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    posted a message on Suicide is unbalanced?
    Quote from Flannelboy

    True, but if you cheat; you cheat. Cheating isn't something to be proud of and is generally avoided nut if you do it, you will get ahead.


    True, but, it isn't cheating, technically. You're right, though, I don't think it's an 'honorable' way to get around a problem.

    However, let me make it more interesting. Let's say there are two players in that first example. Both players were hurt equally by that creeper, and are both at 3 hearts and low food. Player 1 goes out at night because they need 1 more piece of wood for something, but he gets shot by an arrow and dies.

    Player 1 - the one who went outside when he shouldn't - is 'rewarded' with a full food bar now, while Player 2 is still in a dire predicament.

    Now, Player 2, observing the result of Player 1's death, could then realize that it is more efficient to die, just by observing how that situation went on -- even if he would have never thought of that to begin with. Player 2 then puts his stuff in a chest and lets the skeleton kill him as well. Tada.

    ^In that situation I wouldn't call Player 2 a cheater. He just observed the result of Player 1's death and realized it's a better idea -- even if he never had it in his mind to 'cheat' to begin with -- the game showed him.
    Posted in: Suggestions
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    posted a message on Suicide is unbalanced?
    I know, weird topic. But, let's go over the goals of "Survival", when you first start out.

    You must:
    1.) Make or find some sort of shelter before night, so you don't get killed by respawning monsters.
    2.) Begin finding enough food or some kind of sustainable food source to ensure your Hearts stay up.
    (Note, #2 was true even before the addition of the food bar - you still needed a source of food to stay alive.)

    In the beginning, it's a race to these two objectives to stay alive. But once these two objectives are complete, this difficulty disappears, and you will only die by making mistakes; like going out when you shouldn't, not looking in all directions for creepers, etc.

    This creates an imbalance in suiciding. Let's say you spend all of the first day building an awesome shelter, instead of just a functional one. You have a trench around it so mobs fall in, dirt walls, roof, a door, and even torches inside. But when you found that coal from a cave, you almost died to a creeper and are left with 3 hearts. But it's OK because your shelter is done. Oops, you forgot about food and you can't go out at night, your hearts are low, and your food is running out.

    At this point, you "should" wait until it's day, and carefully search for food so you don't die, right? But remember, your hearts and food are both low.

    It's 'less of a hassle' to just cheat: throw all your items in a chest and suicide, and respawn with full health and full food. Now you gained full health and full food for free, and have a less stressful time of gathering and building. You no longer have the risk of dying at low health out in the wilderness and losing items while searching for pigs, for example.

    --

    This brings to mind Left 4 Dead co-op. Levels are linked together in a linear fashion, connected by "safe rooms", which are the end of each level and the beginning of each level. There are always 4 medkits in the safe rooms. Your health carries over from the previous levels. However, if you had died on a previous level, you will be alive again in the next level with 50 (half) health. Therefore, if you finish a level with a heart-pounding 1 health (OMG, I LIVED, YES!), it's actually more efficient and smarter to have your teammates teamkill you right at the end, so you spawn in the next level with 50 health and not 1 health.

    --

    I really have no clue how to fix this problem for Minecraft, but I'd like to hear people's thoughts..
    Posted in: Suggestions
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    posted a message on Teleported to middle of nowhere on death - how do I get back?
    I know this isn't a usual Help topic ... but ...

    As usual my original spawnpoint was on a beach in my own 1.0.0 SMP server. Friend and I built a lot of stuff near the shore, just near the original spawn. I had a bed spawnpoint but I guess I moved my bed because I just died, and it said "Bed spawn invalid, was modified or removed" (something like that) and it teleported me -- not to the original spawnpoint -- but into the middle of the ocean. It is literally all ocean in all directions. I used gamemode 1 (something I'd normally never do) to fly up and look for the shoreline -- nope. All ocean. I see new chunks loading in the distance and I fly around in all four cardinal directions. All ocean.

    If I drown myself, I respawn back in the same exact spot in the ocean again. (I can tell by the underwater terrain.)

    If my friend was on, I'd /tp myself to him but he's away for a couple weeks.

    Can I somehow reset my position to the original spawnpoint or something like that? Even though it's my own server, I don't know how to fix a corrupt spawn. :sad.gif:
    Posted in: Legacy Support
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    posted a message on Is rotten flesh going to have a use other than eating?
    I actually didn't know zombie flesh could be fed to wolves.

    However, even aside from that, it isn't useless!! It has two functions for me:

    1.) Let's say your hunger meter is almost full (good) aside from 2 bars, but you almost died to monsters so you are only at 1 or 2 hearts. Eat 1 zombie meat so your food meter gets full (enough), and your hearts start regenerating. Yes, the it automatically makes you 'hungry' and so your food will diminish once again, but those hearts you gained will stay. Keep repeating until full health.
    -- in this situation, it is an emergency health item

    2.) Say you are just starting out a farm and you only have 1 bread, or 1 cooked chicken, etc. But, you are very hungry and are going to start taking damage from hunger soon. Eat all your zombie meat first, 5 or 6 or so. Your food meter should be full, but it will slowly lower because of the zombie meat. No problem, now eat the 1 bread/1 chicken. Full hunger full health.
    -- in this situation, it is a substitute for using other food items, with no penalty
    Posted in: 1.0 Update Discussion
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    posted a message on Bring Back Beaches!
    Quote from EMDude

    I realize the problem which arises for many like you who do like using brick blocks as a building material. Clay, even with the 1.7 patch to the old x=z bug, was somewhat hard to procure in large amounts with the previous terrain generation. Now, of course, it is relatively easy to find reasonable amounts of clay in a given area, especially in swamp biomes. However I did suggest a solution for the relative lack of clay in my topic, which would be to return the old clay generation but simply increase the frequency of the clay deposits or perhaps increase the amount one can find.

    And I do also believe your other point on the size of biomes. It is more realistic to have much larger biomes, but having them smaller as they were before made it more accessible for one to explore and reach a variety of biomes and environment. Nowadays, it seems rather impractical to spend time searching for all of the biomes, as they are often very, very far off.


    Thank you for making this topic.

    Every single thing (not even joking -- EVERY single thing) you posted about beaches, underwater circles, and clay were all things I wanted to mention in a beaches topic. You've made probably a much better-looking thread than I could and you explain all the problems thoroughly with images.

    I completely agree. Furthermore, to add to the clay suggestion (where clay should spawn on beaches, but more commonly than it was a long time ago when we had beaches), I will add that, yes, clay should spawn only on the sand beaches, however, it should make sure it only spawns at the exact surface level of the water or higher. Mining anything below the surface of the water is buggy in this game and I have a feeling it won't be fixed. So, if you want to test, go in Minecraft now and mine out one of those random circles of clay underwater, and maybe mine out 1 more layer of dirt down underneath that. Now swim up and down in the newly-mined hole. It will try to pull you down underwater, as if it is a waterfall, when it clearly is not a waterfall. (How can a waterfall be underwater?) For this reason I say that clay should only spawn at water level and above.

    I agree with everything OP suggested.

    /signed
    Posted in: Suggestions
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    posted a message on Food going bad and Freezers
    Quote from Leartin

    Maybe it is because I'm not a native speaker, but I think you dont really get my concerns. I want you to understand me, but i I'm wrong, feel free to correct me :wink.gif:
    It's not about the actuel process of food turning into bad food. I think it's easier if I make an example. Let's sey you kill a pig and it drops pork. As soon as the item is created, it needs a timestamp it has to remember, because somehow it the game needs to know how old it is. When you kill another pig the next day, the new pork has another timestamp. So the two porks are not exactly the same and can't be stacked. But let's say there is a workaround to have items in a stack with different timestamps - even then there are problems. If you are hungry and eat the pork - which one is it? The oldest or the newest? Probably the oldest, because thats more favorable for the player - but what if you got more than 64? Of course, the 65. pork it the one on the new stack, so do you have to eat one of the 64-stack to get the oldest, or is it unimportant from which stack you feed? That's even more important when you cook or freeze it, because you would probably want to freeze the oldest (so it can be used later anyway) but cook the newest (cooking doubles the endurence of the pork, so it has more effect on fresh pork).
    I know you just had an idea you wanted to spread, and its a nice one. But I think it would be very hard to sort out the problems I mentioned just now and would have some influences on other mechanics (there are more things than just food that would change over time. After all, if there were a freezer in the game, would it make sense to store snow in a chest next to the furnance?) Is the implemention of food that goes bad really important enough to take all that into account?


    This is also my concern, as he is exactly right. :sad.gif:

    I like the idea of the freezer, but code-wise, the food would have to be non-stackable, because of the problem he explains.

    A similar problem that "has to be this way" is the reason why mushroom stew doesn't stack. It has nothing to do with balancing the item. It is because it MUST create a wooden bowl in the same item slot that the item was originally in. So, if you have 10 mushroom stews STACKED in slot 1 of your tool-belt, and you eat one, where does it place the wooden bowl -- the other 9 stews are still taking up slot 1 of your belt. Should it just add the bowl to a random spot in your inventory? This is a problem, because this would be the ONLY item in the game that checks thru your inventory spot by spot to look for an empty spot to place a new item (the empty wood bowl), after usage. What if you have no room left, is the bowl dropped then? It would be the only item that works this way if the stews were stackable.

    The only reason I give that example is to show why the stew behaves that way, and that an item will probably not be coded with a new feature inconsistent to other items. In the case of food, it is the individual timestamped food items stacking on each other - this would be a big inconsistency. :sad.gif:

    I'm not trying to be a jerk, because I am ALL FOR the idea -- I've also always wanted a fridge in Minecraft, but I've already thought about this problem too. :sad.gif:

    Maybe there is SOME way around it ..
    Posted in: Suggestions
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    posted a message on Item Destruction Glitch
    I also noticed if you Middle-Click a villager, it crashes the game.
    Posted in: 1.0 Update Discussion
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    posted a message on Dear Mojang: The swamps are STILL ugly
    I already signed but I have to add this:

    When I start a new seed, if I'm in a swamp, or see one nearby, or see a swampy water transition nearby, I delete the world and re-seed. I used to love swamps. :sad.gif:

    Can't we add the swampy grass color transition into the existing grass color transitions, and make swamp trees have their own unique trunk & sapling? This would solve the swamp inconsistency problems... (Also, since swamp trees can be generated in 1-unit-deep water, the swamp tree saplings should be allowed to be planted that way.)
    Posted in: Suggestions
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    posted a message on GIANT MUSHROOMS = Too easy?
    Quote from wolfendoom

    I wouldn't want that 1 bone I managed to get and make bone meal out of not work, that would be a massive disappointment. :sad.gif:

    Also, Notch probably didn't make food other than meat need to be cooked because then its a bit pointless and its less fun, but if he was to make mushroom stew require cooking, I'd want him to make the wheat making process slower: 3 wheats are crafts to 1 flour, 1 flour crafts to 1 dough, 1 dough is smelted into bread


    Well naw, I'm not suggesting that bonemeal only work sometimes, for example if you put it on mushrooms, it would guarantee that new mushrooms of the same type would sprout up around the sprinkled one (not instantly though! - over a bit of time). There would be a small chance of making a big shroom though.

    So I think it should still always work! just a slower process.
    Posted in: 1.0 Update Discussion
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    posted a message on GIANT MUSHROOMS = Too easy?
    Quote from wolfendoom

    I made a topic in the suggestions forum about balancing food. If mushroom soup caused temporary weakness when consumed, then you would probably think twice about using it.

    Also, I dislike not being able to build with mushroom blocks as well. Personally, I think we should have access to giving ourselves EXP with creative mode, or have infinite EXP in creative mode.



    Oh good lord please no. I like using bone meal to make mushrooms big. :iapprove: Perhaps they should have 2 stages when grown with bone meal: first use only enlarges the sprite, second use makes it gigantic and made out of multiple blocks.

    Also, I miss mushrooms spreading as well. I wonder why they removed that in favour of manual farming. D:



    I personally feel that mushrooms are not unbalanced - bonemeal is.

    I don't think the effect of bonemeal should be instant. I think it'd be nice if, instead, when bonemeal was placed on a correct 'thing', it makes an 'x' or '+' shaped sprite of white powder covering whatever is there (a sapling, or new wheatgrass, etc). Instead of insta-growing the plant, it would give it a 4x growth rate/chance.

    For the case of mushrooms, bonemeal sprinkled on a mushroom would give it a % chance to repopulate the nearby ground and spread out, producing more mushrooms, with a SMALL chance of yielding a giant mushroom.

    Also, just to make mushroom soup be a little more hard to make, when you make it on the workbench it should be like.. uncooked.. not good to eat. You'd have to heat it in a furnace (using a bit more resources) to cook it.
    Posted in: 1.0 Update Discussion
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    posted a message on Breaking glass and glass panes
    Quote from Zaryan

    Well the fact that they make a shattering sound upon breaking worries me a little. It was cool how glass panes originally could be reused, but they do make a shattering sound, so how could they be reused realistically?


    True!- I do not wish the glass break sound to be changed. But, thing is, all blocks make a *pop*/destroy sound when you hit them with the "killing blow". :smile.gif:

    Quote from Spaceboot1

    Here's a better suggestion: broken glass blocks and panes drop sand blocks. That way you don't lose the resource, you just have to furnace it again.

    As an added bonus, crafting sand into glass panes would technically allow you to create infinite sand. All at the cost of tons of coal, of course.


    I'd be ok with this. It's be a little weird, but I'd be ok with it. I'd either have this, glass shards dropping (which you cook back into glass), or the simplest: dropping the block pickup. Anything that keeps the actual resources there for use.

    --

    Btw, all what I meant about "renewable resource"?

    - All blocks are technically infinite because you can wander in any direction and generate new chunks...With this said, diamond ore is "infinite"

    - However, some resources are *renewable* as in, in a limited area you may have infinite of X resource if you set it up right.
    * For example you can CREATE infinite Cobblestone by setting up lava and water source blocks.
    * You can CREATE infinite Water source blocks by setting them up right.
    * You can CREATE infinite Wood or Tree trunk blocks by planting trees over and over, since saplings are infinite too

    - Dirt and sand, for example, are actually Non-renewable :<
    Posted in: 1.0 Update Discussion
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    posted a message on Breaking glass and glass panes
    Quote from Hyomoto

    Your argument is invalidated by its own bias towards a single instance. If glass produces a drop, then why shouldn't other conditions which can lead to the removal of blocks from the world such as fire, lava and explosions, do the same? Via your proposed logic, Creepers (or at least explosions) should also be nerfed as to prevent blocks from being removed from the world. Whether you believe it or not, your logic also suggests tools should not be breakable as their creation too removes blocks from the world.

    Whether you are willing to admit it or not, your argument is flimsy. You've decided it is inconvenient to make new glass when you break windows, and therefore the blocks should produce a drop. Nothing more. I respect your suggestion as it is your own opinion, I just do not think you've put nearly enough thought into it and how it actually relates to the game and its present mechanics. Glass shards is a reasonable alternative since there is already a precedent for this behavior via glowstone. However, beyond major revisions to a structure (to which this argument doesn't really support either), the only annoyance that can come from this is an uncertainty of where you want to place your glass, a situation quickly remedied by adding it last, once you've decided where it will go.

    Mind you, a suggestion is a suggestion. I reiterate, I just do not think you've put as much thought into your suggestion as you ought.


    Creepers? What?? Whoa!

    Folks, making glass drop a pickup on destruction has no negative side effect; I am not sure why you go so far to try and 'prove me wrong' :smile.gif:

    When you beat something with your hand in the game, it produces a pickup of that block, in it's intact form. I don't see why glass should be different.

    Exceptions to the rule are when you should need a specific tool to remove that object, such as shears for "carefully" removing leaves and pickaxes for mining stone. If you just bash the leaves with your hand or a sword, you destroy it - I get that.

    Going out of the way to program a new tool would be silly, but, I would not disagree with allowing "an existing tool" to be the only way to safely remove glass/windows. (Problem is: there isn't one I can think of that would make sense.)

    As far as I know, glass and windows are the ONLY building material in minecraft that one would use to build a normal structure, that you cannot EVER move. You could, in theory, move an entire castle made of wood and stone, violently tearing up the walls with picks and the wood floors with axes, punching all the paintings and beds and treasure chests, and relocate the entire castle without losing a single resource - except for glass.

    I hope you see the awkward inconsistency here! :smile.gif:
    Posted in: 1.0 Update Discussion
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    posted a message on Breaking glass and glass panes
    Quote from ry4444n

    maybe drop glass shards that we have to cook up into glass again.

    also, sand and dirt can be created, just travel somewhere you haven't been yet- i doubt you've generated 5% of the total space available to you


    That's an idea, and would be similar to mining stone = cobblestone --> cook back into stone. I do think just letting us pick up the block when breaking it would be simpler though.

    And yes, all resources are "infinite" because you can generate new chunks - in this sense, diamond ore is infinite. That's not what I meant though. You can create new wood, and new stone, and new water source blocks from "nothing". There is no way to just create sand normally, in that sense. So it's a bit harsh to make the main items built from sand, glass and glass panes, only delete when broken and be non-pick-up-able.
    Posted in: 1.0 Update Discussion
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    posted a message on Does anyone else not like the new falling and getting hurt sound???
    Quote from BronzeEagle

    I personally hate the new falling sound. But then I suppose it's better if there are females playing cause it would get annoying hearing a deep "OOOUGH" sound everytime they get hurt by falling. Still, Notch could of used something a little less,erm, annoying. Thoughts??


    I'm not exactly sure why, but I also really dislike the new falling hurt sound, along with some of the other combat sounds like the skeleton arrow shooting. Before it was a nice bow-string *twang* ... now when a skeleton is shooting me I hear a lot of loud, abrupt, PHFK CHK CHK PHFK CHK ... really aggravating sounds now.
    Posted in: 1.0 Update Discussion
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    posted a message on Breaking glass and glass panes
    When you break glass blocks, they are deleted from the world instead of producing a pick-up. This is most likely because if you were to imagine someone breaking glass, you would know that they cannot 'pick up' the intact glass afterward.

    Glass panes, however, would produce a pick-up when broken. This was, while "unrealistic", great, because you could re-position windows if you wanted to move them.

    -

    Now, in 1.0, neither Glass blocks or Glass Panes drop a resource when broken. They both just break. Thus, the only way to move placed glass/panes is to delete them from the world. Deleting resources from the world is (I assume) unsettling to a lot of players, especially if the resource is not renewable. (For example, new sand and new dirt cannot just be "created".)

    -

    I understand the glass breaks because, yes, if you pound on glass until it breaks, you aren't going to have an intact piece of glass to pick up.

    Here is my argument.

    If you were to pound on a chunk of ANYTHING until it breaks, you aren't going to be left with an intact block that you can pick up and carry around. Imagine a real "minecraft dirt block". If someone were to bash it until it was gone, you'd have particles left, not something you can pick up.

    So please, with that argument, and especially since sand is not renewable, I believe that glass/glass panes should both drop pick-ups when destroyed, like every other block does.
    Posted in: 1.0 Update Discussion
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