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the combat in 2b2t does not look like regular minecraft either.

because of a long history of duped high value items, PvP is just simply spamming ender crystals which deals massive damage when broken, and the defense is just how many "totems of undying" you have which absorbs lethal damage.

of course all the hacked clients automate placing ender crystals, reloading totems and identifying weak/strong locations so you're following those guidance to spam damage.

a little before that there were hacked +32,767 damage swords that will insta kill you that was patched out by the server.




That’s what I think is interesting about it, it looks like (from the outside at least; for all I know it could be super boring to play) a new system on top of the old one that obviates some of the old mechanics by ramming them to infinity/zero, but other mechanics emerge as a result.

What’s the difference between a weak and strong location?

I could imagine funny evolutions over time, just a random thought, if everyone is running a “glass cannon with lots of 1-hit protection” build, then I guess if players had to pick between fast/little attacks and big/slow ones, they’d favor the former. If everyone is walking around with little attacks just intended to trigger the 1-hit protections on their fellow glass cannons, then actually using the in-game armor system might turn those one hits into two-hits, making it relevant again. If the systems were properly tuned, (it could be exponentially difficult to gather 1-hit protections and extra lives, so turning those 1-hits into 2-hits could be really valuable), mechanics could be saved from obsolescence in interesting ways.

I’m not describing Minecraft at this point, just spitballing. It would be interesting to see a game designed with this evolution of “things being broken” taken into account, though. I guess that’s what Magic the Gathering is, hahaha.


> What’s the difference between a weak and strong location?

IIRC ender crystals can only be placed on bedrock, and a lot of PVP happens on the bombed-out terrain that goes all the way to bedrock.

The weak terrain in the bedrock are locations where it requires multiple jumps to get out of, iirc


Adding on to this, explosions deal significantly more damage if your whole player is exposed - so one block holes where the bottom half of the player hitbox is covered by bedrock on all sides are usually marked by hacked clients




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