accommodate the open world nature of the game and the integration of the jump button, but this made any fall reduction items near useless. I was so excited to find something similar to the Silvercat Ring and was imagining how useful it would be in a variety of areas because of all the added vertical mobility in Elden Ring, but now I'm just saddened :(
@Poptartsicles
@Poptartsicles 2 года назад
I've actually died from extremely short falls too. It was in Caelid, I dropped down with torrent onto some large branches/roots sticking out near the bottom of a cliff. I slowly walked off the cliff with Torrent, landed firmly on the branches, walked a few paces forward, then hopped off the branch onto the ground which was only a couple feet, then died. All I can think of in this case was that the game didn't classify the branch as ground, and assumed I didn't land at all. Or perhaps the angled branch caused the problem, and the jump right as you land thing (which I didn't do) isn't a requirement to not register. :(
@SilphBoss
@SilphBoss 2 года назад
"the game didn't classify the branch as ground" I think this is what's happening, had multiple similar deaths when falling onto branches.
@Dokka-Bae
@Dokka-Bae 2 года назад
If you somehow stay up for about 3 seconds the fall damage will reset and you might not die
@ssgoko88
@ssgoko88 2 года назад
Methinks the lady doth protest too much
@mushroomanjcc1954
@mushroomanjcc1954 2 года назад
I had the exact same thing happen to me.and I knew that shit wasn't over twenty meters. The roots by the minor Erdtree in Caelid are deceptive
@Sorrowdusk
@Sorrowdusk 2 года назад
@@ssgoko88 What?
@HeiroftheAbyss
@HeiroftheAbyss 2 года назад
you summarized literally everything about fall damage.. incredible work, impressive dedication. your content is really enjoyable to watch
@Tyletoful
@Tyletoful 2 года назад
This is the first video I've ever seen of yours. I'm blown away with how detailed this is. I've liked and subscribed and frankly that's the easiest decision I've made all year. An interesting thing for you to look into next, especially given your name, is that clip that was at the top of the Elden Ring subreddit last week about how there are certain walls that 'are' illusory walls but they only disappear after a certain amount of hits. The video said it took 50, but with other weapons they were able to do it faster and with other weapons they weren't able to do it at all. Super curious. Thanks for the great video. Wow. Still blown away. Great job!
@illusorywall
@illusorywall 2 года назад
Thank you so much, I highly appreciate it! It might be kind of a long watch if you haven't played Dark Souls 1 yet (and maybe too spoiler-y if you plan on going back to it), but not too long ago I made a video all about the system for breaking objects in that game. Though I haven't yet scratched the surface of objects in Elden Ring, I'm highly confident that a lot of what I talked about in that video is going to apply. The tl;dr is that I suspect the variance in the number of required attacks is going to come down to the duration of time your weapon makes contact with the wall. There's something kind of glitchy in Dark Souls 1 where something like active frames (maybe?) are being counted. It didn't work that way in Demon's Souls, so it broke with Dark Souls 1 and wasn't fixed for Bloodborne or Dark Souls 3! This wasn't exactly a problem because high HP objects aren't a common thing, almost everything in DS1 really only has 1 HP if it's breakable, only a separate value for a defense rating is invoked to see if certain attacks can overcome that defense, but apart from that it's kind of all-or-nothing. There's no extra HP to "drain" over multiple attacks. Now for this wall in Elden Ring, it does have incredibly high HP so now that does have to be drained. But because of how it's drained kinda glitchily since DS1 and onwards, I predict that slowing your attack animation dramatically with cheat engine will result in being able to break it with a single attack. Just... maybe over the course of like 30 seconds or something silly. I'll give that a try this coming week! And if certain weapons can't do it all, then their object attack values are likely beneath the illusory wall's defense rating, meaning no HP drains.
@Tyletoful
@Tyletoful 2 года назад
@@illusorywall Woah. I can't believe you took all that time to type that up. I ready it all and it was so cool, I'm definitely going to look up that video you recommended though. I'm sure it will be getting a like from me here soon haha. Even if it is all the same, I would still love a new video on it! :)
@jwest88
@jwest88 2 года назад
I definitely had moments that made me wish they treated fatal falls like they do in Sekiro. Don't let us jump down and survive if we shouldn't but let us try to do the jump a different way without having to go all the way back to try the jump again.
@nathanhall9345
@nathanhall9345 2 года назад
Yeah, having some sort of ohcrap mechanic for platforming would have reduced a lot of frustration. Particularly on branches, which are irregular and "slippy".
@armandoguerra7658
@armandoguerra7658 2 года назад
Bro we can’t even touch water that goes above the knee, and in sekiro you have boss fights down there
@arthurdurham
@arthurdurham 2 года назад
@@armandoguerra7658 Sekiro is basically Fromsoft going "But like what if... Gravity and water weren't bullshit in one of our games?"
@HeroOfTea
@HeroOfTea 2 года назад
Finally an answer to the great mystery of "is this fall going to kill me?"
@SmittyWerbenJag3rmanJenson
@SmittyWerbenJag3rmanJenson 2 года назад
Use prism stones! Drop one off a ledge and if it breaks, its a lethal fall
@midgard9057
@midgard9057 2 года назад
@@SmittyWerbenJag3rmanJenson Most of the players are the one trying to leap across gaps so doing that doesn't help
@dominiccasts
@dominiccasts 2 года назад
@@midgard9057 Minor spoiler, but prism stone arrows exist to deal with gaps, though they require a cookbook that I'm not sure if you can purchase or have to find
@vallenthedragon8411
@vallenthedragon8411 2 года назад
@@SmittyWerbenJag3rmanJenson i was just about to say that. It's such an underused feature that it's actually painful. ESPECIALLY IN A GAME WITH THIS MUCH VERTICALLY, LET ALONE DARK SOULS.
@midgard9057
@midgard9057 2 года назад
@@dominiccasts Still won't help since it's doesn't correctly measure depth. I have about a good 80% of cookbooks along with the those arrows.
@Mason1729
@Mason1729 2 года назад
I had a feeling the range between fall damage and instant death were very close. I reckon they should have increased the instant-death height by at least 10 more meters.
@Abedeuss
@Abedeuss 2 года назад
The "sliding" bug has been a thing in Dark Souls series since first game. I remember shit like Blighttown causing deaths when you landed on a "slope", game slid you to the ground but counted fall damage from the moment you jumped. Not to mention when you landed but were not "touching" the ground - due to bug or glitch you'd hang in air, and game would just wait until your character has been floating long enough to die from falling damage anyway.
@velocitasfortis
@velocitasfortis 2 года назад
I've had an instance where I dropped maybe 5m onto a rock, it sloped me off *to the side* for maybe 3m, and killed me as soon as I touched grass. Total vertical fall distance was maybe 7m total, total lateral plus vertical wasn't even 10m, falling time was at most four seconds. This happened to me in Limgrave fairly early on. Similar glitches have killed me a couple times elsewhere in the world. As is typical, I said my "Thanks Miyazaki" and moved on with my life. Fall damage is absolutely consistent *when it works*, but hey, what would a FromSoft game be without bugs? I always forget to hit the Share button to record these goofball moments. Best part? I was slamming my face into Flying Dragon Greyll for a while, figuring out the best way to take him down, when he got himself stuck falling off a tree, and died to the falling death timer. Free dragon heart!
@CharlotteMimic
@CharlotteMimic 2 года назад
That "Elden Ring Dissected" titlecard gave me happy feelings. Excited to see what part of the game you dissect next :)
@ouka6686
@ouka6686 2 года назад
There are spots where landing with Torrent you are still able to move, but you're counted as being on a slope and therefore falling, leading you to die automatically after the 12 second timer. Easiest one to find is dropping from the cliff above Gowry's shack to the rock pile near it, then immediately running up.
@WileeCoyote1516
@WileeCoyote1516 2 года назад
I've had the same problem a few times
@Raezra
@Raezra 2 года назад
5:36 I'm glad the video clip I submitted was useful as an example! I've been looking forward to this video, can't wait to see what else you find out!
@rockinthecazbah4
@rockinthecazbah4 2 года назад
I gotta give it to you illusory, I recognized all of this and these mechanics while playing ER because of your DS Dissected video. I feel like I went to Dark souls school.
@aarowtheblacksmith789
@aarowtheblacksmith789 2 года назад
Definitely wonky, even if it's (mostly) consistent. They probably won't at this point for fear of shortcuts, but they should increase the survivable fall distance threshold somewhat, while decreasing the distance threshold for taking damage somewhat. The damage should also scale in smaller increments, from maybe 20%, to 40, 60, and so on. This would make it feel more intuitive, giving a bigger window between no damage and dying, make damage feel more reasonable, and allow the player to better judge what's going to happen when they jump off a ledge.
@Tsuba_Nick
@Tsuba_Nick 2 года назад
This ^ 100%
@unifyedunicorn8876
@unifyedunicorn8876 2 года назад
Why should you be able to fall any further?
@aarowtheblacksmith789
@aarowtheblacksmith789 2 года назад
@@unifyedunicorn8876 Only because it feels weird that you can fall more than three times as far as DS1 without taking any damage, but you die at the exact same distance.
@killaken2000
@killaken2000 2 года назад
from a player perspective, as mentioned in the video, judging height in a video game by 4 meters is difficult. Often heights that are borderline are where loot is and players are hesitant to fall because seemingly similar heights have killed them.
@haloboz
@haloboz 2 года назад
There was probably a time that you did take damage on those lower heights but it probably felt bad for exploration constantly taking damage in the overworld. Personally I am okay with the current system. It only means I have to use prism stones.
@QuestionableObject
@QuestionableObject 2 года назад
Maybe they should widen the falldamage window so it feels a little less arbitrary, make the fall damage negation items more useful too
@trielt1
@trielt1 2 года назад
This is something that I was expecting them to patch, but I'm not longer sure.
@QuestionableObject
@QuestionableObject 2 года назад
@@trielt1 It might come later, patch 1.03 didn't fix everything its gonna be an ongoing thing
@itsukarine
@itsukarine 2 года назад
wouldnt mind them changing it from like 8-20m instead of 16-20m, those items are essentially worthless in pve and pvp unless theyre stopping some annoying amount of chip damage, but I think it'll also cause some strange inconsistencies with torrent (along with his double jump.) I don't expect them to change it because it might end up somehow even more unintuitive
@boozebeard9501
@boozebeard9501 2 года назад
This feels like the kind of thing they went back and forward on a lot. My gut instinct is also to just increase the fall damage window but I'm sure they did it his way because taking chip damage constantly was in their opinion more annoying than the occasional death to a miss judged drop. I defintley think the damage range should be widened though... should do anywhere between 1% and 100% damage in that fall damage window! The fact you can be an inch away from death and only lose 50% HP I think is a huge intuition killer.
@trielt1
@trielt1 2 года назад
@@boozebeard9501 Agreed. If the issue is that there are too many high falls, they can either make the death range larger (i.e. you die at 30m instead of 20, but take damage from 16m onwards), or let players rely on soft cotton. It's craftable and cheap, and there aren't many uses for it as it is.
@neclordx8425
@neclordx8425 2 года назад
I never thought the damage fall was random. But I always thought the fall distance was visually decieving.
@AnonymityIx
@AnonymityIx 2 года назад
There are some strange areas that will kill you without explanation. For example, the bridge by raya lucaria on the southern gate by the body that gives you the clue to find the key near the dragon. If you jump off that bridge with torrent and land on the rock jutting out of the water it won’t kill you. You can stand there as long as you want. You can carefully jump down farrr less than 16 meters and it will instantly kill you. That’s not a death zone. If you started from down there and jump up the rock you are fine. For some reason the game doesn’t reset your distance when landing firmly on certain places
@demyse4108
@demyse4108 2 года назад
The spirit springs feeling inconsistent actually comes from the fact that you only need to pass THROUGH the spirit spring, not land near it. Once you pass through it, your horse will get a little tornado around it, meaning you'll have a safe landing no matter where you land. I've tested it extensively because initially I had the same confusion. Thanks for the very informative vid!!
@illusorywall
@illusorywall 2 года назад
You didn't/ done have to pass directly through the Seaside Ruins one, though. You can stay pretty far from it the entire time and still get the safe landing buff, which is part of the problem with others being a lot more finicky about passing directly through them. I believe they've widened some of them in 1.03, though, and I'll be doing some more testing to make sure that's correct. :)
@Naryoril
@Naryoril 2 года назад
@@illusorywall At least in this video you can clearly see the tornado effect appearing before you double jump out of it, and the tornado effect stays until you land. It's probably hard to tell you were right above the spirit spring because it's so far down. For the spirit spring where you demonstrate dying you can see that you were never right above the spirit spring.
@SeveralThousandSquirrels
@SeveralThousandSquirrels 2 года назад
@@illusorywall The one that really aggravated me is the spring near the northeastern minor erdtree in caelid. I once fell to my death there literally only 1 meter next to it because I didn't jump when riding of the cliff.
@illusorywall
@illusorywall 2 года назад
@@Naryoril Right, but I've done other testing where I don't jump back out of it-- I stay far away from it the whole time, and I'm still granted a safe landing there. So while it's definitely on me for not choosing the best clip, I can still say with confidence that me jumping in and back out isn't what made that safe. The area that granted a safe landing buff WAS much wider there. I'll go over all of this in a follow-up video!
@gagemonster555
@gagemonster555 2 года назад
@@illusorywall the particle effects of the spirit springs are independent of the scripted hitbox for applying the tornado buff, so it's not really surprising that two different springs have different areas of effect; there is no "safe landing" zone. you do not have to _land_ in any specific spot. there is only "applies tornado buff" zones that extend incredibly high up, way past the particle effects. the buff seems to cancel fall damage entirely until the next time you register a "land" similarly to the "initial-position-of-fall" checks. the variance in hitboxes probably isn't exactly "with intentions", just map designers throwing it in 'good enough' brushes for the surroundings. in the 22:22 clip it is 100% you jumping in and back out though, you can see the wind around torrent
@TheAstrobiologistOW
@TheAstrobiologistOW 2 года назад
Finally, a video about something new in Elden Ring that doesn't have a major spoiler in the thumbnail and therefore doesn't make me want to throw my phone across the room
@adamcrux6829
@adamcrux6829 2 года назад
This was extremely helpful thank you for the thorough explanation. You have to be the most detailed thorough game channel that breaks down game mechanics on youtube. I love how detailed you get and how far you go to find the true breaking points. Glad I found your channel keep the videos coming.
@yle_coyote4178
@yle_coyote4178 2 года назад
There is a really egregious killbox over at the Bestial Sanctum. It's like a 5m drop down to a big branch, but the game just decides to kill you instead.
@Xn7000
@Xn7000 2 года назад
I was doing some horse-parkour with Torrent yesterday, and it seems like Torrent needs stable ground to register the end of a fall/jump. He does a ton of sliding around on cliff faces if you have any X/Y directional inputs when you land and Torrent starts behaving like he's standing on ice. Something related to that behavior has to be where the issue with the apparent inconsistencies in Torrent's fall damage comes from.
@skinless5136
@skinless5136 2 года назад
Once I literally teleported from the top of a cliff face to the bottom just by walking into the wall
@TheGemsbok
@TheGemsbok 2 года назад
23:58 What happens there is exactly what I was telling you about in my comment on Twitter---unless it was fixed in the recent patch, there is an instant-kill scenario exactly like that on a tree root that's resting on a ledge above the first grace in Volcano Manor. Walking forward onto it results in death.
@nightandfayeify
@nightandfayeify 2 года назад
There is also a death plane placed on a previously survivable jump near the Beastial Sanctum. As of 1.03, having that plane locks you out of a talisman. I hope it gets fixed soon.
@leodeleon3990
@leodeleon3990 2 года назад
I always mentioned that to my friends in Elden ring. There's hardly a middle, It's either you survive or die. I'm glad to see an in-depth video so quick. Much love.
@smashbuddie
@smashbuddie 2 года назад
What a comprehensive video! I appreciate the thoroughness. This is quality stuff.
@TheNickofTime
@TheNickofTime 2 года назад
27:07 I’m sure I remember stamina coming into it, in fact that was the first thing that clued me in that they changed the mechanic. It’s testable in the very first imp statue dungeon on the way out of the tutorial area, with the giant rolling pin of death that follows you up and down a ramp. The alcoves with the two archers on opposite sides from one another is close enough to the ramp switching direction that you can jump down to the next section of the ramp from the open-walled alcove on the right, and still survive. The fall takes away no health, but it does take a noticeable amount of stamina upon landing. My first thought was that the first half of fall damage before becoming lethal had been relegated to the stamina bar, to be more convenient and not take away that small but annoying chunk of health that you’d have to waste most of a flask on.
@HeavenlyHavoc
@HeavenlyHavoc 2 года назад
Every fall actually drains stamina in some amount, but you typically don't notice because stamina only drains at all when you're in combat. It's not that your stamina impacts fall damage, it's just that in the majority of cases where you'd fall your stamina depletion is turned off because you're out of combat.
@verdanthyborian2322
@verdanthyborian2322 2 года назад
@@HeavenlyHavoc Oh that's right. Stamina only drains in combat. That makes so much sense why every one seems to notice it in that very ramp part.
@crysosisback7115
@crysosisback7115 2 года назад
@@verdanthyborian2322 Noticed it on many occasions while running around while enemies are aggroed, tho yeah, i couldn't expect people who always kill everything to not notice it
@verdanthyborian2322
@verdanthyborian2322 2 года назад
@@crysosisback7115 yep. I'm one of those guys that kill every thing except the chariot ramps because I got tired of killing those guys over and over so that's the only place I noticed stamina drain from falls.
@ckmishn3664
@ckmishn3664 2 года назад
One funny situation I ran into wrt Torrent was when I jumped to the ground beside the Raya Lucaria entrance, did a double jump, and suffered lethal "fall" damage against a rock while literally travelling upwards.
@chaosscott5682
@chaosscott5682 2 года назад
Thank you for doing research on fall damage. I was so confused by some of my fall damage deaths
@elijahkeay3906
@elijahkeay3906 2 года назад
You know this might have been the thing I was most interested in learning about and here you are! With the perfect video!
@nfix09
@nfix09 2 года назад
I was so confused with a few descents because I thought torrent's double jump cut back the fall, realizing I should be using it to grab small ledges instead. also hilarious how many things I was trying, to get on that beach in limgrave
@idraigirtm
@idraigirtm 2 года назад
When I found the cat talisman and read that it claimed to "negate" fall damage, I was pretty hyped. Omg, I thought, that is a super cool way to open up more paths in the open world! I can now explore more safely and maybe even get to places, that were unreachable without it! And confidently I jumped off the next cliff and died. The End. (Still would've been cool, I mean they even have kill boxes to keep you from getting to areas you're not meant to enter yet (like droping into Radahns arena from dragonbarrow), so it wouldn't even really break progression. )
@TheThirdPrice
@TheThirdPrice 2 года назад
Same. I was so annoyed when I went off a cliff with torrent and was insta killed on landing
@jaysea5939
@jaysea5939 2 года назад
Oh, it negates fall *damage*, just not fall *death*. Ambiguous wording is a killer.
@Crispierbug
@Crispierbug 2 года назад
Tbf it does say in its description that it doesn't negate lethal falls.
@darq7000
@darq7000 2 года назад
It was this way in all previous games so i had no reason to believe it otherwise.
@Abdullah-cj2mh
@Abdullah-cj2mh 2 года назад
@@darq7000 atleast it's useful in Dark Souls 3, especially in finding the host during invasions
@Fuzzysora
@Fuzzysora 4 месяца назад
Really appreciate the avoidance of spoilers. Halfway through my first play through and loving it!
@illusorywall
@illusorywall 4 месяца назад
Thanks, and glad you're enjoying it! Just be careful with later videos in this series for now, they'll start showing more game areas and enemies. :)
@unison_moody
@unison_moody 2 года назад
I feel like Elden RIng's solution to fall damage is worse than the one in Dark Souls 1. But the damage multiplier in Dark Souls 1 would be way too linear and punishing at small heights but they should've opted to make it more exponential instead. No fall damage from 1-10m. Making marginal fall damage at 10-15m. And heavy fall damage from 15-20m. But it shouldn't be just those tiers of course but a fluent transition, so e.g. 19.99m should leave around 1% left. It would also make all those mechanics to reduce fall damage useful...
@Malysitos
@Malysitos 2 года назад
One detail that I’m pretty sure many have caught on by now if they watched any of the other Dissected series is that each game has their own jingle in the beginning, which is a very nice little detail.
@michaelarnold3568
@michaelarnold3568 2 года назад
I really appreciate your work. The long form explanation of the game mechanics is really informative and well done.
@Powerpunk2013
@Powerpunk2013 Год назад
great video. informative, and gave examples as to why it is consistent, but not intuitive, two very different aspects of gameplay that are both very important to how that gameplay feels to the player
@allpapi3897
@allpapi3897 2 года назад
Well done video. Look forward to seeing what you got in store for the future. Thanks for the great info.
@RipaMaxima
@RipaMaxima 2 года назад
Seeing the Chosen Undead floating in front of Sen’s Fortress as a visual indicator is both humorous and informative! Great watch
@LordApricot
@LordApricot 2 года назад
To give you an example on the killbox stuff, there's a drop to the right of the elevator down to Radahn that doesn't initially kill you but is clearly glitched and walking around down there very quickly hits a killbox. It's the only "try jumping" message that tricked me because my stone didn't shatter when I tested it first. This was pre-patch though so it might be fixed now.
@elkain4630
@elkain4630 2 года назад
I was wondering when the elden ring dissected would begin but this quick is just amazing
@dungeonpastor
@dungeonpastor 2 года назад
I remember getting caught between some trees in DS1 and jumped to get out, instead I fell to my death. I'm glad you explained this
@akuro6470
@akuro6470 2 года назад
This is speculative and not backed up by any real testing, but Spiritsprings seem to apply a fall damage-negating effect to you when you cross within some threshold of where the updraft physically is. This may explain why some seem to have inconsistent safe zones. In your Limgrave coast example, you can see a visual effect on the player long before you hit the ground, but you never get it in your Caelid example. Anecdotally, I always tried to collide with the lateral position of the Spiritspring to ensure a safe landing.
@carrotcarrotful
@carrotcarrotful 2 года назад
I think this is true, but I've died while INSIDE a Spiritspring because my horse clipped a rock on the drop off so there's definitely something fishy besides just touching it because I was inside the whole way down.
@darq7000
@darq7000 2 года назад
I want to support this because this also my experience, that where you land is not important but you have to get in contact with the spiritsprings itself during the fall and have the windy animation around Torrent.
@AdmiralTails
@AdmiralTails 2 года назад
There is definitely the same inconsistency with that getting applied as well. With the one on the coast there (I think, maybe another one, doesn't matter), as well as one on the lake edge of Liurnia (near the crystal tunnel), I've made risky jumps that never cross over the actual spring, but still get that effect once I get close. That Caelid one on the other hand, just seems out to kill you.... just like the rest of Caelid, really.
@FoggyFogzmeister
@FoggyFogzmeister 2 года назад
God I love the souls community. I just watched a 30 minute academic essay on the rules governing artificial gravity in a video game. You're the man Illusory! 👊
@maxmustermann3717
@maxmustermann3717 Год назад
NGL Never thought I would be interested in something like this but that was a good video man. Klicking trough your other ones now.
@trychydts
@trychydts 2 года назад
I will not play Elden Ring for several years to come (I prefer polished versions, possibly with DLCs included) but I still enjoy your analysis and happy to be a Patreon member. I was listening to it while running, and the audio was fine by itself. :) Keep researching!
@subject204ghost3
@subject204ghost3 2 года назад
Id like to see a breakdown of ds2s fall damage. As its the odd one out and is the only one where falling damage doesnt appear to be a percentage and will definitely kill you before the max fall distance.
@lordflashheart3741
@lordflashheart3741 2 года назад
That would be cool, but if you're curious I can give you the short answer. Fall damage in DS1 and DS3 is percentage based. Fall damage in DS2, however, is fixed numbers. It still increases with your equipment weight, as you would expect, but that doesn't change how it functions. The falls height + equip burden increases the damage in specific numbers regardless of your health. This creates the rather odd situation where leveling up your health enables you to survive longer falls and the same falls while carrying greater burdens. As you may already be aware of, this is pretty much only useful to know in 2 places: The drop down the pit in Majula and the drop down to the accursed flame-salamanders in the Forest of Fallen Giants.
@cameony
@cameony 2 года назад
@@lordflashheart3741 you can also survive that fall with the salamanders if you land the fall attack on one of them
@lordflashheart3741
@lordflashheart3741 2 года назад
@@cameony That works no matter your Hp?
@zZwingli
@zZwingli 2 года назад
@@lordflashheart3741 yes
@lordflashheart3741
@lordflashheart3741 2 года назад
@@zZwingli Cool shit, I did not remember that. Does require some precision though. But not as much as if you try to use the parry exploit to go down the pit in Majula :p
@otakuofmine
@otakuofmine 2 года назад
great video and looking forward to more of those! also great to finally understand why i keep seeing messages where u would die like in the river before Radhan
@LazurBeemz
@LazurBeemz 2 года назад
The funny thing is, if the fall damage kicked in at 10m and increased to 80% at 19.99m, people would "understand" their limits better, but would still complain about taking a ton of incidental damage just traversing the world, needing 2 flasks to recover from intended drops, etc.
@Eiroth
@Eiroth 2 года назад
A new era of enlightenment begins! So glad to see you begin to analyze and take apart this vast game.
@aelsthlauinum9232
@aelsthlauinum9232 2 года назад
I did notice a curiosity on one of those "scripted locations" you mention, much later in the game in an area with lovely music. Doesn't contradict any of the rules mind, just noticed that the rainbow stones don't seem to collide with the floor and just go to the area beneath, where they don't get the protection the player does and shatter. Made me very confused about what to do next until I decided "screw it" and dropped down anyway.
@BluEthanApple
@BluEthanApple 2 года назад
If im thinking of the same place you mentioned, that happened to me too. I threw a rainbow stone, saw it go through the floor and thought "Aha, an illusory floor, wont trick me game". Turns out that "trap" was actually where I wanted to go the whole time. It left me a little frustrated.
@MissPoplarLeaf
@MissPoplarLeaf 2 года назад
Yeah I wish they would keep things consistent, or at least have some other way of indicating that this particular fall is different from others.
@kaewierdoni4640
@kaewierdoni4640 2 года назад
@@MissPoplarLeaf like they could put a school of magic symbol to indicate a near by illusion
@Ryan-cy2jl
@Ryan-cy2jl 2 года назад
@@kaewierdoni4640 they’ve never done that in any of the souls games lol you just had to know or see messages or get lucky
@stevend4544
@stevend4544 2 года назад
The caverns under the lake where the big skelley boy sits on the big chair. Behind is a kill box area.
@runekjrsgaard8159
@runekjrsgaard8159 2 года назад
Very well made and articulated video. Good job! Interesting watch.
@kodoku444
@kodoku444 2 года назад
you, sir, are a hero of the community. thank you for your service.
@Animented
@Animented 2 года назад
The fact that we can't save ourselves with the double jump is the most annoying shit. It's kind of understandable why it doesn't but it still makes my skin itch when I stop mid air 2 meters from the ground and softly land just to die a violent death.
@melancholyentertainment
@melancholyentertainment 2 года назад
Very true, plus how unintuitive it is. It goes against both normal and heaviky ingrained player instincts.
@wabbit2099
@wabbit2099 2 года назад
I was so glad to see this video show up in my recommended. I am so excited to see the kind of videos you will do with Elden Ring. You have always been one of the best at explaining the mechanics of FromSoftware. With all the content in this game, I look forward to seeing what you uncover. Thank you for explaining the fall damage. It has been so weird. I didn’t think it was inconsistent. I assumed it was just a very thin window. Still, it was nice to hear it explained in such detail. It allows my brain to process it much better than some vague mixture of experience and intuition. Looking forward to future videos!
@Kyzira
@Kyzira 2 года назад
I love how he can talk for 30 mins about falldamage and it keeps being interesting
@LithiumProductions
@LithiumProductions 2 года назад
This is the only use I have for Rainbow Stones. If you drop a stone and it breaks, so will you. Thanks for the great video and explanations, especially about the talismans!
@gavinesser6854
@gavinesser6854 2 года назад
Some of my favorite souls content out there! So excited to see an Elden Ring Dissected video so quickly.
@Jaswah797
@Jaswah797 2 года назад
On that first scripted fall, i had actually fallen onto the rocks and walked around for a bit trying to figure out where i was meant to go next, thinking it was a trap. Then the rocks broke and i freaked out but survived the fall.
@Kokonutzlz
@Kokonutzlz 2 года назад
16:02 randomly seeing Nick in this random Elden Ring mechanics video is so unexpected, incredible!
@SpaceMonkey__
@SpaceMonkey__ 2 года назад
the fact that the double jump on torrent doesn't prevent fall damage is the most unintuitive thing in this game. Everyone I've seen play this game has tried to use the double jump to prevent fall damage
@enchantressraven1479
@enchantressraven1479 2 года назад
5:36 explains sooo much. I survived that fall on my first attempt and never could afterwards and was so confused how I managed it the first time but kept dying after.
@markabyss1200
@markabyss1200 2 года назад
I was also wondering about how much stamina you lose during a fall while in combat. Can you loose all your stamina at the 16m drop, and that's when damage starts?
@firdaushbhadha2597
@firdaushbhadha2597 2 года назад
For this evidence 22:15 - 22:32 in the video the first jump by Seaside Ruins the spirit spring was triggered at 22:18. I would love to see another test where you aim directly for where you landed the first time, passing as far away from the spirit spring as possible. Another interesting thing to test would be how far you can go after triggering the spirit spring and for how long.
@sagacious03
@sagacious03 2 года назад
Great analysis video! Thanks for uploading!
@kelmirosue3251
@kelmirosue3251 2 года назад
Thanks for the explanation! I feel they need to widen the "point of damage" for the fall damage, so something like going from 16m to 10m. At least then it'll make it easier. And then make it so that the amount of damage you take is based off of the % of the height you fell down from lethal. I.E. If you drop from 18m you should lose 50% of your health (since it's halfway to lethal). I think this way it'll make things MUCH more intuitive. So when you combine the two it'll not only indirectly buff fall damage items, but also make everything feel like it's more consistent. But that's my opinion anyways
@Tsuba_Nick
@Tsuba_Nick 2 года назад
Hard agree, that would feel very nice and intuitive
@holderofsanity2589
@holderofsanity2589 2 года назад
18:53 I'm pretty sure what you're seeing here isn't related to fall height. There's this annoying little quirk where you aren't allowed to double jump unless you've jumped off the ledge in the first place. If you simply walk off a ledge, you can't jump mid air. I've run into this a number of times trying to jump off a ledge over a railing. I noticed If my first jump clears the rail, I can jump again mid air, but if I touch the top of the rail before falling, It would'n't allow me to jump again. Not that thats necessary to test it. If you just walk off any ledge you'll notice you can t jump mid-air.
@dorkmoonblade4315
@dorkmoonblade4315 2 года назад
You say this but I think there have been several times where I have done mid air double jumps with Torrent despite not jumping off the cliff.
@illusorywall
@illusorywall 2 года назад
This is incorrect, but a lot of players seem to be noticing it so I'm not saying you've had some failed double jumps, I just think it's likely to be something unrelated. You absolutely can double jump when simply walking off of a ledge. Jumping off vs. walking off seems to have no effect on when you lose the double jump, it appears to be consistent and it's likely height-based. Try double-jumping after walking off an edge again, it works just fine! EDIT: We found the culprit, various weapon classes simply don't let you double jumping after walking off of ledges and it's likely just a bug.
@holderofsanity2589
@holderofsanity2589 2 года назад
@@illusorywall Its certainly possible that I'm wrong, probably even likely. I've never done explicit testing. But what I can tell you is I've noticed this pretty consistently and I don't recall having ever been able to double jump without jumping in the first place. I'm playing right now, in fact, and just repeatedly running off the ledge directly in front of the First Step grace point, unable to jump while falling. The drop is maybe 6-7 meters? Certainly not far enough to be height based.
@holderofsanity2589
@holderofsanity2589 2 года назад
Just looked it up out of curiosity. Theres a reddit post about this exact issue. It's related to the weapon you have equipped. I just switched to the rapier from the Bloodhounds Fang and I'm now able to jump after walking off a ledge. Weird tech, lol.
@dorkmoonblade4315
@dorkmoonblade4315 2 года назад
@HolderofSanity @illusory wall For even more memes: When Torrent is in standard movement you can press walk to instantly cause Torrent to start walking. Only sometimes it won't happen. Sometimes Torrent will just ignore the walk command and continue moving normally. And you need to stop pressing any movement keys and reinitiate movement to make Torrent walk. Oh and also sometimes when you spawn at a Site of Grace Torrent won't spawn at full hp, meaning he will randomly get oneshot by the first attack. His health isn't reset after the previous life. Actually Illusory maybe all of Torrent's bugs will be a good subject for a video?
@GearPanda
@GearPanda 2 года назад
very cool and comprehensive essay on fall damage
@grantplunkett8410
@grantplunkett8410 2 года назад
Insanely good content as always I love binging the dark souls dissected series :]
@elliothazelton4489
@elliothazelton4489 2 года назад
Man these 8bit versions of FromSoftware OSTs are just such bangers and almost make me feel nostalgic by taking me back to that very first souls directed video on the SIN mechanic of DS1. Also great work as always Illusory, best souls mechanics content on the internet.
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