I hate everyone who thinks this is an issue, because everyone is assuming that all players play the game for the same reason and play the same way. Everyone is always worried about "balance issues" and worrying that some things are too powerful and some too weak.
Give it a goddamn rest I say. This isn't some ****festfreeforallmmo where everyone needs to be equal for things to be fair. This is Minecraft. Make up your own play style, use the tools given too you by the way of game mechanics. Who cares if bread is to easy to get but mushroom soup doesn't stack. Who cares where you get your iron sword; mining or fighting, it doesn't matter because you chose to do it that way and it only effects you personally.
So quit trying to change MY game so we can all be equal for no reason. At least it's not stupid, though.
This is the most hateful and biased comment I have seen in a long time.
I... wow. I was not expecting any type of change even remotely close to this system.
Absolutely great, I love it! It theoretically creates a larger window of accessibility to equipment for players of different styles.
Now; the farmer defending their crops or trying to establish fences around their land may (if exceptionally lucky) obtain a helmet, or some boots for extra protection. Or even an iron sword! Dedicated farmers don't spend nearly the amount of time underground as miners; so in my opinion I feel this change leads me to believe that Jeb_ recognizes there are different play styles, and is adapting the game to accommodate such. The more happy players, the better.
I also like how the drop rates on items isn't so outlandish as to (without exceptional luck, as sample trials come rolling in) the point where mining becomes obsolete.
On the subject of this allowing players to 'gear up' to fast:
It is far, far more efficient to cave-dive in your first night for materials then to kill across the lands with your day-1 stone tools. (Again, barring extreme cases of luck)
The only real problem I see here is that this again devalues leather equipment even further. Perhaps; skeletons could drop leather pieces as zombies drop iron? Or add leather drops on top of the zombies iron drop table and make them slightly more common?
Minor, minor issues aside; this is a wondrous change, and I fully support the direction this implys the game is moving.
I think the dropped items should have a good chance that they're damaged or even heavily damaged, so they'll be mostly useful for repairing your current items, not hoarding tools.
Also, I haven't tried the latest snapshot yet, but higher value items like swords should drop much rarer than the ingots.
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OG Member of BrenyBeast's private BeastCraft Server
From the sound of it... the drop rate seems alright to me. I personally would like to see the dropped items damaged or used.
Other than that... it seems alright.
Well, as someone said in the 1st page i would prefer if they dropped chainmail armor.
It would make more sense as chainmail is impossible to obtain at the moment while iron is everywhere, i expect some small but not critical changes to this system.
It would make more sense as chainmail is impossible to obtain at the moment while iron is everywhere, i expect some small but not critical changes to this system.
Me, too. Everything sounds okay except for the zombie drops, which are too varied and high-tier, IMO.
I would prefer if they dropped chain mail armor. And on EXTREMELY rare occasions, feathers. :wink.gif:
Then, Creepers could drop TNT, Ghasts and Blazes could drop fire charges... I'll think of some more.
I went out at night, no armor and just a stone sword.
Outcome : 2 iron swords and 1 iron helmet
In this scenario it's still not worth it. Instead of the risk of dying, just hide in a hole at night and start mining; I do this frequently on long trips. A single night of nice safe mining can easily yield 12-15 ingots, more with some luck. They can also be made into whatever is needed, instead of hoping a zombie doesn't just drop a duplicate item.
Even when farming mobs, what exactly are you going to do with the 20th damn helmet that a zombie drops?
Rollback Post to RevisionRollBack
My Spigot/CraftBukkit plugins: TallNether - Generate a 256-block high nether
I hate everyone who thinks this is an issue, because everyone is assuming that all players play the game for the same reason and play the same way. Everyone is always worried about "balance issues" and worrying that some things are too powerful and some too weak.
Give it a goddamn rest I say. This isn't some ****festfreeforallmmo where everyone needs to be equal for things to be fair. This is Minecraft. Make up your own play style, use the tools given too you by the way of game mechanics. Who cares if bread is to easy to get but mushroom soup doesn't stack. Who cares where you get your iron sword; mining or fighting, it doesn't matter because you chose to do it that way and it only effects you personally.
So quit trying to change MY game so we can all be equal for no reason.
I don't think this is an earth-shattering change. I get a lot of iron from mining, and arrows has always been easiest acquired from a classical mob grinder anyway. So I'll just play along.
In this scenario it's still not worth it. Instead of the risk of dying, just hide in a hole at night and start mining; I do this frequently on long trips. A single night of nice safe mining can easily yield 12-15 ingots, more with some luck. They can also be made into whatever is needed, instead of hoping a zombie doesn't just drop a duplicate item.
Even when farming mobs, what exactly are you going to do with the 20th damn helmet that a zombie drops?
That's true... working a mine can easily wield more resources than hunting mobs.
It perfectly makes sense to me that drops should occasionally drop something that the player can obtain. In my mind, zombies and skeletons were once humans/testificates and may still have some of their goodies on them from when they were alive. Not just iron, but anything the player can obtain, though the probabilities of them would greatly vary.
Still, I think this would help:
1) Mobs should initially be wearing any armor that they drop, which gives them the extra defense the player would have received. In addition, the armor should only have some %15-50 durability on them (after all, not only did you just smash through it, but presumably someone did before they turned into zombies/skeletons in the first place, not to mention years of rot/decay!)
2) Any iron weapons should be close to breaking point, for reasons mentioned above.
3) Creepers never drop/wear armor or weapons. (They don't even have hands to carry anything, you know.)
4) Convert the bows skeletons drop into a duplicate item called "rotten bow" or something that can only shoot as far as skeletons can, and only have 20-30 uses.
These changes would be nice little features to help out players who are just starting out and glad to pick up whatever crap the mobs randomly offer, as well as offer some players chances to repair tools/arms/armor on the go. Though I do imagine this would be annoying, picking up useless swords and armor when you're already donning your full diamond set. But really, this wouldn't be any worse than accidentally picking up chicken eggs, seeds, saplings, etc.
Oh jeez, remove it. Are you kidding? Mobs dropping ores and armor? That is way too over powered. What's the point of mining now? This game is becoming way too easy.
For anyone interested, I killed 100 zombies.
The average number of zombies between drops at most stages of my experiment (including the end), was 13.
So on average, you will receive an iron shovel, sword, helmet or ingot after every thirteenth zombie.
For anyone interested, I killed 100 zombies.
The average number of zombies between drops at most stages of my experiment (including the end), was 13.
So on average, you will receive an iron shovel, sword, helmet or ingot after every thirteenth zombie.
I probably be more content if it was every 30th zombie. :\
Just my opinion.
This is the most hateful and biased comment I have seen in a long time.
Although it does have a point.
Yeah, at least it's not "this sucks because I think so, and everyone else should agree".
Absolutely great, I love it! It theoretically creates a larger window of accessibility to equipment for players of different styles.
Now; the farmer defending their crops or trying to establish fences around their land may (if exceptionally lucky) obtain a helmet, or some boots for extra protection. Or even an iron sword! Dedicated farmers don't spend nearly the amount of time underground as miners; so in my opinion I feel this change leads me to believe that Jeb_ recognizes there are different play styles, and is adapting the game to accommodate such. The more happy players, the better.
I also like how the drop rates on items isn't so outlandish as to (without exceptional luck, as sample trials come rolling in) the point where mining becomes obsolete.
On the subject of this allowing players to 'gear up' to fast:
It is far, far more efficient to cave-dive in your first night for materials then to kill across the lands with your day-1 stone tools. (Again, barring extreme cases of luck)
The only real problem I see here is that this again devalues leather equipment even further. Perhaps; skeletons could drop leather pieces as zombies drop iron? Or add leather drops on top of the zombies iron drop table and make them slightly more common?
Minor, minor issues aside; this is a wondrous change, and I fully support the direction this implys the game is moving.
Also, I haven't tried the latest snapshot yet, but higher value items like swords should drop much rarer than the ingots.
Other than that... it seems alright.
Well, as someone said in the 1st page i would prefer if they dropped chainmail armor.
It would make more sense as chainmail is impossible to obtain at the moment while iron is everywhere, i expect some small but not critical changes to this system.
Two very excellent suggestions from you, sir.
Me, too. Everything sounds okay except for the zombie drops, which are too varied and high-tier, IMO.
I would prefer if they dropped chain mail armor. And on EXTREMELY rare occasions, feathers. :wink.gif:
Then, Creepers could drop TNT, Ghasts and Blazes could drop fire charges... I'll think of some more.
In this scenario it's still not worth it. Instead of the risk of dying, just hide in a hole at night and start mining; I do this frequently on long trips. A single night of nice safe mining can easily yield 12-15 ingots, more with some luck. They can also be made into whatever is needed, instead of hoping a zombie doesn't just drop a duplicate item.
Even when farming mobs, what exactly are you going to do with the 20th damn helmet that a zombie drops?
My Spigot/CraftBukkit plugins:
TallNether - Generate a 256-block high nether
FarLandsAgain - Restores the Far Lands
User: *BOOM* You're dead.
Cleverbot: I divide by zero and come back as an angel ninja.
Repair the 19th
I completely agree!
That's true... working a mine can easily wield more resources than hunting mobs.
(Shameless plug.)
As well... added a suggestion in the Suggestion forum about what to do with all the extra items: http://www.minecraftforum.net/topic/1011778-smelting/
And it is a double post, what a dickhead that guy must be...
Precisely; however now at least you have a chance (luck dependent) to sustain yourself a bit more with equipment drops acting as mini re-supplies.
Its a fun change, and in my opinion; the game needs more of these.
Still, I think this would help:
1) Mobs should initially be wearing any armor that they drop, which gives them the extra defense the player would have received. In addition, the armor should only have some %15-50 durability on them (after all, not only did you just smash through it, but presumably someone did before they turned into zombies/skeletons in the first place, not to mention years of rot/decay!)
2) Any iron weapons should be close to breaking point, for reasons mentioned above.
3) Creepers never drop/wear armor or weapons. (They don't even have hands to carry anything, you know.)
4) Convert the bows skeletons drop into a duplicate item called "rotten bow" or something that can only shoot as far as skeletons can, and only have 20-30 uses.
These changes would be nice little features to help out players who are just starting out and glad to pick up whatever crap the mobs randomly offer, as well as offer some players chances to repair tools/arms/armor on the go. Though I do imagine this would be annoying, picking up useless swords and armor when you're already donning your full diamond set. But really, this wouldn't be any worse than accidentally picking up chicken eggs, seeds, saplings, etc.
The average number of zombies between drops at most stages of my experiment (including the end), was 13.
So on average, you will receive an iron shovel, sword, helmet or ingot after every thirteenth zombie.
I probably be more content if it was every 30th zombie. :\
Just my opinion.