

Prevents emergency and combat teleports.Īpply a general cooldown on use.
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#Crafting dead servers with tpa full#
Includes full moons, horde beacons, bleeding, bonebreak. Excludes freezing(due to Yukon style maps). Prevents emergency and combat teleports.ĭisallow teleports while a status effect is in play. If hp or sickness(radiation) is below 50%, disallow teleporting. If enemy gunfire has crossed within a certain radius or an impact(you can come across recent impacts, and this disallows teleports) is nearby, teleporting is impossible.

Indoor teleports can bring an entire raiding party.ĭisallow teleports within range of a claimflag other then one you/group own. I propose the following to account for it's glaring issues: Some of you may argue these points, and I understand your feelings, but TPA makes the game more accessible and fun.īut I agree it is a problem. It makes having a home and taking loot there too not some painful thing requiring 5 trips to the gas station. It lets groups of players meet up without some of the painful minutes(sometime hours on larger, tougher maps) of boring trek through nobodygivesafuckville. This usually requires quick hands and communication to another player, but as those of us with multiple computers can attest: This is surmountable.īut TPA isn't all bad. There are zero restrictions on this, and it can be used to drop an entire army into a base you are raiding.įinally, it can be used to exit a battle as you need. Second, it can be used repeatedly, to allow any number of players to move from anywhere to anywhere at least one player is already. You can do it between reloads, while bleeding out, in the middle of the ocean, or while skydiving from a chopper you just spawned in. I would like to propose changes, but first lets highlight exactly why it's bad.įirst, you can use tpa anytime, anywhere, in any condition. Even with cooldowns, a fight can last until the last man is found or until one side gets bored. TPA in it's current state is agreeably bad. Not until the gap between guns and melee and nude is closed. I won't go into solutions based on this, we already see those threads every day.Ĭould kits be done better? Hell yes. Gunplay is too accessible, and without a gun a player is as good as defenseless. You just aim down the sights and click people's heads until they're dead. I have seen kids on servers saying quite literally "Learn to click the head noob." That's how simple it is to use ranged weapons. The problem with guns is they require zero skill to use. say swords is because they're just as lethal as a decapitation, but can cover an entire field alone. In fact, the entire reason they've become the world standard over. Not a dumbass with a sportshot shooting from hipfire. On that first point, gtfo braggart, we're dealing with equally skilled players. "But wait!" you might say, and quote how you kill ranged players all the time or how guns are supposed to be deadly machines of doom. Even then, the melee player is at a disadvantage as in most cases. In such a fight, the one with a firearm will win nearly every occasion except those where the other player starts in melee range. When judging this, I am using players of equal skill and caution. Currently, the vanilla game creates a massive gap between tiers of players. Tpa on the otherhand, is outright implemented wrong for a survival pvp game. TL DR: Tpa and kits are a problem, but the vanilla game exacerbates the need for kits by creating a large gap between newspawns and endgame.
