- Thread starter
- #1
The current system works fine most of the time - you use the command, the player dies, and is returned to the checkpoint immediately. This is a great solution for many maps, but it does have some possible downsides:
1: Items and effects are not kept on death. This is sometimes good (depending on the situation), but it can also be annoying - in maps that want you to keep an item through deaths, this item has to be returned to the player every time they die.
2: Sprint is not kept on death. Especially for people who use togglesprint, this is often very annoying as you hves to press the sprint key every time you die.
3: This is the big reason to me - dying makes the player reload the world. This is not always a huge issue, especially if the checkpoint is far from where the player died (and the player would have to load the chunks anyways). However, especially in hard parkour maps using checkpoints (and some others, like droppers), the player often must use "/kill" very frequently, which adds a seemingly large amount of time to respawn. Also for high ping players - actually dying means that a lot more information has to be sent to the client before the player can continue, compared to a simple teleport.
I do think the current implemenation of "/kill" is useful for many maps, and I don't think it should be removed - I just think that there should be an option to have checkpoints only teleport rather than kill the player. I imagine this could be hard to do - I see many problems such as making sure this still counts as a death for challenges, and questions like "should this type of death count towards the deaths statistic?" - but this would greatly improve the Minr experience for everyone.
1: Items and effects are not kept on death. This is sometimes good (depending on the situation), but it can also be annoying - in maps that want you to keep an item through deaths, this item has to be returned to the player every time they die.
2: Sprint is not kept on death. Especially for people who use togglesprint, this is often very annoying as you hves to press the sprint key every time you die.
3: This is the big reason to me - dying makes the player reload the world. This is not always a huge issue, especially if the checkpoint is far from where the player died (and the player would have to load the chunks anyways). However, especially in hard parkour maps using checkpoints (and some others, like droppers), the player often must use "/kill" very frequently, which adds a seemingly large amount of time to respawn. Also for high ping players - actually dying means that a lot more information has to be sent to the client before the player can continue, compared to a simple teleport.
I do think the current implemenation of "/kill" is useful for many maps, and I don't think it should be removed - I just think that there should be an option to have checkpoints only teleport rather than kill the player. I imagine this could be hard to do - I see many problems such as making sure this still counts as a death for challenges, and questions like "should this type of death count towards the deaths statistic?" - but this would greatly improve the Minr experience for everyone.