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Proposal: Eliminate mob grinders
Poll: Should XP, and enchanting levels, be easy to obtain once you hav
Ended May 15, 2014
Poll: Should the base, default, rules for the game restrict what you c
Ended May 15, 2014
Poll: Given NPC trading for things in 1.3, is a free supply of resourc
Ended May 15, 2014
tl;dr, Keybounce?
Mob grinders use the mechanics of the current game, and that is why we use them.
Well, it seems that my delayed post *coughinternetcough* was fairly worthless now that you decided to ninja me to the moon :D.
If you want to play multiplayer but don't want anyone on the server to use mob towers, then find a server that bans them.
If you can't find a server that bans them, start your own.
If you can't start your own, learn how.
If you don't want to learn how, suck it up and quit throwing a fit about people who like stuff that you don't like, you spoiled child.
My favorite thing to build in MC is a mob grinder, and eliminating them is just too much.
If you do this your taking away something good from minecraft, which can
1: upset community
2: repel future buyers
Mob grinders were meant to be, especially considering how hard and complex some are.
Trivial mob farms in the nether produce gold.
Youtube search: Minecraft gold farm 1.2.5
Many ways, start by dropping pigmen onto rails and just ride back and forth. Other ways, I'm sure.
An infinite supply of gold, plus NPC village trading, that you can let run overnight to collect gold while AFK?
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Ender eyes for travel.
Iron and gold for making things.
XP for free enchantments.
Arrows, string, slimeballs.
Spider eyes for potions.
Gunpowder for TNT and potions.
Blaze rods for potions and other things.
And anything you can buy from villagers.
Where do you draw the line? Silverfish farms can give you XP stored up while AFK overnight, and you can collect them all with a couple of potions now that they all summon help while poisoned. Gold farms can give you 9 x 4 x 64 ingots -- which turns into 4 x 64 bars -- which turns into about 30 emeralds, just by letting an auto farm run while AFK.
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Then let me ask you, the main question of this thread: Are the vanilla mechanics good mechanics, or are they bad ones that we have just had around for so long that we accept them and work around their badness? Should the game improve the default vanilla mechanics over time? The game currently does not spawn monsters everywhere, but only in a restricted, predictable way -- a way that permits trapping/farming them. Is that a good mechanic, or a bad mechanic? Should monsters be spawned farther away and try to stalk you? Should creepers try to blow up your traps?
If a vanilla mechanic has bugs -- broken boat behavior, for example -- is a mod that tries to resolve that (by giving you a boat when it breaks) bad? Consider that it is now in 1.3 -- does that change your view?
If vanilla minecraft has a horrendous performance issue where several hundred sheep (16 colors, many multiples of each, so I can generate very large amounts of colored wool) gives horrible lag, as well as glitching out of their pens every time the server is stopped/started, then do you consider a work-around to be cheating? If Mojang has officially stated that they want performance improved so that you don't need to, but those improvements won't arrive before 1.4? Etc?
If a map has an artificial "challenge" where you are force to sit around, doing nothing, waiting for X, or just mindlessly repeating Y, do you consider it a good thing? Would you watch a YouTube where someone sat in front of a cobble generator for 10 minutes doing nothing, or would you want that part skipped? And if you consider it too boring to watch, worth skipping, then what's wrong with a supply chest of that once you get there?
And if a map gives you infinite string, bones, arrows, slimeballs, gunpowder, spider eyes, bows, iron, and XP, is that a good/decent/balanced map? What if it tosses in free gold if you spend time in the nether instead of that other list?
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Thread now has a poll.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Not to mention you can now get experience from mining, smelting, and the like, so experience is much much easier to get even so.
And because of the anvil height limit, if not for spawners, players could just build giant mob traps at the top of the world that would be free of rouge spawns, cycle out things like spiders using a lava catch mechanism, and then just funnel all the mobs into a 2x1 space, piston them to near death, and then toss a damage + health potion (first for the creepers, then for the zombies/skeletons).
If people want experience, they will get it one way or another. You could reach level 30, easy, by just mining and smelting. You have worse problems out there right now than spawners.
For reference, you get 1 exp from smelting and for ores, it varies. Check the wiki for more info.
WHAT?!
Danger zone.
Entities are basically one of the top lag-causers in Minecraft, which as I'm sure you know, is a horribly optimized game.
What you are proposing adds even more data to be logged. Do you know how many mobs spawn in a world at once? I'll tell you - hundreds. You may only see a few outside, but in the unexplored cave systems up to 16 chunks away? Well...
It has to store all that data while the game is running and then dump it once the world is closed. This would add to the lagginess in general and even make closing the world take longer.
On the gameplay side, why are you trying to restrict an open, sandbox game? That, conceptually, is the game-breaker. This isn't a duplication glitch - you still have to go through the effort of building such grinder and I think such creativity should be rewarded rather than frowned upon.
I'm only a novice programmer but your suggestion isn't really possible to implement without implications. I suggest that if you don't like it, deal with it, because this kind of restriction on a sandbox game isn't happening anytime soon.
No support.
/thread
Yes, killing the Ender Dragon gives you lots of XP. Smart people actually bring an Enchanting Table with them, so they can collect a few, enchant, collect, enchant, collect, enchant. You get more enchantments that way -- significantly more because of the non-linear nature of the levels.
Yes, the new snapshots are changing the XP system; yes, you get XP from mining (good++!).
I ... don't think we understand each other. What you described -- basically a giant tower of spawn points, funneling the mobs to a spot, and killing them -- Etho just built that about a month ago. He kept it under the 127 limit, because apparently going over that turns on support for mobs spawning at high block heights -- meaning that minecraft will be checking twice as many places for spawning, and the kill rates go down.
You don't even need anything special for spiders. A half slab in the middle of a 3x3 has 8 spots for creepers/zombies/skeletons, and no spiders at all.
And pistons plus a timing circuit to make everything one-hit? Done, over and over.
Sure. But eventually you mine your mine out. You have to explore father, go into new cave areas, dig into new zones, etc. Eventually you have to leave your safe zone and expand farther out.
Yep. Actually looking forward to the new XP system.
Alright, lets clear up something here.
Normal vanilla game permits something like 79-85 hostile mobs, max, excluding monster spawners.
What I'm proposing adds one value to a mob at the time it is created. And, tracking if it is able to reach you before being killed. And, when killed, finding the corresponding location in a hash, count it, and branch if "done".
None of that is hard, time consuming, or laggy. And yes, I'm aware of just how bad entities are on responsiveness. 21b: A machine that was doing 2-3 fps went to 30+ when the server side died and stop sending entity update information all the time. Same actual graphics complexity.
Again: Not by any significant amount. One field per mob.
You do bring up a good point; the location data would have to be saved. Fair enough, that's a noticeable amount of additional save-game data in the region files.
Because ... it isn't an open, sandbox game?
That's a serious observation.
Mojang -- Notch, Jeb, DinnerBones, etc -- all restrict what you can and cannot do.
Mods exist to alter what they say you can and cannot do.
The question is, what makes for a better base vanilla game -- a game where you can easily and freely harvest mob drops; with a little work make an XP and rare-item grinder; etc.;, or a game where you have to earn what you gain?
Again: Minecraft implements restrictions on what you can do when you are in survival. This is part of why there's so many mods.
Would you like it if you needed to punch 32 cows before you could wear leather armor? That's the base game. A mod to give enough leather from 2 cows to armor a person?
Basic mob killers -- gravity fall or drowning -- are easy to make.
Timed pistons to bring them to one-hit requires a little work, and a fair amount of redstone, but are not any harder once you learn how they work.
Then I'm going to suggest that you are incompetent, and have not done the research. One hour is more than enough to get to level 50 if you have a spawner (use water to move the mobs away from the spawner; use a holding spot and a kill spot; keep cycling mobs out of the holding into the kill spot, do not let them accumulate; do not go AFK.), and trying to go to a level higher than the level you want to use for an enchantment is a waste. Going above level 50 is a waste.
No, that's a really badly used system.
And, XP is going to be easier to get (mining!) in 1.3. At the same time, max enchanting level is going down, you'll gain those levels faster (less XP to go up), and the enchanting odds have apparently changed (don't know the details yet). So the system is being redesigned.
But again: Do mob grinders make a better game?
Trapping mobs in pits and shooting them with arrows exists in other games.
But yea, the grinders themselves are things I have not seen elsewhere.
Does that make them good?
In the old days of face-to-face paper and pencil games, if a player were to try to make something that killed random mobs from the world then a good GM would either not give XP, or would find something to come and mess them up. I never saw anyone operate an automatic XP grinder for XP successfully, because automated killing doesn't give you XP. Otherwise, butchers and farmers would rule the world.
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Looking at the poll results, currently.
2 votes for enchanting levels should be easy to get.
1 vote for hard to get, plus one vote for the enchanting system is good, but xp should be hard. (May be the same one, cannot tell).
And 1 for the enchanting system is broke.
2 for "other".
Should the base, default rules, restrict what you can freely obtain? That's more interesting:
2 say No, more things easily obtainable.
2 say Yes, but mob grinders are not excessive.
And 2 more "other".
Finally, overwhelmingly (5 votes), the view is that the new trading system does not imbalance things because it takes too long to get the free stuff to trade for emeralds.
Number two is interesting. The "yes, place restrictions" matches the "No, more obtainable". And no one who voted dislikes mob grinders.
That was not expected. Not when the first two pages had support for the idea.
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Those were the questions I asked way, way back. If someone gave an answer, then I think I missed it.
Why restrict enchantments? We do have restrictions on enchantments. It's going to be less strict in the future, but it's not dead and gone. XP grinders make it dead and gone. Good/bad?
What does it mean to say that you can get many cheap enchantments, or a few big ones? Note that 1.3 actually is worse in this regard, as levels are now linear at the bottom -- your first few are no longer dirt-cheap.
Over at http://pernsteiner.org/minecraft/enchant/, they have tables that show you the chance of a given enchantment for a given material over all the level range. And there's something really interesting that comes out of those tables.
There are generally two sweet spots for an enchantment. One is the fewest XP points needed if you have unlimited supplies of the raw material. One is the fewest materials needed if you have all the XP you want. A tradeoff -- what are you short of, what do you have more of. XP grinders take that tradeoff away.
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Given that the poll results are pretty strongly consistent with "Mob farms for items are not imbalanced", and even the early support was more in favor of the XP restriction than the item restrictions, I'll accept that there's little to no support for that. This doesn't change the whole XP farming issue.
So let me turn around and ask a different question: Currently, XP is only used for enchanting. On death, assuming you can make your death run, the only thing you lose is XP. So lets look at the XP system. I still believe that having free XP is a bad thing.
Do you think that free XP is a good thing? A bad thing? An "Other"?
Do you think that the XP / Enchanting system is broken? (one vote for yes).
Do you think that Enchanting system is good? (one vote for yes).
What would make for a better enchanting system? Do the changes coming in 1.3 look like it makes the enchanting system better? How much better?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Nil support, nadda, zippo, no way.
This would kill maps like Sky Block, where you have to make a mob grinder to actually survive.
Just because you don't like mob grinders doesn't mean you can take it away from other people.
Why couldn't you let this thread die if you disagreed with it
This is the main argument, near to the only argument, I see people in support of grinders use...and it is complete and utter horseshit.
You can make a simple item grinder, a dark box at a lethal distance above the ground with holes in the floor, in minutes. It can even be done on your first day, if you plan for it. More complicated ones aren't much harder, just involving things like, "shorten the drop slightly and add a blinder/catcher tube" or the highly advanced, "dump a bucket of water so it flows to the hole". Yes, there are some very elaborate systems people make, but they are mostly just enlargements of these basic systems. The core concept is almost painfully easy to make. Even assuming that you do not build a "simple grinder", however, the fact remains that a mob grinder is a one-time investment. If you set up a system that allows you to safely puch an endless string of mobs with your bare hands, you will never have to invest any further effort. You have earned nothing, because a grinder will, inevitably, produce far more than is equivelent to the amount of time and effort taken to construct it. It is a guaranteed return on investment that is infinitely more effective than any other alternative method.
Is it fair? Well, lets face the facts. For items, perhaps it is, and perhaps not. Mobs are perfectly capable of dropping items no matter what kills them. Though it is worth noting that, without a collection system, these drops would normally be scattered far and wide, and the player would be able to gather quite few of them. Add in the new behaviour of NPC trading, where stacks of zombie flesh can buy diamonds, or even fully enchanted tools, and this becomes an even more grey area. Among supporters of mob grinders, it is not uncommon to hear "it's not diamonds" as a justification. The idea seems to be that having a free and easy supply of something is not an exploit, so long as it is something relatively useless. NPC trading changes that equation, though. Suddenly, even the most worthless items have the ability to be exchanged for the most rare, if one has enough...and a simple grinder gives an easy and obvious advantage in gaining quantity enough to exploit the system in such a way.
Then there is experience. This one is far more cut-and-dry. I actually question how it can be justified. The reason that experience grinders have to be created as they are is because mobs do not drop experience unless a player personally kills them. That is a fairly clear indication of the developers' intention, that the player is meant to have to put in work to receive experience. Once again, I have to refute the constant justifications that such grinders take work to set up. First of all, because that work is actually very limited. Secondly, however, because of the simple fact that, no matter how much effort the initial setup takes, once a grinder is built, it is built. When one hunts mobs "normally" the progression of experience gained to effort used progresses at a roughly linear rate. When a mob grinder is employed, the rate is more or less geometric. That is to say, the longer a grinder is employed, the greater the difference in the risk-to-reward ratio from standard gameplay. Grinders will always be more efficient in the long term, making whatever initial investment of work went into constructing them ultimately meaningless. Thus, the logical conclusion is that they do, by nature, circumvent what was intended to be a limiting factor in experience gain.
Personally, however, I do not favour a system that reduces or prevents spawning altogether. Such a system would only supplant one exploit to create another. Specifically, a player could build a simple-grinder to serve not as a resource generator, but as a repellent system. Thus it would become far simpler than it is currently to secure large areas of mobs. Particularly an undesirable outcome, given the effort that would be required to implement such an inherently flawed system. Instead, I propose a simpler, and more efficient solution. By modifying the code currently used to determine whether or not a mob should drop experience, it could be coded to determine how much involvement the player had in its death. Thus, any drops for the mob, including experience, could be reduced in either amount or chance to drop, based upon the amount of environmental damage the mob had received. Mob grinders retain some functionality as safe methods of gaining resources, but would become greatly reduced in efficiency and reliability, making them no longer such an insanely economical system.
An update that removes mob grinders would not only be annoying, but it would be pointless to the majority of the minecraft community. It's down to Mojang to decide whether certain game mechanics should be changed, the idea of removing mob grinders is a fairly pointless one because if mob grinders exist, it's down to you to decide whether to use them or not. What someone does on their minecraft world doesn't affect you on yours does it now?
Though in PvP servers I can see how exp grinders may be considered OP.
Building a mob grinder is hard work and if it got removed, it would go to waste.
This is a very early post, so I apologize, however it is also very, very wrong. This is, simply put, apples to oranges. "Spamming wheat" as Sting puts it, still requires you to gather wheat, to move about the field, and to select animals to feed. It is quite different from "spend a few minutes making this wood/cobblestone box, and then stand there, maybe with left mouse taped down to punch". For farms to be equivalent to grinders, they would have to follow a principle of "once you create a nice pasture with a fence, flowers, and shade trees, the mobs go into Love Mode on their own and breed without any effort on your part"...and if they did that then, yes, it would be overpowered and deserve to be nerfed.
No. It isn't. It ****ing isn't any kind of hard work, and anyone who says it is either never built one, or is frantically lying because they fear having to actually put in effort to get items from mobs.
Oh, and you know what else took work to build that went to waste? Block duplicators. Should we demand that sand generators, or even diamond generators be un-patched, because it is unfair to people who spent all that time building them?
"Mob fall down hole. Go splat."
Mind telling me where the clever part comes in?
let me put this way you can build one or you don't build one it is a tool to get xp that is all deal with it.
You can make, and I have made, an XP grinder in one night. It isn't hard at all. As to "highly effective", that's just pretty talk for "waste a bunch of time making it bigger". Sure, I could, but I like to play the game, not build elaborate cheat devices for the sole purpose of pretending that I'm not cheating if it takes longer before I start collecting my infinite supply of free stuff.
Oh...from another thread:
So, there's your "highly effective" setup. Build a grinder near a village, trade for bottles.