Interest of shift/sneak

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BlueFireIceUn
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Interest of shift/sneak

by BlueFireIceUn » Sun May 15, 2016 18:33

Shift is known as 'walking' touh so you can't fall from a block but shift has other interests which may be from bugs or from game making. Here is a list of possibilty with shift (PS : some will prove some 'cheats' are just shift)
-When you fall from high place, wait the 1-2 last seconds and press shift! ALL hearths you had to loose with your fall are forgot cause shift considerate you on an air block cause normaly, it's how shift work. Same if you fall on a slab or on edge of a block.
- Shift is just you can stand 0.1 seconds on air and then you fall. When you're on a block, hitbox considerate you as on the block and not only on air block so you can still there without falling. That works too with water and lava like air.
-Sneak can be usefull for a fast elevator. This elevator needs full block (cobble dirt etc) and if ou want fastest, use ladders. Do 2 tower in that order (cobble - air- cobble-air...), one is in front of you and the second at your right or at your left. First tower will have this order (cobble - air-cobble-air...) and the second (air-cobble-air-cobble). Jump and sneak and elevator goes. If you want , you can go up faster with ladders on cobblestones.
-You can jump 2 blocks high with jump and shift easily.

If you have anything to ask or else, tell me, I can answer to you. (PS : shift is available on android but I don't know how it works, ask someone who made it)
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Re: Interest of shift/sneak

by everamzah » Sun May 15, 2016 20:18

My favorite aspect of the game! Sprinting and sneak-jumping up steep cliffs/caves is awesome fun. For whatever reason some people don't like this bug/feature, so there is a way to disable it using a mod (Wuzzy published one). For me, it's akin to strafe jumping in Quake, and I seriously doubt I would go without it now after having become accustomed to it.

I usually chop out every other node of a jungle tree and sneak jump to the top. If you need to jump a distance and are going to miss by a small bit, using sneak will pull you back up to the ledge completing the jump. I bind this key to Z (qwerty), and use shift for AUX1 (sprint)
 

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Re: Interest of shift/sneak

by MineYoshi » Mon May 16, 2016 00:51

I don't know, i like the actual sneak function, i am ok with it.
I don't know, a similar theme to this was discussed some time ago...
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Re: Interest of shift/sneak

by BlueFireIceUn » Mon May 16, 2016 06:16

MineYoshi wrote:I don't know, i like the actual sneak function, i am ok with it.
I don't know, a similar theme to this was discussed some time ago...


Post from snowflake was feature and not a fact. Here, I tell all things sneak can do in vanilla (with no mod) but it's okay
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Re: Interest of shift/sneak

by azekill_DIABLO » Mon May 16, 2016 10:21

i think the shift+jump for a 2 block jump is a great thing ;)

it's like if you were climbing the blocks (in reality you can climb a 2 meters high wall, just by jumping and clinging to the top then climbing it)
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Re: Interest of shift/sneak

by firefox » Mon May 16, 2016 14:37

- placing blocks with the "allfaces" flag (slabs and stairs and stuff) while holding sneak, prevents or changes rotation depending on the angle.

- placing blocks on chests or furnaces is possible while holding shift

- sneaking on block edges is very helpful for floor building above ground level

- sneaking elevators also work with slabs on walls

- enhanced movement (TenPlus1's crystal boots) in combination with skillfull sneak-climbing let's you move like a ninja ;)

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Re: Interest of shift/sneak

by Wuzzy » Mon May 16, 2016 18:06

While I can understand the reasons why players want to have the sneak glitch for creative mode, I also want to point out that this feature bug as such breaks many aspects of a challenging gameplay:

- You can disable all fall damage when you press the sneak key while falling on a nodebox (e.g. snow) or near the edge of a node. IMO that's the lamest aspect of the sneak glitch, it should be fixed (even if the sneak glitch as such is supposed to be kept)
- You can climb at absurd speeds very cheaply, you don't need to get a special item, etc.
- Walls which are 2 blocks tall are useless
- Makes it a bit hard for mod authors to deal with it because of many “WTF?” moments

If you want to create a game with Minetest involving some challenges (i.e. it is more than just a sandbox), my recommendation is to disable the sneak glitch. Having the sneak glitch in a challenging game is a no-go IMO because it makes movement far too easy. It feels like cheating. For instance, if you have a mod which allows you to climb a height quickly (e.g. an elevator mod), and it is made intentionally expensive to build, having the sneak glitch would mean that players have zero reason to create the mod-based elevator since they can just go with the cheap sneak elevator instead, making the “normal” elevator pointless (sadly).
Also, disabling all fall damage using the sneak glitch is clearly an absolute no-go for challenging games, because it means your game has de facto no fall damage.

Having the sneak glitch in creative mode … well, I don't care much because it really does not matter much here.
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Re: Interest of shift/sneak

by firefox » Mon May 16, 2016 18:14

Wuzzy wrote:While I can understand the reasons why players want to have the sneak glitch for creative mode, I also want to point out that this feature bug as such breaks many aspects of a challenging gameplay:

- You can disable all fall damage when you press the sneak key while falling on a nodebox (e.g. snow) or near the edge of a node. IMO that's the lamest aspect of the sneak glitch, it should be fixed (even if the sneak glitch as such is supposed to be kept)
- You can climb at absurd speeds very cheaply, you don't need to get a special item, etc.
- Walls which are 2 blocks tall are useless
- Makes it a bit hard for mod authors to deal with it because of many “WTF?” moments

If you want to create a game with Minetest involving some challenges (i.e. it is more than just a sandbox), my recommendation is to disable the sneak glitch. Having the sneak glitch in a challenging game is a no-go IMO because it makes movement far too easy. It feels like cheating. For instance, if you have a mod which allows you to climb a height quickly (e.g. an elevator mod), and it is made intentionally expensive to build, having the sneak glitch would mean that players have zero reason to create the mod-based elevator since they can just go with the cheap sneak elevator instead, making the “normal” elevator pointless (sadly).
Also, disabling all fall damage using the sneak glitch is clearly an absolute no-go for challenging games, because it means your game has de facto no fall damage.

Having the sneak glitch in creative mode … well, I don't care much because it really does not matter much here.

would disabling it also remove sneak walking or only the climbing and safe landing?
because sneak walking is very important for building (since you cannot sit down and look over edges to add blocks there, you have to sneak there)
 

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Re: Interest of shift/sneak

by Wuzzy » Mon May 16, 2016 19:15

Sneak walking is the main use of sneaking, as far I know it is not disabled if you disable the sneak glitch. And yes, it is important for building stuff.
You can disable sneak walking and the sneak glitch seperately. The sneak glitch is the thing which allows you to use sneak elevators. It is unrelated to the normal sneak walking.

Sadly, the fall damage failure is coupled to sneak walking, not the sneak glitch. This means, you have to disable sneak walking to force fall damage back in. So someone should fix this fall damage failure, that would be the best solution.

Here are bug reports:
https://github.com/minetest/minetest/issues/329
https://github.com/minetest/minetest/issues/3667
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