But good luck getting through to those who oppose a disable-NPC-block-destruction option.
The best solution to this that will please (almost) everyone is to have these two options:
1. An option to turn endermen ON or OFF
2. An option to turn endermen modifying player-placed blocks ON or OFF
That way, people can have lots of choice. They can either have endermen on completely, or have them on but not touching anything they make, or they can just turn them off entirely.
I think we should just have the option of disabling NPC block manipulation in general.
Having to clean up after mobs is never a very worthwhile endeavor. It just distracts from the game.
Good. Buncha lazy self entitled kids whining. Build defensible structures. A little lava and cactus go a long way. I'm surprised at all the super awesome smart builders so easily defeated. The game is much more fun now. Not as boring.
Yes, the game is more fun now. But how does having a mob take your blocks away give fun?
How am I lazy for wanting to build some structures and not have them wrecked by Endermen?
I'm just glad that Endermen are not the thief mob. I wonder how long until...?
I mean, the world is nasty there bro.
Anyway, do not forget that Notch and Jeb are against mob grinders to begin with, and have considered removing drops from mobs killed without a player's action.
That we only have the hassle of Endermen is probably the compromise solution.
I personally love the challenge that comes with them. It forces you to always be prepared. I went through two nether portals searching for a snow biome (I didn't know it was left out) and when I got back it, one of the obsidian blocks was gone. Instead of moaning and whining, I just went on my own little adventure to get more obsidian so I could go home.
And personally, I LOVE the Endermen destroying peoples' mob grinders. If they can't make a design to prevent the Endermen from spawning, they really aren't too clever. You should work for your items, not just sit at the end of a pool and collect stuff.
Then play Creative or play peaceful. If you aren't interested in playing Survival mode why are you whining about Survival mode features?
IMO Minecraft needs MORE Endermen like mobs. When I started playing it I imagined it as 3D Dwarf Fortress, ie needing to be constantly on alert and building defences to keep the monsters at bay. Instead I can stop any mob with a dirt wall.
1.)
Just because I am concerned about this particular mob's behavior does NOT mean that I want to play on creative mode/peaceful... There is little sense of accomplishment in having loads of items if you have an unlimited, easy to access source of those items.
When I am out gathering materials/building things, etc I often enjoy fighting off some monsters, it reduces monotony. If I am next to one of my finished or in progress creations and a creeper blows it up, well that's my bad and I am fine with rebuilding. But that scenario is easily(usually) preventable. If I don't want creepers blowing up my stuff, I can keep alert and kill them off before they get close enough to me to explode. They won't explode unless there is interaction with ME.
With enderman, unless I surround everything with a water moat/light etc (which in many cases will make the structure im trying to protect look absolutely awful) I cannot prevent them from damaging my structures. They will move blocks regardless of what I do, and I won't be able to instantly find and kill them all before they start moving blocks.
I am fine with them moving some blocks of land around to make patterns or something, but as soon as they start breaking the things I have created, then they become NPC griefers.
<rant>
Maybe everyone should stop b*tching about someone "whining" when they're expressing their concern over a particular feature that a lot of the community seems to have issues with. It's perfectly within peoples rights to make suggestions for a game and so stop telling people to just "get used to it" and get used to hearing people disagree with you. Good lord, you'd swear the only people on these forums were 10 years old...
Some people like the Enderman and others don't. Making an option for them to be in the game wouldn't be hard (not EVERYONE wants a completely "creative mode" experience, they just don't like things messing up pre-existing structures without having to do major overhauls) and having such an option wouldn't hinder anyone's ability to have such mobs in the game, everyone is happy, end of story. This is a thread about suggestions for a game, not a place to act like idiots and argue over what game style you like best.
</rant>
2.) I pretty much agree with the general message of this.
Alright. You want adventure? No blocks for you. You cannot build anything. Why would you miss that if you surely live on the wild fighting everything that moves?
Oh and no torches either. They stop enemies from spawning. Only a little girl would use torches. Not a macho like you. Right?
Also I'd like you to explain why taking random blocks, without even targeting the player (it's random, there's no rhyme or reason to it), just making the landscape look ugly or like a corrupted savefile. Wow, what an adventure! Survival is much harder now indeed!
This is just a ******** caricature. They never argued for anything like you've written.
If endermen were intelligent enough to open up a hole in your wall for other mobs to enter, you could argue it makes the game more challenging. As it is now they're just a pain in the ass.
The double standard on this forum is hilarious. Anybody who griefs player structures in SMP is a soulless douchebag who should be barred from owning a multiplayer game ever again, but if a mob does it then it's suddenly super fun. Who knew?
I think we should just have the option of disabling NPC block manipulation in general.
Having to clean up after mobs is never a very worthwhile endeavor. It just distracts from the game.
I see no reason why this cannot be incorporated into difficulty, as it stands there is very little difference between setting the game to easy, and setting the game to hard.
Multiplayer servers now have an option of choosing difficulty in the properties file.
It could be set up as such:
Easy = NPCs cannot directly alter the environment
Normal = Ghasts and Creepers can destroy blocks as they always have
Hard = Endermen, Ghasts, and Creepers have the ability to alter the environment.
No I don't flood the place I've built in, I flood the big flat bit the viaduct runs over, I wouldn't build a viaduct over my base, I build it from the base out over the terrain.
Everything I actually use is built into the giant mountain-sized castle I built, surrounded by ocean on two sides and now a giant lake on the other. And it looks incredibly badass. Plus no mobs, except for that one terrace I can't keep the damn spiders out of.
Your viaduct requires rebuilding to accommodate the flooding. Your castle, however, has a lovely view of a noisy, swiss cheese landscape covered in water. Any areas not slathered in torches spawn Endermen just like spiders. Your box with parapet boxes and crenelations finds itself with holes now and then. You now have to sail around, filling them in, and are no longer able to explore the landscape due to drowning hazards.
Do you:
1. Live with your island castle floating above a landscape ruined by both Endermen and yourself, making travel long, cumbersome, and annoying.
2. Travel to a new location and repeat the same process.
3. Mod Endermen Behaviors.
Whole lotta people care way too much about how other people want to play their game.
Having the option to disable NPC griefing isn't going to effect your game, people. Chillax.
Ahh, the old "let's just have a toggle" thing. Somebody posted a thread about that yesterday. If we had a toggle for everything you people petitioned to get a toggle for, it would be absolutely ridiculous.
..and wtf @ calling Endermen "dougs." You're the only person who does it on here. Just call them by their name.
I don't use redstone really because it doesn't do anything, if you could build more functional machines like with some of the more in-depth mods out there, I'd totally use it, in fact I'd really love some of those in the game because it'd give me more challenge in building functional, pretty buildings, but I can dig just building overly opulent structures for imagined utility.
I never used redstone too much up until recently, I made a massive dynamic maze out of pistons, unfortunately the labyrinth requires darkness in certain areas. The maze actually stopped working faster than I thought it would.
Of course I backed up all of my saves, so any damage is inconsequential.
I would like to know the extent to which Endermen actually grief. The most I have seen them do is move dirt around, and once they get a block in their hands they often act like an idiot. Now some have been placing them in a position where they have the opportunity to wreak havoc - whether intentionally or unintentionally - and as I see it, there is simply a learning curve involved here about dealing with the Endermen.
How much do they really travel? How many blocks do they move? If I leave a chest out in the middle of the wilderness, it's good that someone might come along and take it. But will the Enderman DIG UP a buried chest?
I hear a lot of complaints but it seems to be mostly based on a particular instance of Endermen foiling a tactic that used to work. A griefer is a human opponent that has all the intelligence and hatefulness of a human being - if they want to destroy there is no stopping them. Endermen on the other hand? Not so capable.
Personally I had more problem with the Cave Spiders when poison was set to 'Hard'. Pfew what a mess.
If endermen were intelligent enough to open up a hole in your wall for other mobs to enter, you could argue it makes the game more challenging. As it is now they're just a pain in the ass.
The double standard on this forum is hilarious. Anybody who griefs player structures in SMP is a soulless douchebag who should be barred from owning a multiplayer game ever again, but if a mob does it then it's suddenly super fun. Who knew?
This is the point I was trying to get across. D;
I have no problem with Endermen placing blocks on my stuff, or having then move blocks I didn't place around.
But when they start to greif my towns, and my contraptions, it's not so fun anymore
And, it's not 'cause I'm lazy, I just like to have the things I built to stay built, /and/ look nice. I don't want to make my place in to the city where the only way to get around is boats, and it's constantly raining waterfalls. I've got better plans than that.
There's no "point" of survival, the game is what you make it, no reason to ruin it for people who build mob systems.
Exactly, personally I'm a biologist and engineer in real life, my interest with minecraft is it's systematic nature. Mob systems and the like are the best thing thusfar, massive machines that utilize the nature of the world they're in to do something. Massive, yet local units are always obeying local rules, it could be constructed at any size and still work.
I just built a mob spawner that's 500 meters wide in all directions and over 100 meters high, is unaffected by block updates and contains no moving parts. I was gonna make a passive mob one, but I guess not now that that's "cheating"...at a game with no ending, right-o!
Laughed at the cathedral picture, well put. I don't WANT to put a torch every 5 damn feet and surround everything in a moat, it's stupid and ugly and unrealistic looking.
I thought a mob that was almost entirely silent and blows up when it reaches you was more than enough encouragement to survive in survival mode, the creeper was there to MAKE YOU AFRAID. Now we're just getting griefed in our sleep.
In a game fundamentally based on being able to manipulate every inch of landscape called Minecraft, being able to toggle off NPC griefing is an obvious necessity. Some of us want to be able to build cool stuff and fight monsters, in the same mode. It's called having a balanced gameplay dynamic, which NPC griefing totally ruins.
Adaptation is the key to survival in any situation.
Learn to live with some risk. Enderman are fine as-is...it's now a RISK to build something big and you really have to think about how you are building it.
Sure, I've already had pieces of my house "deconstructed" 3 times, and my bridge...oh yeah, forgot about the farm.
BUT...I live with it. I live with the uncertainty that not everything might be as I left it...leaving your house is now a RISK...and that is survival. I get a nervous feeling when I'm approaching my base area now, never knowing what to expect.
You don't seem to code much, do you?
A toggle of this caliber is 3 lines tops. And there aren't enough features in game to make performance suffer for a few toggles.
More complex games have long listings of options and the games are playable. I'd like you to explain why they don't explode upon startup.
Further more, if anyone doesn't want a bunch of options cluttering up their menues, it could easily be incorporated into the options.txt and the server.properties files.
You don't seem to code much, do you?
A toggle of this caliber is 3 lines tops. And there aren't enough features in game to make performance suffer for a few toggles.
More complex games have long listings of options and the games are playable. I'd like you to explain why they don't explode upon startup.
I never said it would make performance suffer or cause instability. You really have a knack for making up complete ********, don't you? Like your idea earlier that anybody who likes Endermen the way they are just "hates building."
Having a toggle is simply a ridiculous solution, simply because people propose it whenever there's something they don't like, as if the developers must cater to them. Firstly it reeks of entitlement issues and secondly, it's just ridiculous. If we add a toggle every time somebody doesn't like part of the game, the options menu will just have hundreds of options. It's plainly a stupid solution.
Well put, sir.
But good luck getting through to those who oppose a disable-NPC-block-destruction option.
I think we should just have the option of disabling NPC block manipulation in general.
Having to clean up after mobs is never a very worthwhile endeavor. It just distracts from the game.
Yes, the game is more fun now. But how does having a mob take your blocks away give fun?
How am I lazy for wanting to build some structures and not have them wrecked by Endermen?
I mean, the world is nasty there bro.
Anyway, do not forget that Notch and Jeb are against mob grinders to begin with, and have considered removing drops from mobs killed without a player's action.
That we only have the hassle of Endermen is probably the compromise solution.
And personally, I LOVE the Endermen destroying peoples' mob grinders. If they can't make a design to prevent the Endermen from spawning, they really aren't too clever. You should work for your items, not just sit at the end of a pool and collect stuff.
Like somebody said before, this isn't Janitorcraft.
1.)
Just because I am concerned about this particular mob's behavior does NOT mean that I want to play on creative mode/peaceful... There is little sense of accomplishment in having loads of items if you have an unlimited, easy to access source of those items.
When I am out gathering materials/building things, etc I often enjoy fighting off some monsters, it reduces monotony. If I am next to one of my finished or in progress creations and a creeper blows it up, well that's my bad and I am fine with rebuilding. But that scenario is easily(usually) preventable. If I don't want creepers blowing up my stuff, I can keep alert and kill them off before they get close enough to me to explode. They won't explode unless there is interaction with ME.
With enderman, unless I surround everything with a water moat/light etc (which in many cases will make the structure im trying to protect look absolutely awful) I cannot prevent them from damaging my structures. They will move blocks regardless of what I do, and I won't be able to instantly find and kill them all before they start moving blocks.
I am fine with them moving some blocks of land around to make patterns or something, but as soon as they start breaking the things I have created, then they become NPC griefers.
2.) I pretty much agree with the general message of this.
This is just a ******** caricature. They never argued for anything like you've written.
The double standard on this forum is hilarious. Anybody who griefs player structures in SMP is a soulless douchebag who should be barred from owning a multiplayer game ever again, but if a mob does it then it's suddenly super fun. Who knew?
I see no reason why this cannot be incorporated into difficulty, as it stands there is very little difference between setting the game to easy, and setting the game to hard.
Multiplayer servers now have an option of choosing difficulty in the properties file.
It could be set up as such:
Easy = NPCs cannot directly alter the environment
Normal = Ghasts and Creepers can destroy blocks as they always have
Hard = Endermen, Ghasts, and Creepers have the ability to alter the environment.
Having the option to disable NPC griefing isn't going to effect your game, people. Chillax.
Your viaduct requires rebuilding to accommodate the flooding. Your castle, however, has a lovely view of a noisy, swiss cheese landscape covered in water. Any areas not slathered in torches spawn Endermen just like spiders. Your box with parapet boxes and crenelations finds itself with holes now and then. You now have to sail around, filling them in, and are no longer able to explore the landscape due to drowning hazards.
Do you:
1. Live with your island castle floating above a landscape ruined by both Endermen and yourself, making travel long, cumbersome, and annoying.
2. Travel to a new location and repeat the same process.
3. Mod Endermen Behaviors.
Ahh, the old "let's just have a toggle" thing. Somebody posted a thread about that yesterday. If we had a toggle for everything you people petitioned to get a toggle for, it would be absolutely ridiculous.
..and wtf @ calling Endermen "dougs." You're the only person who does it on here. Just call them by their name.
I never used redstone too much up until recently, I made a massive dynamic maze out of pistons, unfortunately the labyrinth requires darkness in certain areas. The maze actually stopped working faster than I thought it would.
Of course I backed up all of my saves, so any damage is inconsequential.
How much do they really travel? How many blocks do they move? If I leave a chest out in the middle of the wilderness, it's good that someone might come along and take it. But will the Enderman DIG UP a buried chest?
I hear a lot of complaints but it seems to be mostly based on a particular instance of Endermen foiling a tactic that used to work. A griefer is a human opponent that has all the intelligence and hatefulness of a human being - if they want to destroy there is no stopping them. Endermen on the other hand? Not so capable.
Personally I had more problem with the Cave Spiders when poison was set to 'Hard'. Pfew what a mess.
This is the point I was trying to get across. D;
I have no problem with Endermen placing blocks on my stuff, or having then move blocks I didn't place around.
But when they start to greif my towns, and my contraptions, it's not so fun anymore
And, it's not 'cause I'm lazy, I just like to have the things I built to stay built, /and/ look nice. I don't want to make my place in to the city where the only way to get around is boats, and it's constantly raining waterfalls. I've got better plans than that.
Exactly, personally I'm a biologist and engineer in real life, my interest with minecraft is it's systematic nature. Mob systems and the like are the best thing thusfar, massive machines that utilize the nature of the world they're in to do something. Massive, yet local units are always obeying local rules, it could be constructed at any size and still work.
I just built a mob spawner that's 500 meters wide in all directions and over 100 meters high, is unaffected by block updates and contains no moving parts. I was gonna make a passive mob one, but I guess not now that that's "cheating"...at a game with no ending, right-o!
Laughed at the cathedral picture, well put. I don't WANT to put a torch every 5 damn feet and surround everything in a moat, it's stupid and ugly and unrealistic looking.
I thought a mob that was almost entirely silent and blows up when it reaches you was more than enough encouragement to survive in survival mode, the creeper was there to MAKE YOU AFRAID. Now we're just getting griefed in our sleep.
Yes, that thing.
In a game fundamentally based on being able to manipulate every inch of landscape called Minecraft, being able to toggle off NPC griefing is an obvious necessity. Some of us want to be able to build cool stuff and fight monsters, in the same mode. It's called having a balanced gameplay dynamic, which NPC griefing totally ruins.
Learn to live with some risk. Enderman are fine as-is...it's now a RISK to build something big and you really have to think about how you are building it.
Sure, I've already had pieces of my house "deconstructed" 3 times, and my bridge...oh yeah, forgot about the farm.
BUT...I live with it. I live with the uncertainty that not everything might be as I left it...leaving your house is now a RISK...and that is survival. I get a nervous feeling when I'm approaching my base area now, never knowing what to expect.
That's not a design flaw...that's awesome!
Further more, if anyone doesn't want a bunch of options cluttering up their menues, it could easily be incorporated into the options.txt and the server.properties files.
I never said it would make performance suffer or cause instability. You really have a knack for making up complete ********, don't you? Like your idea earlier that anybody who likes Endermen the way they are just "hates building."
Having a toggle is simply a ridiculous solution, simply because people propose it whenever there's something they don't like, as if the developers must cater to them. Firstly it reeks of entitlement issues and secondly, it's just ridiculous. If we add a toggle every time somebody doesn't like part of the game, the options menu will just have hundreds of options. It's plainly a stupid solution.