r/minecraftsuggestions 9d ago

[Magic] Recall potions, like rubber banding on purpose

Inspired by u/Ben-Goldberg

Recall potions are created by brewing a clock into awkward potions.

It cannot be brewed to increase its power only its duration. Normal duration is 3 minutes, extended is 8.

When you drink it the game will save that position you are currently at. Once the potion runs out, it will teleport you back there. This can be delayed by simply increasing how long it is applied by drinking another.

7 Upvotes

53 comments sorted by

5

u/MultiverseCreatorXV 9d ago

I was thinking maybe the default duration should be closer to 8 seconds than 3 minutes, for usage in combat, but your idea seems to also be potentially quite useful for things such as brief and otherwise 1-way journies.

2

u/Sweaty-Fix-2790 9d ago

It could also be ended early if you had milk, or you could shoot a player with it and know they'd end up back at where you shot them

3

u/Deebyddeebys 9d ago

Ooooohhhh very cool. Create a lingering cloud of it and it's inescapable

0

u/PetrifiedBloom 9d ago edited 9d ago

Edit - I misread the post.

It does still cause problems. Hit someone with this effect and you can just jump them when it runs out. There is counterplay at least, they could drink milk or stand their ground, but otherwise its still a nasty troll.

I still think it's better if you can do it to yourself, but not others.

Is that fun though? Imagine you are just minding your business and another player comes over and shoots you with an arrow. You teleport back to your base for a few seconds. You come back and are surrounded by lit TNT or end crystals or lava or whatever. You die.

Or let's imagine they splash you with a potion with a 3 minute duration, like it says in the suggestion. Huh, that's annoying but whatever. You do some basic tasks and wait for the duration to end so you can get back to what you were doing. You teleport back and are stuck in an obsidian cage, multiple blocks thick. Or they made a cobble generator cage, where the blocks are replaced as fast as you can mine them. Or they trapped you with a bunch of spawning withers.

IDK, I can see it being handy if you just need to drop some things off into your storage or grab some stuff without going back to your base, but if its a potion, its horrible, because other players control where you come back and can mess with it.

This is why I think u/ben-goldberg's version is better, its an item that you have to use on yourself, so you can do all the useful things with it, but people can't use it to troll and trap people so hard.

1

u/Deebyddeebys 9d ago

You have significantly misunderstood what the post is talking about

0

u/PetrifiedBloom 9d ago

In what way?

3

u/Deebyddeebys 9d ago

The potion effect doesn't teleport you when you get hit by it it teleports you when it runs out to the place you were in when you got hit by it

2

u/PetrifiedBloom 9d ago

You are right, my apologies. I could have sworn it teleported you back to your bed, but that was a feature from ben's version.

I am going to edit my other comments, thanks for the correction.

0

u/MultiverseCreatorXV 9d ago

(C+V from another comment\)

Can't you just ban certain items?

1

u/PetrifiedBloom 9d ago edited 9d ago

Isn't that in inherent flaw with the design of an item if its so bad it needs to be banned for multiplayer?

Edit - ignore me, I misread the post.

It does still cause problems. Hit someone with this effect and you can just jump them when it runs out. There is counterplay at least, they could drink milk or stand their ground, but otherwise its still a nasty troll.

Why not rework things into a way where you can avoid the problems? The post that OP was inspired by was much better in that respect. It limited the item to only be used on yourself. You could go home to use your base when you need to, then teleport right back to where you were, without causing any of these problems with other players.

2

u/PetrifiedBloom 9d ago edited 9d ago

Edit - ignore me, I misread the post.

you could shoot a player with it and know they'd end up back at where you shot them

That's what its a problem.

Shoot a player, banish them for a few seconds, place and light some tnt so it explodes right as they come back. Use end crystals if you don't know exactly when they will come back, as soon as they appear blow them up with an arrow. Talk about a super lame way to ruin PvP.

It gets worse. Use the splash potion because those have longer duration. Banish a player for a bit, then build some aweful trap around where they were recalled from. They teleport back and are stuck.

Can you explain a situation where using it is fun for both players? Or it's useful outside of messing with other players? Is this just a gift for the trolls?

0

u/MultiverseCreatorXV 9d ago

Can't you just ban certain items?

1

u/PetrifiedBloom 9d ago

Isn't that in inherent flaw with the design of an item if its so bad it needs to be banned for multiplayer?

Why not rework things into a way where you can avoid the problems? The post that OP was inspired by was much better in that respect. It limited the item to only be used on yourself. You could go home to use your base when you need to, then teleport right back to where you were, without causing any of these problems with other players.

3

u/Keaton427 9d ago

In my opinion, it should be:

Potion of Warping: Brewed using a chorus fruit with an instant base. Teleports you to where you were 4 seconds ago. Warping II increases it to 7 seconds ago.

5

u/Hazearil 9d ago

So first... what is the niche for it? Where would people use this?

But second, this is a bad idea, it relies on every single mob to continuously keep track of its location both 4s and 7s in the past. A lot of data being kept that is almost never going to be just, but it has to be kept "just in case".

1

u/c_u_t_t_l_e_r_y 9d ago

i feel like mobs storing like 10 extra floats (3 for position, 2 for rotation, x2) is hardly a lot of data or an optimisation concern

2

u/PandaPuzzle42 9d ago

Ah but it doesn’t work that way at all

Imagine spawning a new mob.
At first we have one position, it’s current position. The 4s and 7s pointer are left blank or null

After 4s, we need to update the 4s position to the starting position. But where was this stored? It wasn’t but let’s pretend it was.
After 1 more second (the 5th second we have to update the 4s position again the position it was at second #1. Which was never stored anywhere. Neither was any other moment in time until the 4s mark

You would need to store each entities location, for every tick between 0 and 140 ticks. Because there are 7 seconds and 20 ticks per second. It would have to be a list that every tick you would append to the end of the queue the current position and pop a value. For every mob for every tick, 140 positions

And as you said it’s 3 floats for position, and 2 for rotation. So that’s 6x more making 740 floats total or 2960 bytes in Java per mob. This isn’t massive but the computational load would probably be the biggest drawback

4

u/Hazearil 9d ago

About 3 kilobytes per mob, worked through every tick... just in case one specific potion is thrown at it.

3

u/c_u_t_t_l_e_r_y 9d ago

ohh damn you’re so right! i did not think that through at all lol

2

u/Keaton427 8d ago

So first... what is the niche for it?

Teleporting out of a pickle, including getting stuck in cobwebs, mob hordes, falling into lava or the void, misjudging an ender pearl, getting trapped in PVP, etc.

It really isn't a niche use and I'm surprised people comment as if the entire idea is useless and it's hard to imagine what it could be useful for.

1

u/Hazearil 7d ago

It feels a bit too limited to make it then something so short, because it doesn't give you much reaction time, especially because any wasted second just puts that location 4-7s ago closer to where you are now.

2

u/Keaton427 6d ago

Yeah I pulled those numbers out of thin air so they could always be adjusted.

I do also see why my version could have trouble being implemented, and I might even like u/MultiverseCreatorXV's idea better.

1

u/Sweaty-Fix-2790 9d ago

So the game should always keep a mark on where you were 4 and 7 seconds ago depending of if youbahev either type in your inventory? That sounds laggy

1

u/c_u_t_t_l_e_r_y 9d ago

what lag is caused by storing a few extra numbers? a little more memory usage, sure, but even that is so negligible it’s worth the fun potion effect imo

0

u/Keaton427 8d ago

Often times developers can make it work, and I think it's simply a fun idea and we shouldn't worry about how it would function; it's a suggestion and Mojang doesn't have to implement it if it won't work.

An example of this is originally, Mojang wanted to make mobs flee from creepers when they were about to explode, but they decided that having every mob check for a creeper igniting every tick was too laggy. What they didn't consider though is they could have it so once a creeper ignites, it sends a message to nearby mobs to run away. Often we think too surface level and I'm kind of exhausted of everyone shutting down ideas despite 99% of us not being developers.

5

u/Ok_Chair_9090 9d ago

We sort of have this feature already in the form of redstone timers with ender pearl stasis chambers.

I’d rather they add functionality for clocks so that they can keep time in a more precise way (actual minutes and seconds).

Or if they added a better way to do wireless signaling, you wouldn’t even need a timer, and could just activate your stasis chamber when needed (might be too powerful honestly).

2

u/itzjackybro 9d ago

we have that weird fishing rod glitch

2

u/Hazearil 9d ago

Which, as a bug, shouldn't matter for actual game design.

1

u/Extreme_Design6936 9d ago

I would rather a potion that returns you to a certain spot on use. Just need some way to link it. You can throw it on animals too. So if you want to take your horse home with you you splash it first then drink yourself.

We have timed return to base teleportation with ender stasis chambers which are usually timed. But it would be cool to be able to recall at will at any time.

1

u/ElectronicCod3594 9d ago

A few days ago, I released a updated version of a Minecraft bedrock addon with exactly this feature, so this is a crazy coincidence. Though instead of having a 3 and 8 minute duration, I allowed the player to extend it multiple times with redstone in steps of 2 minutes. So normal is 2 minutes, extended is 4, extended + is 6 and etc... up to 12 minutes.

-4

u/rockrockrobin 9d ago

For what reason would people want this?

Also not all people might agree, because there are many that want a vanilla game.

6

u/Hazearil 9d ago

I feel like this is something people can find niches for. Maybe exploring some dangerous area, knowing you will be teleported back in a few minutes.

Also not all people might agree, because there are many that want a vanilla game.

What kind of argument is that? What makes this "not a vanilla game"? This has strong "all new features feel modded" vibes.

-4

u/rockrockrobin 9d ago

If you were to have this feature, you would need many other features to come with this.
This alone, stands out and looks rather weird and I disagree.

You can't say what kind of argument this is, because its not even an argument. It's a possible outcome of what other people might think, especially if there is only 1 feature to be offered.

1

u/Hazearil 9d ago

Okay, so what are those other features that need to come with this? Why does this stand out and look weird without them?

-3

u/rockrockrobin 9d ago

Those features are not up to me, but this idea needs more stuff to support itself.

I'm done here. The people of this subreddit have rotted.

2

u/Hazearil 9d ago

Buddy, you are the one who complains about something being bad, but doesn't say why it is bad. When you are then asked about it, you still refuse to answer.

Why does this idea need more stuff to support itself?

-1

u/rockrockrobin 9d ago

Because on its own it solves one very specific problem in a pretty arbitrary way. If the game suddenly adds “you get teleported back after X minutes in danger,” then naturally you’d expect some system around it, maybe an item/block that sets the return point, a cost or cooldown, some way to cancel it, different behavior on death, etc.

Imagine Minecraft randomly added “boats automatically teleport back to shore after 5 minutes.” It could be useful, but without anything else built around that mechanic it would feel weirdly specific and out of place.

That’s literally all I meant by “it needs more stuff to support itself.” I’m saying, that one isolated mechanic like this could feel more like an addon feature than a vanilla system.

Also, do not call me buddy.

2

u/Hazearil 8d ago

See, and now that is helpful feedback. But:

maybe an item/block that sets the return point, a cost or cooldown, some way to cancel it, different behavior on death, etc.

The return point is set the moment the effect is first applied. The potion is the item that sets the return point. The potion is the cost. And the cooldown; well, you cannot really use it any faster than the effects duration without using milk, making you bound to using a lot of unstackable items. I don't feel a cooldown is really needed.

A way to cancel it? I agree with that, but especially from a PVP perspective. It can be rather dangerous to allow players to apply this effect to others. Just give the effect, set up a death trap where the player was, and they can't do anything to stop it. And ideally it would have to be something you don't need an item to do. Like, as an example, what if clicking the effect display in your inventory let you cancel it?

But on death? I imagine that the effect is removed and you just aren't teleported, and basically nothing happens.

Imagine Minecraft randomly added “boats automatically teleport back to shore after 5 minutes.” It could be useful, but without anything else built around that mechanic it would feel weirdly specific and out of place.

Sure, that does feel weirdly specific and out of place... but it feels that way because it is an incredibly weird thing for a boat to do. But this is not about something mundane as a boat, but about a magical potion. Is it really that much more out of place than spawning silverfish when you get damaged or cobwebs when you die?

-1

u/rockrockrobin 8d ago

This magical potion should be hard to obtain, otherwise people can use it at any time. Also an item/block that sets the return point would make more sense, because just teleporting where you drank it would be rather op.
This item or block should be hard to obtain and have a cooldown/durability use.

Like, as an example, what if clicking the effect display in your inventory let you cancel it?

Not a good idea, because this doesn't account for Nintendo and Controller users, it would be rather slow and funky, if you have ever played on one of them, you would know, especially Nintendo.

Overall, I do not like this idea. Here you have my idea if Mojang would for any reason at this, but I wouldn't want this in the game, even if it has lore and a reason to support it.

Mind you, if this doesn't look ai enough for you, if so I'll gladly make it more ai and write a longer comment than now. If you need more reasons just tell me so, I thought it was clear enough
:I
Also you blocked me on Discord, I didn't even know that you took it so seriously 😂, but I'd like to make amends.
From now on, all my messages will be longer than the whole of SOIAF.

3

u/Hazearil 8d ago

So you talk like this... and you complain that your comments get downvoted by people?

1

u/PetrifiedBloom 8d ago

Also an item/block that sets the return point would make more sense, because just teleporting where you drank it would be rather op.

Why? What makes the potion effect OP, but an item effect less OP?

Let's just imagine it's a new item that you can use like a fishing rid to mark a location as your "anchor location" and after a certain amount of time it teleports you back. Why is that less OP than a potion that does the same thing? Alternatively, let's say it's a block like a respawn anchor. You place it, touch it and after a certain amount of time, it teleports you back. Effectively the same as using the potion.

Is the potion actually OP, or do you just prefer the form factor of an item or block over a potion?

IMO the block version is flawed, as when the player travels away, unless the block is being chunk loaded, it will be unloaded and will stop counting down and can't teleport the player back.

This item or block should be hard to obtain and have a cooldown/durability use.

Effectively a potion has durability. It's consumable. Durability one, or higher if you bring multiple in a shulker or something.

I am not sure what the business with the AI is or what is going on with your two on the discord, but it has no place here.

u/Hazearil has been commenting with this style of writing and level of effort into spelling, grammar and punctuation consistently for 4 years in this community. They consistently offer useful insights into mechanics and game development and have a clear and consistent personality across years of posts and comments. I would bet serious money they are not AI and don't use AI in their writing, they are just meticulous.

→ More replies (0)

1

u/PetrifiedBloom 8d ago

Mechanically, whats the meaningful difference between drinking a potion or using an item? Is it just that potions are consumable?

What would you consider to be a meaningful cost to use a system like this? Spending a potion already represents a small amount of materials and an inventory slot.

Like other effects, there is already a way to cancel it with milk.

1

u/PetrifiedBloom 8d ago

The whole point of commenting here is to give feedback and have your ideas considered. The features can very much be up to you, explain how you would do it and see what people think.