I agree wholeheartedly that currently water stopping fall damage is way too easy and poverpowered.
Why even take the trouble to make boots of feather falling (which have the HORRIBLE habit of wearing out super fast!), when all you need is a bucket of water, and then jump into the puddle from any height. Even flowing water is enough to make you safe even if there was only enough to cover the sole of your boots ! Totally ridiculous.
Original poster's suggestion lacks a lot of detail, that is for sure, but I see no reason to shoot it down.
Here is how I'd do it:
Minecraft has very generous falling damage. Even without any special equipment you can fall 22 blocks and survive (if at full health). This is a drop of more than 70 *feet*. So it stands to reason that the "stopping power" of water blocks should also be quite on the generous side of things. currently, the stopping power of water is "infinite" which the original poster, and me too, find overpowered. In real-life, even if the water is very deep, if you fall fast enough you'll still die or at least be very hurt unless you're a professionnal diver something like that. But it's a game. Let's remove that threat from Minecraft: if water is sufficiently deep ,you can fall from any height without risks. On the bonus side of thingsk, tht kind of approach would make things much simpler to code. this doesn't newed to be a realistic simulation, just spice and balance things up a bit.
Each block of water source would stop 8 blocks of falling damage. Let's say you fall without boots from a 40 high cliff into a lake. You would quickly drop 5 blocks under the surface and would take no damage. If the bottom of the lake was say only 3 block down, then only 24 blocks of falling damage would be removed, and you would still take damage as if you dropped 16 blocks and thus you would take 13 damage anyway (i.e. 6 and a half hearts). Typically, a ravine only has shallow water at the bottom, so yes the "bucket" water chute ladder would still work to go down, but you could not simply just jump down. The blocks of water themselves also would not be "fallen distance" blocks.
As for flowing water:
- Flowing sideways (downward or not) it would count as from 1 to 7 blocks removed depending on it's depth. the "Air" part would count as 7/8 to 1/8 blocks of fallen distance.
- Fully "Flowing downward" only: would count as only 4 blocks removed, and would not count as additionnal fallen distance.
- Both sideways and downward: would count as from 0 to 4 blocks of fall removed, according to flowing depth, and the "Air" part would count as 7/8 to 1/8 block of additionnal falling distance.
1x1 quick chutes dropping form surface to say the diamond layer using water braking could still be possible, only with a tiny bit more setup. Currently al you need is 1 Wooden Sign + 1 (maybe 2) water source blocks above the sign, and you get the perfect "waterbraking quick chute". Let's say you have a 60 blocks drop, into a 2-high "arrival" room. In the 1x1 hole above you place a sign, same as for a normal "water brake" chute. Then in ALL of the 7 blocks above the sign, you place water source blocks. This means the actual drop is only 53 blocks, and the water blocks break you for 56 blocks so basically you arrive in the room without any damage at all. You'd just need to figure out a bit how many blocks of water you need to ue to make for a perfect water brake chute, but that ain't hard to do anyway. So, still an easy setup, just not a super-easy setup like it was before.
It is mostly falls in ravines - or anywhere up high and into flowing water or shallow pond rather than deep lakes or oceans - which would end up being much more lethal.
i think it really doesn't matter. we shouldn't get caught up in the details of this game but I'm not saying that it's incredibly stupid. all I'm saying use that you shouldn't get wrapped up in mc being realistic because, i mean, there are freakin zombies and a player can't pull itself up two blocks. all I'm saying is that if mc made everything realistic it would be a completely different game
TL;DR version: Realism ? Meh ! I just think it would be more fun if the players should have to think a little bit instead of happily jumping down into every water-puddle-at-ravine-bottom they can see. Buckets are way OP anyway.
MiningPlatipus, I agree with you, but come on, what would the game be without SOME aspects that make the player think or use stuff a bit differently ? A game like Minecraft needs to evolve anyway. So much stuff was added since alpha !
Think about it: Imagine Minecraft before Sneaking and Sprinting. Then somebody proposes Sneaking and/or Sprinting and "but that would be more realistic, Minecraft is not a game about realism, so it's a bad idea !" Or if food items didn't exist yet and Steve just ate some blocks directly, but then somebody said "why not add true food items ?" and then "wah that would be realistic, Minecraft is not about realism, so let's not add those suggested changes !".
The simple fact is that EACH AND EVERY new feature will have some percentage of realism and some percentage of non-realism to it, and the sum of the realism + non-realism parts do not need to add up to 100% either, it just needs to add up to "Does it make the game better ?". Super-realism, I don't care about that at all. Real-life got enough of it already lol. But I'm sick and tired of that stupid "anti-realism logic". This is like, the internet "rule" that every lengthy argument eventually leads to a comparison with nazism, which means the entire argument has derailed. Using the "Minecraft ain't about realism" argument falls into the same category: the topic got derailed into meaninglessness.
So the "let's not be realistic" argument is moot here. We're not trying to be realistic, just to make the game more interesting and the water bucket less overpowered. The implementation I proposed here is extremely simplistic (only the bit about flowing water is a bit more complex but still quite intuitive and simple, and even that could be simplified even more), but most of all it would do the job nicely.
Now, the "too complex" argument, now THAT is a valid argument. If the mechanic proposed was a super-detailed simulation of a body falling in water then yeah, that would be needlessly complex for a game especially for a game like Minecraft. But I proposed something quite simple.
If you don't like it because it is found to be too complex, then here is an even simpler method :
Water blocks, flowing or not, even 1/7 block deep water, reduces falling damage by 8 blocks. End of story.
Can't have any simpler than that.
The point is, the actual exact mechanic/implementation is not important as long as it is not something too complicated. The threshold of what is "complicated" will vary from player to player, but we can guess that Mojang would determine what is acceptable for the majority of players. What is important is that something probably needs to be done in order for the game to improve. The bucket is way too useful already, compared to say other tools which have nearly not enough use like say the hoe: once you made your farmland, it's over, even a simple unanchanted cobblestone hoe will probably last you for the entire game.
Sure, not being abe to just jump down in a water puddle from any height anymore would "change the game" and yes it "would not be the exact sameg game anymore. But I for one think it would be a better game: just like solid blocks prevent you from just walking through them and go anywhere easily, not being able to jump far down way too easily also is important to make transportation interesting. This only adds values to blocks such as slabs, stairs, ladders, and all kinds of player-made elevators and chutes, and make Feather Falling boots much more worthwhile to have. Otherwise, just carry a water bucket, and you're good to go, anywhere, anytime, which I think is very lame.
As for "Let's not waste time / dwell too much on..." argument, well, come on... the entire POINT of the suggestions forums can easily be seen to be a near-total waste of time in the first place. Also can be called "fun" for some, too. I didn't propose a 20 pages essay, just a few paragraphs, a simple way to implement the original poster's idea, mainly prompted because EnderCreeper said it lacked detail. Please let's not try cutting the top of the fence rather too razor-thin between "not detailed enough" and "too detailed", heh ?
And in a world where every slope is either totally flat or a straight 45 degrees "we need to jump all the way", or else a totally unclimbable wall, then yeah I would definitely like to be able to pull myself up 2 blocks too. :-) ALso, having "slabs" for all naturally generated blocks (dirt, grass, sand, etc.) would allow for much more smoother looking and better looking terrain and nicer builds, and more varied exploration: sometimes you would need to jump, and sometimes you could just walk (or sprint) along, with terrain that is still varied in it's height elevation, only smoother in some places.
After all, players get bored so easily, so we do need the variety right ?