#Custom Airplace Time

1 messages · Page 1 of 1 (latest)

wind scaffold
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For a lot of you, this is going to sound like the most horrible suggestion you ever heard. I think there should be a setting where you can customize how much time you have after exploding anchor to place another block in its place. Most of block placing should be done instantly and sent over to the other player, and every time you don't see an anchor after exploding on your side its very easy to make your placement go through to the other side and place normally. In turn, this would make it very hard to double anchor. I suggest a slider that you can change from 0 to maybe 100 ms (for example). This would make it so that after anchor has been exploded, you have that much time to place a block there.

"This is way too op"
This is not op in any way, shape or form. Air placing is way too easy as it stands. I barely started playing cpvp and I can airplace consistently 100% of the time without putting in much effort at all, even on low ping. It's gotten to the point where any lt5 I'm playing against in my games all know how to airplace. Let's face it: Airplacing is NOT hard. You have a genuine skill issues if you can't double anchor. It's just two clicks. I can consistently do it in singleplayer now too, just double click or butterfly click one time. Also, other games have similar settings to this. Obviously not airplace times, but Tetr.io (basically competitive tetris) has settings that allow you to customize how fast your pieces move, and the delay after pressing a key in order to make the pieces move. For a competitive tetris game this sounds really op to customize.. However, it has no limit. You can set it all the way down to 0 ms. It's not too op though, because setting it all the way down is a handicap. If your settings are like that then everything feels super slippery and impossible to play. Most keyboards dont even take less than 50 ms to stop pressing after releasing it, so it really is impossible. It's the same thing here (I will explain below)

"What's the point in making it customizable?"
Lets use 100 ms as an example. If you were to try to anchor spam someone but you have it turned all the way up to 100 ms, you might actually find it pretty hard. Like I said I didn't start vanilla all that long ago, and I change my keybinds very often. Even then, after practicing my keybinds for an hour or two after changing I still get so fast at anchor spamming that sometimes after exploding the anchor and trying to place a new one underneath it, it just airplaces. It turns out that very high skilled players won't want it at the highest setting. Another point in making it customizable is for realism. A lot of players play on high ping, and might want to actually have it on high delay even if it's handicapping them, because they usually play on high ping and they want it to be realistic to how they play.

"I still don't like this. Now everyone can airplace!"
Like I said before, it's a skill issue if you can't airplace. It doesn't take more than a few minutes in singleplayer to learn how to airplace consistently. It's like a combo you learn in games like Overwatch or Marvel Rivals. You can in the practice range to learn it one time, then you just have it learnt forever. It's not that complicated. But if it's really that much of a problem that newer players or bad lt5 players can easily double anchor, then you could limit the slider on a per-game basis to however long it takes for a packet to go from you to the opponent and back. Just measure that, and then cap the slider at that to make it more 'realistic'.

If I somehow don't understand something about how pvpr works and this wouldn't be possible for some reason or another, please let me know. I don't just want to sit here with no one responding to my suggestion and I look like a dumbass. Please let me know <3

still osprey
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..

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“‘Vanilla’ PvP”

wind scaffold
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?

glossy flower
wind scaffold
glossy flower
wind scaffold
glossy flower
wind scaffold
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ok well
i have that same mouse and both clicks register

still osprey
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if you do thag

still osprey
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what

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I have g pro superlight 2 dex and cannot

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like treeman

still osprey
wind scaffold
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yes it is 😭
u realize that double anchoring is vanilla right??
if pvpr does what i said might happen, then it would be impossible to anchor
pvpr is what isn't vanilla, im introducing an option to bring it back to vanilla

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if you place a block and it immediately updates, and if you break a block and it immediately updates, then it would not be possible to air place

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how, then, would pvpr choose to add it back?
would they just choose some arbitrary number like 50 ms? every player has exactly 50 ms to air place?
that's not vanilla
it would be nice to customize that number

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and yes, if air placing is broken then they would add it back to pvpr in a custom way

still osprey
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but I don’t think they’d let each player customise it

wind scaffold
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is there a good reason not to?

distant kestrel
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The customizability seems relatively pointless when having a single default standard that everyone is accustomed to is already considered fair.

Having airplacing be consistent for all players, no matter ping, sounds great, but it does not make sense for it to be customizable when many would find it to be unfair, frustrating, or generally a bad thing to add. I am not convinced the benefits justify adding customizability.

wind scaffold
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there isn't a standard

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nor does that seem fair to just slap on some random time

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if thats what u meant

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what happens when i want to play pvpr to practice, but since i usually play high ping it seems like i just can't air place
that means pvpr has broken functionality of airplacing. thats bad.
the opposite is true too. what if i want to play pvpr but im used to low ping, and now the air placing on pvpr seems so easy that i cant play properly?
that ALSO means pvpr has broken functionality of airplacing, and its bad.
solution: add a customizer. its fair for everyone, its what they would expect in a normal match, and its more realistic to vanilla.

glossy flower
wind scaffold
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tell me how that makes sense

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you're saying you should wait for the other player to tell you that you can place/break a block in a location?

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not only does that defeat the purpose of pvpr, but it also is STILL unrealistic

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what happens when the player you're fighting is in the same region as you

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basically impossible to do it

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not to mention the redundancy

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u have to send a packet, the other person receives the packet and then sends it back, then u do the action on the client
and all that just to not solve the problem anyway

distant kestrel
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Your reasoning now is clear to me.

The problem resides in making something easier, no matter how easy it currently will be looked upon negatively. If dtaps only required the player to perform a hit crystal and would pop twice, players would be frustrated, even though a dtap may be considered "easy to perform" (This ignores the other issues of making hit crystals dtaps, but ignore that for the sake of the example.)

I can get behind the idea, but it needs some adjustments for player reactions, along with how to best implement. Providing a slider that lets you adjust the timing in of itself will make people think it is breaking vanilla.

Here are my thoughts to best add the feature: it would need presets that you can select based on your standard ping.
There could be a low ping section 0-40ms, mid ping 40-100ms and high ping 100ms+ presets that are specific values and would adjust the airplace timing accordingly. If the name was not called "Custom airplace time" and instead "airplace optimizations", and havign some kind of description such as, "Adjusts air place timing to be realistic to your standard ping" so that it is vague enough to not cause any kind of outrage while still being honest with what it does, then it may be implementable.

wind scaffold
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yes i agree with that i like that idea

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very well said

river ridge
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What you said about servers is unrelated. Servers are an unavoidable consequence of playing online, and so ping is an unintended and inevitable consequence of servers. Already this causes unfairness. If everyone were forced to always play on 100ms (for the sake of this example), it would be fair. The same thing applies to 30ms, if everyone was forced to play on it. But since people have different locations, this is virtually impossible (before pvpr). Servers would have been removed if there was a better alternative, because they are not a vanilla part of minecraft, and so all the unintended consequences/bugs would also have been removed. There is finally a better alternative, so it is not intuitive to bring back those "bugs"

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Originally, it should be 0ms for every player (since that is what "vanilla minecraft" is - minecraft with no external modifications, so everyone should have the exact same vanilla experience

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But because there was no way to have both players on the same ping, this was ignored. With the introduction of pvpr, however, it is possible to make both players have the exact same experience, and so it is fair and will not cause controversy

zinc fable
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This is a little unrelated, but I think it would be fun if you could set your latency (1, 2, or 3 ticks). Not sure how it would affect competitive, but we could support mismatched latencies within our netcode framework.

river ridge
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The ability to airplace is an undeniable advantage. For the sake of example, lets say everyone is playing on 100ms. If suddenly you found someone crystalling 10 times per second (impossible on 100ms), this would be considered as an "unfair advantage". The same applies for airplacing. If you really wanted a customizable airplace time, you should have an increasing ping slider, which should slow down you crystal speed, anchor speed, pearl delay, crossbow delay, ghost block chance, and everything else that does not affect your opponents' experiences (such as knockback) as a sacrifice for easier and more consistent airplacing.

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But really I don't think it should be possible either way

wind scaffold
# river ridge What you said about servers is unrelated. Servers are an unavoidable consequence...

it is extremely intuitive to bring back those "bugs". the point of pvpr is to see how good you are at vanilla. currently, pvpr is the only way you can get this perfect gameplay where its extremely difficult to airplace, so its just intuitive to make it easier again to better replicate how it would be normally. we aren't trying to make sure everything feels like 0 ms (thats a lot of it, but a lot of things would also feel unnatural).