Beacons and playertrust

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  • #69976
    FeccBoiee
    Member
    • Topics: 14
    • Replies: 5
    • Total: 19

    Beacons should affect only those trusted by the player on their claimed land and maybe even a step further find a way to make a beacon only affect trusted players even on a mobile boat in unclaimed land. pointless to make one if it puts those sieging on even ground with you at your own base. potentially beacons turn off if sailed into foreign claimed land

    #69978
    Greasy
    Member
    • Topics: 5
    • Replies: 10
    • Total: 15

    Why?
    You could always just… turn the beacon off.
    Maybe carry some speed/str/regen potions. They are single-player, or targeted AOE, but don’t affect everyone in the area.

    For one, I think your suggestion would be wildly overpowered.
    But I also think that would be pretty difficult to code.

    It seems your argument for why it should work is literally just “I want to have an unfair advantage in pvp battles”
    I don’t think that’s a good argument.

    #69979
    Greasy
    Member
    • Topics: 5
    • Replies: 10
    • Total: 15

    “pointless to make one if it puts those sieging on even ground with you at your own base.”

    Also, I have to point out, this is obviously not true.
    I build them mostly for the speed boost, convenience, and free haste II if I’m doing a big mining project.
    Not to mention, the beacon itself which makes a nice landmark/decoration.

    I don’t believe they were ever intended to be mobile, one-sided, PVP buffs.
    Mojang made them immobile and take 5 minutes (minimum) to set up.
    Not turning them into an unfair PVP advantage does not in any way negate the 10 other fantastic uses that already exist.

    There is a mobile, targetable, potentially one-sided PVP buff already.
    It’s not a coincidence that all the Beacon effects also come in potion and splash potion form.
    It’s also not a coincidence that they are one-time use and take some mats to produce.

    I had an automatic potion brewing machine as soon as hoppers were added.
    It’s actually pretty easy in 1.12.2, I’d be happy to help you build one if you’re interested.
    Most of the ingredients are afk farmable.

    #69997
    FatherAnderson
    Member
    • Topics: 47
    • Replies: 128
    • Total: 175
    • ★★★★

    FWI afk farms are frowned on.

    FatherAnderson

    #70021
    FeccBoiee
    Member
    • Topics: 14
    • Replies: 5
    • Total: 19

    mate youve focused on the mobility too much and idgaf what YOU like to use them for they have pvp bonuses put them to use. my point is valid af u want me to spend that many mineral blocks to affect those outside my trust list. youre bonkers bruv. its not unfair just dont come sieging a base that has a beacon unless u have the status potions u mentioned to even the playing field. shouldent be vice versa tf. ope igave him strength with my beacon better chug a potion of strength. you see how dumb that is? the mobility idea ya i guess i took it a bit far but still its a server with boats and cannons i think moving beacons would be lit n coding couldent be too too hard tf its just a moving radius. anyways forget the boat thing n give me sensible rules governing beacon power up access for those trusted by land claim owners. thats reasonable beyond doubt. also ya mojang didnt intend them to be onesided pvp buffs in regular minecraft cuz its u vs the world their one sided against mobs. we in a pvp server now do the math mate. never reply on my thread again bina  waste of time

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