Closed coblobster2 closed 3 years ago
well, technically, as long as the player moves 1 step, it could be "not involve players blindly teleporting", so there might need some changes here. For the shop traps, I prefer making it illegal, cuz that's the only place normal players would go to a town except the spawn most of the time. However, I am also fine with keeping it legal too. For luring, I think when player is lured to a place outside the 3 by 3 area, it should be allowed as it's far enough for players to "escape" or realize it's a trap. For the 3 by 3 area , I think there should be an exception for traps that make disturbers who are bugging go away. That's I can come up with so far
Warning: my wording is bad on some of it. I just wanted to move the arguments lol. please help with wording
Warning: my wording is bad on some of it. I just wanted to move the arguments lol. please help with wording
nah, it's the wording of the original rule. I think simply deleting that part should work. btw, they're not coming to say anything lmao
I dont think there is a confusion, Your not allowed to kill people in the spawn chunk as current rule states is fine. Anything outside the n spawn should be allowed to kill as the players who stay at the n spawn chunk are safe.
What’s consider “spawntrapping” should be limited to /plot toggle PVP or instantly dying/attacked within the spawn chunk, walking 20 chunks away and getting raped should not be considered trapping.
traps that are in the 3 by 3 chunk area by any kind of spawn are illegal.
However, Traps in shops should not be allowed for the same reason, as they can lead to much more than just a loss of the items in a players inventory, but also the gold from an enderchest used to buy valuable items like beacons, wither heads and valuable items like tridents, allowing these types of traps to cost not just the current inventory of items, but months of work and activity. this too, can create an unhealthy air of paranoia around shopping.
in short, preventing shop trapping would prevent the most extreme, and overpowered traps from being built, while still allowing trapping to continue in a much less offensive, and benign forms, allowing players to have fun trapping others, while not having to be afraid of losing everything when making a big purchase.
in my honest opinion, A 3x3 safezone, coupled with a Per-shop-plot safezone protects players from the most unfair, and unbalanced aspects of traps, while still allowing traps to exists and be used on the server, or at the very least levels the playing field for both sides, as now the shopper has to make a mistake to be taken advantage of, rather than having no chance for recourse.
I dont think there is a confusion, Your not allowed to kill people in the spawn chunk as current rule states is fine. Anything outside the n spawn should be allowed to kill as the players who stay at the n spawn chunk are safe.
there are edge cases, and builds that easily exploit small size one chunk, and our experience has been that 1 chunk is too little, and updating to the 3x3 chunk array neatly gets rid of these issues.
traps that are in the 3 by 3 chunk area by any kind of spawn are illegal.
- this is the essential part, players should not be afraid to teleport to any town, just in case they lose all their stuff without any chance for recourse, allowing spawntrapping degrades the playing experience, and creates and unhealthy air of paranoia.
However, Traps in shops should not be allowed for the same reason, as they can lead to much more than just a loss of the items in a players inventory, but also the gold from an enderchest used to buy valuable items like beacons, wither heads and valuable items like tridents, allowing these types of traps to cost not just the current inventory of items, but months of work and activity.
this too, can create an unhealthy air of paranoia around shopping.
in short, preventing shop trapping would prevent the most extreme, and overpowered traps from being built, while still allowing trapping to continue in a much less offensive, and benign forms, allowing players to have fun trapping others, while not having to be afraid of losing everything when making a big purchase.
in my honest opinion, A 3x3 safezone, coupled with a Per-shop-plot safezone protects players from the most unfair, and unbalanced aspects of traps, while still allowing traps to exists and be used on the server,
or at the very least levels the playing field for both sides, as now the shopper has to make a mistake to be taken advantage of, rather than having no chance for recourse.
Just stay in the spawn chunk and then your safe you dont have to worry about anything
I dont think there is a confusion, Your not allowed to kill people in the spawn chunk as current rule states is fine. Anything outside the n spawn should be allowed to kill as the players who stay at the n spawn chunk are safe.
there are edge cases, and builds that easily exploit small size one chunk, and our experience has been that 1 chunk is too little, and updating to the 3x3 chunk array neatly gets rid of these issues.
Tell me one build
traps that are in the 3 by 3 chunk area by any kind of spawn are illegal.
- this is the essential part, players should not be afraid to teleport to any town, just in case they lose all their stuff without any chance for recourse, allowing spawntrapping degrades the playing experience, and creates and unhealthy air of paranoia.
However, Traps in shops should not be allowed for the same reason, as they can lead to much more than just a loss of the items in a players inventory, but also the gold from an enderchest used to buy valuable items like beacons, wither heads and valuable items like tridents, allowing these types of traps to cost not just the current inventory of items, but months of work and activity. this too, can create an unhealthy air of paranoia around shopping. in short, preventing shop trapping would prevent the most extreme, and overpowered traps from being built, while still allowing trapping to continue in a much less offensive, and benign forms, allowing players to have fun trapping others, while not having to be afraid of losing everything when making a big purchase. in my honest opinion, A 3x3 safezone, coupled with a Per-shop-plot safezone protects players from the most unfair, and unbalanced aspects of traps, while still allowing traps to exists and be used on the server, or at the very least levels the playing field for both sides, as now the shopper has to make a mistake to be taken advantage of, rather than having no chance for recourse.
Just stay in the spawn chunk and then your safe you dont have to worry about anything
The rules are being designed to improve the player experience, and "just stay in the spawn chunk" is exactly the kind of paranoia that's unhealthy for the player experience
I dont think there is a confusion, Your not allowed to kill people in the spawn chunk as current rule states is fine. Anything outside the n spawn should be allowed to kill as the players who stay at the n spawn chunk are safe.
there are edge cases, and builds that easily exploit small size one chunk, and our experience has been that 1 chunk is too little, and updating to the 3x3 chunk array neatly gets rid of these issues.
Tell me one build
well, techically you can set the spawn at the edge of the spawn chunk, and build a hut or something like that to surround and wall off all other blocks in the chunk except the spawn point (exactly the spawn block). That way, you only have 1 block space when you spawn in there and one step would make you step into another chunk. And you can't notice it unless you always have your f3+g on
I dont think there is a confusion, Your not allowed to kill people in the spawn chunk as current rule states is fine. Anything outside the n spawn should be allowed to kill as the players who stay at the n spawn chunk are safe.
there are edge cases, and builds that easily exploit small size one chunk, and our experience has been that 1 chunk is too little, and updating to the 3x3 chunk array neatly gets rid of these issues.
Tell me one build
well, techically you can set the spawn at the edge of the spawn chunk, and build a hut or something like that to surround and wall off all other blocks in the chunk except the spawn point (exactly the spawn block). That way, you only have 1 block space when you spawn in there and one step would make you step into another chunk. And you can't notice it unless you always have your f3+g on
So i will put sign
traps that are in the 3 by 3 chunk area by any kind of spawn are illegal.
- this is the essential part, players should not be afraid to teleport to any town, just in case they lose all their stuff without any chance for recourse, allowing spawntrapping degrades the playing experience, and creates and unhealthy air of paranoia.
However, Traps in shops should not be allowed for the same reason, as they can lead to much more than just a loss of the items in a players inventory, but also the gold from an enderchest used to buy valuable items like beacons, wither heads and valuable items like tridents, allowing these types of traps to cost not just the current inventory of items, but months of work and activity.
this too, can create an unhealthy air of paranoia around shopping.
in short, preventing shop trapping would prevent the most extreme, and overpowered traps from being built, while still allowing trapping to continue in a much less offensive, and benign forms, allowing players to have fun trapping others, while not having to be afraid of losing everything when making a big purchase.
in my honest opinion, A 3x3 safezone, coupled with a Per-shop-plot safezone protects players from the most unfair, and unbalanced aspects of traps, while still allowing traps to exists and be used on the server,
or at the very least levels the playing field for both sides, as now the shopper has to make a mistake to be taken advantage of, rather than having no chance for recourse.
Just stay in the spawn chunk and then your safe you dont have to worry about anything
The rules are being designed to improve the player experience, and "just stay in the spawn chunk" is exactly the kind of paranoia that's unhealthy for the player experience
So its unhealthy for someone just to stay at the n spawn chunk?
I dont think there is a confusion, Your not allowed to kill people in the spawn chunk as current rule states is fine. Anything outside the n spawn should be allowed to kill as the players who stay at the n spawn chunk are safe.
there are edge cases, and builds that easily exploit small size one chunk, and our experience has been that 1 chunk is too little, and updating to the 3x3 chunk array neatly gets rid of these issues.
Tell me one build
well, techically you can set the spawn at the edge of the spawn chunk, and build a hut or something like that to surround and wall off all other blocks in the chunk except the spawn point (exactly the spawn block). That way, you only have 1 block space when you spawn in there and one step would make you step into another chunk. And you can't notice it unless you always have your f3+g on
You can quickly see if its pvp toggle by pressing f3+g
Ok since I have not commented my opinions I will comment now. Personally I think teleporting should be as safe as possible so that is why for the 3 by 3 rule. Otherwise i completely agree with amphire and all traps should be legal outside of that. I also think luring should be allowed outside of the 3 by 3 area. I think we should not be trying to make the game too easy.
I also want to separate this post from traps and PVP. Karl has commented on PVP before and that there is confusion but we need to fix each individual issue first. So let's focus on traps
idk why its so hard for people to just not be a dick and not trap dont be a dick dont get punished simple as
idk why its so hard for people to just not be a dick and not trap dont be a dick dont get punished simple as
I agree but I do not see why traps need to be illegal outside of teleporting
theyre not
theyre not
I know but there were arguments for them to be. Some wanted everywhere some wanted some specific areas
theyre not
I know but there were arguments for them to be. Some wanted everywhere some wanted some specific areas
I have been talking about this in a bunch of places
I agrees that Trap are in the 3 by 3 chunk area by any kind of spawn are illegal. I don't support any shops that set a trap,because it sounds like somebody who robs somebody of money.
Definitely 3x3 should be safe from traps and pvp. About shops having traps ... I'm kind of undecided.
As a frequent shopper, I would love it if there are no traps in shops. That would be so relaxing.
Do limiting this take away from the freedom of Minecraft? idk.
I think that plot toggle pvp in a 3x3 chunk area should not be allowed Because you would just get raped unless its an arena like at /n spawn nunavuts for pvping. but for traps theres 2 ways you can avoid getting killed like crouching and and pressing f5 (they just cant be in the home n spawn chunk)
2.1 Teleport traps Traps that are in the 3 by 3 chunk area by any kind of spawn are illegal.
Traps that don't involve players blindly teleporting into them and any traps constructed in a warzone are allowed, however, as long as the player doesn't get stuck for a longer period of time (10 - 15 minutes or more).
*There has been debate over whether to make traps in shop plots illegal. Please share your opinions in the comments below.
*There has also been debate over whether luring players outside of the 3 by 3 chunk area should be illegal. Luring does not include Redstone contraptions that push you out as that would be a trap inside of the spawn area.
How will this rule affect the community This rule will help clear up a lot of confusion about what a spawn trap is. It will make sure that when teleporting to a location players are safe.
Do you think this will benefit both the staff and the players Yes, the original rule will definitely help everyone because there will be fewer tickets and fewer questions over what is illegal.