Post by dimensionalduck on Nov 22, 2020 17:55:46 GMT
It's been a few months since the new server has been up, and we've had plenty of time to see how viable changes have really been. I'd like to put forward the argument that the removal of bedrock breaking, even as a glitch, has lead to more problems than not.
Here's the basic gist of how issues arise.
Suppose you have two portals optimally linked, on all 3 axis. This is the perfect scenario, because here if someone makes a portal right next to yours, your portal will still link to your own 100% of the time. Oftentimes in the nether, X and Z coordinates aren't terribly difficult to align a portal with, however. The real issue comes with Y values.
Now imagine I want a portal that goes to the roof, and a portal that goes to the floor. Suddenly I have to (Instead of making one general hub that allows for travel to and from the roof through the bedrock via bedrock breaking) make two portals in my house, one very high up to link to the y value of the top portal, and one very low to link to the y value of the bottom portal. Considering nether coordinates are overworld coordinates/8, creating a portal viable for the roof in the same space as one on the floor is rather difficult considering build limit is 256, and a nether roof portal is at y128 meaning the overworld portal would need to be at y1024. But That's alright, still manageable because what I can do instead is make a portal to the roof and make sure all land near by doesn't have a portal. This is relatively problematic for such a simple system in the overworld because overworld portal search algorithms run a 17x17 chunk area, meaning I need to claim 17x17 chunks to be sure no portal more optimally links to my nether portal than my own base portal, which is 4624 claim blocks. This wouldn't be too problematic with the current claim rules where you can't build within 100 blocks of someone if it weren't for the fact that that's a 264 block wide area. Fortunately the nether side is less problematic at 3x3 chunks, only 48 blocks.
Now lets imagine a different scenario, I need to transport nether mobs to the roof. There are some dangerous solutions to this problem that can very well get your mobs killed, but certain nether mobs, namely things like brutes will zombify if they go in the overworld, and roof transportation is by far the best option, however getting them to the roof through a roof linked portal is impossible because mobs have a 15 second portal cooldown timer, and mobs that zombify in the overworld zombify in 15 seconds, making transporting brutes on the roof next to impossible without serious risks.
Finally, consider what bedrock breaking solves versus what it upsets: Bedrock breaking allows someone to completely optimally place a portal to their base that leads to the roof without fear of having to claim large parts of the area, lest they risk their portal no longer linking to their base and it allows for much easier mob transportation on nearly every front. Portals that link to the roof are very clearly not as viable a solution right now.
Conversely, allowing bedrock breaking has a chance of grief, sure, assuming a player sophisticated enough to break bedrock would do that. I don't recall a single case in which that was a problem before it was removed, however, an easy solution is just to re-introduce the spawn TP that falling into the void in the overworld would produce. This would prevent players dying in the overworld from something grief-related like that, and the bedrock itself could be easily rolled back.
I know full well from experience that these forum posts rarely produce any actual change, but bedrock breaking is one of those mechanics I really see as only beneficial to everyone who would be using it.
Here's the basic gist of how issues arise.
Suppose you have two portals optimally linked, on all 3 axis. This is the perfect scenario, because here if someone makes a portal right next to yours, your portal will still link to your own 100% of the time. Oftentimes in the nether, X and Z coordinates aren't terribly difficult to align a portal with, however. The real issue comes with Y values.
Now imagine I want a portal that goes to the roof, and a portal that goes to the floor. Suddenly I have to (Instead of making one general hub that allows for travel to and from the roof through the bedrock via bedrock breaking) make two portals in my house, one very high up to link to the y value of the top portal, and one very low to link to the y value of the bottom portal. Considering nether coordinates are overworld coordinates/8, creating a portal viable for the roof in the same space as one on the floor is rather difficult considering build limit is 256, and a nether roof portal is at y128 meaning the overworld portal would need to be at y1024. But That's alright, still manageable because what I can do instead is make a portal to the roof and make sure all land near by doesn't have a portal. This is relatively problematic for such a simple system in the overworld because overworld portal search algorithms run a 17x17 chunk area, meaning I need to claim 17x17 chunks to be sure no portal more optimally links to my nether portal than my own base portal, which is 4624 claim blocks. This wouldn't be too problematic with the current claim rules where you can't build within 100 blocks of someone if it weren't for the fact that that's a 264 block wide area. Fortunately the nether side is less problematic at 3x3 chunks, only 48 blocks.
Now lets imagine a different scenario, I need to transport nether mobs to the roof. There are some dangerous solutions to this problem that can very well get your mobs killed, but certain nether mobs, namely things like brutes will zombify if they go in the overworld, and roof transportation is by far the best option, however getting them to the roof through a roof linked portal is impossible because mobs have a 15 second portal cooldown timer, and mobs that zombify in the overworld zombify in 15 seconds, making transporting brutes on the roof next to impossible without serious risks.
Finally, consider what bedrock breaking solves versus what it upsets: Bedrock breaking allows someone to completely optimally place a portal to their base that leads to the roof without fear of having to claim large parts of the area, lest they risk their portal no longer linking to their base and it allows for much easier mob transportation on nearly every front. Portals that link to the roof are very clearly not as viable a solution right now.
Conversely, allowing bedrock breaking has a chance of grief, sure, assuming a player sophisticated enough to break bedrock would do that. I don't recall a single case in which that was a problem before it was removed, however, an easy solution is just to re-introduce the spawn TP that falling into the void in the overworld would produce. This would prevent players dying in the overworld from something grief-related like that, and the bedrock itself could be easily rolled back.
I know full well from experience that these forum posts rarely produce any actual change, but bedrock breaking is one of those mechanics I really see as only beneficial to everyone who would be using it.