daydream reports: unfair death by ghost again. ... #2974
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Reference: your-land/bugtracker#2974
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daydream reports a bug:
I've been in this space ALL day and and not seen a single mob but I died the 2 minutes I'm AFK. Really?
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
that's the fundamental nature of ghosts; they go through walls.
related: #2192
per #4094, perhaps ghosts should be blocked by protected walls
If ghosts are blocked by protected walls, they cannot act on their primary mission: Deter flying builds. Because people will simply protect their flying stuff. Unfortunately this also means they'll be a nuisance everywhere else.
But we also cannot have them kill afk players all the time by simply "wandering in".
Suggestions for solution?
We could make ghosts not deal any damage in the overworld or during the day, but keep their strength up in the air.
Remove ghosts, implement a different mechanic to find flying builds
Make ghosts have a different, non-lethal effect.
Right now they are far too common on the surface and on/in normal buildings. Flying buildings can't be easily detected either. A beautiful tower on a mountain will usually be at a much higher elevation than your average flying cobble box.
RL sometimes demands to afk for a few minutes. Players ought to have a chance to be safe in such situations.
How about the following: Put up a warning sign at spawn that flying buildings other than airships and ballons etc. are forbidden by the airship service. Reason: Their airships crash into unexpected flying objects. Consequences: If a flying object is detected (manually by staff or players) and deemed not able to fly, then an airship will "crash" into it (or fear crashing into it!). The airship service becomes angry and demands recompensation from the player in gold. The player is banned from using the airship service until he has payed. The building will be removed after a week, including all chests and other things in it, if it's not gone by then. The player will be charged extra for removal.
The same could be applied to buildings on the ocean. If it swims, fine. If it doesn't, and isn't connected properly to the ground: Maps of the sailship service will not show that obstacle. They don't like it. They don't want to sail into cobble boxes. So, they likewise could ban players from using their service until a compensation is payed.
This has the advantage that players can understand that (there is a sign/poster/npc with the rule) and why (airships don't want to crash into it) such builds are not welcome. They're not just killed by ghosts without understanding the why, perhaps never comming back and leaving ugly things behind.
I have no idea how to technicly detect those things. Even if we could - we couldn't distinguish between good future buildings under construction and ugly flying things. Humans are much better at distinguishing that.
What if the player needs to use it to get the gold? checkmate
Bad for the poor player :-) Shouldn't have built something so bad in the first place :)
That's what I struggled with as well: detection.
I don't want to do manual detection, because that involves a lot of work. Unfortunately I see no alternative.
I like the suggestion that people who build on the ocean are charged a fare by the sailship network and those who build in the air are charged by the airships, but this means "rich players are allowed to", because they can afford to pay.
I'm afraid the compensation the airship and sailship company demand will have to depend on how rich the player is. Players who have played for a long time and have gathered riches ought to know the rules, while newer players have less.
i'm not sure how easily it can be done w/ mobs redo, but ghosts (and other mobs) could be made to only detect players when they're moving.