Casimir wrote:I voted no because I think that there should be an extra gamemode for survival. But I'm not sure about that.
PilzAdam wrote:Casimir wrote:I voted no because I think that there should be an extra gamemode for survival. But I'm not sure about that.
We currently have 2 game modes: Creative and survival.
rarkenin wrote:This should, if it is part of the default, be optionally turned on and off.
kaeza wrote:This is an interesting concept.
Currently, there's no real loss in dying (you just return to the spawn). This would make users more careful about the dangers in the world (currently only falling from a height, and lava in vanilla game).
I agree that this should be made optional (to fit all needs).
BTW: I voted for Yes.
PilzAdam wrote:IMO it shouldnt be optional, because you still have the creative mode to turn all survival elements off.
And also MC doesnt ask you wether drop the items on death or not.
Casimir wrote:It's not only the creative mode, you can disable damage. With no damage you won't die.
I'm switching to "yes".
PilzAdam wrote: Breaking the node will destry every item in the node.
Sokomine wrote:I voted "no" because having to travel to a possibly far away location where one died may take time. Even worse, more time is lost when building a house, beeing stuffed full of parts for that and having to rearrange them after dying. On the only server I saw that mod in work so far it did lead to a lot of conflict (valuable items lost due to another bug elsewhere; players generally more willing to kill each other).PilzAdam wrote: Breaking the node will destry every item in the node.
I think that is an especially bad idea and might lead to malicious destruction of other peoples stuff.
On the other hand, loosing something when dying is important for the survival aspect. As are other things like hunger. Those effects might be good for players that are bored and want another challenge than building something.
Maybe those aspects can be mixed so that players on a server can choose which game-mode they currently prefer. Either survival with gaining experience points for doing things (killing monsters, defeating hunger etc.; maybe even a mode for PvP for those who want that; death with consequences as with this mod) or relatively uninterrupted building without getting experience points (there's no way to evaluate the quiality of a building automaticly, thus no point in giving points). Each player ought to be able to choose at least once per login which game-mode he/she currently prefers. Monsters would not attack those players who are in an almost-creative mode.
Iqualfragile wrote:-.- come on guys… if you dont want a challenge: just play in creative! there you will just respawn with all your items
PilzAdam wrote:IMO it shouldnt be optional, because you still have the creative mode to turn all survival elements off.
And also MC doesnt ask you wether drop the items on death or not.
jojoa1997 wrote:PilzAdam wrote:IMO it shouldnt be optional, because you still have the creative mode to turn all survival elements off.
And also MC doesnt ask you wether drop the items on death or not.Casimir wrote:It's not only the creative mode, you can disable damage. With no damage you won't die.
I'm switching to "yes".
I want to still die but not loose every thing. Make it another option like Creative and Damage.
PilzAdam wrote: Breaking the node will destry every item in the node.
can_dig = function(pos, player)
return is_owner(pos, player:get_player_name())
end,
can_dig = function(pos, player)
local meta = minetest.env:get_meta(pos);
local inv = meta:get_inventory()
return is_owner(pos, player:get_player_name()) and inv:is_empty("main")
end,
rarkenin wrote:This should, if it is part of the default, be optionally turned on and off.
Iqualfragile wrote:-.- come on guys… if you dont want a challenge: just play in creative! there you will just respawn with all your items
0gb.us wrote:EDIT: It also seems that in your rewrite, if a player is inside a node when they die, the bones replace the node, and it is lost forever. Not a huge deal, but if this makes it into minetest_game, it would be nice if that bug were fixed.
0gb.us wrote:On second thought, it might be interesting. I still think it should be optional though. And the can_dig() function should DEFINITELY be changed fromYour phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
can_dig = function(pos, player)
return is_owner(pos, player:get_player_name())
end,
toYour phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
can_dig = function(pos, player)
local meta = minetest.env:get_meta(pos);
local inv = meta:get_inventory()
return is_owner(pos, player:get_player_name()) and inv:is_empty("main")
end,
Calinou wrote:Voted yes (but it should be disabled in creative mode of course, if not already).
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