Solution 3 everyone can install it for them selves right? it's their own choice that they don't use it. Everyone can install a client like labymod to get damage indicators.
in the end, anyone can install hacks. solution 3 is cheatingSolution 3 everyone can install it for them selves right? it's their own choice that they don't use it. Everyone can install a client like labymod to get damage indicators.
I have heard this a lot... however then you could also say like "Yeah, you can download free hack clients too, so lets make hacking legal" (im not saying you should)... In my opinion saying "everyone can download it" is a weak excuse!Solution 3 everyone can install it for them selves right? it's their own choice that they don't use it. Everyone can install a client like labymod to get damage indicators.
xbox users can't install anythingI have heard this a lot... however then you could also say like "Yeah, you can download free hack clients too, so lets make hacking legal" (im not saying you should)... In my opinion saying "everyone can download it" is a weak excuse!
dont make this like the eggwars update pleaseFrom reading the comments it seems that people like to be able to see the health of other players, but everyone agrees that all players should have an equal chance in a fight.
I would just like to clarify, with option 1, we will add a setting so that you can turn it off if you wish.
I just want to pose an alternative option, which addresses lots of concerns which has been bought up. What if we make it so that health indicators (both from the server, and from any client mods) are invisible by default, util you engage in combat. This means that if you're already fighting someone, you continue to see their health for 10 seconds, but if you are looking at them from a distance and determining if you should clean them, you can't see their health until you hit them. This means that engaging in combat remains a risk, but also encourages a player to finish killing the other player, rather than both people running away when both get low on health.
I love this ideaFrom reading the comments it seems that people like to be able to see the health of other players, but everyone agrees that all players should have an equal chance in a fight.
I would just like to clarify, with option 1, we will add a setting so that you can turn it off if you wish.
I just want to pose an alternative option, which addresses lots of concerns which has been bought up. What if we make it so that health indicators (both from the server, and from any client mods) are invisible by default, util you engage in combat. This means that if you're already fighting someone, you continue to see their health for 10 seconds, but if you are looking at them from a distance and determining if you should clean them, you can't see their health until you hit them. This means that engaging in combat remains a risk, but also encourages a player to finish killing the other player, rather than both people running away when both get low on health.
From reading the comments it seems that people like to be able to see the health of other players, but everyone agrees that all players should have an equal chance in a fight.
I would just like to clarify, with option 1, we will add a setting so that you can turn it off if you wish.
I just want to pose an alternative option, which addresses lots of concerns which has been bought up. What if we make it so that health indicators (both from the server, and from any client mods) are invisible by default, util you engage in combat. This means that if you're already fighting someone, you continue to see their health for 10 seconds, but if you are looking at them from a distance and determining if you should clean them, you can't see their health until you hit them. This means that engaging in combat remains a risk, but also encourages a player to finish killing the other player, rather than both people running away when both get low on health.
i would consider myself tryhard and i dont like solution 1, simply because it would change the game alot, just like the eggwars updateI'd make a decision between solution 1 or 2. The 'tryhard' community (obviously not everyone) loves to have this advantage because they have more knowledge on what to do by checking the opponents health.
If you either have it for everyone or for no one this could make it more fair for players who have a bad PC/laptop and aren't able to download a client that with a damage indicator.
never heard of it. mind posting a link?its funny because this is possible on bedrock with a resource pack using new query functions and nobody is talking about it
It's better then seeing health from everyone, everywhere. But a fun part about PvP in my opinion is not knowing what health someone is on. However, if Option 1 gets implemented, which I hope it won't, this should get added. Not being able to see someone's health until you hit them.I just want to pose an alternative option, which addresses lots of concerns which has been bought up. What if we make it so that health indicators (both from the server, and from any client mods) are invisible by default, util you engage in combat. This means that if you're already fighting someone, you continue to see their health for 10 seconds, but if you are looking at them from a distance and determining if you should clean them, you can't see their health until you hit them. This means that engaging in combat remains a risk, but also encourages a player to finish killing the other player, rather than both people running away when both get low on health.
But how about people that have damage indicators bc of clients? Wouldn't they still get the advantage of seeing other peoples health over a longer distance?just want to pose an alternative option, which addresses lots of concerns which has been bought up. What if we make it so that health indicators (both from the server, and from any client mods) are invisible by default, util you engage in combat. This means that if you're already fighting someone, you continue to see their health for 10 seconds, but if you are looking at them from a distance and determining if you should clean them, you can't see their health until you hit them. This means that engaging in combat remains a risk, but also encourages a player to finish killing the other player, rather than both people running away when both get low on health.
Rubik, I thought of this idea too and this is the best way to appeal to both audiences! I didn’t see this when making my original comment, but it should most likely be implemented like this.What if we make it so that health indicators (both from the server, and from any client mods) are invisible by default, util you engage in combat. This means that if you're already fighting someone, you continue to see their health for 10 seconds, but if you are looking at them from a distance and determining if you should clean them, you can't see their health until you hit them.