Angeldust

YouTube Twitch Facebook Instagram Discord Twitter
Steam (Windows, macOS, Linux) Windows iTunes App Store

Please fix Angeldust for builders

em English em Fóruns





Postagem 31–36 de 36

Anterior « 1 2 3 4


# 31

por

Hummm

17 horas atrás


@Rob12 ... a block that spawns creatures is AFK infinite coin hack


# 32

por

Loki The Witful

6 horas atrás


Okay one or two problems with some of the ideas... 1. making it where creature can't spawns in a 3x3 area of a spot you claim would not fix it, because the creatures will still be on the land you claimed, and around it, so you have to kill them, but guess what... you walked onto another chunk so more creatures spawned in so now you have to (A claim more land) (B walk over to kill the new ones) endless loop, and making it a 4x4 does not really work with how the server sends chunk information. 2. Trolling. I just see some players finding hunting grounds and claiming it, and trolls claiming hunting grounds has already caused enough issues, now imagine that 1 claim destroyed 3x3 area, and adding a timer to make creatures spawn back around it would defy the whole no creatures in the build area idea. Legit best method is claiming the land, or Getting a ghost mode for building. But The ghost mode could be exploited in some way I am sure. @Rob12 We have talked about making it where you could toggle on creatures spawn on your claims, but as Hummm pointed out, infinite coin hack. I could just level out a 3x3 area place a bunch of conveyor belts to bring everything to the middle claim, turn on creature spawns, and BAM! ∞ coins. Unless toggling it on would spawn in a type of imitated version of the creature that did not drop any coins, kinda like the photon imitated creatures, but instead of dropping a photon ball they could just drop health.


# 33

por

Rob12

6 horas atrás


@ Hummm, Yeah I see how that can be done. Well what about the first Idea then? It would just be like the land used to be before it was claimed. People could still build creature traps, but it wouldn't be any different to normal play, would it?


# 34

por

Rob12

6 horas atrás


@ Loki The Witful, It looks like we are back at square one then. So in that case, there shouldn't be any changes made to anything. At least not until all of those issues can be worked out.


# 35

por

Rob12

5 horas atrás


In another block building game I play, which is not Minecraft. They also have creatures that can inflict damage, and even kill you. Meaning all your possessions get put into a funeral urn at the spot you died, and you are reborn at your chosen starting location. You then have to hike back to your funeral urn to get your stuff back. So it's a huge disadvantage when building, in that game, to die from being attacked while building. So they made a fix, but..... The whole game works a bit differently to Angeldust, especially when you kill the creatures. In this game when you kill a creature, you don't get coin, you get resources instead. The only way you used to get coins in the game were to do one off quests. The coins were used to buy block sets instead. So the fix they came up with in this other game, was to make a "Creative Mode" where creatures wouldn't spawn at all while in this mode, and you were able to fly, and able to use any block, without having to make it first. When I started using the "Creative Mode to build" I found that it was good to be able to fly, but the lack of creatures kind of sanitized the whole game and washed all the of the interest out of it. It made it bland and dull to be in "Creative Mode". Anyhow that's what they did, but as I said Angeldust is different because we get a lot of our coins from creatures. So that leaves it open to exploitation via creature traps etc to farm coins.


# 36

por

Firefly

2 horas atrás


Rare @Ruan4K, @Hummm and @Rob12 posts; thanks for the continued brainstorming! The following is controversial, but I want to be open about the issue. Given the discussion I'm decently confident that Angeldust works for the majority of players, and even for most builders (including wonder builders) as it is. It's not perfect and I'm sure adding knobs to hyper-customize the claimed land experience would make one or two players smile for a few minutes, but land claiming and building seem to generally work for most players. As @Loki The Witful comments: a non-spawn border eventually is still too small. With 3x3 as soon as you step outside your road claim, creatures will spawn. So 3x3 will not work and 5x5 feels ridiculously large and would make the game feel dead to me. It also requires knobs and accounting on the website to make it all work, because it's not something we universally want. @Rob12's point on 'Creative Mode' in other games is what others have also noticed: playing in an isolated world game world isn't as fun as sharing the entire world as in Angeldust. Some here wrote that they like randomly discovering other player's builds in the game. I'm afraid all that 'good' comes with a sprinkle of 'bad'. The only option I see is to have a knob to make your character unable to interact with creatures. Like creatures wouldn't see or damage you and you can't damage them. But I feel that takes all the 'Angeldust' out of 'Angeldust'. And the creatures would still be around and randomly visit you while you are helpless to do anything about them. I'll keep asking: @Moniq do you see a solution to your problem in any of the recent discussion?


Postagem 31–36 de 36

Anterior « 1 2 3 4