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    posted a message on Do you thin Jeb may add thirst to the game?
    I don't think it even matters really. An easy to handle mechanic wouldn't make the game worse, only add depth. You could say that the extra depth is unnecessary and it probably is. That's a valid argument.
    Posted in: 1.1 Update Discussion
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    posted a message on Do you thin Jeb may add thirst to the game?
    There isn't a lot of point to it... It could make your food go down faster when you're thirsty, and when you're really dehydrated you can't sprint and the FOV starts to change. It would have some nice dehydration effects.

    Those effects wouldn't be hard to remedy. either find some water source blocks, or drink a bottle or two. Drinking would only restore so much, while submerging yourself would restore gradually like health regen.
    Posted in: 1.1 Update Discussion
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    posted a message on More Challenging Mob AI Suggestions(Worth reading)
    But if we just keep them stupid, we'll forever be safe behind the lightest of defenses. Mojang should be tailoring the AI to fit the game, not some stereotype of zombies. There are games that have smart zombies (left 4 dead). Those things can climb over things twice their height! Zombies also like to aggro and so far that happens only rarely around villages and even then they get stopped by the lightest defense/wall.

    So far I see building and survival as separate mechanics. Shouldn't minecraft be combining the mechanics into a fleshed out experience? Building should have an effect on survival, and survival should have an equal effect on building. So far only the first part of this is true, and it's causing a lot of the exploits that the hard mode players are complaining about.

    We shouldn't be taking exploits for granted and the game shouldn't have exploits that are natural sideeffects of everyday gameplay. My point is that the AI will never be challenging if the player has 2000 blocks of impassable objects at his disposal. With this regard it should be a high priority to create AI that is capable of dealing with the natural features in the game.

    I'll end this point with an example.

    Would a shooter game be exciting if the enemies just got stuck behind the first obstacle they came across or just flatout couldn't find the player at all? What if you had to physically get close enough to the enemy for it to attack you and there was no reason to get that close and nothing else(not even firing at it) would make it go after you. That's what Minecraft enemies are like. They can't properly adapt to their suroundings and so they can't reliably engage the player on their own.
    Posted in: Suggestions
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    posted a message on More Challenging Mob AI Suggestions(Worth reading)
    There are two main issues I want to cover in this post. The first is how easy hostile mobs are blocked by obstacles and 2 how broken the bed mechanic is. Both are very related to my overall suggestion about AI mechanics. I propose that zombies break down dirt, and use it as a platform to get over obstacles if it's pathfinding cannot get to you / villagers.

    This mechanic can be used in conjunction with other hostile mobs as well. I would like to see zombies gathering material to assist other mobs to get over the wall in order to create a quicker breach. I can imagine that a hierarchy of mobs could be established.

    A creeper will do more damage than a zombie, so the zombie will allow the creeper to go over the breach first. Mob ganging should also be established. What I mean is that mobs should have the ability of luring other hostile mobs to them for a joint assault. This should increase mob to player interactions to some degree.

    Breach Mechanics

    Pathfinding can be used to find dirt/grass blocks. It can also determine how many blocks will be needed to get over an obstacle. Zombies will break dirt in two ways. The first is hitting it and the second is kicking it. That way it doesn't matter if the block is reachable by the zombie's arm or not.

    Acquiring a block would take some time for balance reasons. Placing a block would have similar restrictions. A zombie will only break a dirt block if there isn't a torch, minecart track, button, pressure plate, anything that people might not want destroyed by a zombie on it. Zombies could even spawn with blocks on them.

    If it was done this way, then we would be forced to build smarter defense walls. People would actually have to tackle a problem creatively instead of derp, derp, stone wall around a bed. I want to build an anti mob defense as a necessity instead of an option. Survival shouldn't just be a single block tower.

    This leads to my next change. Beds are just ridiculous. Beds were proper when they had to be walled in, but now they are just cheap. I almost want to call the current bed system as cheating. It seems like a complete disregard to the survival aspect of the game. Beds should only work if walled in, and there is not a spawnable area within x number of blocks from your bed that isn't separated by iron doors. And if a mob can't spawn where your bed is at, it will wake you up and spawn where it can spawn. (You know, because you can't sleep because mobs are nearby- the mob alerted to you woke you up.)

    If your bed is on a pillar a skeleton will spawn on the ground below it and wake you up.

    If we did it this way a lot of the exploits for beds would be fixed and we would be encouraged to find more secure areas for our beds. The bottomline is, the middle of a plains biome with no walls at all is and should not be a secure place to use a bed. I don't know who thought it was a good idea, but it has to change. It has to go back to the old spawning algorithm, but I want them to go one step further and make it more robust and take advantage of the new door breaking algorithm. I was considering including the block placing algorithm as well, but it wouldn't make much sense if they got to you and the blocks weren't there. (walled in areas would spawn spiders instead)

    We need to start building smarter... Mojang needs to encourage us to start playing creatively and purposefully. It needs to be more than senseless building.
    Posted in: Suggestions
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    posted a message on Some People Play Differently Than You
    This should be in the normal Discussion board and not here, but whatever.



    People who have that opinion often have a point. Some ideas are just too different to work well in Minecraft. It really depends on how specific it is. Usually game mechanics get this argument more than other suggestions.

    You have to understand that people want to play Minecraft roughly the way it currently plays. They don't feel comfortable if your idea changes a lot of how the game works/feels. Your idea may be how you want to play Minecraft, but it's not how they want to play Minecraft, and within reason you should respect that. That doesn't mean they always have a valid argument.
    Posted in: 1.1 Update Discussion
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    posted a message on Fix SMP, please
    SMP is in DIRE need of attention.

    It's been ignored since Notch made it. Notch only gave it enough attention to make it playable. I think his attempt at SMP was lazy. He made little attempt at all to improve it beyond allowing us to save servers to a list and adding a working playerlist. That shouldn't even be counted as an achievement, because every good game should have that.

    Minecraft SMP is very insecure. You just can't properly manage a large server in vanilla. It's almost like SMP is supposed to be 10 players maximum and only consist of your most trusted friends. Don't even bother having a public creative mode server without a whitelist, they have done nothing to give us options.

    It is unacceptable. It really is. Creative mode cannot be restricted at all in vanilla. You can't restrict anything from OPs, there is nothing in place to expand groups or for advanced users. There are no anti-grief measures and no options apart from whitelist/no whitelist. If there was ever a game feature that defined "No Support" Minecraft SMP would be that feature.

    I didn't even mention the bugs yet. Boats meander through blocks at random, the game can spawn you in the ground, portals are buggy, chunk loading can overload the server (chunk leaks), there's no action prioritizing (immediate actions like placing a block/getting in a minecart are delayed because of chunks loading/updating in the background), enchanted items don't glow when viewed by other players, chest lids stay glitched open more often then they close properly. That's just a small amount that I can recall.

    The code is horribly inefficient and outdated. It needs to be fixed.
    Posted in: 1.1 Update Discussion
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    posted a message on No backward compatibility!!!
    Quote from deadscion


    Jeb said he was working on a mod API sheduled to be out in March. What has he done? a new jungle biome and a new world save config. No word on the API, no word on any type of work towards backward compatibility, just a continue of Notch's programming habits.
    A converter was made to convert the old world format, which will have bugs and will break some of the older worlds.

    Any stable API must contain an instruction set for at least most of the older content with any new content or improvements added on WITHOUT CHANGING any current content.

    Work arounds? deal with it? why blunder through programming like this and expect the user to adjust?

    This is supposed to be a full version of a gaming program. A full version has a stable API for modding and a stable world/map save system all of which is backward compatible with older versions.

    Until this happens Minecraft is still BETA, Minecraft is NOT a game, Minecraft is just an experiment at the expense and frustration of the the USER.


    It is still in Beta. The only reason why it termed full release is because Notch set the date in stone regardless of how much polish still needed to be done on the game. It is not uncommon for games to have to release a buggy final product due to stringent deadlines. It is usually those games that get bad reviews due to broken/bad mechanics. Most of the time the developers just didn't have enough time/money to finish it. After the game is released there is little they can do to patch the game if it's a console setting.

    Minecraft has that flexibility. The developers can update the game as often as they want. Notch was a little too optimistic when he set the date, but he had little choice in the matter. He had to schedule MineCon at some point. Because of these circumstances Full Release did not equal a finished product.

    You seem to be confusing a game's full release and the game's final version. There is really nothing that says a game cannot add new features to their game after it is fully released. Most games don't release their beta to the public and so any additional features are added after they fully release.

    Also you complain about the converter being buggy when the converter hasn't officially released yet. You should heed the warnings given to you about the snapshots. The bugs that come along with the converter will be ironed out eventually. There is no way he can absolutely be sure that the converter will be stable 100% of the time. There are a LOT of variables to consider. The new format was needed for Minecraft to evolve and 16 x 16 x 16 was the better way to manage chunks.

    The next thing you mentioned is the API. Games aren't required to give the users a platform to create content. It is a feature like any other feature. Not every game needs to have multiplayer to be considered feature complete, but that doesn't mean multiplayer wouldn't add content if it were added. Some games require that you script everything from scratch.

    Furthermore if you did your research Jeb said that Anvil was made as a component for the API. The modding API will be based around this new format. You should also realize that Jeb is working with people from bukkit, and I think Forge to make the API. Lastly the new Anvil format increases block Ids to 4096. That's really not important to modders or the game in general at all. People should just settle with the old restricted 256 block IDs that Notch had originally. I think you need to get your facts straight.
    Posted in: 1.1 Update Discussion
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    posted a message on Bull****
    You most likely spawned in the ground and there was lava where it pushed you out of the ground. It happens.
    Posted in: Discussion
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    posted a message on Some villagers should have tamed wolves
    Some villagers should spawn with their own tamed wolf. If that villager gets attacked the wolf could defend the villager.

    This idea could go even further by giving wolves the ability to defend any villager nearby. This will allow wolves from different NPC owners to band together against a threat. Once the threat is eliminated they will go back to their owner.

    I think group based AI has potential. What do you think (about the AI and the suggestion in general)?
    Posted in: Suggestions
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    posted a message on BLOTCHES: Do you like them? (Explicit)
    It's stupid. The clay doesn't even form naturally. It forms in grid like patterns across the floor, and it's always at a certain level. I've hated it ever since they included it.
    Posted in: 1.1 Update Discussion
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