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Multiplayer servers often resort to implementing mods which prevent players from griefing builds. I believe I have a better solution.
Imagine a beacon style structure which players can build, letβs say buried underground, amid a cast of obsidian, which would set a protection buff on all blocks within a 32 or 64 block radius, unless you possessed in your inventory / offhand a keystone paired to the structure, which would allow you to break blocks / entities normally.
The protection buff would not be impenetrable, but would multiply each blockβs mining time by 64 or 128. So letβs say if you did not possess the correct keystone paired to the structure, it could take you the same amount of time to break a block of simple stone within the radius of protection as it would normally take to break a block of obsidian, depending on what kind of tool or enchants you are using.
Placing blocks / components within the protected radius without a keystone would also be inhibited, which would take several attempts before a block / item is placed, giving off a force field sound effect each time the attempt to place a block is denied.
The result would be an effective deterrent, players could conceivably place / destroy blocks within the area, but it would take such an immense amount of time to do so that it would typically not be worth it.
One fun twist would be that the keystone could be paired with the structure simply by renaming it in an anvil. So players diligent enough to dig into the structure to find its name could effectively bust the code by renaming their own keystone to match.
I get what you are going for here, but when it comes to things like server administration which this falls into it should be simple and not gated by obtaining in game items. Imagine if you couldn't set up a whitelist until you found a specific item in the game. The same principle applies here.
Not to mention this could be used for griefing as easily as it can be used to prevent griefing. Players who have been on a server long enough would have the materials necessary to build these around new player's stuff or just randomly to screw with people.
Building in chunk protection that is handled by commands makes way more sense. It would be easier to use, relatively safe because it is restricted to admins, more efficient, and much more versatile. You could restrict areas to specific people or teams and specific areas of whatever size you want rather than having to chain together multiple structures.
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I get what you are going for here, but when it comes to things like server administration which this falls into it should be simple and not gated by obtaining in game items. Imagine if you couldn't set up a whitelist until you found a specific item in the game. The same principle applies here.
Not to mention this could be used for griefing as easily as it can be used to prevent griefing. Players who have been on a server long enough would have the materials necessary to build these around new player's stuff or just randomly to screw with people.
Building in chunk protection that is handled by commands makes way more sense. It would be easier to use, relatively safe because it is restricted to admins, more efficient, and much more versatile. You could restrict areas to specific people or teams and specific areas of whatever size you want rather than having to chain together multiple structures.
I've been playing this game so long (webpage embedded alpha) I've seen so much near-sighted resistance to good ideas on this forum only to see those ideas implemented into the game anyway. Remember when people fought so hard against smooth lighting? π I'm getting the same vibe here.
In case you hadn't noticed, well resourced griefers can already totally level your base with TNT, or lava, etc. If a griefer came to your base with a keystone, they'd probably just level it first anyway. So I don't buy that argument at all. However, if you had your base guarded with a keystone, it would be too time consuming and tedious for many griefers to bother, and would therefore mitigate the time spent and extent to which your base is griefed.
At the end of the day, it's an in game function that gives players control over block manipulation, no different than beacons inducing mining fatigue (maybe that's how it should be implemented?). If you implement a keystone into your base before your base is discovered, your base is safer, and the number of people likely to take time to destroy your base will decrease, as will the time and extent to which they spend destroying it.
Players would therefore not have to rely on the whims and maintenance of admins and moderators and whitelists (which would obviously still exist too), they could safeguard their bases themselves, within the actual gameplay, rather than modding griefers away, which in my view is far less interesting than an actual gameplay mechanic.
Multiplayer servers often resort to implementing mods which prevent players from griefing builds. I believe I have a better solution.
Imagine a beacon style structure which players can build, letβs say buried underground, amid a cast of obsidian, which would set a protection buff on all blocks within a 32 or 64 block radius, unless you possessed in your inventory / offhand a keystone paired to the structure, which would allow you to break blocks / entities normally.
The protection buff would not be impenetrable, but would multiply each blockβs mining time by 64 or 128. So letβs say if you did not possess the correct keystone paired to the structure, it could take you the same amount of time to break a block of simple stone within the radius of protection as it would normally take to break a block of obsidian, depending on what kind of tool or enchants you are using.
Placing blocks / components within the protected radius without a keystone would also be inhibited, which would take several attempts before a block / item is placed, giving off a force field sound effect each time the attempt to place a block is denied.
The result would be an effective deterrent, players could conceivably place / destroy blocks within the area, but it would take such an immense amount of time to do so that it would typically not be worth it.
One fun twist would be that the keystone could be paired with the structure simply by renaming it in an anvil. So players diligent enough to dig into the structure to find its name could effectively bust the code by renaming their own keystone to match.
πͺπͺπͺ Blocky World πͺπͺπͺ - [ Whitelist / Survival / Redstone / Civilization ]
I get what you are going for here, but when it comes to things like server administration which this falls into it should be simple and not gated by obtaining in game items. Imagine if you couldn't set up a whitelist until you found a specific item in the game. The same principle applies here.
Not to mention this could be used for griefing as easily as it can be used to prevent griefing. Players who have been on a server long enough would have the materials necessary to build these around new player's stuff or just randomly to screw with people.
Building in chunk protection that is handled by commands makes way more sense. It would be easier to use, relatively safe because it is restricted to admins, more efficient, and much more versatile. You could restrict areas to specific people or teams and specific areas of whatever size you want rather than having to chain together multiple structures.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
This idea is terrible, as per the reasons in the post above.
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I've been playing this game so long (webpage embedded alpha) I've seen so much near-sighted resistance to good ideas on this forum only to see those ideas implemented into the game anyway. Remember when people fought so hard against smooth lighting? π I'm getting the same vibe here.
In case you hadn't noticed, well resourced griefers can already totally level your base with TNT, or lava, etc. If a griefer came to your base with a keystone, they'd probably just level it first anyway. So I don't buy that argument at all. However, if you had your base guarded with a keystone, it would be too time consuming and tedious for many griefers to bother, and would therefore mitigate the time spent and extent to which your base is griefed.
At the end of the day, it's an in game function that gives players control over block manipulation, no different than beacons inducing mining fatigue (maybe that's how it should be implemented?). If you implement a keystone into your base before your base is discovered, your base is safer, and the number of people likely to take time to destroy your base will decrease, as will the time and extent to which they spend destroying it.
Players would therefore not have to rely on the whims and maintenance of admins and moderators and whitelists (which would obviously still exist too), they could safeguard their bases themselves, within the actual gameplay, rather than modding griefers away, which in my view is far less interesting than an actual gameplay mechanic.
πͺπͺπͺ Blocky World πͺπͺπͺ - [ Whitelist / Survival / Redstone / Civilization ]