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Nametags
01-24-2012, 05:34,
Post: #1
Nametags
So recently skote, Ian and I were raided. We personally thought we were xrayed upon, but the official statement was that our nametags were spotted from 60 blocks above ground and that finding a 1x1 entrance (underwater) to our base was from 'stalking us'.

This is dumb for two reasons:
- it is NOT realisitic that any RP player can locate a person through a wall of stone.
- it is now impossible to hide yourself in an unprotected map without holding shift 24/7;

I suggest that one of two things be done:
- either return /sneak and give it to everybody (or just let them hide the nametag without crouching).
- lower the render distance of the nametag to 5 - 10 blocks.

Considering the amount of RP that is going to be on Revamped, it is hard to believe that any person should be identifiable by a name above their head from 100 blocks away.

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01-24-2012, 05:58,
Post: #2
RE: Nametags
Agreed. While /sneak isn't coming back (as of now), I say limit the name tags.
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01-24-2012, 06:23,
Post: #3
RE: Nametags
I support this fully.
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01-24-2012, 08:22,
Post: #4
RE: Nametags
Agreed

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01-24-2012, 08:51, (This post was last modified: 01-24-2012, 12:42 by Naamandre3.)
Post: #5
RE: Nametags
I don't think anything can be done about the name tag above you're head.
Unless we force everybody to use spout when entering the sever.

This might not be true but there was a discussion about this earlier with removing the name tags and changing names for role-play and i thought the conclusion was it was impossible without everybody switching to spoutcraft

Edit: Found it!
Earlier dicussion: http://kiwike.se/forum/showthread.php?tid=2251&page=2

By yottabyte:
" RE: Guilds Revamped
Changing names would be very confusing, and what we can do is limited. We can change the chat names without any client plugins, that's basically it. I know other RP servers do it, but then again: very confusing when you have one name above the player and another in chat.

We're not using the plugin that changes your name.

The only possibility then would be the Spout plugins, so you can change skin and name above your head. "
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01-24-2012, 12:30,
Post: #6
RE: Nametags
Hm, although I support this as-well, Naam has a great point.

Would it be possible for it to act as though players are always sneaking with or without holding shift? Just a thought, and if it was possible I think it limit's it to much, but would it be possible?
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01-24-2012, 12:42, (This post was last modified: 01-24-2012, 12:44 by Naamandre3.)
Post: #7
RE: Nametags
Pulling something from the Admin/Mod Boards to public here seeing its relevant to cell's question.

(01-24-2012, 11:00)yottabyte Wrote: Name tags are client sided
(01-24-2012, 11:02)Naamandre3 Wrote: So nothing you can do?
(01-24-2012, 11:07)yottabyte Wrote: Not really without putting a lot of stress on the server... possibly have everyone sneak at all times, but then it would be hard to see their names even at a close distance.

Even tho things are left to be discussed things are not looking to bright. I'm in favor for having it some way but..
I'm also against having everybody always sneak. Seeing it might be handy to know you're friends from foes in a open war situation without having to cuddle close to them first. This would also render archers useless seeing they would be shooting at a target not knowing if it was friend or foe.

So its still being debated on
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01-24-2012, 13:02,
Post: #8
RE: Nametags
Not really a debate at this point since pretty much everyone seem to want this. More like idea brainstorming.

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01-24-2012, 13:25,
Post: #9
RE: Nametags
I stumbled across this: http://forums.bukkit.org/threads/req-hid...tes.53608/

Which comes to the conclusion you need spoutcraft to do things like this >.>
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01-24-2012, 13:31,
Post: #10
RE: Nametags
(01-24-2012, 12:42)Naamandre3 Wrote: Even tho things are left to be discussed things are not looking to bright. I'm in favor for having it some way but..
I'm also against having everybody always sneak. Seeing it might be handy to know you're friends from foes in a open war situation without having to cuddle close to them first. This would also render archers useless seeing they would be shooting at a target not knowing if it was friend or foe.

That's exactly what I want. You can't go spamming arrows everywhere.
You have to decide if it's a friend or foe first. More realistic.


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