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    posted a message on Stages of tree growth
    Quote from Ghost00»



    "I dont think its really fair to dismiss an idea because it might effect those who let the game play itself."


    Well id have to ask, what is your definition of fair? Because i would argue that "fair" is being thoughtful of minecraft's current community, and doing your best to help it rather than carelessly ruin some of the gamers favorite parts of minecraft.


    I dont think its fair to sacrifice something that a decent portion of the minecraft community uses, just for "immersion" when there are "other" ways to make minecraft more immersive.


    "Its a survival sandbox game not an idle game


    What you must realize is a "sandbox" game allows players to do "what they want". Minecraft developers gave us pressure plates for a reason, which is so something can happen without you doing anything, like moving a bunch of blocks. Minecraft is a sandbox game for people who want to survive AND build, not just survive.


    "But who needs thousands of logs anyway?"


    I dont know about you, but i dont make small builds. Theres a lot of players, like me, who like to build big villages and nice houses and other big things like a wall.


    "Im thinking it could add more..."


    Haulting the progression of a trees growth could be used as an excellent way to add something decorative to a world. Something a lot better than just letting it grow slowly.


    BUT. As i said before, im still not fond of the idea for the same 2 reasons as my previous post.


    More types of trees i find to be a better idea, followed by more uses for trees like getting maple syrup from a maple tree would be interesting. But stages of growth offers so little. Maybe if it werent a problem for farms and it had more uses, id be more open to it cause that sounds more "fair"


    It might effect current farms but because some people have auto farms doesn't mean the game can't be allowed to evolve. Right now this change could be seen as a benefit to most MC players, and becoming only a slight inconvenience to auto farmers.

    It would really be cool to have this since trees can prevent the growth of other nearby trees (sorta like IRL) so you can have a forest filled with tall and small trees. It would add more variety to the world.

    As for new tree types. Why not both? Growing trees and new trees sound awesome to me.

    Posted in: Suggestions
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    posted a message on Stages of tree growth
    Quote from Ghost00»

    Why? I cant see this being fun, satisfying to see, or necessary.


    Infact, minecraft is actually better with things instantly growing (rather than go through stages) when it comes to making redstone contraptions to detect growth for automatic farms


    Even if automatic farms werent an issue, theres way too many other small things, that id rather see in the game. Far too many


    Not supporting this


    I don't think it's really fair to dismiss an idea because it might effect those who let the game play itself.. Minecraft is a survival sandbox game, not an idle game. It can be the latter but it shouldn't be prioritized over the intended ways of playing. Worst case it makes auto farms maybe a little less efficient, but who needs thousands of logs anyway?



    Anyway..

    I think this could be a neat feature that adds more immersion into the game. I'm thinking developing logs would drop sticks when cut early, and blocks in the way could halt growth, allowing you to keep a stage of tree for builds.

    Posted in: Suggestions
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    posted a message on Sinking boats

    If they added this, this sounds more like an opt-in feature than an opt-out one, since I feel most wouldn't like playing with this one..

    It just makes things more complicated than they should be. One amazing thing about boating is it allows new players to get far from spawn on public servers to find a good place to build far away, and with transporting entities already quite the hassle, I don't think it should be made into a bigger one.

    Posted in: Suggestions
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    posted a message on Alcohol (Wine from Grape, booze from wheat and potatoes)
    Quote from alxgvr»

    Ok, no "alcohol" or "booze" words. We can call it "fermented grape drink", or "fermented potato drink".

    Still kids friendly game.


    purple drank and potato pop :steve_lol:

    Posted in: Suggestions
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    posted a message on What are Ghasts based off of?

    They look like giant jellyfish ghosts to me.

    Posted in: Discussion
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    posted a message on Hollow State


    You're one of those people who believe in "toxic masculanity" and "wee need to protact da kidzz" are you? You know what? I think Minecraft can get some great things with its more toxic community. And good job on being triggered by the word as silly as "Filthy Casual", knowing there's probably a lot worse word that exists.

    You claim I got triggered over the phrase "filthy casual" just as I can say you got triggered over the word "toxicity." We can also observe how you became triggered over the rest of us not liking your suggestion, which brought forth this nastier side of yourself, as if you just transformed into some wanna-be Hulk. Nah, pointing out how wrong you are doesn't make someone necessarily "triggered," but you did surprise me with how sour you went for no reason other than to feel like a tough guy, which didn't work, only making you seem insecure as a result.

    Also, I wasn't really getting at toxic masculinity, but just toxic behavior in general. You come off as someone who's not fun to play with, who is easily angered, who has this false sense of superiority over.. playing a harder version of a casual kid's game. Yikes, you're probably not really fun at parties, are you?

    Welcome to the Salty Spitoon, how tough are ya? I play Minecraft. Yeah, so? I play hard mode. S-sorry, right this way sir!


    Quote from C1ff»




    This is not a rebuttal. This reviewer (I think this one is Axel?) has given an example of how your suggestion has the effect of making stronger players far stronger and weaker players far weaker, making it impossible to recover from a mistake. You are also expecting that a newer player find a creative way to beat a "diamond gear opponent", despite the fact that they know little about the game mechanics and have yet to learn them.


    That was me, but yeah, there's essentially no way a respawning character can stand a chance against a diamond-geared character if the diamond player not only gets the defeated player's items, but their HEALTH as well. All you can do is run as fast as you can and hope they lose track of you, then spend hours on gearing up again (with less health) and hours later, when you might have diamond gear now, find them and hope you can defeat them, but again, you have less health than them, and they with extra health (so if you're three hearts down, you're actually SIX hearts down compared to them), so at BEST you have a major disadvantage anyway.


    PvP is cruel enough with item drop, so we don't need this idea on TOP of this as well. One or the other, maybe, but not both.. but with the soul hearts idea, there NEEDS to be a better way to regain hearts besides relying on the Wither. That's ridiculously impractical.

    Posted in: Suggestions
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    posted a message on Hollow State


    If a Player is going to be slaughtered over and over bcause they didn't thought of any creative solution to beat the diamond gear opponent, i guess they deserve it.



    But that set of thinking is what created filthy casuals like the game journalist who plays cuphead and can't even beat the tutorial level. I say make Minecraft great again by filtering those who really want to be deeply connected to the game and the toxic children from the game. Look at games like Dark Souls where many considers masterpiece yet its punishingly hard but people love it.

    casuals getting angry for being punished for doing somethig wrong in the game. Winning is good but giving everyone the throphy is just objectively bad.

    I differ to that. It's the reason why i purely enjoy Minecraft Is Too Easy mod. In fact, that mod isn't even hard, just tedious due to slow progression instead of complex mechanic.

    What's with the elitism? "Filthy casual"? If you want your extra challenge then stick to your difficulty mods, thanks. There's nothing wrong with casual gamers. Minecraft IS a casual game. We don't need this kind of toxicity here, I can say with almost 100% certainty your suggestion will not be implemented, so you don't need to go down acting like a tough guy.

    Posted in: Suggestions
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    posted a message on Enough with Mob Loot Boxes

    I haven't quite caught up with shells and tridents yet, so I'll mainly comment on the skull.

    While the idea of a guaranteed drop sounds nice on paper, this also adds in two items per final craft, and I usually don't like the idea of crafting materials with only one use. I'd rather go with one material, which isn't a 100% drop.. say, the Wither Skeleton might have a 1/5 chance to drop a Wither Bone, and 5 Wither Bones can craft a Wither Skull. That doesn't quite translate to the original 1/40 drop, but I always thought it was unusually low, especially when needing three, per attempt at the Wither. Then the Wither Bone could have some other uses, like making dark gray dye perhaps, maybe able to tame a new hell hound mob in the Nether, Wither Bone Block, maybe some kind of reverse bone meal that converts patches of grass into plain dirt, maybe as a potion ingredient too, etc..

    With a 1/40 drop, on average you SHOULD have the drop by the 40th kill, but I think you'll usually have it before then, though it can take more as well. Requiring 40 kills per skull can potentially add to the grind, as with chance-based drops, it's possible the first kill could be a successful drop. You could get 3 skulls dropped after 25 kills, but with this system you'd HAVE to kill 120. If it's a guaranteed drop, I'd like to see the requirement lowered. Truthfully I've never summoned the Wither legitimately, but killing 120 rare mobs per boss attempt just doesn't sound fun to me, honestly.. and the reward of a beacon doesn't feel worth all that effort.

    Posted in: Suggestions
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    posted a message on Hollow State

    This works in Hollow Knight because it's a single player game. It's usually not too much of a problem getting back to where you died.

    However in Minecraft this would be highly problematic, especially on multiplayer servers. There's already the punishment of dropping your items, so there's not a need for another penalty. Plus this would give too much power to players decked out in diamond gear already, so how's someone who respawns with nothing on them supposed to take their heart back? You could get slaughtered over and over, left with 3 hearts as they reach 15.. five times the health without even considering defense.

    I wouldn't mind this as much IF it was an alternative to the item drop penalty, and if MC was single player only. But I wouldn't like both at once, and MC is multiplayer, so I think this would only harm the game.

    Also those who kill themselves early on to reset hunger are likely new to the game and still figuring things out, so we don't need to punish them for that. It's not too hard to come across food, unless you don't know how to get food.

    Posted in: Suggestions
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    posted a message on My latest frustrations with Minecraft
    Quote from DuhDerp»

    That's literally no different than before the introduction of the phantoms, some of the most common tips about early game Minecraft include finding sheep quickly to get wool. The only difference is that the hostile threat now comes from the sky and cannot be as easily ignored. Thus, some players hate it. It's the same sort of foolish tantrum that the playerbase threw when 1.9 first dropped...when some of us still spamclicked and stopped being able to do damage.



    Stepping away from the specifics of the complaint for a moment, one of the major concepts that ruins video games (in my opinion) is the ability to reset things. You're going along doing your own thing and then--BAM!--something you didn't expect suddenly wrecks your face enough that you either run away or die (probably rather quickly, too). You then respawn to a point before that surprise happens, probably with all the stuff you wasted trying to salvage the situation initially, and you probably change eq to better manage what happened...and then, when you're finally ready, you creep closer and closer until you deliberately trigger the "surprise" again. Yes, yes, yes...I know it's a game and games should not only be fun but should also not feel like significant amounts of work, but there really should be some consequences for "try, try again" tactics and there just aren't any.


    Specifically for Minecraft beds, the game was reaching a point where a lot of the playerbase was effectively able to treat general natural mob spawning as if it were a mob grinder (a structure carefully designed to avoid all or at least almost all risk). While Mojang did compromise and shackle phantoms to the bed so that players could completely avoid them (the same as all other hostile mobs), now you can't just completely ignore that aspect of the game because it's just so easy for you. Sucks if you find it challenging, but majority rules, right?




    If you can simply sleep to prevent them, then what's the point of having them? They effectively punish the player for NOT sleeping. Of course, wool was often sought for to skip nights, but sometimes sheep are rare, and when you don't own a bed and others do, you can quickly relog to skip the night. That's what happened to me, I was exploring without a bed and relogged when my friend was sleeping, and eventually phantoms appeared and killed me. The game has gone how many years where not sleeping isn't a punishment? So why is it a punishment now? Phantoms should just be another creature you find in the End. It needs more mobs anyway. There'd be more use for them there than pointlessly punishing those who can't find wool. Having to endure or wait out the night is "punishment" enough for not tracking down any sheep. No reason to have phantoms kill you for it as well.

    As I stated in my post, I was not risking anything as I was simply rowing back to spawn, on the way back. I wasn't dipping down to explore ruins or a temple or anything, I was simply rowing my boat and suddenly a drowned appeared from below and knocked me out. There was a huge group of them, one with a trident, who ended up killing me. Same with phantoms, you could boat safely, but now there's this punishment for no good reason. I was not engaging in some difficult task, not fighting a boss, not raiding a temple, I was simply boating and get killed for it. It's not fair.

    EDIT: To clarify, I don't "find it challenging." It is an anti-fun feature that pointlessly ruins enjoyment, just because.


    Quote from ScotsMiser»
    ike you ran into a number of the predicted issues (with 1.13 by the sound of it):

    MobB largely forces one to stay under cover [MobB does not spawn if the player is under any light blocking block (leaves included) or below sea level.], except when the day is bright enough for them to have finished burning, until able to procure a bed...

    ...and then to play with one eye on the clock.

    Trident weilding drowned are quite rare as evidenced by the efforts of players to find duch when wishing to secure a trident. [Which is cold comfort to an early game player who does encounter one.] Without good armor and some movemnt enchantments (ie Depth Strider) they have a strong advantage over the player unless one can get out of the water [Drowned movement advantage vanishes on land] thus making staying away from oceans – and large rivers [f3 being needed to tell river from 'pond'] – until well enough equiped to handle them.

    While answers to the "WHY?" questions are speculative, there are two major themes:

    ☣ first that this increases the adventerousness of play (which is fine for those who want more FRPG-style adventuring in their MC; for those who don't, rather not so much)

    ☣ second there is MS/Mj's apparent attitude toward farms. automation, and large scale trading:

    [from a post now memory-holed]

    To what extent each of these (or some of the other less commonly suggested reasons) is responsible for the direction in which MC appear to be being driven can not be unchallengeably determined…




    Well, I don't think anti-grinder mechanics should interfere with those who don't use grinders. Though I thought they said they don't mind grinders as long as they're not too easy to design. Personally I've never used any grinder besides cobble generators for sky block.

    Posted in: Discussion
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    posted a message on My latest frustrations with Minecraft

    My friend decided to give the 1 week trial of Realms a try so I thought it'd be fun to play on our own server together, since it's been awhile since I played a real Minecraft playthrough.


    There's a lot of new stuff I haven't experienced yet like the underwater update so I decided to give some of that content a try. Found an early ship wreck and got some things, cool. Swam a distance from spawn and found an underwater ruins, got rid of the Drowned, went down and looted some chests. Found a map and made my way over to the X which took a good half hour or so before some Phantoms came and killed me. I tried with all I could with my stone sword, but it didn't do ANYTHING to them. And when you're in the ocean, you're just not fast enough to reliably dodge them. So I get killed since going too long without sleep is "overpowered" somehow apparently.


    I remembered my coords and we head back, he finds the chest and it's loaded with emeralds, diamonds, gold, iron, and a heart of the sea. I take the stuff and head back, happy to get something out of this frustrating death.. but then a bunch of drowned spawn later on, one with a trident, and murders me. Knocked me out of my boat, and couldn't out swim it. Even tried to use other drowned as shields to block some hits, but it wasn't enough. Literally no chance at all, it just kills me. Tried to go back to get my items again, but it takes too long searching in the middle of the ocean. Finally found my boat with items no where to be seen.


    Just why? Why. Why is there a need to punish players for not sleeping? How is any new player supposed to figure that out? How are new players supposed to deal with drowned with tridents? I was literally just passing by. I wasn't stopping to check out ruins or anything, just rowing by to get back to spawn and I get killed for it, and lose my items permanently. I can get it if they're inside temples or whatever, but I was just PASSING BY. This is so frustrating. I have NEVER been this frustrated before when playing Minecraft, and I've played it for years. It makes me not want to play.


    I just don't get it. Why are these punishments necessary? Why is it risky to swim around? Why is it risky to not find wool so you can sleep? This adds nothing but frustration for no reason and only makes the game worse. This is the most unfun experience of Minecraft I've had BY FAR.

    Posted in: Discussion
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    posted a message on My thoughts on 1.13's new Default Resource Pack, and Minecraft's evolution in general.

    I don't think it's fair to label all those who don't like the change as being "grumpy old men" when some of the new textures do have some issues with them. We shouldn't fear any change, but change isn't always an improvement.


    The new cobblestone is probably the biggest offender. As someone else said elsewhere, it's very "bulbous." And as many have said, blurry. This is a problem with over-detailing a small sprite blown up to wrap around a larger cube, it may look fine as a 16x16 texture but when enlarged, it becomes a pixelated mess. The pixels simply become too large to create the illusion of smooth lines. That, and the fact the building blocks are literally cubes with harsh 90 degree angles, any attempt to create a rounded appearance instantly shatters away. I really like the current cobble texture, as it actually looks like sharp, cracked stone that keeps a flat enough appearance to not give a jarring false illusion.


    I really like the new emerald block. Maybe it'll actually be used in builds now? Diamond's also pretty, though I think it could use a little more tweaking along the edges. The main issue with these new blocks is the highlights are fixed and may conflict with each other. Quartz has improved too. But I think new Obsidian looks a little too similar to coal, and with it being one of the more iconic blocks I think a touch up to the original may be more in order than a completely new texture. I think the same should be done with most of the blocks too, as generally most blocks have a good design to them, with just a few that could use some reshading, like the lighter wood planks.


    Anything too drastic and of course you're going to upset people. People passionately love this game and a change as big as this can completely alter the feeling of Minecraft. Retextures aren't new to the game but so far they've mostly been subtle changes, usually taking the original texture and editing it here and there. Nostalgia is a very strong feeling so it's not fair to attack someone who has grown up playing this game like that. Edits and tweaks to existing textures sounds like a reasonable compromise to me. Don't remove and replace the feeling of Minecraft, but enhance it rather.


    As for the combat change, it might've been an improvement for PvP, but I've found it quite an awful alteration for the PvE experience. I've died a few times now due to a large swarm of enemies (zombies, another change I dislike) cornering me but even with a diamond sword, it's not always enough, due to the cool down between strikes. It's just not a fun change for me.

    Posted in: Recent Updates and Snapshots
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    posted a message on Friend locked out of Minecraft
    Quote from urielsalis»

    There are other ways to verify the account, contact them saying so

    He says he's tried support before but they "regurgitated links to the FAQs and how to migrate" without actually offering a solution to his problem, and upon explaining his problem back, they never responded.

    And now he's frustrated and doesn't want to try anymore, sigh. He doesn't want to spend another 30 bucks as he already has and has gone through many hours of trying to sort this problem out with no luck.
    Posted in: Java Edition Support
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    posted a message on Friend locked out of Minecraft
    Quote from urielsalis»

    Send an email to Mojang with your Transaction ID and/or gift code, Mojang account email/http://Minecraft.net email, and any other relevant information, through this form: https://help.mojang.com/customer/portal/emails/new Refer to https://help.mojang.com/customer/portal/articles/359446-when-will-i-hear-back- for wait times on replies


    How to find your Transaction ID: http://help.mojang.com/customer/portal/articles/361380


    He says he's tried the process of finding the Transaction ID but never received the email for it.
    Posted in: Java Edition Support
  • 0

    posted a message on Friend locked out of Minecraft
    Quote from urielsalis»

    TRying to login to migrate or reset his password resets it

    He waited for the lock to expire before trying again, but he can't.
    Posted in: Java Edition Support
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