Cubyz
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Totems
To make stuff like #81, respawn set block or similar "magical" blocks more immersive they could be designed as totems as suggest in https://github.com/PixelGuys/Cubyz/issues/81#issuecomment-2891228632
I think we could also add a dedicated totem top block, which acts as a sort of power source, without which the remaining totem doesn't work. This would give players an incentive to stack multiple magical blocks in one totem and would further increase the price of setting your spawnpoint in the wild compared to setting it at your base.
Also totems shouldn't drop anything when destroyed.
Ooh, I really like that. So you would have a spawn totem, protector totem + totem top in one totem pole?
Where would the spawn totem put respawn you? Directly in front of it, or in a radius or something?
Yeah I'd say it should be a radius
Do we have dedicated issue for respawn mechanic? There is one for punishment for dying, but for respawn block?
Can we please make them non-full blocks? Preferably with more detailed models?
Yeah, they'd be non-full blocks. And I'd make sure they look pretty special
This is such an excellent idea.
It's also really good for if you want to share a spawn point with your friend, as they can put their totem on your pole. (maybe)
You could even apply special things onto the totem. Like a block that lets you respawn with all your bagged items and full energy, but it also destroys the block in the process. Good for risky trips.
So it is going to destroy the bottom block too? I think it would be nice idea for totem to be consumable resource. As for additional blocks nice add-on to totem would be totem part with bag (it imply adding bag to game similar to bundle) that will be also storage block. As it is going to be used up it will destroy itself and drop items making player pick them up.
Had another neat idea for a totem effect: A totem block that makes your tools' durability go down slower if you are within a certain range of it. Perfect to use when building or modifying your base.
I really like the idea of the totem being the center-piece of anyone's base, providing both utility and decoration.
I'm starting to get beacon vibes, but in general I think it is a good direction. However for implement reasons the protector block should be per chunk, not radius based. All the other ones can be radius based I think.
As for sharing, I think we should have a unified method for sharing all the totems. IMO the whole totem should have an owner player, to share the totem owner would have to right click the totem and within next X seconds if another player clicks the totem they are added to all the totem blocks in a single pole, but not as an owner, so they can't add anyone w/o the original owner. There could be a mechanic for passing ownership, but not like this. To make it less annoying to pass ownership you could have two types of protector totems - main one and connected ones. Connected totems would take the whitelist of players from the main one so after you add someone you don't have to run around to find every totem you had around your base.
should be per chunk, not radius based
It can be both if the radius is large enough, and it probably should be somewhat large to make it less tedious to use.
So, totems we will have for sure:
- Totem top
- Respawn totem
- Protector totem
How would we craft each of these? It would be log + something else, but what would the something else be?
I think it should require a special (magical?) wood and a special (rare) item for each totem component. Totems shouldn't be something you can just mass produce.
What if we would have a furnace-like station that would take diamonds as fuel and would fill wood with magic over time?
Or just crafting station that would take take wood and diamond (maybe some other rare mineral that doesn't have other uses? Maybe multiple gems? Maybe different gems depending on totem?) and would create totem over time?
Something like wood + diamond = respawn totem, wood + ruby = protector totem, wood + sapphire = top totem?
Hey, what about accessories/items that work with totems?
Also, the further away you are from your totem, the longer the respawn timer should be.
Also, the further away you are from your totem, the longer the respawn timer should be.
The reason for this is to provide an advantage to people who are defending their base.
To display this without it being an invisible mechanic, you can stop rendering the world and have the player's "ghost" go towards the totem. It'd get exponentially faster.
Also, the further away you are from your totem, the longer the respawn timer should be.
This could be problematic, since it doubles the punishment of exploring and dying in a far away dungeon.
To display this without it being an invisible mechanic, you can stop rendering the world and have the player's "ghost" go towards the totem. It'd get exponentially faster.
While this would look pretty nice, there is a problem with resource usage, if the speed is too big or the network too slow, terrain generation cannot catch up, leading to visual problems such as seeing the LODs. Also what if you die underground, then this would give you a way to find nearby caves.
Totems that provide protection should work against mobs who can grief, if you wanted to build your home underground for instance or if you are doing an invasion in singleplayer.
Also, I never replied to Quantum's argument about ghost revival. You would just calculate the distance and basically fake its display. Due to the casual nature of the game though I no longer think it's nessesary to have it.
Yes, mob protection is also useful, however I wouldn't want to allow spawning an invasion event in a protected area, because it would allow making AFK invasion farms.
Slight concern over this idea potentially just continuing the commoditization of indigenous cultures' practices for the sake of aesthetics, but I do think it's mechanically sound. Could the power source go at the bottom so you could add more things on top as time progresses?
Slight concern over this idea potentially just continuing the commoditization of indigenous cultures' practices for the sake of aesthetics
I'd love to see some ideas on what we could replace it with.
You could:
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Have some kind of tree-like structure that potentially grows branches and leaves out of it over time, potentially even (very slowly) allowing for harvesting cuttings to plant for minor outposts / way stations or to create some sort of compass-like objects that points toward their origin tree.
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Stick with the carved wooden pole, just make sure to give it an aesthetic of its own. The concept of symbols to ward off evil and protect one's home is fairly well universal, after all. Simply put yourself in snale's shoes and ask: what kind of pole would snale build?
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Use standing stones / stele, but I definitely like the idea of this requiring surface items / life, it's a little harder to think of concepts that work organically for the surface than for caves.
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Have some kind of branched structure on which talismans are hung. (Would allow you to organically upgrade an existing base, which probably wouldn't be a bad thing?)
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Make a fire with magical logs. (Would take care of the 'shouldn't drop anything when broken' element, could be worked in to many kinds of architecture.)
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Simply give the blocks, have them work within a certain distance of each other and allow the player to place them as they see fit. They could be embedded in walls, floors, kept in a pole, sky is the limit. Perhaps adjacency would be required.
Also, I'd like to add: Having basic respawn location options behind gems would probably be bad, actually? We've seen from the test server with copper that even a small group of players can mine out most of the accessible ore from around the spawn region. With more players and uptime, this would likely be worse.
For a new player, having to go out, find a spot they like, mine down extremely deep for gems, then safely surface to build and place their pole is kind of a big hurdle. When caves have mobs and other dangers, this could turn into a nigh Sisyphean endeavor, or require you to put hours into a spot you don't really like, before you move into the spot you actually want to be. Not exactly ideal for the new player experience.
(Being able to use wild instances of the tree used for crafting all this as protection / secondary benefit free spawn points, possibly with a form of temporary tree-only claim system to prevent others from maliciously / accidentally chopping down people's spawn points could also offset this, though. It would also be a benefit to players who prefer to play the game in a more nomadic way.)