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Cubecraft doesn’t accept reports with LabyMod, so many people avoid it because of that. I think it saves people that prefer vanilla or Badlion Client or Lunar Client can have the option to toggle this on. Having one damage indicator that everyone has to use is better than a variety that are unfair.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.
yes, I do actually. Im not going to promote this kind of stuffnever heard of it. mind posting a link?
Rubik said they’d make it toggleable in settings.There should be a way to disable the indicators on the player settings or a way to vote for it on the voting period of each game. Not everyone likes it, so not everyone must made use it.
Yes I started a convo I’ll let u know what he saysIf this happens, will the appropriate changes also be made on Bedrock?
Why notyes, I do actually. Im not going to promote this kind of stuff
I really love rubik's response because this could prevent cleaning and like he mentioned, make it more of a risk you'd be willing to take.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.
Yes sounds perfectFrom 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 hope something like this gets added to bedrock too, ive noticed other servers on bedrock use this.FINALLY!
This would be awesome! No cleaning 'problem' which most players will complain about if option 1 gets chosen. This would be the best solution in my opinion.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.
Its against the rules tho that's all they can do to allow less people to use it. But always people can still use it it's like minimapLet's say we go with solution 2 and it gets disabled. Can't someone still enable their client-side health indicator and not suffer any consequences since Sentinel can't detect it? Or will Sentinel be able to detect? If it can then I'd go with Solution 2 otherwise this rule won't do much help because people can just use it whenever they want and disable it when sending a screenshot or recording.
Let's say we go with solution 2 and it gets disabled. Can't someone still enable their client-side health indicator and not suffer any consequences since Sentinel can't detect it? Or will Sentinel be able to detect? If it can then I'd go with Solution 2 otherwise this rule won't do much help because people can just use it whenever they want and disable it when sending a screenshot or recording.
Not really, if option 2 wins they disable it from the server. So no health indicator would work. Client-side health indicators won't work. So there's also no way this would be punishable since it's most likely impossible to bypass this or to get evidence of someone using it unless they report themselves.Its against the rules tho that's all they can do to allow less people to use it. But always people can still use it it's like minimap
Please read before commenting as rubik cube said with solution 1 there will be a setting to turn it offIf option 1 was added, Please make it possible to turn off health indicators, I have never used it and dont want to start. i find it makes pvp way more easier and honestly less fun. kinda takes the skill out of it when you know how much health your enemy has at all times. For me i really dont care if it gets added or removed. I just dont want to be forced to have to use it.