nose dive off Bit-Yakins cliff to my base just below EVERY SINGLE TIME and take zero damage.there are more as well tested and confirmed by my one buddy. these were just the ones i experienced and confirmed myself
Falling damage is percent of health rather than set damage. The max dmg you can take is 100% of your health This means if its reduced in anyway (such as the friendly fire dmg modifier) you cannot die from it.
If friendly fire is set to 0.9, and you fall from max height to min height (maximum distance) you will survive with 10%. Default is 0.2 which means those in clans will take negligible fall damage from most heights and only 20% of their health in fall dmg at the maximum.
It is not about the clan, it is about settings of damage and how bonuses are factored. You can have those even if you are not in a clan, but instead have built your character in a certain way.
In a clan on Xbox, and really only experienced a small amount of fall damage. Never let the thirst or hunger meters drop to zero, and you can still take damage from the sandstorm and drown on Xbox.
The mechanics in the devkit disagree with you. What I posted is the very core of the issues you brought up. There are plenty here that will agree with this.
Friendly fire damage setting is erringly affecting damage it shouldn’t. That’s a fact, not an opinion.
Like I said … “not getting the point” is a pain.
The clan is not the problem. There is a problem with the damages setting that influence a lot of things it should not.
Few months ago there were a lot of reports about damage settings being applied wrong, and both multiplying or “dividing” the setting of friendly damage on other damages. Being in a clan change how “friendly” sources of damage work.
It wont be solved by claiming it is something that it is not.
The bug is physically located in a function that determines if two different characters are in the same clan. Which is used to check if the friendly fire damage multiplier should apply to the damage taken.
When the source and the target of the damage is the same character, this will incorrectly apply friendly fire to it (fall damage etc. are processed as “self-inflicted”. )
The opposite is also true, clan members hitting each-other on pvp servers do full damage, just fewer people reported that I guess.
It will, since the actual problem in the code along with the solution was already sent off to the developers
Now be a nice AI and stop pulling random paragraphs out of your ass in every thread just for the sake of contradicting people when you clearly don’t know better either
Forgive me if I ask a question you probably already answered in a previous thread (this might benefit other readers here), but the issue is stemming from self inflicted damage being applied as clan damage?