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Remove attribute swapping

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    Registered User commented
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    I won't bother with low-hanging fruit like "you're just mad cause you can't do it", "it will change pvp", "it will upset people", "people will stay on 26.1", or "plugins will add it back anyways" because they're nothing-burger arguments. ("no comment", "mace & spear changed pvp", "mojang breathes and people cry for murder", "ok cool", "go for it; this is about the base game")

    Gamerule might be an acceptable middle-ground.

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    Registered User commented
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    Update: as more people get involved and new details come out, it seems as if the implemented fix messes up the timings in other areas of the game, very notably when it comes to being able to use an item that was just switched to. This is not a good thing, but both sides should keep in mind that while attribute swapping and being able to use an item on the same tick you switch to it may be caused by the same code, they are not the same mechanic. The former should stay patched, but I am of the opinion that the latter should stay as it was before this. A comment by user “Z0rty” and the one above it on the original bug report summarize both the issue & alternate fix well: https://bugs.mojang.com/browse/MC/issues/MC-28289

    For reference, PaperMC implements the proposed method correctly, on line 1421 (& others) of paper-server/patches/sources/net/minecraft/server/network/ServerGamePacketListenerImpl.java.patch. (no GitHub link cause the forum doesn't want them)

    I think that removing the latter (aka being able to use an item you just switched to) would elevate the negative consequences too high (including for regular players who don’t even know what attribute swapping is; because the hotbar timings affect everyone), since it would negatively impact things like pearl catching, insta-carting, hit crystalling, and fast anchoring to name a few. These mechanics, unlike attribute swapping, don't rest solely on a foundation of bugs, and are instead a purposeful application of intended mechanics.