If you don’t like it, don’t do it. No one if forcing you to deal with it.
That isn't good feedback for a suggestion. If they play on servers and other players do this, they have to deal with it if they want to continue to play on that server, even though the other players will have easy access to tons of food and good gear via enchanted books. Saying "don't like it, don't do it" is about as useful as saying "If you want the game changed, just play something else". It is the opposite of what this section is about.
I do agree that it is an exploit and shouldn't be in the game. I would be okay with it being removed.
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Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
My guess would be forcing rod casting/reeling to max priority so it overrides other right-click functions, which would break most (if not all) AFK farms.
Fishing isn't efficient enough by itself to really warrant doing it often without AFK farms, so I don't support this. It sounds like Lure 3 either changes the wait time to 5-30 seconds or 1-30 seconds, I can't tell which. Either way, that's still not something many players would willingly turn to unless it can be automated, and with the exception of saddles, name tags, enchanted books, Nautilus shells and pufferfish, almost none of the loot seems appealing considering the odds of getting it. That's my take, at least.
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Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
No thanks. Minecraft is a game where you can play however you want with close to absolute freedom! It's one of those things that made Minecraft well, Minecraft. Just like what Mojang have tried to "fix" with the previous update, trying to nerf or break "exploit" have done nothing but make the game annoying. People should accept AFK fishing as part of the game and those who are salty enough over this fact could either just enforce a rule on their server or just don't do it and let people do what they want to do.
I think that AFK fishing is too overpowered, but shouldn't be removed. They should lower the chance of getting all the good stuff so that it is still possible, just very time consuming.
I think that AFK fishing is too overpowered, but shouldn't be removed. They should lower the chance of getting all the good stuff so that it is still possible, just very time consuming.
This is the exact opposite of what should be done though - it will only hurt players who fish "legitly"; instead, they should do something like what I did to mob spawners - I greatly increased their spawn rates as well as types of mobs spawned so dungeons are actually a challenge but they only spawn a limited number of mobs before they stop dropping loot and XP (generously set at 50) after which they have a recovery period; generally, this is enough so that when you come across a dungeon while caving it will never "burn out", so players who only see dungeons/spawners as a small challenge are not deprived of the rewards from fighting the mobs, but if somebody tries to exploit them for a farm they will get very poor results after an initial burst (they will spawn one mob every 30 seconds which drops loot and XP, which will again reset the timer until the next mob; mobs that have their drops disabled do not count. For comparison, in vanilla a mob spawner spawns up to 4 mobs every 25 seconds on average, while I have them spawn up to 6 mobs as often as every 10 seconds, or 3.75 times the spawn rate. Once drops have been disabled/limited the rate effectively decreases to about 5 times slower than vanilla).
Likewise, I made iron golems, zombie pigmen, wither skeletons, and witches only drop valuable loot (iron, gold, coal, redstone/glowstone) when a player kills them - it is still entirely possible to farm them but you must actually work to get the rewards (Mojang actually attempted this for iron golems and pigmen in a 1.8 snapshot but the backlash was so great they were forced to revert it - this would only real hurt those mega farms that give you thousands (or even tens of thousands) of drops per hour, more than anybody can reasonably use, and you can still stand there tossing potions of harming at a group of mobs to kill many of them at once. Also, I added a "Smelting" enchantment so you can use Fortune on iron and gold ore (they drop ingots instead of themselves), which helps offset this and give players more incentive to go caving as it it is only found in chest loot - after all, the game is called "Mine"craft).
Yet another change I made that only affects farms is to greatly reduce the rate of mob spawning, which is still more than enough to maintain a full cap, even when flying around in Creative, but it reduces the spawn rates per chunk (25% of chunks attempt to spawn a pack per spawn cycle; if the cap is also unable to be maintained (mob farms work best when the mob cap is not reached as otherwise the game skips the entire spawn cycle) the rate of individual spawn attempts is reduced by a factor of 3 for a 12-fold reduction overall. Even then the mob cap is filled within seconds and I have not noticed any difference while playing; indeed, other changes make mobs more concentrated around the player, nearly doubling the number of mobs I've killed per play session while caving).
As for fishing, there are several ways to implement a similar mechanic (if you fish in the same water block for too long/catch too many items it will reduce the rate of good loot, or perhaps just too long in general, set so not many players will fish for so long as to reduce the rate, certainly not hours, much like my changes to spawners - the rate of valuable loot and/or effect of Lure/Luck of the Sea can also be increased to benefit "legit" players more).
Note that in all the cases mentioned you can still farm but it isn't so effective as to completely unbalance the game (that said, AFK fishing farms aren't quite as unbalanced as some of the other farms since you can't do anything else while using them, hence AFK).
you do realize how long it would take to do that, right
also keep in mind that block priorities always overtake item priorities and keep in mind, AFK fishing only works with enchanted rods, which are mid-late game.
fishing sucks, no matter how much spin you put on it. people just want to be able to step away and let something else do the effort for them while they're out doing their jobs. also keep in mind minecraft intentionally allows automation because of it's sandbox "do whatever the hell you want" playstyle.
i really need to stop it with the "keep in mind" parts.
That isn't good feedback for a suggestion. If they play on servers and other players do this, they have to deal with it if they want to continue to play on that server, even though the other players will have easy access to tons of food and good gear via enchanted books. Saying "don't like it, don't do it" is about as useful as saying "If you want the game changed, just play something else". It is the opposite of what this section is about.
I do agree that it is an exploit and shouldn't be in the game. I would be okay with it being removed.
oh, and uh.. no. it's saying "if you don't like it, don't use that part of the game". it's also not an exploit, as they've left it in for a while now in some form or another.
On my server, we have a "do what you want so long as you do no HARM to another player." My wife, my friend, and myself ALL use AFK fishing because we *want* to. If you ruin the game for yourself, that is a disappointment. If you ruin the game for someone else, that is an annoyance, and someone being annoying should be banned for life from the server. Needless to say, we only have friends playing together on our server, and "be annoying" is not on our list of things to do. You should likely find a server that has the policies in place you like, or do as you see fit in single-player. You don't HAVE to AFK fish.
No thanks. Minecraft is a game where you can play however you want with close to absolute freedom! It's one of those things that made Minecraft well, Minecraft. Just like what Mojang have tried to "fix" with the previous update, trying to nerf or break "exploit" have done nothing but make the game annoying. People should accept AFK fishing as part of the game and those who are salty enough over this fact could either just enforce a rule on their server or just don't do it and let people do what they want to do.
By that logic Mojang should have never removed duplication glitches because it's "playing how you want." When something isn't balanced, it's a bad feature. It doesn't matter how much you like getting overpowered items. The huge lack of balancing in Minecraft is part of why servers will restart so often, as people get bored very fast.
It allows players to start off quickly to the game, but becomes useless after they get a EXP mob farm. Most of the books are not useful and the only reason I need them is when I first start out.
It is like TNT duplicators, they are a glitch but greatly improve the game and make many things possible.
An automatic fish farm costs only a few materials:
- A fishing rod, preferably with Mending. (This is easily attainable simply by using the farm a few times)
- Certain redstone implements, including a noteblock, an iron door, and some dust and repeaters. All of these are midgame items which are easily obtainable once you've progressed a certain amount.
- A few simple blocks like cobblestone, but you will have gotten these items long before you travel to the nether to get some quartz.
- Time is also a factor, but considering no player input is required, the player can set this up while he is sleeping IRL and have all the time he needs.
All of these items combined allow you to get in the midgame:
- ESSENTIALLY INFINITE string, bones, leather, ink, and saddles, not to mention the items that can be obtained by fishing in the jungle.
- MULTIPLE rare enchantments that can be easily applied to tools.
- ENDLESS amounts of food, that make all other methods of food gathering nearly 100% redundant.
This makes entire portions of the game completely redundant and makes certain mobs useless. If you have built a working AFK fish farm, you have invalidated the need for Cows entirely, barring getting milk on the off-chance your enemy decides to waste resources into making potions.
This is unspeakably unbalanced, and I agree we should get rid of AFK Fish farms.
But I find it fun, if you don't think it's fun, then just don't use it!
I might think it's "fun" to get diamonds if you milk cows with a dirt block. Does that make it balanced?
Mojang does not allow the player to do everything they find "fun" in the game, because there is no way to allow the player to do everything they find "fun" in the game, and for two reasons:
- The first is that in multiplayer, just because somebody decides they don't want to play with a certain aspect of the game does not mean that another player can use that aspect to its fullness and then be able to destroy the other player in PVP or whatever other competition the server has.
- The second is that even in singleplayer, the player shouldn't be allowed to cheat himself by making the game unspeakably easy.
Let's compare this situation to another game, which I find helpful in these deep game design discussions. Suppose we're developing an RTS, and we accidentally add in a unit that, if used properly, can obliterate an army of any other unit besides a few counters. The AI doesn't know how to do this, so this is mainly a multiplayer problem. Ask yourself this question: do you remove the unit or the specific functionality from the game, or do you just encourage people to "not use the unit that way if it ruins the fun for them"?
That's a bit of an extreme example considering RTS games almost always have a more competitive multiplayer focus to them than Minecraft does, but I think you get the point.
One last non-practical thing, even if you make the conscious decision to not use it, it still feels wrong knowing the temptation is there, and you can switch back to playing with AFK Fish Farms any time you'd like to.
Okay fine, you don't have to like it, so just add a gamerule so everybody can be happy!
enableAFKFishFarms is not a good idea either.
I hate that people always come back to this argument when something divisive comes up. It's a lazy solution to the problem, and it's the wrong solution:
- Gamerules were not designed for people to pick and choose the gameplay elements they like and dislike. They were designed, like custom maps, for map makers to disable certain rules the game has so that they can build mini-games or adventure maps. At most, gamerules will allow server administrators to disable things like mobGriefing for Creative mode servers. (I understand on a short-term level using a gamerule sounds like the right option, but on a long-term level it just creates weird disorganization.)
- Hiding this behind a setting adds unnecessary bloat to the game. With every change that comes to the game, players express discontent. Should we have a rosesInsteadOfPoppies gamerule too? How about an onlyOneDoorFromDoorCraftingRecipe?
- Servers can only pick between having this gamerule on or off. This ironically means that this move to "stop division within the community" will divide people into cliques of no-AFK Fish Farm and yes-AFK Fish Farm. Players who dislike and refuse to use AFK Fish Farms will find themselves disadvantaged in yes-AFK Fish Farm servers. Players who depend on AFK Fish Farms to play the game will be disadvantaged in no-AFK Fish Farm servers.
- Lastly, I would argue that being able to customize the game however you please makes completing the game far more meaningless. This isn't a practical reason by any means, but it just means that Minecraft becomes less of a game and more of a game engine. At the very least with mods and all, you can still say you won "Vanilla Minecraft", but if there is no one way to play Minecraft, then Minecraft isn't a game anymore. It's just a game engine.
But it's not fair that I can't use an AFK Fish Farm!
In my opinion, I think it's not fair that you can.
Mojang created a game balanced in a certain way. They decided how much leather a cow gives you when you slaughter it, how much health the Ender Dragon has, what kind of loot you can find in a Mineshaft chest, how many blocks in the Overworld can be traveled by the Nether and hundreds of other variables that affect the player's game.
Some of these variables, granted, are unbalanced. Mojang is not perfect in their attempt to balance the game's difficulty. I would even argue that certain gameplay mechanics like stealth-creepers or a heavily grind-dependent mining system can't be balanced simply by tweaking variables. That being said, Mojang is not obligated to keep a game-breaking mechanic in the game that makes certain other aspects redundant, or that skips large portions of gameplay.
But this is a sandbox game!
And just like all other games, sandbox games have rules. What you are effectively implying is that because this is a sandbox game, we should be able to break whatever rule we please in the interest of "having fun."
Why can't I just do what's most fun for me?
Because that's not how game design works. In addition to that, just because something may evoke a short-term happy reaction doesn't mean that it will last throughout the rest of the game. Cheating in resources and blowing up hard bosses in creative mode is also "fun" for a short period of time, then it fills you with a very empty feeling.
By using AFK Fish Farms or any other form of unbalanced gameplay mechanic system you don't just cheat the game or Mojang, you cheat yourself of playing the game the way it was meant to be played.
THE SOLUTION TO AFK FISH FARMS
There are a few ways to solve AFK Fish Farms in my opinion:
- Fishing should not give the player any experience reward. This means Mending Fishing Rods outside of AFK Fishing will become less OP as well.
- Powerful items from fishing are fine, but late-game items shouldn't be obtainable via fishing unless tiered fishing rods/bait become a thing. Limit late-game items to the late-game.
- Fishing should not return more Fishing rods. This means that you aren't given "bonus" chances at getting treasure items.
- Fishing should require bait in the form of certain items. This means that you need to trade one item for one other item and you can't create an infinite feedback loop. (This one is more optional, but bait by itself could add some interesting new features to fishing.)
- All of the above suggestions deal more with balancing the fishing system itself, but if you really want to just stop AFK Fishing in general, right-clicking on any block or item with a fishing rod should always cast a fish. Noteblocks will not be an exception to this rule. (Personally I don't care about the farms as long as the other suggestions are implemented.)
TL;DR: Support, let's get this unbalanced crap out of the game for good.
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
An automatic fish farm costs only a few materials:
- A fishing rod, preferably with Mending. (This is easily attainable simply by using the farm a few times)
- Certain redstone implements, including a noteblock, an iron door, and some dust and repeaters. All of these are midgame items which are easily obtainable once you've progressed a certain amount.
- A few simple blocks like cobblestone, but you will have gotten these items long before you travel to the nether to get some quartz.
- Time is also a factor, but considering no player input is required, the player can set this up while he is sleeping IRL and have all the time he needs.
All of these items combined allow you to get in the midgame:
- ESSENTIALLY INFINITE string, bones, leather, ink, and saddles, not to mention the items that can be obtained by fishing in the jungle.
- MULTIPLE rare enchantments that can be easily applied to tools.
- ENDLESS amounts of food, that make all other methods of food gathering nearly 100% redundant.
i can counter those three reasons.
For Number 1, the infinite items part: All of those are basic resources that are easily obtainable, outside of saddles. and infinite saddles isn't particularly useful unless you have a horse breeder for some reason. oh and yea, mob grinders exist, are incredibly common and fairly easy to make, and give basically the same stuff outside the saddles (and ink sacs if it isn't a water-based farm).
2, the enchantments: Just cause you have infinite enchantments and experience, doesn't give you any of the materials needed to actually USE them. still gotta go out, get the stuff for any half-decent tool you want to craft, enchant it, get a bunch of iron, make a anvil, then repeat every 30 or so enchantments. can't exactly get diamond equipment this way.
3, the infinite food: and you're saying we haven't done this with every other mob already? AND WE CAN ACTUALLY DO STUFF WHILE OTHER MACHINES MAKE SAID FOOD, MAKING THIS THE LEAST EFFICIENT METHOD OF INFINITE FOOD?
that being said, i can supply some other benefits to people who use the method, or downsides if you want it removed.
Infinite Pufferfish, the required ingredient in Water Breathing Potions
lower-teir armor and tools
the occasional bowl or random other junk.
i mean, unless you're making starter armor for a server community, going on a underwater expedition, or just being too lazy to go walk for 20 seconds to get some wood for a bowl, i don't really see those "upsides" as too big.
For Number 1, the infinite items part: All of those are basic resources that are easily obtainable, outside of saddles. and infinite saddles isn't particularly useful unless you have a horse breeder for some reason. oh and yea, mob grinders exist, are incredibly common and fairly easy to make, and give basically the same stuff outside the saddles (and ink sacs if it isn't a water-based farm).
Wrong. Leather is actually slightly difficult to get midgame, and this is important since leather is required for books in bookshelves unless you steal your books from a village or elsewhere. Bones require you to kill skeletons.
In addition to this, if "mob grinders" exist, then why keep this one specific bad farm?
2, the enchantments: Just cause you have infinite enchantments and experience, doesn't give you any of the materials needed to actually USE them. still gotta go out, get the stuff for any half-decent tool you want to craft, enchant it, get a bunch of iron, make a anvil, then repeat every 30 or so enchantments. can't exactly get diamond equipment this way.
Except that the enchantments themselves would normally require either extreme amounts of luck or an adventure to a rare structure. This method disincentivizes adventure and removes the need for luck at all. As for "the materials", you are likely to have a stack of iron and a few diamonds easily by the time you're building fish farms.
3, the infinite food: and you're saying we haven't done this with every other mob already? AND WE CAN ACTUALLY DO STUFF WHILE OTHER MACHINES MAKE SAID FOOD, MAKING THIS THE LEAST EFFICIENT METHOD OF INFINITE FOOD?
You could do other things while other farms make food. You could also have this farm run while you sleep, which invalidates the want to "do other things" (Something else I haven't even considered: for the kids who's parents won't let them keep Minecraft running on the family computer all night, this means they can't take advantage of a feature everybody else can take advantage of because of outside factors. Is that even fair?)
I would argue that auto-chicken farms, melon farms, and other crop farms aren't balanced either if they don't require player input and work only on the resource of time. If a farm works by producing items solely from time and no other input, then it is unbalanced. If a farm at least requires a little bit of player input, then I'd argue it's somewhat balanced.
(That being said, I will admit the effort and time that goes into making these farms. I feel like if the game were more centered around automation and handled large quantities of items well, I'd support farms that work solely on time itself under the circumstance that said farm requires effort to construct. Tomorrow, if I get the time, I'd like to start a discussion on what farms are good an bad in General Discussions)
that being said, i can supply some other benefits to people who use the method, or downsides if you want it removed.
Infinite Pufferfish, the required ingredient in Water Breathing Potions
Water Breathing Potions which would otherwise be rare enough that you'd need a conduit for long-term underwater work, but now are cheaper than ever.
lower-teir armor and tools
This isn't as much of a problem considering leather spent on armor is leather wasted, but ok
i mean, unless you're making starter armor for a server community, going on a underwater expedition, or just being too lazy to go walk for 20 seconds to get some wood for a bowl, i don't really see those "upsides" as too big.
Okay, how about the fact that a player, midgame, can get enchantments like Mending, Infinity, and other powerful enchantments just by putting a book on their right mouse button? Enchantments that would otherwise require the player to look through tons of Mineshaft chests, get lucky at the enchantment table or head to the End? Is making one of the most appealing rewards of the End redundant not enough of an "upside" to you?
Not only that but if Mojang ever decides to buff fishing, I don't want a system that takes advantage of fishing to stop them from doing that. I'd rather see AFK fishing gone now, so if Mojang decides they want more powerful items obtainable through fishing, AFK fishers aren't going to be loaded up with these items for free.
Besides that, face it: if the AFK Fish Farm didn't have so many "upsides", would people still be here fighting so vitriolically for their existence?
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Wrong. Leather is actually slightly difficult to get midgame, and this is important since leather is required for books in bookshelves unless you steal your books from a village or elsewhere. Bones require you to kill skeletons.
In addition to this, if "mob grinders" exist, then why keep this one specific bad farm?
Keep this because it's the most resource-effective. no super complex redstone, no crazy killing system. just hold right click for loot.
Except that the enchantments themselves would normally require either extreme amounts of luck or an adventure to a rare structure. This method disincentivizes adventure and removes the need for luck at all. As for "the materials", you are likely to have a stack of iron and a few diamonds easily by the time you're building fish farms.
Midgame is about the time you're supposed to have some of these at the ready anyways. you've most likely gone on caving sprees or nether fortress raids and gotten a few books by now, and most certainly gotten a anvil and enchanting table, as well as a good supply of bookshelves. or, if you haven't, you can just use some crops to trade for emeralds, and keep trading with librarians 'till you find a dungeon enchantment book trade.
You could do other things while other farms make food. You could also have this farm run while you sleep, which invalidates the want to "do other things" (Something else I haven't even considered: for the kids who's parents won't let them keep Minecraft running on the family computer all night, this means they can't take advantage of a feature everybody else can take advantage of because of outside factors. Is that even fair?)
I would argue that auto-chicken farms, melon farms, and other crop farms aren't balanced either if they don't require player input and work only on the resource of time. If a farm works by producing items solely from time and no other input, then it is unbalanced. If a farm at least requires a little bit of player input, then I'd argue it's somewhat balanced.
(That being said, I will admit the effort and time that goes into making these farms. I feel like if the game were more centered around automation and handled large quantities of items well, I'd support farms that work solely on time itself under the circumstance that said farm requires effort to construct. Tomorrow, if I get the time, I'd like to start a discussion on what farms are good an bad in General Discussions)
Well, for the first segment of this: only people without jobs, college or school in the morning, big YTers who make all their money of the platform, or people with free time the next day, can do it. there's also the mentioned part about kids not being able to access the internet 24/7.
Second part: literally nothing you can do about that. livestock farms are literally built into the game, and removing them would probably cause minecraft to bomb quite a bit. and honestly, those farms do require input: you need to breed the animals, (aside from chicken farms) which costs crops. which can also be semi-automated, but you gotta replant the crops.
I'm at least glad that you recognize how annoyingly difficult it is to accumulate the resources and construct a decent farm.
Okay, how about the fact that a player, midgame, can get enchantments like Mending, Infinity, and other powerful enchantments just by putting a book on their right mouse button? Enchantments that would otherwise require the player to look through tons of Mineshaft chests, get lucky at the enchantment table or head to the End? Is making one of the most appealing rewards of the End redundant not enough of an "upside" to you?
Not only that but if Mojang ever decides to buff fishing, I don't want a system that takes advantage of fishing to stop them from doing that. I'd rather see AFK fishing gone now, so if Mojang decides they want more powerful items obtainable through fishing, AFK fishers aren't going to be loaded up with these items for free.
Besides that, face it: if the AFK Fish Farm didn't have so many "upsides", would people still be here fighting so vitriolically for their existence?
First Part: Again, Midgame is about the time you start getting enchantments.
Second Part: i fully agree with this, but they sorta already "did" with live catch fishing. y'know, diving down with a few buckets and catching the fish.
Third Part: People want to fight for it for multiple reasons. One, some people would rather skip the midgame phase almost completely; it's arguably the most tedious part, gathering nether materials and all of that. they wanna be able to cut it down to a simple nether fortress run or two, a bit of quartz mining, and then just wait a bit. Two, it's great for lategame players who don't want to deal with smaller resources that they can get normally, as this allows more control over what they get. for example, they could have just taken a trip from a EXP farm, need a few enchants, but don't want to deal with the RNG that is enchanting tables. they can just open their chests and look for it.
I say we just leave people the way they want. Having a restriction on a certain aspect of the game can result in devastating backlash for the community. Look at the 1.9 combat for example.
AFK fishing is a completely cheap thing to do. It allows players to get tons of loot effortlessly without even playing the game.
If you don’t like it, don’t do it. No one if forcing you to deal with it.
That isn't good feedback for a suggestion. If they play on servers and other players do this, they have to deal with it if they want to continue to play on that server, even though the other players will have easy access to tons of food and good gear via enchanted books. Saying "don't like it, don't do it" is about as useful as saying "If you want the game changed, just play something else". It is the opposite of what this section is about.
I do agree that it is an exploit and shouldn't be in the game. I would be okay with it being removed.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
And how do you plan to remove AFK fishing?
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
My guess would be forcing rod casting/reeling to max priority so it overrides other right-click functions, which would break most (if not all) AFK farms.
Fishing isn't efficient enough by itself to really warrant doing it often without AFK farms, so I don't support this. It sounds like Lure 3 either changes the wait time to 5-30 seconds or 1-30 seconds, I can't tell which. Either way, that's still not something many players would willingly turn to unless it can be automated, and with the exception of saddles, name tags, enchanted books, Nautilus shells and pufferfish, almost none of the loot seems appealing considering the odds of getting it. That's my take, at least.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
No thanks. Minecraft is a game where you can play however you want with close to absolute freedom! It's one of those things that made Minecraft well, Minecraft. Just like what Mojang have tried to "fix" with the previous update, trying to nerf or break "exploit" have done nothing but make the game annoying. People should accept AFK fishing as part of the game and those who are salty enough over this fact could either just enforce a rule on their server or just don't do it and let people do what they want to do.
I think that AFK fishing is too overpowered, but shouldn't be removed. They should lower the chance of getting all the good stuff so that it is still possible, just very time consuming.
This is the exact opposite of what should be done though - it will only hurt players who fish "legitly"; instead, they should do something like what I did to mob spawners - I greatly increased their spawn rates as well as types of mobs spawned so dungeons are actually a challenge but they only spawn a limited number of mobs before they stop dropping loot and XP (generously set at 50) after which they have a recovery period; generally, this is enough so that when you come across a dungeon while caving it will never "burn out", so players who only see dungeons/spawners as a small challenge are not deprived of the rewards from fighting the mobs, but if somebody tries to exploit them for a farm they will get very poor results after an initial burst (they will spawn one mob every 30 seconds which drops loot and XP, which will again reset the timer until the next mob; mobs that have their drops disabled do not count. For comparison, in vanilla a mob spawner spawns up to 4 mobs every 25 seconds on average, while I have them spawn up to 6 mobs as often as every 10 seconds, or 3.75 times the spawn rate. Once drops have been disabled/limited the rate effectively decreases to about 5 times slower than vanilla).
Likewise, I made iron golems, zombie pigmen, wither skeletons, and witches only drop valuable loot (iron, gold, coal, redstone/glowstone) when a player kills them - it is still entirely possible to farm them but you must actually work to get the rewards (Mojang actually attempted this for iron golems and pigmen in a 1.8 snapshot but the backlash was so great they were forced to revert it - this would only real hurt those mega farms that give you thousands (or even tens of thousands) of drops per hour, more than anybody can reasonably use, and you can still stand there tossing potions of harming at a group of mobs to kill many of them at once. Also, I added a "Smelting" enchantment so you can use Fortune on iron and gold ore (they drop ingots instead of themselves), which helps offset this and give players more incentive to go caving as it it is only found in chest loot - after all, the game is called "Mine"craft).
Yet another change I made that only affects farms is to greatly reduce the rate of mob spawning, which is still more than enough to maintain a full cap, even when flying around in Creative, but it reduces the spawn rates per chunk (25% of chunks attempt to spawn a pack per spawn cycle; if the cap is also unable to be maintained (mob farms work best when the mob cap is not reached as otherwise the game skips the entire spawn cycle) the rate of individual spawn attempts is reduced by a factor of 3 for a 12-fold reduction overall. Even then the mob cap is filled within seconds and I have not noticed any difference while playing; indeed, other changes make mobs more concentrated around the player, nearly doubling the number of mobs I've killed per play session while caving).
As for fishing, there are several ways to implement a similar mechanic (if you fish in the same water block for too long/catch too many items it will reduce the rate of good loot, or perhaps just too long in general, set so not many players will fish for so long as to reduce the rate, certainly not hours, much like my changes to spawners - the rate of valuable loot and/or effect of Lure/Luck of the Sea can also be increased to benefit "legit" players more).
Note that in all the cases mentioned you can still farm but it isn't so effective as to completely unbalance the game (that said, AFK fishing farms aren't quite as unbalanced as some of the other farms since you can't do anything else while using them, hence AFK).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
why remove afk fishing? isnt a bad thing for single player/private severs for public severs is up to they if allow it or not
you do realize how long it would take to do that, right
also keep in mind that block priorities always overtake item priorities
and keep in mind, AFK fishing only works with enchanted rods, which are mid-late game.
fishing sucks, no matter how much spin you put on it. people just want to be able to step away and let something else do the effort for them while they're out doing their jobs. also keep in mind minecraft intentionally allows automation because of it's sandbox "do whatever the hell you want" playstyle.
i really need to stop it with the "keep in mind" parts.
haha unoriginal signature go brr
oh, and uh.. no. it's saying "if you don't like it, don't use that part of the game". it's also not an exploit, as they've left it in for a while now in some form or another.
haha unoriginal signature go brr
On my server, we have a "do what you want so long as you do no HARM to another player." My wife, my friend, and myself ALL use AFK fishing because we *want* to. If you ruin the game for yourself, that is a disappointment. If you ruin the game for someone else, that is an annoyance, and someone being annoying should be banned for life from the server. Needless to say, we only have friends playing together on our server, and "be annoying" is not on our list of things to do. You should likely find a server that has the policies in place you like, or do as you see fit in single-player. You don't HAVE to AFK fish.
By that logic Mojang should have never removed duplication glitches because it's "playing how you want." When something isn't balanced, it's a bad feature. It doesn't matter how much you like getting overpowered items. The huge lack of balancing in Minecraft is part of why servers will restart so often, as people get bored very fast.
Check out my suggestions! Here is one of them:
Wolf, that's a glitch. that's a bonafide glitch. this is just clever usage of game mechanics.
haha unoriginal signature go brr
I like AFK fishing.
It allows players to start off quickly to the game, but becomes useless after they get a EXP mob farm. Most of the books are not useful and the only reason I need them is when I first start out.
It is like TNT duplicators, they are a glitch but greatly improve the game and make many things possible.
An automatic fish farm costs only a few materials:
- A fishing rod, preferably with Mending. (This is easily attainable simply by using the farm a few times)
- Certain redstone implements, including a noteblock, an iron door, and some dust and repeaters. All of these are midgame items which are easily obtainable once you've progressed a certain amount.
- A few simple blocks like cobblestone, but you will have gotten these items long before you travel to the nether to get some quartz.
- Time is also a factor, but considering no player input is required, the player can set this up while he is sleeping IRL and have all the time he needs.
All of these items combined allow you to get in the midgame:
- ESSENTIALLY INFINITE string, bones, leather, ink, and saddles, not to mention the items that can be obtained by fishing in the jungle.
- MULTIPLE rare enchantments that can be easily applied to tools.
- ENDLESS amounts of food, that make all other methods of food gathering nearly 100% redundant.
This makes entire portions of the game completely redundant and makes certain mobs useless. If you have built a working AFK fish farm, you have invalidated the need for Cows entirely, barring getting milk on the off-chance your enemy decides to waste resources into making potions.
This is unspeakably unbalanced, and I agree we should get rid of AFK Fish farms.
But I find it fun, if you don't think it's fun, then just don't use it!
I might think it's "fun" to get diamonds if you milk cows with a dirt block. Does that make it balanced?
Mojang does not allow the player to do everything they find "fun" in the game, because there is no way to allow the player to do everything they find "fun" in the game, and for two reasons:
- The first is that in multiplayer, just because somebody decides they don't want to play with a certain aspect of the game does not mean that another player can use that aspect to its fullness and then be able to destroy the other player in PVP or whatever other competition the server has.
- The second is that even in singleplayer, the player shouldn't be allowed to cheat himself by making the game unspeakably easy.
Let's compare this situation to another game, which I find helpful in these deep game design discussions. Suppose we're developing an RTS, and we accidentally add in a unit that, if used properly, can obliterate an army of any other unit besides a few counters. The AI doesn't know how to do this, so this is mainly a multiplayer problem. Ask yourself this question: do you remove the unit or the specific functionality from the game, or do you just encourage people to "not use the unit that way if it ruins the fun for them"?
That's a bit of an extreme example considering RTS games almost always have a more competitive multiplayer focus to them than Minecraft does, but I think you get the point.
One last non-practical thing, even if you make the conscious decision to not use it, it still feels wrong knowing the temptation is there, and you can switch back to playing with AFK Fish Farms any time you'd like to.
Okay fine, you don't have to like it, so just add a gamerule so everybody can be happy!
enableAFKFishFarms is not a good idea either.
I hate that people always come back to this argument when something divisive comes up. It's a lazy solution to the problem, and it's the wrong solution:
- Gamerules were not designed for people to pick and choose the gameplay elements they like and dislike. They were designed, like custom maps, for map makers to disable certain rules the game has so that they can build mini-games or adventure maps. At most, gamerules will allow server administrators to disable things like mobGriefing for Creative mode servers. (I understand on a short-term level using a gamerule sounds like the right option, but on a long-term level it just creates weird disorganization.)
- Hiding this behind a setting adds unnecessary bloat to the game. With every change that comes to the game, players express discontent. Should we have a rosesInsteadOfPoppies gamerule too? How about an onlyOneDoorFromDoorCraftingRecipe?
- Servers can only pick between having this gamerule on or off. This ironically means that this move to "stop division within the community" will divide people into cliques of no-AFK Fish Farm and yes-AFK Fish Farm. Players who dislike and refuse to use AFK Fish Farms will find themselves disadvantaged in yes-AFK Fish Farm servers. Players who depend on AFK Fish Farms to play the game will be disadvantaged in no-AFK Fish Farm servers.
- Lastly, I would argue that being able to customize the game however you please makes completing the game far more meaningless. This isn't a practical reason by any means, but it just means that Minecraft becomes less of a game and more of a game engine. At the very least with mods and all, you can still say you won "Vanilla Minecraft", but if there is no one way to play Minecraft, then Minecraft isn't a game anymore. It's just a game engine.
But it's not fair that I can't use an AFK Fish Farm!
In my opinion, I think it's not fair that you can.
Mojang created a game balanced in a certain way. They decided how much leather a cow gives you when you slaughter it, how much health the Ender Dragon has, what kind of loot you can find in a Mineshaft chest, how many blocks in the Overworld can be traveled by the Nether and hundreds of other variables that affect the player's game.
Some of these variables, granted, are unbalanced. Mojang is not perfect in their attempt to balance the game's difficulty. I would even argue that certain gameplay mechanics like stealth-creepers or a heavily grind-dependent mining system can't be balanced simply by tweaking variables. That being said, Mojang is not obligated to keep a game-breaking mechanic in the game that makes certain other aspects redundant, or that skips large portions of gameplay.
But this is a sandbox game!
And just like all other games, sandbox games have rules. What you are effectively implying is that because this is a sandbox game, we should be able to break whatever rule we please in the interest of "having fun."
Why can't I just do what's most fun for me?
Because that's not how game design works. In addition to that, just because something may evoke a short-term happy reaction doesn't mean that it will last throughout the rest of the game. Cheating in resources and blowing up hard bosses in creative mode is also "fun" for a short period of time, then it fills you with a very empty feeling.
By using AFK Fish Farms or any other form of unbalanced gameplay mechanic system you don't just cheat the game or Mojang, you cheat yourself of playing the game the way it was meant to be played.
THE SOLUTION TO AFK FISH FARMS
There are a few ways to solve AFK Fish Farms in my opinion:
- Fishing should not give the player any experience reward. This means Mending Fishing Rods outside of AFK Fishing will become less OP as well.
- Powerful items from fishing are fine, but late-game items shouldn't be obtainable via fishing unless tiered fishing rods/bait become a thing. Limit late-game items to the late-game.
- Fishing should not return more Fishing rods. This means that you aren't given "bonus" chances at getting treasure items.
- Fishing should require bait in the form of certain items. This means that you need to trade one item for one other item and you can't create an infinite feedback loop. (This one is more optional, but bait by itself could add some interesting new features to fishing.)
- All of the above suggestions deal more with balancing the fishing system itself, but if you really want to just stop AFK Fishing in general, right-clicking on any block or item with a fishing rod should always cast a fish. Noteblocks will not be an exception to this rule. (Personally I don't care about the farms as long as the other suggestions are implemented.)
TL;DR: Support, let's get this unbalanced crap out of the game for good.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
i can counter those three reasons.
For Number 1, the infinite items part: All of those are basic resources that are easily obtainable, outside of saddles. and infinite saddles isn't particularly useful unless you have a horse breeder for some reason. oh and yea, mob grinders exist, are incredibly common and fairly easy to make, and give basically the same stuff outside the saddles (and ink sacs if it isn't a water-based farm).
2, the enchantments: Just cause you have infinite enchantments and experience, doesn't give you any of the materials needed to actually USE them. still gotta go out, get the stuff for any half-decent tool you want to craft, enchant it, get a bunch of iron, make a anvil, then repeat every 30 or so enchantments. can't exactly get diamond equipment this way.
3, the infinite food: and you're saying we haven't done this with every other mob already? AND WE CAN ACTUALLY DO STUFF WHILE OTHER MACHINES MAKE SAID FOOD, MAKING THIS THE LEAST EFFICIENT METHOD OF INFINITE FOOD?
that being said, i can supply some other benefits to people who use the method, or downsides if you want it removed.
Infinite Pufferfish, the required ingredient in Water Breathing Potions
lower-teir armor and tools
the occasional bowl or random other junk.
i mean, unless you're making starter armor for a server community, going on a underwater expedition, or just being too lazy to go walk for 20 seconds to get some wood for a bowl, i don't really see those "upsides" as too big.
haha unoriginal signature go brr
Ok, I can counter your counters.
Wrong. Leather is actually slightly difficult to get midgame, and this is important since leather is required for books in bookshelves unless you steal your books from a village or elsewhere. Bones require you to kill skeletons.
In addition to this, if "mob grinders" exist, then why keep this one specific bad farm?
Except that the enchantments themselves would normally require either extreme amounts of luck or an adventure to a rare structure. This method disincentivizes adventure and removes the need for luck at all. As for "the materials", you are likely to have a stack of iron and a few diamonds easily by the time you're building fish farms.
You could do other things while other farms make food. You could also have this farm run while you sleep, which invalidates the want to "do other things" (Something else I haven't even considered: for the kids who's parents won't let them keep Minecraft running on the family computer all night, this means they can't take advantage of a feature everybody else can take advantage of because of outside factors. Is that even fair?)
I would argue that auto-chicken farms, melon farms, and other crop farms aren't balanced either if they don't require player input and work only on the resource of time. If a farm works by producing items solely from time and no other input, then it is unbalanced. If a farm at least requires a little bit of player input, then I'd argue it's somewhat balanced.
(That being said, I will admit the effort and time that goes into making these farms. I feel like if the game were more centered around automation and handled large quantities of items well, I'd support farms that work solely on time itself under the circumstance that said farm requires effort to construct. Tomorrow, if I get the time, I'd like to start a discussion on what farms are good an bad in General Discussions)
Water Breathing Potions which would otherwise be rare enough that you'd need a conduit for long-term underwater work, but now are cheaper than ever.
This isn't as much of a problem considering leather spent on armor is leather wasted, but ok
Okay, how about the fact that a player, midgame, can get enchantments like Mending, Infinity, and other powerful enchantments just by putting a book on their right mouse button? Enchantments that would otherwise require the player to look through tons of Mineshaft chests, get lucky at the enchantment table or head to the End? Is making one of the most appealing rewards of the End redundant not enough of an "upside" to you?
Not only that but if Mojang ever decides to buff fishing, I don't want a system that takes advantage of fishing to stop them from doing that. I'd rather see AFK fishing gone now, so if Mojang decides they want more powerful items obtainable through fishing, AFK fishers aren't going to be loaded up with these items for free.
Besides that, face it: if the AFK Fish Farm didn't have so many "upsides", would people still be here fighting so vitriolically for their existence?
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Keep this because it's the most resource-effective. no super complex redstone, no crazy killing system. just hold right click for loot.
Midgame is about the time you're supposed to have some of these at the ready anyways. you've most likely gone on caving sprees or nether fortress raids and gotten a few books by now, and most certainly gotten a anvil and enchanting table, as well as a good supply of bookshelves. or, if you haven't, you can just use some crops to trade for emeralds, and keep trading with librarians 'till you find a dungeon enchantment book trade.
Well, for the first segment of this: only people without jobs, college or school in the morning, big YTers who make all their money of the platform, or people with free time the next day, can do it. there's also the mentioned part about kids not being able to access the internet 24/7.
Second part: literally nothing you can do about that. livestock farms are literally built into the game, and removing them would probably cause minecraft to bomb quite a bit. and honestly, those farms do require input: you need to breed the animals, (aside from chicken farms) which costs crops. which can also be semi-automated, but you gotta replant the crops.
I'm at least glad that you recognize how annoyingly difficult it is to accumulate the resources and construct a decent farm.
Honestly, Water Breathing isn't that good unless you're looting the ocean or doing a monument raid. and even then, it's best paired with night vision.
First Part: Again, Midgame is about the time you start getting enchantments.
Second Part: i fully agree with this, but they sorta already "did" with live catch fishing. y'know, diving down with a few buckets and catching the fish.
Third Part: People want to fight for it for multiple reasons. One, some people would rather skip the midgame phase almost completely; it's arguably the most tedious part, gathering nether materials and all of that. they wanna be able to cut it down to a simple nether fortress run or two, a bit of quartz mining, and then just wait a bit. Two, it's great for lategame players who don't want to deal with smaller resources that they can get normally, as this allows more control over what they get. for example, they could have just taken a trip from a EXP farm, need a few enchants, but don't want to deal with the RNG that is enchanting tables. they can just open their chests and look for it.
I countered the counter-counter. neat.
haha unoriginal signature go brr
I say we just leave people the way they want. Having a restriction on a certain aspect of the game can result in devastating backlash for the community. Look at the 1.9 combat for example.