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Re:Randar: A Minecraft exploit that uses LLL lattice reducti... by bee_rider on Friday April 19, 2024 @11:46AM (#40088276)
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.

Re:Randar: A Minecraft exploit that uses LLL lattice reducti... by hatsunearu on Friday April 19, 2024 @12:27PM (#40088778)
> 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

Re:Randar: A Minecraft exploit that uses LLL lattice reducti... by gu5 on Friday April 19, 2024 @12:45PM (#40089013)
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