Hermitcraft - Lodestone Linking and Ideas Chat

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Tango Tek2

Tango Tek2

Жыл бұрын

Пікірлер: 162
@douplofigure
@douplofigure Жыл бұрын
Smithing tables keep the NBT-Data of items used in the recipe. The Enchantments etc are kept. This applies to CustomModelData as well. You could use this for the crafting of the legendary cards.
@reaprcussion5703
@reaprcussion5703 Жыл бұрын
I LOVE the behind the scenes vids. SO cool every time!
@xmomba_5851
@xmomba_5851 Жыл бұрын
Yep tango is the best
@ekulio
@ekulio Жыл бұрын
Tango I had an idea for the keys- what if each floor had multiple locations where you push a button and get a key, but each time you run the game only one is open (the rest would be covered by pistons or something) and it's always random. So you wouldn't have to hang around waiting for a key, but depending on your luck you might get a key right away or you might have to check every location.
@guineverereveile4029
@guineverereveile4029 Жыл бұрын
This reminds me of the soul flames...some may be on some may not...I like this...like little gambling machines 😂
@ekulio
@ekulio Жыл бұрын
@@guineverereveile4029 yes! Except that exactly one of them is always on, so it's guaranteed.
@laartje24
@laartje24 Жыл бұрын
Love this idea. Might even go well with a card that increases your chance to find a key, meaning locations are more likely to be open.
@thedeltastrat
@thedeltastrat Жыл бұрын
Not sure this would work, cause then that means you are guaranteed to always get a key each run, and so the concept of keys become useless cause you automatically replenish the key you spent to enter the dungeon.
@guineverereveile4029
@guineverereveile4029 Жыл бұрын
@@thedeltastrat You have to get a key to move forward in the dungeon...the problem was how do you guarantee they get a key...but make them search for it... What reason would you have to not let them have a key?
@xmomba_5851
@xmomba_5851 Жыл бұрын
Tango the way you talk about doc m and etho in the imp and skizz pod cast was so modest you as well are a true Minecraft legend ❤
@nathantriplett1084
@nathantriplett1084 Жыл бұрын
Hazard should be "back loaded" somehow. Early game it hardly ever hits, mid game it comes in, end it all comes in fast. You could make the hazard clock speed up, or auto block the first X hazard for example.
@WoobyMe
@WoobyMe Жыл бұрын
Great concept. I like the idea of the game's attribute behavior being dynamic during runtime. Maybe tango will consider it.
@WoobyMe
@WoobyMe Жыл бұрын
Going back through all my watched VODs I find I'm at 90 collective hours of watching you work on decked out 2 in just stream time! Time well spent! I'm personally so so happy you've been knocking it out tango. Keep it up
@aserta
@aserta Жыл бұрын
Can't wait for this map to come out eventually. I had a blast looking at the last one from behind the curtains. This one's even more complex. And whilst i'm not particularly pleased with the new update, seeing as once again some core Minecraft issues have yet to be fixed or at the very least improved, i am excited to see what Tango will do with them (see Mumbo's recent videos as of this comment) IF Decked Out 3 is something he wishes to take on (honestly, i would understand if he wishes to not or at least skip a series. The grind is... unbelievable. Nothing but respect for someone who is able to pull that kind of a grind.).
@wolfadd5909
@wolfadd5909 Жыл бұрын
An idea for the out of cards sound, try doing a few different discs that are randomly selected from the same barrel such as “ you’re out of cards” , “ Your deck is too weak” , “ your deck has failed you” , “ the deck master is displeased “
@TheIvyNyte
@TheIvyNyte Жыл бұрын
So glad you share your stream videos. I have had a migraine the last few days and missed your live. Glad I can still see what happened
@guineverereveile4029
@guineverereveile4029 Жыл бұрын
I love the idea of searching for a key for a couple mins...then having to stand on the plate for maybe 10 seconds...thats the time spent "smashing" this way you can't go smash the door with a ravager on your tail 😂 you gotta loose him first... Also just love the door smashing feature!
@craigcampbell195
@craigcampbell195 Жыл бұрын
I think when the players enter the deepest darkest part of the map right at the entrance to level 4, there should be a custom music disc that has some kind of ambient noise associated with that theme of the level, (like lava boiling cracking fire or whatever the theme ends up being), that plays just at the entrance. and from the dispenser there should be a 1 in 9 chance the music disc is just the "Welcome to Scarland disc" for the lols
@justsomenuts
@justsomenuts Жыл бұрын
I'm glad you got a kick out of "buttstown" lmao
@laartje24
@laartje24 Жыл бұрын
I just got Clank! the other day for my birthday. Turns out one of my friends is also a Tango viewer. Can't wait to give it a proper play trough. We played it for a little and it seems like a lot of fun.
@DuelScreen
@DuelScreen Жыл бұрын
You can detect which floor a player is on by having two sensors: one at the top of each stairwell and one at the bottom. The order that the sensors were last triggered will tell the game which floor the player is on.
@alexwardlow178
@alexwardlow178 Жыл бұрын
Personally I would love the decked out 2 map merch on a soft blanket, like the Critical Role map blankets.
@jdubyanation
@jdubyanation Жыл бұрын
Thanks for uploading this and answering the patreon question yesterday. - For your legendary cards, the forge is a great idea, however having POI thru out the dungeon that you have to take these items to, would give more reasons to explore (if your not happy with the amount you have set now)
@_Usakoi_
@_Usakoi_ Жыл бұрын
Don't know if this has been suggested, but would it be possible to regulate the klank triggering by directionally blocking the skulk sensors with wool, whether permanently or with timed pistons? It'll be interesting to see what happens during the play testing! So fun to watch this all come together. You are a huge reason why I got sucked into Hermitcraft during S7. Decked Out was so fun to watch played by the Hermits, including the artifact bartering and secret hunting. I was so excited when I heard you were making a sequel.
@DrKvo
@DrKvo Жыл бұрын
I LOVE how it drops coins/embers on all levels. Please don't change! It will create the feeling of "If I go deeper, there is more treasure" -- Maybe people that get a treasure in level 1 will dip into level 2 just for the extra frost embers after getting their artifact. As for extra on the upper levels on their way back, now players have to choose if they try to explore a bit for extra drops or if they should race for the exit before hazard/clank gets too high. This is such a good feature.
@TheCrazzyGuy11
@TheCrazzyGuy11 Жыл бұрын
Hermitcraft has helped me base a smp for me and my buddys loosely off the “rules” of the hermitcraft server. Like no greefing or stealing for others, we’re going to have a shopping district, everyone should know someone or will know basically everyone on the server so just thank you for finally making me pull the trigger on it. We’ve been talking about it for a while now but we finally did it, it’s nostalgic as fuck
@averagezing
@averagezing Жыл бұрын
RE: "Stop Treasure Drops"... The biggest benefit in my eyes of having treasure, even more than the whole coins and rewards and keys thing... is that it encourages Exploring The Dungeon when you don't need to. Decked Out 1 had food and emeralds and keys in barrels to encourage exploring and lingering in non-essential areas. Treasure solves this. You NEED the consistent treasure IMO, the better idea is to reduce the value of the treasure or add random items to the dropper, rather than reduce how often it drops. (OFC tracking per-level helps, but also: having Accumulated Drops would incentivize exploring WAYYYY more, rather than beeline to exit). Chickens will totally be fired by players on Lvl 1 on their way out "oh cool spare eggs PEW PEW PEW" and they'd grow and lay eggs on artifacts lol In-dungeon forge needs to be Super Safe, and remember the player will be carrying out the legendary card after and it'd be a shame if they died then (but also encourages players to build an Ultra-Safe deck when they know they're focusing on crafting) Hoard sounds phenomenal (well, soundswise i keep hearing.. other words.) but balance-wise that'd be something that just Accelerates a Top Players' Lead rather than blue-shelling.
@StarNanny
@StarNanny Жыл бұрын
Mumbo concluded the wireless sound-stone storage won’t hold when unloaded, so never mind. It was a fun thought experiment. Chat! Remind hopper minecarts for 2 & 3….yes! whew! 😂
@mccannnd
@mccannnd Жыл бұрын
You should add a card that is called "Suffering." This card would be found deep within the dungeon from a quest. When used in the players' decks, the card wouldn't appear to do anything. But in reality it would set the player's dungeon run to the max difficulty level no matter what the player chose. It would instantly generate Clank and Hazard for that run as well. But despite the challenges that come from the card, it would be way worth it because it would reveal some kind of crazy secret in the deepest part of the dungeon. I think this would be so cool! Love the vids. Keep up the good work Tango!
@nickyhenderson5203
@nickyhenderson5203 Жыл бұрын
Still a big proponent of having a food source be raw chicken and having campfires hidden around the dungeon to cook them at. There's the hunger chance to discourage eating them before they're cooked, but also the time cost at the campfires
@DrKvo
@DrKvo Жыл бұрын
Regarding awarding points: Last I remember, you were going to have hermits submit victory tombs every week/round, and the top players would get points at the end of the week/round. What if, instead: players got points directly by how many victory tombs they submit, but every week/round you give bonus points based on who got the most tombs in that week/round? This way it's supplementing their points, rather than being the only source.
@Deter3DnD
@Deter3DnD Жыл бұрын
I feel like at least for future levels, you should make a Compass/Artifact catwalk that runs between each of those glowstone platforms, so you can move from one to the next and so on more easily. Just run some stairs and slabs of a block-type you're not using anywhere else in a line between each of them. I think it would save you a lot of time in the long run when you have to go back to all of them without having to continually fly up, down, around, past, and back to each one.
@publiconions6313
@publiconions6313 Жыл бұрын
I think that dude was asking about Mumbo's vid cause of possibilities with calibrated sensors for signal sending .. sucks it's only 8 blocks, but you could just make a grid of senders eceivers under each level and send djfferent sounds through the same grid to activate the various functions .. problem is it's veeeery slow , could get into invite loops, aaand I think you couldn't send different signals through the grid at the same moment.. so if say a hazard increases at the same time as a coin drop, one will get drowned out.
@MuljoStpho
@MuljoStpho Жыл бұрын
There could be some interesting potential with this stuff. Maybe not in Decked Out 2, because he wants to get this playable soon, not however many months away 1.20 might come out. But perhaps in some future season if he wants to make a Decked Out 3. Some wires in the game might just need to remain as standard redstone no matter what. Like the wire that holds the status of the game as being active needs to hold steady in an on/off state, it can't be something that relies on a soundstone signal propagating around. (Even buffering a signal in a circle like in Mumbo's second video on this, it might be rough using that as an "on" signal. And then even if you figured something out for that (tap into multiple nodes and OR gate the signals to detect if at least one of the sampled nodes is currently carrying the signal?) you wouldn't be able to pass any other signals besides that "on" signal over that same loop anyway.) But soundstone could be useful for any sort of "event" signal. Take the ideas Mumbo presented in his 7 button experiment. Build a wool pipe around the chain of resonance nodes to isolate them from any possible outside interference. Say that the first pipe like this is the clank pipeline. A "1" signal might mean that clank was generated somewhere in floor one, a "2" signal might mean that clank was generated somewhere in the transition between floors one and two, a "3" signal might mean that clank was generated somewhere in floor two, and so on up to a "7" signal for floor four. Another pipeline could carry "treasure" signals where a "1" requests for something to be dispensed somewhere on floor one, a "2" requests it for the transition area between one and two, and so on. It's making the bus line wiring quite a bit bigger and bulkier than what he's currently been making (I'd imagine that a pipe would need to contain a 1x2 interior space, right? so at minimum the pipe would be 3x4), but the payoff would be in these wires carrying so much more information about where exactly things are happening or where exactly things need to happen (and needing a lot fewer wires overall than what would be needed to get that level of detail into separate wires of regular redstone, because those two pipelines I described for that example would be a total of 14 separate redstone wires). Of course the catch here will be very slow response times from when a signal is encoded into its bus and when it gets decoded at the destination for that signal. Unless they can drastically improve this aspect of it before 1.20 becomes an official release, soundstone is shaping up to be slooooooow.
@chaos_monster
@chaos_monster Жыл бұрын
Not sure if Tango reads the comments on his second channel, about the door smashing at 47:02. If you can redstone program it, it would be great to count the dungeon activated time and use some factor to "calculate" the smash klank. So if you smash the door after let's say x minutes you get y klank, but if you wait x + (e.g.) 3 minutes you get y - (e.g.) 2 klank or so. So the longer you wait with smashing the lower is the klank you generate (of course always with a minumum amount of klank that will be generated as a baseline)
@TangoTek2
@TangoTek2 Жыл бұрын
interesting idea! If the redstone turns out simple I'll do that
@bruhbutton4520
@bruhbutton4520 Жыл бұрын
@@TangoTek2 oh wow I’ve had lots of ideas or comments watching the VODs here but never commented! Maybe I will on the slim chance you can see and possibly help with some ideas!
@vikingshaman3079
@vikingshaman3079 Жыл бұрын
The time and effort put into stuff like Decked Out that Tango's doing and that TCG game Beef's made, is part of the reason Hermitcraft is my favourite Minecraft series on KZfaq. Keep being awesome Tango, can't wait to see the other hermits poop themselves while running the dungeons.
@craigcampbell195
@craigcampbell195 Жыл бұрын
I think the forge room where you craft legendary cards, you should have to climb to it on a series of staggered parkour blocks that are 2 block jumps vertically, that the room itself might be like 20 blocks high, and that way you *have* to use jump boost cards in your deck if you plan to go to the forge room.
@riuphane
@riuphane Жыл бұрын
Another note after some testing, anything can generate clank if the player is close enough. The shrieker will respond to the sensor if the player is within range regardless of what triggered the sensor. I am on bedrock, so it's possibly different, but it's an important note I think
@craigcampbell195
@craigcampbell195 Жыл бұрын
1:40:50 - It's official. Tango has put his blood, sweat and tears into Decked out 2.
@nozser
@nozser Жыл бұрын
You should make the Hoarded room at the bottom of the pit in the second level. That drops to level 3 and a large area that you said you might make a Minecraft ride in. That's a large area to use.
@Nysteria
@Nysteria Жыл бұрын
Suggestion for stopping players farm lv1 for gold/embers Have a new drop called gems, which drops together with a gold/ember, and have a different gem per floor, then you can gate the cards/items that they can exchange with the gem for the level. Either that, or have 4 levels of treasure and 4 levels of embers, each linked to a floor
@Questerer
@Questerer Жыл бұрын
Idea for the “got no keys, but I need to open the door to the next level” scenario: make the player push 3 or 4 buttons, found in all the corners of the level, so they need to explore for this as well as for the key.
@erinletts2839
@erinletts2839 Жыл бұрын
My friends and I are going to see the Dnd movie on Saturday!
@ll5137
@ll5137 Жыл бұрын
You could use nether portals to send the player to the forge and have the forge situated above the atrium since you already wanted to use that space somehow
@jerryking5506
@jerryking5506 Жыл бұрын
Love these streams catch ya in a few Ps thanks for not rushing the job
@joeycarlisle9844
@joeycarlisle9844 Жыл бұрын
Also, i think you shouldn't worry about treasure spawning on other levels. It's their treasure earned from cards so I think it's fine for them to find it. And if they have too much, then you can easily just scale down treasure drop rates until you're satisfied. Saves you some complicated redstone
@brettrichardson5854
@brettrichardson5854 Жыл бұрын
For the doors you should make it a "skill check" if they want to kick it in. Do a 1 in 4 chance of them kicking it in and each time it fails it generates more clank and if it's a "crit" it generates a hazard also.
@andrewbrasseux3217
@andrewbrasseux3217 Жыл бұрын
An alternative to door smashing could be a lava fall you have to walk through or an underwater path that guarantees partial drowning.
@joeycarlisle9844
@joeycarlisle9844 Жыл бұрын
You could add a cool down to the shriekers via wool blocks/pistons. The piston noises would be ignored by the shrieker anyway
@PhyzinicStudios
@PhyzinicStudios Жыл бұрын
Idk if this was mentioned with the treasure/ember drop rate, but maybe: If door 1 is locked, level 1 drops at 100% rate. If door 1 is unlocked, floor 2 drops at 100% rate and floor 1 drops at 25% rate. If door 2 is unlocked, floor 3 drops at 100% rate, floors 2 and 1 drop at 25% rate, and so on. I imagine for redstone implications, you'd have to give each floor its own treasure/ember brain, but switching between 2 different rates would work smoothly.
@BuilderOfWorldz
@BuilderOfWorldz Жыл бұрын
I 100% support a redstone stream day. I have been attempting to build a remake of Decked Out for a while. But... I'm not a redstone expert, so getting a better look at the inner workings of the game would be cool.
@Shdnfncidjen
@Shdnfncidjen Жыл бұрын
Thats a great mug
@c0niferal
@c0niferal Жыл бұрын
Hoard room sounds great but people will often empty the chest then die - maybe even a visible hoard in the main hall, that they then have to grab the hoard key from the dungeon to unlock?
@jimadiah
@jimadiah Жыл бұрын
What do you think of making a room similar to the hoard room in the lobby. I'm thinking of a sunken pit so other hermits can watch each other trying to dodge a ravenger. Maybe have a prize people who can dodge the ravenger for asome amount of time
@nottabandaid
@nottabandaid Жыл бұрын
if you want to stay on brand you could fix the deck shulker by using powdered snow... also powdered snow is piston push able so you could move the piston up one and make it a sticky piston.
@Shdnfncidjen
@Shdnfncidjen Жыл бұрын
Commemorative/Replica artifacts could be called Trophies!
@aserta
@aserta Жыл бұрын
35:44 not much point in cheating in this game. I mean, don't get me wrong, finding a method to skirt the system is nice in most games, but this isn't a game that's meant for the masses. Sure, it can be played by other people (when the map drops), i keep playing the first one every once in a while, but cheating or skirting this game kinda makes it a waste of time (the playing experience) the edge won't get something extraordinary as a result. So even before the Honor System is there as an invisible wall, there's the fact that it's a meaningless act. Young people cheat to get ahead, some because of frustration, old people cheat because they don't have the time to play long winded games, hell, once i started work years ago my GPY went from at least 4 games full completion, to 4 games in 2 years and mostly replaying old games i already know and therefore don't really need to cheat as much. Plus, the Hermits are playing it for the audiences. So cheating's gonna sour stuff and people almost always notice things are off. Just my 2 cents.
@StarNanny
@StarNanny Жыл бұрын
Cheating spoils all the fun. Regardless what others know, the PLAYER knows they cheated. Like, couldn’t win the game without cheating…how does that make anyone feel anything but bad? Cheating just doesn’t make good sense.
@SegundoArmendariz
@SegundoArmendariz Жыл бұрын
Wicked cool Tango. More excited everyday. During maintenance of DeckedOut2 I assume you will be retrieving the Compass and refilling the Dropper#s. I guess you will just have to be organized when you pick them up from the remote locations not to get them mixed up. 1-8, 9-16, etc.
@phiefer3
@phiefer3 Жыл бұрын
On the topic of tracking what floor players are on, chat mentioned the potential for soft-locking. I believe what they mean is that if you unlock the next floor, but for whatever reason do not go through the door before it closes, you are then locked out of that floor and cannot get another key because the game is only dropping treasure/keys on the floor that it thinks you are on. Sure, 30s or even a minute is plenty of time to get through the door, and even if a ravager or something shows up and you need to flee, the stairs are obviously the safest place to run. However, do you really want to potentially punish players that hard for making a mistake during a moment of panic or if distracted by something. I think you would need to use some other type of trigger to both close the door as well as tell the dungeon that the player is now on the next floor. My first thought is a 2nd button in the stairwell, perhaps at the bottom of the stairs which opens a door down there and closes the door at the top of the stairs (and likewise the button at the top that opens that door also closes the door at the bottom of the stairs). Almost like making the stairs into a sort of airlock, where only one end of the stairs is ever open at a time, and opening one end closes the other. (the bottom doors can be open by default, and when a key is used to open the top the bottom closes; this ensures that if a shortcut is used to get to a deeper floor, the player can still enter the stairway from the bottom on their way out)
@bubblespawn
@bubblespawn Жыл бұрын
I love your coffee mug....
@florianpahlmann6047
@florianpahlmann6047 Жыл бұрын
You could also detect on which level clank is generated, to find out on which level the player is. If you don't craft the cards on a crafting table you could build multiple forges or crafting stations, for the different cards. This way "weaker" players also could use the forge. If you still want to use quest you could also reward crafting materials for cards.
@ryanrichardson5992
@ryanrichardson5992 Жыл бұрын
Craft cards post game Love the hoard idea btw.
@DrKvo
@DrKvo Жыл бұрын
I've never bought merch before, but I've got to say a DO hockey jersey would be tempting.
@AtrophM
@AtrophM Жыл бұрын
An idea for the door wait time could be item despawn time. Push button,drop item on pressure plate. When it despawns door open for a short time. Concern that 5 mins could be too long.
@FlamingGiant575
@FlamingGiant575 Жыл бұрын
"The Hoarde" "Free Parking (House Rules)"
@corydavis2867
@corydavis2867 Жыл бұрын
Seeing you kill that Bat at the end made me thank you can't change them from spawning so make them part of the game Bat head for coin and or spider eyes
@yiannchrst
@yiannchrst Жыл бұрын
~2:55:00 I think when you give your key for the next level, after it is detected, it should be given back to you. So that there is no way you can get soft locked by being slow (more than the 30 seconds that the door will be open for), and so that you can more freely travel between levels. That would be useful if you were attempting to do a special quest, like crafting a card, after getting your artefact.
@SanguineNight
@SanguineNight Жыл бұрын
For the treasure and embers you could stop the dispensing system once the artifact has been given/dropped the compass
@SanguineNight
@SanguineNight Жыл бұрын
Nevermind, you make a good point
@rayofsonshine
@rayofsonshine Жыл бұрын
Could you have pressure plates or an extra door by the stairs on each floor that opens with a button on each side just so you know where the player is and make that a way to set what floor treasure drops on?
@ryangrady5977
@ryangrady5977 Жыл бұрын
the pain of 1 compass at a time XD
@DaJC87
@DaJC87 Жыл бұрын
Not sure if you did something similar later in the VOD. But why don‘t you rename each compass to a unique identifier such as 8 digit hex, which doesn‘t give away its position but helps you to identify it?
@StarNanny
@StarNanny Жыл бұрын
He just doesn’t want any individual site identifiability to the compasses. It’s to ensure the compass must be used to find the correct spot. No looking at the identifier, walking straight to it.
@DaJC87
@DaJC87 Жыл бұрын
@@StarNanny I can‘t remember if the other spots still accept compasses even if it doesn‘t point to it. If they do you potentially could throw any compass in a know spot (on the same level) since they are all named the same. But I guess that‘s where house rules apply.
@nicholasbanders
@nicholasbanders Жыл бұрын
What if to "smash" open the door. The player must repeatedly push a button. Each press can push a signal to a music disk that plays a smashing sound while also increasing the signal strength of a comparator until the door opens. It would add to the feel of smashing in a door, have an audible cue for each "strike", allow control of time to add risk of local hazards already in place. Even allow additional clank to be administered over a duration of time rather than the instant the door is breached. Smashing in a door isn't always loud in one strike. If a player decides to abandon the door, but they already have created clank. That clank will also remain and follow them for the remainder of their quest.
@TangoTek2
@TangoTek2 Жыл бұрын
This is fantastic!
@blackoak4978
@blackoak4978 Жыл бұрын
Regarding Legendary cards, I like the idea of a Forge on level 4 that also has be be unlocked
@user-lt9ts7rh4y
@user-lt9ts7rh4y Жыл бұрын
What if you make a broken lift system to get to level 3, like the type you'd take to get to a mine? You could use water to quickly transport the player
@kierianiis
@kierianiis Жыл бұрын
2:13:47 I’m so glad I was looking at the screen to see Tango’s reaction to the potion art 😂
@Zenikk
@Zenikk Жыл бұрын
a small note that i realized not sure if you did later after stream or not. but you can rename them all the location number since you plan on renaming them anyways that way as you organize them they all are numbered and when your done you can quickly rename them all to what ever name you want them to be
@jamesv4830
@jamesv4830 Жыл бұрын
Isn't there "dangerous" paths down like the tnt drop from 1 to 2. They would have the choice to wait for key or take the dangerous path? Then its a button click to get back up floors?
@JlMAR0
@JlMAR0 Жыл бұрын
Maybe an alternative to the current key concept. Lower the probability of key drops way down and let the hermits take out the keys after successful runs. This way hermits can play dedicated key runs where potentionally they dont even find any key and have to run again. But if they want to do a deep dive into the dungeon they dont have to go through the hustle to find keys on every level. I imaging it being quite annoying when the hermits are at the point to want to run level 4 every time. It also brings nice variety to the runs
@Wjanabdjd138
@Wjanabdjd138 Жыл бұрын
What if there was an optional exit from the dungeon on every level? Thinking about the treasure generation per different levels and especially since the game is getting longer with having to unlock each level door, maybe the game can only be about descending & not ascending back out.
@4203105
@4203105 Жыл бұрын
2:31:40 If you break a shulker box with a powdered snow, it stays in that block with 100% certainty and doesn't squeze out through the sides. Might not quite go with the theme but at least its reliable.
@lykun_
@lykun_ Жыл бұрын
idk who in chat said card games don't add things to other players decks... but yugioh did that in the first series. its rare, but it has been done. its only avoided because of the honor system doesnt work in physical card games. in yugioh the card goes face-up in the deck, but then its visible while shuffling so its easy to do shady stuff to make sure you do or dont get to it. in a digital game where the system processes everything, meaning no honor system reliance or shady stuff is possible, its a nice mechanic to take advantage of. i think you did it right.
@martinw51
@martinw51 Жыл бұрын
3:11:25 I really love that idea of the horde
@danielclark4013
@danielclark4013 Жыл бұрын
in yugioh there is a term called a dead card. It is a card that when drawn does nothing. Simplest way i can give an example is the card teraforming, this card allows you to search your deck for a field spell, but say you have not field spells left in your deck, then drawing teraforming cant help you, it was a dead draw/ a dead card because you cant use the effect. Should also not that in yugioh if you cant find a card thant meets the search condition then you cant activate it, atleast not in ygopro, but in an in person match, if you fail to find then the ruling on the mandatory effetcs is that the opponent gets to look through your deck to verify. The deck is then shuffeled afterword. But this just shows that dead cards can be bad for many different reasons. And say if you need that extra spell in the grave for something, then you cant get terraforming into your grave, unless by discard, because of fail to find. And to those who dont play card games, in yugioh, the grave is basically a secound hand because of grave effects. But i rambled, I was just trying to explain the concept of a dead card. And to put into perspective how bad a singular dead card draw is, in yugioh most dules now adays in the tcg last about 2-3 turns. Which is counted as the person going first as turn 1, then the person going secound as turn 2, then back to the player who started as turn 3. So with fast paced dules, a SINGLE dead card draw can mean the difference between winning or losing. That is basically what the stumble card is, a dead draw, but actually worst because it plays on draw.
@riuphane
@riuphane Жыл бұрын
Odd thought for you Tango, is there a way to increase or decrease the difficulty based on the number of cards in their deck? This would help with ensuring people are playing the game at a difficulty matching where they are in season and help mitigate treasure camping a little. This could take the form of raising initial clank or hazard (or whatever it's called now) or perhaps increasing delve or similar. Also, for the treasure dropping, you could limit the treasure per level or have the probability vary based on something just by adding something to the droppers that can be pulled back out via hopper
@riuphane
@riuphane Жыл бұрын
Edit: you mentioned removing delve (which I'd forgotten, but remember now), but I feel like it could still tie in. The fact that the difficulty sector is so closely tied to the compasses and the levels makes that a little harder
@TheListeningBen
@TheListeningBen Жыл бұрын
2:55:15 bottom doors having buttons both sides might be better for knowing what floor the player is on, then you don't need to mess with top door keys etc
@cacaboss227
@cacaboss227 Жыл бұрын
Imagine a super rare card that you can only use once before it becomes discarded by the system that allows you to smash all doors wihtout constaints, just full on berzerk, for one run and one run only xd
@VagueCastle649
@VagueCastle649 Жыл бұрын
I think that's called a "legendary ethereal quest card".
@katewoolcock6030
@katewoolcock6030 Жыл бұрын
Had a thought! Doesn’t colouring compasses based on difficulty give too many hints to experienced players on where they are located?
@reubenstewart7995
@reubenstewart7995 Жыл бұрын
I thought that tango was actually in Hermitcraft. Now that I saw the green screen the magic is gone 😔
@unholycritter3448
@unholycritter3448 Жыл бұрын
been thinking of buying displate for a while if you had a merch with them hands down i would
@bchurchill49
@bchurchill49 Жыл бұрын
get a hermit to build the horde room for you. someone that is really great at parkor etc.
@GreenNova4444
@GreenNova4444 Жыл бұрын
Evening, Tango! I'd like to re-share an idea for you.. In one of your previous streams, you posed the idea of making Level 4 Fire-Themed. Much as I would like an Ancient City styled after the Malachor Sith Temple from Star Wars, I think there's an idea to be found there. I'm gonna assume you're not familiar with Metroid, but if you're gonna do a fire-theme for Lv4, try looking up Lower Norfair (also known as Ridley's Lair) for some inspiration.
@spend4zen1
@spend4zen1 Жыл бұрын
Someone said cake? What if... a player got a whole cake at the start of their run and that was their only food source for the entire trip through the game on that round. They would have stop to sit it down to eat a slice right? It has been forever since I had Minecraft cake so I can't remember if you can eat it directly from inventory or not. Could be a fun twist and no need to rig up a food solution other than grab a cake and go.
@BlahCraft1
@BlahCraft1 Жыл бұрын
44:00 Given that the depth charge route doesn't require a key, you may not require the ability to pry open doors.
@laartje24
@laartje24 Жыл бұрын
36:10 Not saying that it is worth to redo them all with a more complex design. Just saying it doesn't necessarily mean someone cheated, someone could die on a hand in spot and have their compass go in on accident. Edit: 1:50:00 This gets pointed out later in the video
@guineverereveile4029
@guineverereveile4029 Жыл бұрын
FROST EMBERS AND TREASURE: You're detecting when they pick up their artifact right? What if the embers and treasure are on a timer after that and just shut off?
@marcelvanderwesthuizen7062
@marcelvanderwesthuizen7062 Жыл бұрын
You could make the door breaking clank unblockable by their cards
@TheListeningBen
@TheListeningBen Жыл бұрын
Preventing players hanging around somewhere safe to collect coins and embers: 1) no safe places 2) slow down the the drop rate as time goes on (encourage them to finish quickly and let someone else have a turn or go again)
@thebytespider
@thebytespider Жыл бұрын
Similar to your idea for the clank generator/detector. Instead of disabling per run, could you instead use the signal to reset the piston with the wool block to its closed state? Observer on the shrieker, connected to a sticky piston with an observer on its face that observer's back side faces into a block above the wool blocker piston. Would be much easier to explain with an image, but KZfaq doesn't like links in comments.
@lasinhouseinthetrees1928
@lasinhouseinthetrees1928 Жыл бұрын
hey tango probably all the comments are about this but #17# has an airblock above the hopper
@Cykotiq
@Cykotiq Жыл бұрын
if the door between levels closes behind the player, that would severely limit the players ability to move freely through the dungeon levels once they have opened the doors. If a player wanted to go from Lvl1 -> Lvl2 -> Lvl1 -> Lvl2 again which they may need to do in the case of a quest. Maybe they get jump boost as they are about to leave the dungeon and decide to go back to level 2 to get something. If the door closes behind them each time, they would need to obtain another key before they could return to level 2 a second time
@Oldmanshatco
@Oldmanshatco Жыл бұрын
I think there will be a. Button on the back side of doors to get back out.
@Cykotiq
@Cykotiq Жыл бұрын
@@Oldmanshatco yes I know, but how do you get back IN to level 2 after leaving?
@Oldmanshatco
@Oldmanshatco Жыл бұрын
@@Cykotiq Yes, you are correct. It would severely limit the movement for quests. Perhaps he could make it so when the button is pressed, the key that was used to open the door would pop back up like the artifacts do. At the end of the run , if successful ,they could be put into a chest like the unspent coins .
@TheListeningBen
@TheListeningBen Жыл бұрын
1:49:40 Cheat proofing and no spilled items spitting out a compass: only minecart hopper (no hopper, no barrel) with one correct compass in each slot, so it doesn't suck up anything. Then observer watching the minecart hopper and powering the dropper.
@nonr2500
@nonr2500 Жыл бұрын
Treasure not following you back up the dungeon would remove incentive to spend the rest of your run on an easier floor
@mattlewandowski73
@mattlewandowski73 Жыл бұрын
the diving board was a long time ago... was part of his pig train video
@mattlewandowski73
@mattlewandowski73 Жыл бұрын
The snowball/snowblock issue is not a problem. It is against the rules to make or break blocks
@briancouchman5658
@briancouchman5658 Жыл бұрын
Tango, you can track what level players are on, and you should track them going down… but I would suggest you not close the door and track them going out. Gameplay should be go get an artifact then wander around that level until you get nervous and then get out… no hanging around level 1 ‘pushing your luck’ that isn’t pushing luck… make them push luck on the level of their artifact…
@Tackattack11
@Tackattack11 Жыл бұрын
Pufferfish player detectors in stairs to detect what level players are on?
@drefk1973
@drefk1973 Жыл бұрын
My favorite mythical creature is Etho
@pmc308
@pmc308 Жыл бұрын
59:40 Tango finishes #10, breaks shulker, checks notes, says "Next bulletpoint I wanted to talk about, oh this is a minor one..." turns to the right and a blue shape drops down infront of him. What is that?
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