Here's my opinion on 1.6... Dislike
-Horse armor uncraftable
-Saddles uncraftable
-Zombie multiplication through looking away and hitting zombies- Quit trying to make current mobs harder and make harder mobs. This doesn't even make it truly difficult, it's only annoying when for no good reason a zombie spawns on top of another zombie because you hit that zombie.
-Hunger depletes when regenerating health- It's as if you vomit when you get hit, and it makes hunger a second health bar.
The hunger depleting when you regenerate makes perfect sense. It is like you are using more energy to heal up. Using more energy causes you to consume more fuel (food).
Old version: "Oh... I'm almost dead... lucky I'm not hungry so I will get better in a few minutes..."
New Version: "Oh... I'm almost dead... I need to keep eating to keep my strength until I get better..."
I had my preferences with the updates on 1.6.
I'll honestly say there isn't really much stuff I care for.
There are a few things I like.
I'm fond of the addition of coal blocks for storage.
I'm also fond the new textures for charcoal and lapis blocks, and I find the new villager sounds amusing.
Hardened clay is a nice addition, as it's usually always nice to have new blocks to use for building.
I look forward to finding loot from chests in the Nether.
Naturally, I am glad they are fixing plenty of bugs.
I'm not too sure about some other things, though.
While I like that there's a new mob, horses, I hate how railroads are inferior because railroads are FAR more resource intensive. Railroads need a ton of buffing, because they aren't worth making at all, especially with the addition of horses.
I'm alright with zombies having a larger detection range, but I think being able to see the player from as far as the player can see in normal render distance means that the detection range is a bit too large and should be nerfed. I'd be fine with 100 blocks.
Hay blocks was a bit of a disappointment to me; I was hoping to be able to use them for storage of wheat, but you can't do that.
I don't really care for carpets, you can't place blocks on them.
I don't care for leads either, because I just build pens and I prefer giving my animals a bit of roaming room.
I hardly see a point in the comparator expansions; I've tried to think of practical uses for redstone in survival, and the only systems I can think of that are useful enough to build are cobblestone generators and maybe automatic collectors.
I'm not sure what to think of the gold apple tier 1 change. On one hand, they now boost health a bit. On another, now it will take about seven more gold ingots to heal a zombie villager. Seems to me like it's a failed attempt to make gold more useful; if they really want to make gold more useful, at least give gold tools the durability and damage of stone tools.
Now, some of the parts of this update I would love to see changed since I believe them to be poor additions.
Horse armor is uncraftable, and saddles are still uncraftable; this is not good for servers, for starters; griefers will take those things and destroy them, and even without that, not everybody will be able to get them. Yeah, there are rollbacks, but still. I personally think everything should be infinite, and I also don't think items made of materials we have (iron, gold, diamonds, leather) should be uncraftable. They tried to make horses end-game, when railroads should be end-game, not horses. It's also weird because Mo' Creatures, which was pretty much the base for these horses, has craftable saddles and horse armor.
I abhor the zombie multiplication spawning. What I mean is the completely nonsensical spawning of a zombie when you hit another zombie, and the spawning of zombies when you simply look away from them. This does NOTHING to make the late-game harder and only makes it more difficult for people who are starting a new world, because zombies spawn from the very beginning of the game. Plus, zombies spawning upon hitting another zombie seems much more like bug behavior than intended behavior. I want Mojang to leave the current mobs alone, and make it so new, harder mobs spawn the longer you stay in an area. We never see cave spiders and witches, make it so that cave spiders will spawn naturally below ground level once you've stayed in an area for a while, and make it so witches will spawn occasionally in swamps(especially near their huts) under the same circumstances.
I don't like the hunger changes. It's as if you vomit every time you take damage. Like the zombie changes, it only makes it harder for people starting out since they haven't yet developed ways to generate food efficiently. It should either be removed or nerfed to be five hearts a drumstick rather than 2.
I am completely against the healing and regeneration potion nerfs. They hardly are worth making now, especially since healing potions now require an entire ingot of gold to make.
So in summary, here's what I want to see done with this update:
- Railroad buff to put railroads over horses because railroads are more resource intensive
- Make saddles and horse armor craftable; horse armor, and maybe even saddles, should have durability and break.
- Zombies should not spawn when either a zombie gets hit or the player looks away from a zombie.
- Zombies detection ranges should be nerfed; from 200+ blocks to about 100 blocks.
- Nerf regeneration hunger drain from two hearts/drumstick to five hearts/drumstick, or revert change entirely
- Rather than buffing zombies, spiders, skeletons, and other common overworld mobs, use rarely appearing mobs that are currently implemented by having them naturally spawn when lingering in an area; new mobs can also be implemented for this purpose
- Revert healing and regeneration potion nerfs
- Make hay blocks craftable back into 9 wheat
What I'd like to see in future updates:
- Water mobs: we don't have any hostile water mobs, and we only have one water mob. I have no clue why there are some people against having more water mobs...
- More villager trades, such as the ability to sell seeds and eggs
- New mobs: I mentioned having new, harder mobs spawn more frequently when lingering in an area. I think Mojang should stop buffing the current mobs and start adding new hostile mobs. There are plenty of good ideas for new mobs, and plenty of mods to refer to. I'd personally would like to see a rarely spawning mob that could be considered a sort of miniboss. I'd also like to see red dragons...
- To infinity: I mentioned that I believe pretty much everything should be infinite. Naturally, there are exceptions, such as nametags, that should not be infinite. Before saying anything else, I'd like to mention that infinite does not mean easy to get. Items currently not infinite would become infinite through a few different methods, such as villager trades.
- Better editing in books: I'd like to be able to move the cursor so I don't have to delete an entire page and retype it all just to delete one sentence. I use the book to plan builds, and that is a major pain.
- Fixing of major bugs, such as mobs sinking into blocks, mobs moving through fences/walls, the keyboard becoming unresponsive upon startup on Macs and players having to open task manager, close the task manager, hit escape in the minecraft window, and then hit escape again to close the menu just to have the keyboard working again so mac users can go on playing minecraft
- Other: I have other suggestions that I've already made. Click the link in my signature to go to my weather thread, and at the end of the thread is a list of the rest of the suggestions, such as "new" music and an improved ender dragon fight.(I would love to put all those into my signature, but it doesn't let you put more than one link)
I haven't posted a very detailed or constructive post on the forums lately, so hopefully this makes up for it.
I'm loving this hunger change. It finally makes a difference between foods such as watermelon or foods such as porkchops. The hearts that I don't see replenished get added as saturation, and help me regen even more.
This part is great. The zombies could use a little work. They're not really harder, just easier to spot. Jeb and the Mojang team need to be a bit more creative with the zombies, and then it'll be great.
It hardly makes a difference since every player with a half-decent farm will have a large excess of food.
It only affects players starting a world, just like the buffs to zombies and such, and afterwards it's just annoying.
Man, Dinnerbone is always adding awesome features! Those skeletons will be hard to kill thru. I THINK if u will get killed by a mob, they will steal ur armor.
Well, zombies already pick up dropped items and fight with them, so that may happen if we get the word to Mojang
The hunger depleting when you regenerate makes perfect sense. It is like you are using more energy to heal up. Using more energy causes you to consume more fuel (food).
Old version: "Oh... I'm almost dead... lucky I'm not hungry so I will get better in a few minutes..."
New Version: "Oh... I'm almost dead... I need to keep eating to keep my strength until I get better..."
I had my preferences with the updates on 1.6.
I'll honestly say there isn't really much stuff I care for.
There are a few things I like.
I'm fond of the addition of coal blocks for storage.
I'm also fond the new textures for charcoal and lapis blocks, and I find the new villager sounds amusing.
Hardened clay is a nice addition, as it's usually always nice to have new blocks to use for building.
I look forward to finding loot from chests in the Nether.
Naturally, I am glad they are fixing plenty of bugs.
I'm not too sure about some other things, though.
While I like that there's a new mob, horses, I hate how railroads are inferior because railroads are FAR more resource intensive. Railroads need a ton of buffing, because they aren't worth making at all, especially with the addition of horses.
I'm alright with zombies having a larger detection range, but I think being able to see the player from as far as the player can see in normal render distance means that the detection range is a bit too large and should be nerfed. I'd be fine with 100 blocks.
Hay blocks was a bit of a disappointment to me; I was hoping to be able to use them for storage of wheat, but you can't do that.
I don't really care for carpets, you can't place blocks on them.
I don't care for leads either, because I just build pens and I prefer giving my animals a bit of roaming room.
I hardly see a point in the comparator expansions; I've tried to think of practical uses for redstone in survival, and the only systems I can think of that are useful enough to build are cobblestone generators and maybe automatic collectors.
I'm not sure what to think of the gold apple tier 1 change. On one hand, they now boost health a bit. On another, now it will take about seven more gold ingots to heal a zombie villager. Seems to me like it's a failed attempt to make gold more useful; if they really want to make gold more useful, at least give gold tools the durability and damage of stone tools.
Now, some of the parts of this update I would love to see changed since I believe them to be poor additions.
Horse armor is uncraftable, and saddles are still uncraftable; this is not good for servers, for starters; griefers will take those things and destroy them, and even without that, not everybody will be able to get them. Yeah, there are rollbacks, but still. I personally think everything should be infinite, and I also don't think items made of materials we have (iron, gold, diamonds, leather) should be uncraftable. They tried to make horses end-game, when railroads should be end-game, not horses. It's also weird because Mo' Creatures, which was pretty much the base for these horses, has craftable saddles and horse armor.
I abhor the zombie multiplication spawning. What I mean is the completely nonsensical spawning of a zombie when you hit another zombie, and the spawning of zombies when you simply look away from them. This does NOTHING to make the late-game harder and only makes it more difficult for people who are starting a new world, because zombies spawn from the very beginning of the game. Plus, zombies spawning upon hitting another zombie seems much more like bug behavior than intended behavior. I want Mojang to leave the current mobs alone, and make it so new, harder mobs spawn the longer you stay in an area. We never see cave spiders and witches, make it so that cave spiders will spawn naturally below ground level once you've stayed in an area for a while, and make it so witches will spawn occasionally in swamps(especially near their huts) under the same circumstances.
I don't like the hunger changes. It's as if you vomit every time you take damage. Like the zombie changes, it only makes it harder for people starting out since they haven't yet developed ways to generate food efficiently. It should either be removed or nerfed to be five hearts a drumstick rather than 2.
I am completely against the healing and regeneration potion nerfs. They hardly are worth making now, especially since healing potions now require an entire ingot of gold to make.
So in summary, here's what I want to see done with this update:
- Railroad buff to put railroads over horses because railroads are more resource intensive
- Make saddles and horse armor craftable; horse armor, and maybe even saddles, should have durability and break.
- Zombies should not spawn when either a zombie gets hit or the player looks away from a zombie.
- Zombies detection ranges should be nerfed; from 200+ blocks to about 100 blocks.
- Nerf regeneration hunger drain from two hearts/drumstick to five hearts/drumstick, or revert change entirely
- Rather than buffing zombies, spiders, skeletons, and other common overworld mobs, use rarely appearing mobs that are currently implemented by having them naturally spawn when lingering in an area; new mobs can also be implemented for this purpose
- Revert healing and regeneration potion nerfs
- Make hay blocks craftable back into 9 wheat
What I'd like to see in future updates:
- Water mobs: we don't have any hostile water mobs, and we only have one water mob. I have no clue why there are some people against having more water mobs...
- More villager trades, such as the ability to sell seeds and eggs
- New mobs: I mentioned having new, harder mobs spawn more frequently when lingering in an area. I think Mojang should stop buffing the current mobs and start adding new hostile mobs. There are plenty of good ideas for new mobs, and plenty of mods to refer to. I'd personally would like to see a rarely spawning mob that could be considered a sort of miniboss. I'd also like to see red dragons...
- To infinity: I mentioned that I believe pretty much everything should be infinite. Naturally, there are exceptions, such as nametags, that should not be infinite. Before saying anything else, I'd like to mention that infinite does not mean easy to get. Items currently not infinite would become infinite through a few different methods, such as villager trades.
- Better editing in books: I'd like to be able to move the cursor so I don't have to delete an entire page and retype it all just to delete one sentence. I use the book to plan builds, and that is a major pain.
- Fixing of major bugs, such as mobs sinking into blocks, mobs moving through fences/walls, the keyboard becoming unresponsive upon startup on Macs and players having to open task manager, close the task manager, hit escape in the minecraft window, and then hit escape again to close the menu just to have the keyboard working again so mac users can go on playing minecraft
- Other: I have other suggestions that I've already made. Click the link in my signature to go to my weather thread, and at the end of the thread is a list of the rest of the suggestions, such as "new" music and an improved ender dragon fight.(I would love to put all those into my signature, but it doesn't let you put more than one link)
I haven't posted a very detailed or constructive post on the forums lately, so hopefully this makes up for it.
This part is great. The zombies could use a little work. They're not really harder, just easier to spot. Jeb and the Mojang team need to be a bit more creative with the zombies, and then it'll be great.
It only affects players starting a world, just like the buffs to zombies and such, and afterwards it's just annoying.