mass-spawned voice mobs should use textures, not nametags #5432

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opened 2023-10-29 21:26:20 +00:00 by flux · 9 comments
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request: voice mobs (or at least the ones that spawn by the hundreds) shouldn't use nametags. instead they should have custom textures that indicate that they're not naturally spawning mobs. the nametags flood the screen and make playing very difficult, particularly if there's a hoard of mobs in a difficult-to-navigate area like a jungle. it's possible to turn nametags off if you turn off the entire HUD, but then you can't see your health, hotbar, or what you're pointing at.

this would also result in making the voice mobs sneakier if they're e.g. in an underground tunnel or something.

Originally posted by @flux in /your-land/bugtracker/issues/5201#issuecomment-60609

request: voice mobs (or at least the ones that spawn by the hundreds) shouldn't use nametags. instead they should have custom textures that indicate that they're not naturally spawning mobs. the nametags flood the screen and make playing very difficult, particularly if there's a hoard of mobs in a difficult-to-navigate area like a jungle. it's possible to turn nametags off if you turn off the entire HUD, but then you can't see your health, hotbar, or what you're pointing at. this would also result in making the voice mobs sneakier if they're e.g. in an underground tunnel or something. _Originally posted by @flux in /your-land/bugtracker/issues/5201#issuecomment-60609_
flux added the
1. kind/enhancement
1. kind/balancing
labels 2023-10-29 21:26:33 +00:00
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That would make it extremly difficult to spot them. Most Voice attacks would go unnoticed unless he speaks.

I talked to Alias yesterday about snake spawning. According to the log, 38 spawned in the area where I was searching. I found 6 of them, and I was really looking.

A big difficulty when fighting Voice is that I have to go down to view range 20. That wasn't necessary in the past. It's due to my line beeing too slow. But I also suspect the more detailed player model to be the cause. People move their heads around a lot when looking around, and that's too much for my line. Beeing able to get less packages then (the movements of the Voice mobs are by far enough to cause trouble...) might help me and others with a slow connection a lot.

That would make it extremly difficult to spot them. Most Voice attacks would go unnoticed unless he speaks. I talked to Alias yesterday about snake spawning. According to the log, 38 spawned in the area where I was searching. I found 6 of them, and I was really looking. A big difficulty when fighting Voice is that I have to go down to view range 20. That wasn't necessary in the past. It's due to my line beeing too slow. But I also suspect the more detailed player model to be the cause. People move their heads around a lot when looking around, and that's too much for my line. Beeing able to get less packages then (the movements of the Voice mobs are by far enough to cause trouble...) might help me and others with a slow connection a lot.

I talked to Alias yesterday about snake spawning. According to the log, 38 spawned in the area where I was searching. I found 6 of them, and I was really looking.

ok im sorry, but what does snake spawning have to do with this?

tbh I'm against using textures instead of nametags because as soko said, it would be much harder to spot voice mobs since we can't just see a scout nametag and then see a group of them sitting next to a focus.
nametag floods I can understand, all those brightly colored tags can interfere with vision especially in more cramped area (ex. jungles)
what about mixing up textures with nametags and see how that goes? (as in some voice mobs carry nametags, but others have textures)

> I talked to Alias yesterday about snake spawning. According to the log, 38 spawned in the area where I was searching. I found 6 of them, and I was really looking. > ok im sorry, but what does snake spawning have to do with this? tbh I'm against using textures instead of nametags because as soko said, it would be much harder to spot voice mobs since we can't just see a scout nametag and then see a group of them sitting next to a focus. nametag floods I can understand, all those brightly colored tags can interfere with vision especially in more cramped area (ex. jungles) what about mixing up textures with nametags and see how that goes? (as in some voice mobs carry nametags, but others have textures)

Nametags of hundreds of Voice mobs clogging up pictures and videos are not nice. still, detection is an issue.

Maybe we could make it that only team commanders carry a nametag, while their teams do not.

Maybe we could make a toggle that would specifically show or hide nametags.

Nametags of hundreds of Voice mobs clogging up pictures and videos are not nice. still, detection is an issue. Maybe we could make it that only team commanders carry a nametag, while their teams do not. Maybe we could make a toggle that would specifically show or hide nametags.
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ok im sorry, but what does snake spawning have to do with this?

It's just an example of how difficult it can be to spot mobs.

Nametags of hundreds of Voice mobs clogging up pictures and videos are not nice. still, detection is an issue.

Hmm. They kind of belong to the experience. Turning them off for screenshots and videos might help, but...not finding the troops would certainly be far worse.

> ok im sorry, but what does snake spawning have to do with this? It's just an example of how difficult it can be to spot mobs. > Nametags of hundreds of Voice mobs clogging up pictures and videos are not nice. still, detection is an issue. Hmm. They kind of belong to the experience. Turning them off for screenshots and videos might help, but...not finding the troops would certainly be far worse.

i would prefer a toggle tbh

i would prefer a toggle tbh

Original message: Ya, it would be nice if players had the choice to toggle nametags, perhaps a command like /toggle_nametags

Edited in: And optionally you could add sub commands like scout, fighter, elite, etc. so that a player can pick and choose which mobs have nametags and which ones don’t. But I do agree with Sokomine. The nametags have been here for a long while, removing them would make it less fun and interesting. Without the nametags it would feel like you’re just fighting lots of random mobs in large numbers. And another thing. When you’re in a jungle. If you remove those nametags it will be much harder to find and fight troops, because jungles are darker than normal areas, and usually very thick. Jungle battles are already hard enough, and I believe that removing nametags will make them harder. Especially at night.

Original message: Ya, it would be nice if players had the choice to toggle nametags, perhaps a command like /toggle_nametags Edited in: And optionally you could add sub commands like scout, fighter, elite, etc. so that a player can pick and choose which mobs have nametags and which ones don’t. But I do agree with Sokomine. The nametags have been here for a long while, removing them would make it less fun and interesting. Without the nametags it would feel like you’re just fighting lots of random mobs in large numbers. And another thing. When you’re in a jungle. If you remove those nametags it will be much harder to find and fight troops, because jungles are darker than normal areas, and usually very thick. Jungle battles are already hard enough, and I believe that removing nametags will make them harder. Especially at night.
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Original message: Ya, it would be nice if players had the choice to toggle nametags, perhaps a command like /toggle_nametags

visibility of nametags is universal, not per-player, so this is technically infeasible. i suppose i could hack my client and add a nametag toggle, but i thought i'd rather propose something that benefited everyone.

> Original message: Ya, it would be nice if players had the choice to toggle nametags, perhaps a command like /toggle_nametags visibility of nametags is universal, not per-player, so this is technically infeasible. i suppose i could hack my client and add a nametag toggle, but i thought i'd rather propose something that benefited everyone.

The only way we could do that, would entail globally storing which object had what nametag, then globally remove them, then after a minute or after toggle, restore all the nametags to all the objects. If an object dies, the nametag cannot be restored, if a mapblock gets unloaded during that time, we don't have access anymore. This is a lot of effort for very little gain IMO

Vote close, but result/maybe

The only way we could do that, would entail globally storing which object had what nametag, then globally remove them, then after a minute or after toggle, restore all the nametags to all the objects. If an object dies, the nametag cannot be restored, if a mapblock gets unloaded during that time, we don't have access anymore. This is a lot of effort for very little gain IMO Vote close, but result/maybe
flux added the
5. result/maybe
label 2023-11-12 00:19:15 +00:00
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gonna close this in favor of thinking about the problem more and coming up w/ a different solution to propose.

gonna close this in favor of thinking about the problem more and coming up w/ a different solution to propose.
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Reference: your-land/bugtracker#5432
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