Forgiving Void

Forgiving Void

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[Request] Simple balance idea

MysticAura opened this issue · 6 comments

commented

This mod is a great idea, but I'm sure there are many who would think it's unfair or the dreaded term 'OP'. A relatively simple fix would be to give the option for it to be tied to an enchantment. Or that it requires levels and if you run out of levels you have a normal void death. As a config option it would make all play-style players happy (mostly anyway).

The idea just crossed my mind, so I thought I'd mention it and let you make your choice. Have a great day, and well done on the mod. I love it <3

commented

To be honest I don't see the gameplay value added by making it require experience. With the default configurations, it already requires you to be at full health in order to survive, so adding a secondary requirement of "you also have to make sure you always have more than 5 levels of xp" doesn't feel right to me.

Enchantment would work in theory, but in practice

  1. it would make the mod be required on the client
  2. it would cause more annoyance by dirtying the enchantment pool (since it would have a chance of going onto every piece of equipment) when you really only ever want to get it once
  3. it would require an enchantment table, which by the time you get it you will probably have a pretty secure skyblock base making the mod less necessary
commented
commented

My counter points still stand, "this mod is OP because it performs its sole purpose" is not going to cut it. Either use or don't use the mod. Requiring experience points on top of full health is not going to add any gameplay value.

The next version makes the client-side optional meaning you'll be able to easily remove it from servers as well.

commented
commented

Nothing snarky about it, simple fact. If you want snarky: maybe try not ignoring half of the counter arguments I offer when you're defending your idea.

commented

To clarify: "use or don't use the mod" was in direct context to the previous sentence. I'm open for suggestions and implement many of them, but they need to fit into the mod and be well designed. I pointed out why your suggestion did not meet that criteria, towards which you simply restated your initial point. I don't like talking to walls either, so I cut it short, not wanting to repeat myself and assuming this to be going nowhere anyways.

So to phrase it again in a less ambiguous manner: if you think the mod is overpowered, don't use it. Forcing a compromise in, just to please those unhappy with the mod's main functionality, is simply not how I go about things. Especially considering that it doesn't make the game more fun in any way, and instead, imposes unexpected criteria on players that they would not be able to grasp without a third party guide book.