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    posted a message on Armor is TOO STRONG?
    I guess its not so hard to believe how the vote is going.

    The forum is just a bunch of 13 yearold kids anyway that don't have the gaming background to understand why we want survival to be harder.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Could I make it without Enchantments?
    You can get by without enchantments easily.

    But why wouldn't you want to, when you can actually spend your experience points on useful items?

    Tired of Creepers blowing up in your face? Enchant a Knockback sword and sigh relief.

    Gathering cobblestone for your epic fort taking too long? Enchant your pickaxe to do it quicker.

    Tired of stopping to cook your porkchops while you're adventuring? Enchant a flame sword and eat on the move.
    Posted in: 1.0 Update Discussion
  • 2

    posted a message on Armor is TOO STRONG?
    I liked the old system much better too.

    Where durability directly reflected the level of protection.

    Before, All armor gave you 100% defence at 100% durability.

    And slowly degraded protection % directly as it took damage for each piece.

    Leather armor was useful for stopping a couple creepers before it was gone, but at least it stopped 100% of that first attack against you.

    Iron armor felt just about right, and wasn't as strong as diamond for its duration.

    Diamond was and always will be the best, but now its like having Godmode on because it takes forever to damage it, and it keeps 100% armor protection even when its at 1% durability left.

    The old system just made more sense to me, and it made PVP more interesting.

    I'm not sure about changing how repairs are done though, repairing a 8 ore-piece armored suit by just slapping on 1 ore could be the answer if its incremental, but I think the current repair system works out well.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on GIANT MUSHROOMS = Too easy?
    Reading is fun isn't it Quazi?
    you should try it sometime.

    Also important is the fact that Mushrooms "no longer grow on their own".

    The only way to create them after you've cleared out the swamps or rare cave spots that have them, is to plant the giant mushrooms with bonemeal.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on GIANT MUSHROOMS = Too easy?
    It does remove the old way, because mushrooms don't spread like they used to anymore.

    Since the update with the giant mushrooms, they won't grow if another mushroom is next to it, pretty much removing the entire aspect of building and maintaining a mushroom farm pointless.

    What makes me sad, is that pre 1.8, mushroom farming was an interesting, balanced and legitimate way of making food out of mushrooms, and it added the possibility of being able to use many other means to do it as well.

    An example such as using Pistons and redstone to creatively built a mushroom collector, that took a little know-how and skill to create, is now useless. And it dumbs down the game IMO.

    Ok then, since being creative and crafting isn't your thing lets base how balanced it is from just Bonemeal production.

    You need 1 bone (3 bonemeal) to get 3 pieces of wheat to make 1 Loaf of bread.
    That 1 loaf of bread fills 2 hunger slots.

    1 BONE gives 3 bonemeal, and with G-shrooms giving an average of 10-20 mushrooms per.
    For the same ammount of bonemeal you get 15-30 bowls of mushroom soup.
    1 Bowl of soup fills 4 hunger slots.

    1. Using 10 bones for wheat production gives you 10 loafs of bread worth 20 hunger slot fills.
    2. Using 10 bones for mushroom production gives you 450 mushrooms (15 average per Gshroom) divided by 2 and you get 225 bowls of soup worth 900 hunger slot refils.

    Wooden bowls don't even factor into it because they're re-usable.

    The only issue that seems to give you guys pause, is that soup doesn't stack.

    Also a very minimal issue, because the mushrooms themselves do stack, so you need a minimum of 3 inventory slots to fill 32 bowls of soup.

    OK, now lets factor in breeding animals.

    Since animals are persistent now, just running around killing everything and collecting their meat is only a short term solution for food.

    You still need to maintain a decent sized farm and use wheat to breed animals.

    Its still only at a rate of 1 bonemeal for each piece of meat, that you still have to use wood/coal, or charcoal to cook before you can use it.

    That good enough for you?
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on GIANT MUSHROOMS = Too easy?
    The poll I guess is somewhat biased, because its my opinion that its a real genuine unbalanced aspect of the game that could do well with some adjusting.

    And not completely because of the ease it creates gathering food.

    And it appears that alot of ppl agree with me.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on GIANT MUSHROOMS = Too easy?
    mhhmm.. :dry.gif:
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Is rotten flesh going to have a use other than eating?
    Could use it in a meatbomb potion or something.

    See a creeper, throw meatbomb on creeper and 2 zombies show up to eat the creeper :biggrin.gif:
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on GIANT MUSHROOMS = Too easy?
    All that I would like to see is making mushrooms work like they used to in 1.7.

    Back then, they spread at a reasonably balanced rate so making a real crop farm like you do with wheat was a possibility.

    With the introduction of the giant mushroom, there were 2 frustrations.

    1. Couldn't collect the 3 new nice colored blocks for decoration.

    2. The big mushrooms dropped raw materials that could be instantly used for food, instead of something balanced that you could plant and would take a little time to grow, like a spore.
    Posted in: 1.0 Update Discussion
  • 1

    posted a message on SMP and SSP Mob & Animal glitching.
    Mobs clip and push through floors and fences, and can even shove you around while they do it.

    It just seems so buggy to watch a creeper bounce up from under your feet through the floor and shove you around.

    Or Cows and other animals shoving each other through fence blocks and even appear as though they're climbing over the top of them.

    There are also times when a mob completely disappears right in front of your eyes, but still will attack you and land hits while it is invisible.

    Slimes seem to behave the worst, because they can do it from as many as 10 blocks above/below you.

    The problem has been around since 1.6 as far as I can recall, but I've never heard if it was addressed in the Bugs list.

    Is it a bug with how mobs try to jump over any block that gets in their way or whats going on?
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Abandoned Mineshafts?
    I almost think they're too common.

    Every map I play I seem to bump into 1 or 2 of them connected fairly quickly, that and ravines are everywhere.

    Abandoned mineshafts are usually pretty deep and I usually skip the iron hoarding, and go straight for diamond after getting enough iron for 3 picks or so.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on GIANT MUSHROOMS = Too easy?
    Has anyone tried collecting Mushroom blocks with "silk toutch" ?

    I havn't gotten that high lvl tools yet to see how they place.
    Posted in: 1.0 Update Discussion
  • 1

    posted a message on 1.0.1????
    Don't be fooled, 1.0 is still beta as far as content and completion, there is still alot to come.

    The whole "official release" is only because of their preset deadline.

    1.0 is only the beginning.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on GIANT MUSHROOMS = Too easy?
    How about this..

    Complex fix(but epic)

    1 mushroom + bonemeal = Giant Mushroom (same as is)

    GIANT MUSHROOM = 2 types of building blocks can be gathered (CAP/stem), no small mushrooms drop from gathering Mush blocks.

    GIANT MUSHROOM + 1 or 2 weeks of MC days pass, Visible Spores drop from under the mushroom for a few hours, then random # (max of 5?) of small mushrooms spawn underneath any Grown GIANT MUSHROOM during next night cycle.

    After the GIANT MUSHROOM drops spores, it will never again spawn mushrooms, you must grow a new one to get a fresh spawn of crops.

    Maybe a bit too complex to ever hope to have happen, but it would be pretty epic to add this kind of detail.

    (simple fix)

    Giant Mushrooms only allow the gathering of mushblocks, nothing else.



    Either one will fix the balance, just one is fancier than the other.

    And both make building an underground Mushroom farm viable again.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on WHERE ARE MY LANTERNS
    Lanterns could still be a good idea, if they stayed lit while you carried it.

    If only notch would get it out of his head that he can't/won't do moving dynamic lights in the game.

    Its kinda sad actually when a guy in the mod section already made a working dynamic lighting mod that includes dynamic lights for carried torches, burning zombies, dropped torches and it wasn't a massive performance hit on FPS.
    Posted in: 1.0 Update Discussion
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