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#1 2018-03-28 02:39:18, last edited by shadowda (2018-03-28 22:15:32)

shadowda
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From: somewhere probably.
Joined: 2015-02-19
Posts: 1,015

removable deaths

EE needs a block that removes a single death. a reverse hazard.

It would be one of the most revolutionary things ever added to ee.

  • shops

  • better systems

  • scores

  • sending people back to a check point with out adding a death

  • removing deaths with out resting the world completely

  • and more

all with one simple addition to the game.

And it would not even be that hard to add.

this is not a new idea, but it would be a great thing to add to ee.


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#2 2018-03-28 03:35:10

Xfrogman43
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From: need to find a new home
Joined: 2015-02-15
Posts: 4,174

Re: removable deaths

shadowda wrote:

Think shops, better systems, scores, and more.

bots could do this with other things, but still a nice idea


zsbu6Xm.png thanks zoey aaaaaaaaaaaand thanks latif for the avatar

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#3 2018-03-28 06:50:06

peace
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From: admin land
Joined: 2015-08-10
Posts: 9,226

Re: removable deaths

nice idea once i have time illl try to make some ghrapics fo rit in one of my worlds and pos t it here


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thanks hg for making this much better and ty for my avatar aswell

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#4 2018-03-28 07:24:23

Kirby
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Joined: 2015-04-04
Posts: 4,304

Re: removable deaths

i think having something dedicated to a point system like this would work better, as it doesn't really make much sense to remove deaths from a player.

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#5 2018-03-28 10:12:48

Gosha
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From: Russia
Joined: 2015-03-15
Posts: 6,208

Re: removable deaths

i don't think it's a bad idea, but this action block should serve another purpose than just removing deaths. Otherwise we would get the most flat and useless action block

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#6 2018-03-28 12:38:48

peace
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From: admin land
Joined: 2015-08-10
Posts: 9,226

Re: removable deaths

Gosha wrote:

i don't think it's a bad idea, but this action block should serve another purpose than just removing deaths. Otherwise we would get the most flat and useless action block

removing coisn could be good too and any number could be removed


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thanks hg for making this much better and ty for my avatar aswell

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#7 2018-03-28 12:45:01

SoapFish
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From: Pacific Ocean
Joined: 2017-04-05
Posts: 290

Re: removable deaths

peace wrote:

removing coisn could be good too

Removing coins would be complicated, because if you remove one or more coins, you have to specify which coin/s to be removed.


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#8 2018-03-28 15:14:35

Slabdrill
Formerly 12345678908642
From: canada
Joined: 2015-08-15
Posts: 3,402
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Re: removable deaths

I like this idea. I use deaths in some of my worlds as a multi-purpose thing (send you back to where you were, but some are forced deaths) and it'd be nice to have the death count only track the non-forced ones.


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#9 2018-03-28 15:58:42, last edited by shadowda (2018-03-28 19:09:37)

shadowda
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From: somewhere probably.
Joined: 2015-02-19
Posts: 1,015

Re: removable deaths

Gosha wrote:

i don't think it's a bad idea, but this action block should serve another purpose than just removing deaths. Otherwise we would get the most flat and useless action block

What do you mean?

Kirby wrote:

i think having something dedicated to a point system like this would work better, as it doesn't really make much sense to remove deaths from a player.

the point is so they dont have to add a whole new set of blocks.  Your idea would requite the addition of a new switch and a new door/gate.
your idea would be nicer, but adjustable deaths would be quicker to implement into the game.

in terms of versatility this would be the best.

it could be used to send people back to a check point with out adding a death as well as for better systems, scores, etc.


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#10 2018-03-28 16:14:34

Schlog
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Joined: 2015-07-21
Posts: 1,957

Re: removable deaths

Xfrogman43 wrote:
shadowda wrote:

Think shops, better systems, scores, and more.

bots could do this with other things, but still a nice idea

fun fact: not everyone is capable of programming a bot

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#11 2018-03-28 16:49:28

LukeM
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From: England
Joined: 2016-06-03
Posts: 3,009
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Re: removable deaths

Slabdrill wrote:

I like this idea. I use deaths in some of my worlds as a multi-purpose thing (send you back to where you were, but some are forced deaths) and it'd be nice to have the death count only track the non-forced ones.

Maybe a better thing for this would be a respawn block, which sends you back to a checkpoint without adding a death

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#12 2018-03-28 16:53:29

Slabdrill
Formerly 12345678908642
From: canada
Joined: 2015-08-15
Posts: 3,402
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Re: removable deaths

LukeM wrote:
Slabdrill wrote:

I like this idea. I use deaths in some of my worlds as a multi-purpose thing (send you back to where you were, but some are forced deaths) and it'd be nice to have the death count only track the non-forced ones.

Maybe a better thing for this would be a respawn block, which sends you back to a checkpoint without adding a death

While that's an option, this suggestion has other versatility that a respawn block doesnt (while the respawn block can be used in ways this cant).
It's more of a "this will likely be used more for other purposes, too" (shop) kind of thing.


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#13 2018-03-28 18:46:09, last edited by Xfrogman43 (2018-03-28 18:46:42)

Xfrogman43
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From: need to find a new home
Joined: 2015-02-15
Posts: 4,174

Re: removable deaths

Schlog wrote:
Xfrogman43 wrote:
shadowda wrote:

Think shops, better systems, scores, and more.

bots could do this with other things, but still a nice idea

fun fact: not everyone is capable of programming a bot

no ****, but those thing are what bots can already do. without this system


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#14 2018-03-28 19:04:08

shadowda
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From: somewhere probably.
Joined: 2015-02-19
Posts: 1,015

Re: removable deaths

Xfrogman43 wrote:
Schlog wrote:
Xfrogman43 wrote:
shadowda wrote:

Think shops, better systems, scores, and more.

bots could do this with other things, but still a nice idea

fun fact: not everyone is capable of programming a bot

no ****, but those thing are what bots can already do. without this system

the point is not to use bots.


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#15 2018-03-28 20:35:33

peace
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From: admin land
Joined: 2015-08-10
Posts: 9,226

Re: removable deaths

SoapFish wrote:
peace wrote:

removing coisn could be good too

Removing coins would be complicated, because if you remove one or more coins, you have to specify which coin/s to be removed.

woops diddnt think of that your right


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thanks hg for making this much better and ty for my avatar aswell

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#16 2018-03-28 20:54:57, last edited by LukeM (2018-03-28 20:55:49)

LukeM
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From: England
Joined: 2016-06-03
Posts: 3,009
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Re: removable deaths

Slabdrill wrote:
LukeM wrote:

While that's an option, this suggestion has other versatility that a respawn block doesnt (while the respawn block can be used in ways this cant).
It's more of a "this will likely be used more for other purposes, too" (shop) kind of thing.

I guess its that it doesnt really make sense that you would be able to remove deaths, so imo it would be better to split it into two more easily understandable, and easier to use ideas (scores, and respawning)

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#17 2018-03-28 22:14:15, last edited by shadowda (2018-03-28 22:18:21)

shadowda
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From: somewhere probably.
Joined: 2015-02-19
Posts: 1,015

Re: removable deaths

LukeM wrote:
Slabdrill wrote:
LukeM wrote:

While that's an option, this suggestion has other versatility that a respawn block doesnt (while the respawn block can be used in ways this cant).
It's more of a "this will likely be used more for other purposes, too" (shop) kind of thing.

I guess its that it doesnt really make sense that you would be able to remove deaths, so imo it would be better to split it into two more easily understandable, and easier to use ideas (scores, and respawning)

Why does it not make sense?

and why split it into to different things when one would be more than enough.
spiting them would mean more blocks need to be added. more stuff needs to be coded. more graphics need to be made.

this would be 1 new block with 1 new graphic. and yet it can do everything you have linked and more.


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#18 2018-03-28 22:29:21

LukeM
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From: England
Joined: 2016-06-03
Posts: 3,009
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Re: removable deaths

shadowda wrote:
LukeM wrote:
Slabdrill wrote:
LukeM wrote:

While that's an option, this suggestion has other versatility that a respawn block doesnt (while the respawn block can be used in ways this cant).
It's more of a "this will likely be used more for other purposes, too" (shop) kind of thing.

I guess its that it doesnt really make sense that you would be able to remove deaths, so imo it would be better to split it into two more easily understandable, and easier to use ideas (scores, and respawning)

Why does it note make sense?
and why split it into to different things when one would be more than enough.

I guess you would expect a death count to always just be your total number of deaths, and it might be a bit confusing if it starts going down, or is used to represent something that isnt deaths or whatever.
And although you could replicate a lot of what you could do with these two features with the decreasing deaths thing, there are also some other things you can't just do with deaths, such as using them in a world where you can also die normally, or respawning with 0 deaths (as then you would have to put the death decrease after the checkpoint, which would be messy in a lot of cases)

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#19 2018-03-28 22:50:14, last edited by shadowda (2018-03-28 22:52:03)

shadowda
Member
From: somewhere probably.
Joined: 2015-02-19
Posts: 1,015

Re: removable deaths

LukeM wrote:
shadowda wrote:
LukeM wrote:
Slabdrill wrote:
LukeM wrote:

While that's an option, this suggestion has other versatility that a respawn block doesnt (while the respawn block can be used in ways this cant).
It's more of a "this will likely be used more for other purposes, too" (shop) kind of thing.

I guess its that it doesnt really make sense that you would be able to remove deaths, so imo it would be better to split it into two more easily understandable, and easier to use ideas (scores, and respawning)

Why does it note make sense?
and why split it into to different things when one would be more than enough.

I guess you would expect a death count to always just be your total number of deaths, and it might be a bit confusing if it starts going down, or is used to represent something that isnt deaths or whatever.
And although you could replicate a lot of what you could do with these two features with the decreasing deaths thing, there are also some other things you can't just do with deaths, such as using them in a world where you can also die normally, or respawning with 0 deaths (as then you would have to put the death decrease after the checkpoint, which would be messy in a lot of cases)

Confusing? maybe for a short time after the update. but people would figure it our soon enough. and a simply sign in a world could explain what a player was trying to do.
the normal death thing may be a real issue.
the check point thing is understandable ,but this is ee. not everything is going to fit in one blocks space. sometimes it is "messy".

im just trying to be practical. i'd be glad to see a totally new score block, so long as it had doors and gates.

frankly, ee doesn't need any more normal block right now. it needs more advanced stuff like this to make the game more interesting.


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#20 2018-03-29 01:08:27

Raphe9000
Member
Joined: 2015-03-16
Posts: 1,864

Re: removable deaths

Xfrogman43 wrote:
shadowda wrote:

Think shops, better systems, scores, and more.

bots could do this with other things, but still a nice idea

Bots can do a lot of things, but using them as the excuse not to add a feature that would do so much is stupid. It's basically putting adding necessary features into the game into the hands of the the community's limited tools and time. I personally dislike using bots unless they promote a gamemode (such as digbot), and certain bot creators are on power trips and use their bots as attempts to control other people.

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#21 2018-03-29 03:54:37

Xfrogman43
Member
From: need to find a new home
Joined: 2015-02-15
Posts: 4,174

Re: removable deaths

shadowda wrote:
Xfrogman43 wrote:
Schlog wrote:
Xfrogman43 wrote:
shadowda wrote:

Think shops, better systems, scores, and more.

bots could do this with other things, but still a nice idea

fun fact: not everyone is capable of programming a bot

no ****, but those thing are what bots can already do. without this system

the point is not to use bots.

which is why i agreed and wooted


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#22 2018-03-30 02:16:47

Guest.
Guest

Re: removable deaths

shadowda wrote:

EE needs a block that removes a single death. a reverse hazard.

no, it doesnt.

deaths are to mark a loss in a level, not to be used as a points system

add a points system on its own instead; dont over-complicate things

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#23 2018-03-30 04:00:50, last edited by shadowda (2018-03-30 04:08:30)

shadowda
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From: somewhere probably.
Joined: 2015-02-19
Posts: 1,015

Re: removable deaths

Jet wrote:
shadowda wrote:

EE needs a block that removes a single death. a reverse hazard.

no, it doesnt.

deaths are to mark a loss in a level, not to be used as a points system

add a points system on its own instead; dont over-complicate things

i would love a score system, especially like the one kirby sugested. provided it had gates and doors. i was simply offering a quick method to achieve such a thing. deaths could be more. they don't have to be.

and its not really that complicated.

it would be quite interesting to be able to redeem a loss in a level.


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#24 2018-03-30 11:11:48

LukeM
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From: England
Joined: 2016-06-03
Posts: 3,009
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Re: removable deaths

It just seems like it would be a messy way of doing things... I'm all for only adding the core features then letting players build their more complex ideas on top of them, but I also like those features to be self explanatory and obvious to new players (creating worlds as well as playing them), and deaths as a point system seems more like a hack than a proper feature.

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#25 2018-03-30 15:37:19

shadowda
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From: somewhere probably.
Joined: 2015-02-19
Posts: 1,015

Re: removable deaths

LukeM wrote:

It just seems like it would be a messy way of doing things... I'm all for only adding the core features then letting players build their more complex ideas on top of them, but I also like those features to be self explanatory and obvious to new players (creating worlds as well as playing them), and deaths as a point system seems more like a hack than a proper feature.

yes, a score system is not the main use of this idea. at its most basic, its just a means to remove deaths. for what use is up the players.


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