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    posted a message on Farmable Everything
    Quote from VileAssassin

    -snip-


    Another thought: Disabling rare drops on hard mode?

    I like this idea. Hard = no rare drops. Normal = half chance (1/50 to 1/100), and Easy is the current probability. (1/25-ish)
    Posted in: 1.1 Update Discussion
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    posted a message on Farmable Everything
    Quote from Acteon
    I miss the days when:

    "Oh hey something changed... lets see how I can incorporate this new [thing] into my existing plans and adapt from there."

    Instead we have:

    "How dare this not appease my entitled sense of what this game should be?! Sandbox? More like casual-box.
    [thing] is overpowered! [other_thing] is pointless! Buzz word! Buzz word! Bend to my will because I demand it!"

    *huff, puff, rage*

    I can agree to that.

    The mobs dropping usable items does provide a different means of playing. A challenge to "never go underground" and similar challenges more reasonable to preform.

    Quote from Aurora-
    The drop rates are low enough to trivialize any mob hunting for the sole purpose of collecting the rare drops. Simply farming them by mining is tremendously more efficient. It's just a little something extra you get if you're lucky. Big deal? Nah. It's a nice detail in my opinion.


    Been noticing that the drop rates are a reasonable amount. A person can easily gain more materials by mining than hunting mobs any night.

    I'd just feel more comfortable with the idea that the drop items are damaged as well as the mobs benefit from the armor they drop. That's my only beef on the matter.
    Posted in: 1.1 Update Discussion
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    posted a message on We need to solve this "Iron issue"
    Yeah, iron armor should be nerfed a bit... probably armor in general. It's amount of protection provided by the current durability of the armor, not just a simple flat-rate till it's broken.

    As for armor being more common thanks to mob drops... simply reduced the chance of mob rare drops to 1/100 chance, and even then make the drop damaged to a random value.


    Quote from Sting_Auer

    The point is that the tools and armor are overpowered because of how common it is. Also, a majority of points that people bring up for it are building projects. Creative is for building projects, not survival mode. If you want to make stuff in survival mode, then you have to face the fact that balancing survival mode for survival needs to come first.

    That's a ridiculous notion. :|
    Posted in: Suggestions
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    posted a message on Video of zombies breaking down my door
    Quote from infamouscow

    People think it can't break down iron doors. they're wrong.
    I guess its time to make some obsidian doors.

    It's an overlooked bug. Jeb plan to fix it by next snapshot.
    http://twitter.com/#!/jeb_/status/167613914870329345
    Posted in: 1.1 Update Discussion
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    posted a message on We need to solve this "Iron issue"
    Quote from Sting_Auer

    We're talking about balancing SURVIVAL MODE.


    Survival mode is for surviving, not building. If you want to build, use creative.

    Umm... I survive in order to build.

    Building structures while having to be aware of the environment and all it's dangers is why I enjoy Minecraft so much.
    Posted in: Suggestions
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    posted a message on Farmable Everything
    Quote from Equeon

    Two players make a sever together. They're both at the same level of playing when they start out.
    First Night:

    Player 1: Whoa, where'd you get that iron sword?!
    Player 2: Oh, I just punched this zombie into a corner until it died.
    Player 1: Oh, ok. We should probably make a mine or look for a cave to-
    [Player 2 uses the newly-found iron sword to kill all the mobs around their shelter, gaining another iron sword, a pair of iron boots, and a pickaxe in the process)

    Player 2 is now at a serious advantage over Player 1, without ever having to explore a cave or make a mine.
    In fact, all ores should just drop from regular mobs: no need to make them harder or anything.

    Yeah... this could shift any balance in a server. :\

    That example does show how it can be gamebreaking.
    Posted in: 1.1 Update Discussion
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    posted a message on Farmable Everything
    Quote from ljmushock2011

    Since when the hell is iron armor, tools, and weaponry END GAME stuff??? I always always always have iron the first day... Anyone who doesn't get iron their first day is wasting their time doing something else.

    Anyway, this type of feature appeals to new players or players that like a bit of random luck and rewards. I for one think it's awesome.

    I say keep the feature... If people out there are going to set up mob traps and farm iron, then who really cares... Its the way they want to play the game. If you don't like it then don't exploit it.

    End game items is all determine by preference.

    Personally, I don't see Iron equipment as endgame. Getting to the End and killing the Enderdragon... just little achievements.

    The only End Game I see is when you hit the point to where you want to start over.
    Posted in: 1.1 Update Discussion
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    posted a message on A zombie just smashed my door.
    Quote from MuffinOrama

    That would be so world-destroying that within a minecraft week or two the entire landscape would resemble a hole ridden mess. You need to keep SOME of the building aspect in mind when you design features.

    ^ THIS
    Posted in: 1.1 Update Discussion
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    posted a message on Lever and button/switch on the celing.
    Agree with this.

    Always wanted the ability to do this, as well as provide a new place to hide buttons to my secret entrances.
    Posted in: Suggestions
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    posted a message on Emergency Nether Escape
    Don't agree with this.

    Exploring the nether and losing my portal provides a great thrill to the game. I enjoy it as much as it annoys me to get lost in the nether, however I love every bit of it in hindsight.
    Posted in: Suggestions
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    posted a message on Farmable Everything
    I don't know about the chainmail drops... personally, would like to see craftable chains. <__<

    As for drops, would like the mobs to wear the drop-able items.
    Posted in: 1.1 Update Discussion
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    posted a message on Farmable Everything
    Quote from GorgeousTaylor

    For anyone interested, I killed 100 zombies.
    The average number of zombies between drops at most stages of my experiment (including the end), was 13.
    So on average, you will receive an iron shovel, sword, helmet or ingot after every thirteenth zombie.

    I probably be more content if it was every 30th zombie. :\
    Just my opinion.
    Posted in: 1.1 Update Discussion
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    posted a message on Farmable Everything

    In this scenario it's still not worth it. Instead of the risk of dying, just hide in a hole at night and start mining; I do this frequently on long trips. A single night of nice safe mining can easily yield 12-15 ingots, more with some luck. They can also be made into whatever is needed, instead of hoping a zombie doesn't just drop a duplicate item.

    Even when farming mobs, what exactly are you going to do with the 20th damn helmet that a zombie drops?

    That's true... working a mine can easily wield more resources than hunting mobs.

    (Shameless plug.)
    As well... added a suggestion in the Suggestion forum about what to do with all the extra items: http://www.minecraftforum.net/topic/1011778-smelting/
    Posted in: 1.1 Update Discussion
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    posted a message on We need to solve this "Iron issue"
    Quote from Locklear308

    Ok,what are your reasons to back your choice? Can you explain?

    Iron is used in a lot of construction. From doors to piston, to rails and decoration, and tools and armor. By far, it is used just as much as wood and sticks.
    Posted in: Suggestions
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    posted a message on Farmable Everything
    From the sound of it... the drop rate seems alright to me. I personally would like to see the dropped items damaged or used.

    Other than that... it seems alright.
    Posted in: 1.1 Update Discussion
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