Closed HmmmQuestionMark closed 11 years ago
There should be a better solution. We shouldn't punish them for our failure to produce a fix. There has to be something we can do, we just haven't thought of it yet.
I believe I fixed this, for the most part. But we need to decide if we really want to keep TrackedBlocks, or if we just want to protect the entire region around the altar (preventing any sort of base from being built around it, going against our original idea).
Personally, I'd rather keep the TrackedBlocks and try to figure out some other sort of performance fix.
I'd opt for the keeping of the TrackedBlocks too. Allows for much more expandability. I also want players to be able to build with Altars in mind too, like you've mentioned before. I mean, they're unlimited and generate everywhere, so why not let players fight over them? Sounds cool to me. :+1:
This has been fixed, at least it seems.
We need to create a timed-temp data of how many times a player has attempted to break a protected block in the last few seconds.
Warning them to stop after so many breaks, and then kicking them with a cooldown before letting them join again are possible reactions to this stat.