flux reports: there needs to be more of a pe ... #1572
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flux reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
i've got an idea of a "fair" solution as a mod.
some ideas for what a "penalty" could be:
i sorted them to how severe i think they are, i don't expect you'd approve of this full list, or any of it.
Good idea. Death needs to be something uncomfortable and must not yield any positive effects. Current positive effects are people gain a death portal and bones, which they craft to bonemeal. Current negative effects are they lose their items and some xp.
The loss of xp can be mitigated when they just levelled up or lost so much that they start from 0.
Losing items only happens to the explorers, not those who die on purpose.
/killme
command or - better - replace it with a/spawn
command.I'd rather go for making death non-abusable, like removing the positive effects. Let's remove the crafting recipe where you can make bonemeal from the bones block and add a homeportal to the church. The home portal may still be more expensive or have no free version or similar, that's up to balancing. Also let's make the death message configurable via yl_settings.
some ideas
per death in the last hour
misc
like 2/4 bones = 1 bonemeal
I think this is a good idea, or Bla's suggestion of at least having a cooldown on /killme.
This currently seems to just give a grace period of 1 minute, so you won't lose too much XP if your house is being camped by e.g. a banshee.
I also like this, I thought we already had an open issue, but I can't find it. Perhaps we just talked about it.
I'm not sure I understand what's suggested here. Do you mean, get rid of the /home command, and make it so you can only go to your "home" via the priest? Would this be in addition to the death portal, or instead of the death portal?
Further, there's (at least) 3 different kinds of death-exploiting behavior:
Some more ideas:
Also, a lot of confusion from "unexpected" mechanics could be somewhat mitigated w/ a warning to the player in chat, particularly if it is colored red and comes with an alert noise.
Also thought about that but it would distribute the impact. most players have atleast a stack of each of those and would accept loosing some of each.
I think it is a more "visible" effect if its always the same ressource.
Switching from gold ingot to gold block per death after a couple deaths would be a nice idea because it would quickly increase the impact after a set threshold. But could also prevent bankrupting newbies because they would have to craft it first instead of blindly clicking through the dialog.
Another possible idea:
The problem of a player using alts to avoid (or reduce) the penalties is really difficult w/out some way of identifying the alts.
Verbana has a command for tagging a given account as an alt of another account (though this feature is a bit rough and needs some attention). It can be used to automatically apply an existing player penalty to any number of accounts. Perhaps a similar process could help w/ player death mechanics. Say, if one alt dies, all accounts tied to the alt lose XP as if they'd died themselves.
Tagging of alts would have to be a manual process, though knowing whether players shared an IP (or network) would be a valuable piece of information to know when applying such a tag.
I certainly don't want to prevent people from creating alts - i've personally used them to test various bugs/game mechanics, though i mostly use the test server these days. But people shouldn't be using alts to get around the aims of the server w.r.t. survival and experience scaling.
Some players use /killme to create a portal to teleport other players to the same location.
Others use a second account to explore the nether with home in the nether and this often results in many consecutive deaths in a short time with death message spam
The first problem can be solved by making the portal usable only by the player who opened it,
the second can be solved by disabling the death message.
If the problem is to avoid the negative effects of the abuse of a behavior, I think it is enough to eliminate the positive effects.
Then if you want to change the rules of the game it's another matter and therefore you can decide to make the game harder by increasing the cost of a death.
But there are players who are really in trouble against a monster or in an awkward position and who trying to recover their bones die several times. Making the game harder in my opinion wouldn't be fair.
However I think we can work on the loss of xp by going backwards with the levels and this, in my opinion, would be enough to make players more cautious without the security of the acquired level.
Loosing xp or level doesnt have an impact as long as you can still go to the nether with your lvl 0 alt because levels have no real impact on fighting because you can supply armour everything needed from your main.
That would only disadvantage normal players.
The priest demanding xp is a nice idea overall and could replace gold but it would penalize normal players twice(death xp loss + priest xp cost).
death abusers wouldnt care and just switch to another alt or just gather the needed xp for a lvl 0 portal.
I think the best approach will be time based with a steep multiplier, a mix between cooldowns and time to gather the needed materials.
That wouldn´t affect the normal player that occasionally dies a couple of times in a short period(new players in mine or at night, voice attacks) to hard.
But would slow down death abusers with steep multipliers for cooldowns & portal price.
As an example player died 5 times in the last 15mins
Idea: Getting Bones once in a defined time (1hour for example), the others times u die u can dig the bones to get your items but the bones itself will not get picked to inventory, so that if a player die multiple times not intentionally but because of strong monsters they dont suffer penalty. (i must be one of the rare persons who dont care for bones & even trash them a lot xD)
Yet More Ideas after talking to players:
#1889: players shouldn't be able to use /home or /spawn to escape dying from damage; the implied fix was to only allow teleporting via such commands when your HP is above a certain level.
we could possibly go the route of disallowing "fast travel" (/home or /spawn) while a mob has targeted you, you are falling, and similar.
I'm not ready to move forward with further discussion of most of the ideas here, but I've created a "timeout" in the bones mod so that players only get a bones node from their own bones once an hour:
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948b1f4976
Suggestion: Death portal will not always be able to teleport player directly onto top of bones, that is true for many reasons, however before going into death portal we should have some kind of idea of how many nodes distance the portal endpoint will be from the player bones (and whose player bones are we going to / that this portal is trying to target?).
A repeatable quirk right now is to jump off the sailship in the sky, fall until not in protected area, /killme, then try to use portal. If portal manages to line up with your bones X,Z the Y-axis will almost certainly be wrong in some fatal direction; a few times repeating this and you can get the portal to end up on your now-stack-of-bones pile. If the logic is too difficult to fix at least have some kind of hint.
Also is this portal supposed to only be for bones recovery ? What does a death where no bones form do?... i.e. if you don't form bones why should the location change? That would be a case of "I'm sorry, there are no bones to teleport to" actually would be helpful as a negative confirming result. If you don't get that message, then for sure bones are there and it should tell you how many nodes distance the portal endpoint will be from the bones. Teleporting to get your bones and then dying some unknown distance in another location at whatever unnamed destination you happened to warp through is where the frustration comes from, not so much that it's wrong but that it's non-sensical and there's nothing to be informed about or learn from when it goes wrong.
the priest teleports you to where you died. your bones might not be there for a variety of reasons, though they will be nearby. the exception to that is if you die while you are very far above ground - the logic tries to place your bones on the ground, so you can get to them.
what in the world are you trying to do? this sounds like a really weird case to design anything around.
no, it's only somewhat related to bone recovery.
fair, it does seem like the player should be informed of the location of their bones when they die, not the location of their death. but that's a separate topic from what this issue is about.
after reviewing this, I think there should only be a penalty when using /killme. Because suppose a player was in the nether and an evoker spawned behind them ? the evoker would naturally spawn a lot of vex and constantly kill them. They shouldn't receive a penalty for something they can't even control.
if you restrict it to just /killme that would be exactly what players will do to get around that 😉
They can´t control if they die in nether but nobody forces them to go back there over and over again.
True, they might, but why would anyone go to the nether to abuse death ? There is pretty much no advantage. Maybe a bone block once in a while, but that’s it.
There are a few things that might help with alts using /killme
And in issue #3253
AliasAlreadyTaken said:
Fix for that. Make it so that players can’t do /killme when falling or being targeted by a mob.
Flux said:
+1
There is really no reason for anyone to set home in the nether.
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Edit by Alias: Please use 1. instead of #, that might tag other issues :P
player behaviour is not always based on advantages or logic, reminds me of a player that wouldnt leave cities even in full crystal armor cause mimes 😆
In general not everyone uses alts for it and you can´t reliable detect alts so any idea that only applies to alts is likely to fail.
and remove useful information for staff/bailiffs
will be misused to avoid xp loss from "normal" death (falling, nether, voice, etc)
My first nether base was my home for quite a while, pretty sure shanish´s home is also there, upie has a place in nether thats only reachable by alt which has its home in nether and a few other players I know also have/had their home set in nether.
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Edit by Alias: same as above, in the quoted text
that's why I wrote: "Fix for that. Make it so that players can’t do /killme when falling or being targeted by a mob."
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Edit by Alias: same as above, in the quoted text
I wonder how someone can type /killme during falling or fight. I only can do /h sometimes if this was the last command before.
sorry Alias
copy & paste or already typed into chat so you only need to hit enter
yeah sure you wrote that but after 2 more different suggestions and a quote from another issue. So I took those as different points and not related.
I would describe detecting falling in minetest as "shady" atleast😆
detecting if the player is the target of a mob requires changes to all mob api´s in use
To me that seems overcomplicated, too much work and wasted server ressources for patching a loophole that was only created to get rid of /killme spam.
imo there should be a "wait time" between each use of /killme - not too short but not lengthy, it wouldn't entirely stop the spam but it would slow it down and hopefully discourage it
this is exactly the situation that i wanted to discourage with this proposal - if you die in the nether, i don't think you should be able to teleport back immediately and endlessly to try to recover your bones by brute force. the nether is meant to be a very dangerous place, and you may lose your stuff and not recover it. if you want to survive there, you have to be very careful and clever.
you currently can get at most 1 bone block from your own bones per hour, which was inspired by this discussion. see #1572 (comment). this has been in place for over a year and players no-longer use
/killme
repeatedly to get bones for fertilizer.let's keep that discussion to #3253
overall, i'm going to break off some of the tangential proposals here into new separate issues
Wow.... I don't know why, but sometimes the server make suggestions that makes the game less convenient?
From what I knew most, if not all well-known servers have tpr and /back, or at the very least some ways to go to someone else's position without cost.
NO one wants to make DP or to die. They do it because they wanted to be able to bring someone here without having to walk a few kilo nodes.
I like the game to be challenging, but difficult does not mean challenging. Maybe instead of giving punishments to non-adventurers, let's be positive and reward the people who go on adventures. The current rewards(nether ingots or dragon scales) are not attractive enough.
That would not be appropriate. I think we should be able to set home wherever we wanted, it is our home.
There are plans to allow /home portals, then noone needs to die to have visitors :)
This issue deals with bone block farming and similar.
IMO this issue is mostly about players abusing the death portal mechanic, e.g. brute-forcing hard things like the nether because they can die and teleport back quickly and endlessly.
Well that hardly happens anymore.
Ummm. Right now the bone blocks are not 100% yielding either.
They still lose experience points
It is exactly the other way round! Death portals won't go away, but we plan to add a HOME portal additionally :D Means, you can much more easily invite people, without having to die!
Sorry I misunderstand it then :)