Technically I do see an argument for an explosion delay after a creeper has fallen a certian distance, a creeper's explosion is it's skill, and I could see an explosion delay after taking a large blow, like a large fall.
For the same reason why many people play survival rather than creative: because its fun to overcome the odds, and create a fantastic home despite the obstacles that are before you.
It's one thing to build a 40 block tall tower in creative, where there is absolutely no risk, where you can fly whenever you want, and you have unlimited resources to do it.
It's another thing to build a 40 block tall tower in survival, where you have to gather the resources, and a single mistake can set you back an hour at most.
It's a radically different thing to build a 40 block tall tower in hardcore, where you not only have to gather the resources, but a single mistake can erase all the hard work you've been putting into the world.
Yep still don't get it. Buy hay some people like it, and I don't have to use it.
Its for that very reason that I like the challenge of trying to climb up a vertical cave. Creepers and skeletons fall down the whole time you try to climb it.
I agree that for the most part silent creepers aren't quite a 'challenge' when you have no way to expect them. Still, that's not a real reason to change the game. Its reasons like this that I choose not to play hardcore mode. The game is easy enough even on hard difficulty, but there's always that small chance of something just happening, whether its a creeper you couldn't/didn't hear or something even more random. Creepers shouldn't and wont get easier.
Yep still don't get it. Buy hay some people like it, and I don't have to use it.
Exactly. I'll never understand why people complain about optional things. Especially *optional feature X* makes the game too easy. If X makes the game too easy, then don't use it.
My current game, besides playing on hardcore, has two rules to make it more of a challenge:
Beds are decoration only-no using them to skip the night.
No mob farms. Use the new Anvil mechanics to conserve XP and make custom magic items.
My last game, on survival, had a few rules as well:
No "camping under the stars." Only established bases can have beds.
No filling up the food bar. Healing will be done by golden apples and potions only. (Inspired by Mindcrack's ultra-hardcore series).
And of course I never enable cheats, or move the difficulty from hard, in any survival game I play.
I find Minecraft a little too easy, so I try to spice it up by setting rules for new worlds. But the things that make it too easy are optional, so I have the ability, in my own two hands, to make it harder. There's no need to force my rules on the rest of the player-base who may prefer an easier game.
There is a very simple solution for all this: ALWAYS check what's above you in a cave.
I've been blown up tons of times by creepers just for not being cautious. There is no gear-check, it's purely how cautious you're willing to be. Due to the structure of caves in Minecraft (all those layers), creepers can easily fall down "out of nothing" and blow you up.
If you see one of them in time, you can always at least avoid the full damage you'd get if you have space to run away.
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Dying like that sucks, but it can be avoided pretty easily. Just be sure to light up all the ledges above you in the future. Ravines are dangerous places.
I managed to move away thrice without armor and survive every time.
And THERE it is.
I was just about to post how whenever someone presents a legitimate criticism of game play of any type, someone will always chime in to defend the game, no matter what, in a vain attempt to prove they are simply BETTER player than the critic. But fortunately i kept reading, so I didn't have to make the post without evidence.
So kudos to you, you have high post count AND you're a godly gamer of the highest order.
Meanwhile, there is a sensible argument to be made about balance in a game. Developers actually work to basic industry assumptions called "gameplay difficulty balancing" (look it up, if you care) which attempt to manage the difference between ease (so players don't fall asleep while playing) and difficulty (so they don't quit for frustration.)
And even THAT has to be balanced itself, to accommodate the median within the range of typical players. And thus we have difficulty levels, but even THOSE are balanced. They don't have, for example, a difficulty level where as soon as you spawn, you die. Because someone realized that would be stupid.
A while back, pre-Anvil, one of the updates resulted in mobs spawning near beds, killing you if you slept. People complained, and they issued a new update pretty quick which fixed it. But one could argue that it WAS the players' fault, for CHOOSING to sleep. "A careful player would know the risk, and never sleep!"
So you may disagree with the OP, because difficulty is subjective, but we can still have the discussion without implying the OP is a lousy gamer, or painting yourself as Saint Baby Jesus Minecraft Messiah.
I was just about to post how whenever someone presents a legitimate criticism of game play of any type, someone will always chime in to defend the game, no matter what, in a vain attempt to prove they are simply BETTER player than the critic. But fortunately i kept reading, so I didn't have to make the post without evidence.
So kudos to you, you have high post count AND you're a godly gamer of the highest order.
Meanwhile, there is a sensible argument to be made about balance in a game. Developers actually work to basic industry assumptions called "gameplay difficulty balancing" (look it up, if you care) which attempt to manage the difference between ease (so players don't fall asleep while playing) and difficulty (so they don't quit for frustration.)
And even THAT has to be balanced itself, to accommodate the median within the range of typical players. And thus we have difficulty levels, but even THOSE are balanced. They don't have, for example, a difficulty level where as soon as you spawn, you die. Because someone realized that would be stupid.
A while back, pre-Anvil, one of the updates resulted in mobs spawning near beds, killing you if you slept. People complained, and they issued a new update pretty quick which fixed it. But one could argue that it WAS the players' fault, for CHOOSING to sleep. "A careful player would know the risk, and never sleep!"
So you may disagree with the OP, because difficulty is subjective, but we can still have the discussion without implying the OP is a lousy gamer, or painting yourself as Saint Baby Jesus Minecraft Messiah.
There are actually many levels of difficulty in minecraft... and the player that was crying about game balance, was playing on the hardest difficulty. The logical conclusion is not that the game is imbalanced, but more- the player probably isn't ready for the hardest level of difficulty.
Before we go spouting off about game balance, the scenerio has to be approached with players from various levels of experience. As demonstrated in this very thread, there are what you call "godly gamers" who are able in the same situation to avoid dying without too much trouble.
Instead of ridiculing people who have success with avoiding dying to creepers, perhaps it would be more adventageous for you to listen to said "god gamer" and follow their advice. But, it is your game. It's perfectly within your rights to walk the same path making the same choices and expect a different result if you want.
yah minecraft makes me want to bust my keyboard in half at times, cause the monsters just act like D**** and seem to get smarter the lower your health is
but its actually fun...makes you consider all the possibilities
I was just about to post how whenever someone presents a legitimate criticism of game play of any type, someone will always chime in to defend the game, no matter what, in a vain attempt to prove they are simply BETTER player than the critic. But fortunately i kept reading, so I didn't have to make the post without evidence.
You can take your non-cogent response elsewhere. I'm not impressed by your post. I never stated I was better than the OP. I typed that to show that you can survive the encounter, so it's not as unfair as he initially made it out to be.
So you may disagree with the OP, because difficulty is subjective, but we can still have the discussion without implying the OP is a lousy gamer, or painting yourself as Saint Baby Jesus Minecraft Messiah.
How fallacious. I didn't imply the OP was a lousy gamer, nor did I state I'm some gamer pro at Minecraft. You imagined all of that from my perfectly calm and reasonable post(s). All I did was clarify a few details and state a few general tips. Frankly I don't appreciate your unnecessary attitude towards me.
Even if you get used to killing mobs and things of that sort, if your primary objective isn't to kill mobs, that's when it starts becoming dangerous. Sure, if you are looking out for creepers or are even aware that falling creepers don't make sounds, it will be easy for you to notice them.
If you are sitting there crafting torches, trying to keep track of coordinates, looking for a dungeon, trying to find the place where you died, forget to bring food with you, mobs swarm you, journeying at night in the rain, mobs tend to have a little more luck(unless you're in full diamond, then it wouldn't really matter).
IMHO, creepers should fully land before they start detonating, and not start detonating in mid air. This would fix any bugs with the hissing sound. So even if they drop, you still have about the same time to respond and you'll still hear the hissing sound.
Even if you hear the hissing and die anyway, I think it's more fun that way. It reminds me when I played Wolf:ET, the panzerfaust made distinct charging noise that really didn't give you much time to react to. So most of the times: "It's the sound of inevitability, that is the sound of your death".
You've really got to be on guard, they're definitely a lot more hair-trigger than they used to be. Not much in the way of the psst-psst warning anymore. Even on the ground. Taking them out with swords is a lot more difficult too. If you get boxed in anywhere near them, you're screwed. And you can't whack them in the feet through a horizontal hole a half level below without them going off either. (Cheesy method to deal with them, but one that was worth exploiting when it was viable.)
In some ways it ups the challenge, but I still sort of miss the reprieve you'd get with the delay and warning sound.
Yep still don't get it. Buy hay some people like it, and I don't have to use it.
I agree that for the most part silent creepers aren't quite a 'challenge' when you have no way to expect them. Still, that's not a real reason to change the game. Its reasons like this that I choose not to play hardcore mode. The game is easy enough even on hard difficulty, but there's always that small chance of something just happening, whether its a creeper you couldn't/didn't hear or something even more random. Creepers shouldn't and wont get easier.
Exactly. I'll never understand why people complain about optional things. Especially *optional feature X* makes the game too easy. If X makes the game too easy, then don't use it.
My current game, besides playing on hardcore, has two rules to make it more of a challenge:
My last game, on survival, had a few rules as well:
And of course I never enable cheats, or move the difficulty from hard, in any survival game I play.
I find Minecraft a little too easy, so I try to spice it up by setting rules for new worlds. But the things that make it too easy are optional, so I have the ability, in my own two hands, to make it harder. There's no need to force my rules on the rest of the player-base who may prefer an easier game.
look right, look left, look up ooooh heck!
boom!
grunble grumble
They're creepers, they creep up on you. It's kind of their thing.
I've been blown up tons of times by creepers just for not being cautious. There is no gear-check, it's purely how cautious you're willing to be. Due to the structure of caves in Minecraft (all those layers), creepers can easily fall down "out of nothing" and blow you up.
If you see one of them in time, you can always at least avoid the full damage you'd get if you have space to run away.
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
https://www.youtube.com/playlist?list=PL0OtPNZX22RvZVeq4-dHa8GYKOc5lojKX
And THERE it is.
I was just about to post how whenever someone presents a legitimate criticism of game play of any type, someone will always chime in to defend the game, no matter what, in a vain attempt to prove they are simply BETTER player than the critic. But fortunately i kept reading, so I didn't have to make the post without evidence.
So kudos to you, you have high post count AND you're a godly gamer of the highest order.
Meanwhile, there is a sensible argument to be made about balance in a game. Developers actually work to basic industry assumptions called "gameplay difficulty balancing" (look it up, if you care) which attempt to manage the difference between ease (so players don't fall asleep while playing) and difficulty (so they don't quit for frustration.)
And even THAT has to be balanced itself, to accommodate the median within the range of typical players. And thus we have difficulty levels, but even THOSE are balanced. They don't have, for example, a difficulty level where as soon as you spawn, you die. Because someone realized that would be stupid.
A while back, pre-Anvil, one of the updates resulted in mobs spawning near beds, killing you if you slept. People complained, and they issued a new update pretty quick which fixed it. But one could argue that it WAS the players' fault, for CHOOSING to sleep. "A careful player would know the risk, and never sleep!"
So you may disagree with the OP, because difficulty is subjective, but we can still have the discussion without implying the OP is a lousy gamer, or painting yourself as Saint Baby Jesus Minecraft Messiah.
There are actually many levels of difficulty in minecraft... and the player that was crying about game balance, was playing on the hardest difficulty. The logical conclusion is not that the game is imbalanced, but more- the player probably isn't ready for the hardest level of difficulty.
Before we go spouting off about game balance, the scenerio has to be approached with players from various levels of experience. As demonstrated in this very thread, there are what you call "godly gamers" who are able in the same situation to avoid dying without too much trouble.
Instead of ridiculing people who have success with avoiding dying to creepers, perhaps it would be more adventageous for you to listen to said "god gamer" and follow their advice. But, it is your game. It's perfectly within your rights to walk the same path making the same choices and expect a different result if you want.
but its actually fun...makes you consider all the possibilities
You can take your non-cogent response elsewhere. I'm not impressed by your post. I never stated I was better than the OP. I typed that to show that you can survive the encounter, so it's not as unfair as he initially made it out to be.
How fallacious. I didn't imply the OP was a lousy gamer, nor did I state I'm some gamer pro at Minecraft. You imagined all of that from my perfectly calm and reasonable post(s). All I did was clarify a few details and state a few general tips. Frankly I don't appreciate your unnecessary attitude towards me.
If you are sitting there crafting torches, trying to keep track of coordinates, looking for a dungeon, trying to find the place where you died, forget to bring food with you, mobs swarm you, journeying at night in the rain, mobs tend to have a little more luck(unless you're in full diamond, then it wouldn't really matter).
Even if you hear the hissing and die anyway, I think it's more fun that way. It reminds me when I played Wolf:ET, the panzerfaust made distinct charging noise that really didn't give you much time to react to. So most of the times: "It's the sound of inevitability, that is the sound of your death".
In some ways it ups the challenge, but I still sort of miss the reprieve you'd get with the delay and warning sound.