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    posted a message on Netherite Related Items Are In Bastion Chests - This is a Terrible Idea - Related Complaints/Suggestions.
    Quote from worfer27»

    Netherite is only 11% better than diamond for tools, and the difference seems to be similar for armor. It's about as life changing as a protection 1 book on your armor (4% damage protection x 4 armor pieces = >16% reduction), so I'd argue it's really not worth being gated to the incredible activity of strip mining this thread encourages.


    Then netherite gear needs to be buffed and diamond gear nerfed. Making diamond or netherite so abundant you can obtain either of them in a day just completely defeats the purpose of having a precious gem / material to be sought after and treasured.

    Posted in: Recent Updates and Snapshots
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    posted a message on Text Seeds not working in 20w20b?
    Quote from BigAlanM»

    Actually open Amidst with any MC release, type in the text seed and Amidst will tell you the numeric equivalent.


    This is a good idea, thank you.


    Thanks everybody for your input. I hope they fix this.

    Posted in: Recent Updates and Snapshots
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    posted a message on Text Seeds not working in 20w20b?

    Has anyone else found problems with seeds not working in 20w20b?


    I had a seed, not based on numbers but a phrase, which I wanted to use in the final 1.16 update, but it has stopped generating the same world in the new snapshot. In fact, I've found that it now generates a completely different world every time I type it in. I've noticed it also isn't working in 20w20a. Is this intended? Is anyone else having this problem? I'm really bummed out because I had a seed I really loved that I was excited to use in the new 1.16 update.

    Posted in: Recent Updates and Snapshots
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    posted a message on Netherite Related Items Are In Bastion Chests - This is a Terrible Idea - Related Complaints/Suggestions.
    Quote from DapperDinosaur»


    When the only way you can argue is with hyperbole, you've lost.


    :rolleyes: You apparently don't know what hyperbole is. Hyperbole would be if I misrepresented reality with exaggeration. However, I wasn't speaking about the current reality of the situation, I was posing a hypothetical situation to illustrate that you in fact also have a threshold by which you would consider diamonds to be overabundant, and we therefore simply disagree about the appropriate work-reward balance. A point you're still evading by trying to divert the conversation to arguing about the argument.


    The language you have been using in all of your posts suggests that you don't want these changes as just new difficulty OPTIONS, but REQUIRED changes to the game. Exhibits A, B, and C:



    Which is why I added the idea of optional difficulty levels for resource generation, because it became apparent that some people have meltdowns at the suggestion that they not be able to obtain endless supply of diamonds and enchanted gear after only a couple hours of casual gameplay.

    You did not at any point make even the slightest hint that you meant this for a new option until the very last line. It is undeniably phrased like you want these changes to be made unavoidable in the basegame. While it's true that you said it could be an option at some point LATER, you DID NOT mean it that way in the beginning, and that's the part I'm obviously calling you out on.

    Ya got me. I originally argued for it to be standard gameplay. I confess to stating my views. I'm sorry they've ruined your day. Lol. :D

    Considering that you feel perfectly entitled to state your own opinion about how the standard game should work, which effects my gameplay, it is quite bizarre that you've insisted that others cease to state their own views on the basis that it would effect your gameplay, with comments like "Stop trying to advocate for stripping that control away from everyone else because you think the game is too easy." Interesting double standard.


    I never once claimed that the OPTIONS that you want should not be added, so you trying to make it look like I can is just putting words in my mouth and taking me out of context, which is how a weak man argues when he's already lost.


    On the contrary. By responding to my suggestion that we be provided additional difficulty options by saying "JUST DON'T USE THEM." I wouldn't call it a mischaracterization to say you were rejecting, in a rather insistent manner, the idea that we be provided difficulty options.


    That said, I couldn't care less about dissecting interpretations of what either one of us was saying in an attempt to score some pedantic brownie points and pretend to be argument master. If you support the option of higher resource difficulty levels, cool beans. I still think the standard gameplay would benefit enormously from some serious nerfs to resource generation, despite the inevitable meltdown it would elicit from people who want it to remain excessively easy, and I'll continue to debate you on those merits, but I'm happy to accept the endorsement of higher difficulty options for resource generation.

    Posted in: Recent Updates and Snapshots
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    posted a message on Netherite Related Items Are In Bastion Chests - This is a Terrible Idea - Related Complaints/Suggestions.
    Quote from DapperDinosaur»

    You can say what you want, but you really can just not use the elements of the game you disagree with if you really detest them that much, and it shouldn't matter to you what other players do unless you're specifically playing in a server completely dictated by economy.


    By that logic, what do you care if other players are provided a higher difficulty level of the game?



    Frankly, you should get over it. You have complete control over how you play the game.



    Perhaps Mojang can make diamond ore generate at rates as abundant as diorite, andesite and granite combined and you can "get over it" because you're in "complete control over how you play the game"? Oh, I'm sorry, does that sound like it would be too easy to obtain diamond to you? Well I guess that means you and I simply disagree about the appropriate level of work-reward balance and you can't seem to accept the fact that we disagree.



    Stop trying to advocate for stripping that control away from everyone else because you think the game is too easy. The game has been designed so that all playstyles can do (and not do) what they want and have a good experience.



    Unless we want to actually engage in a core element of the game, searching for precious gems and gear via mining and exploring, without instantly and effortlessly accumulating more diamonds and gear than you would ever have any need for in a matter of hours, sure. (Also, the game has been designed to be accessible to children, not to cater to the desired level of challenge of broad range of players.)


    And yes, being a top-tier player in Minecraft means eliminating as much of the repetitive (and skill-less) tedium as possible so you can actually be productive with your time and work on your builds.

    The pursuit of diamonds, and the reward for discovering treasure such as diamond gear, is a core element of the gameplay, but it is diminished by the end of the first day because you can quickly amass a surplus of diamonds in a matter of hours. You clearly want to be able to rush toward endgame as quickly as possible so you can enjoy a Creative mode level of control over the game, with minimal survival challenges. Yet you still insist on having some of that survival pursuit-for-diamond / diamond mining gameplay. Which, again, means we're just arguing about the appropriate level of work-reward balance. You're comfortable with the current level, I and many other are not.

    If you had your way with the game, there would be no incentive to do anything other than hold your Mine button/key for hours moving in a straight line. Not only is that incredibly boring, it doesn't take any skill whatsoever. Mining for diamonds before all of the fortune enchantments and new diamonds sources and whatever else was never hard. It was never challenging. It was just tedious, repetitive, and boring, and literally anyone could do it

    Then why don't we remove mining altogether?

    Oh that's right, because you ALSO value mining as a gameplay element.

    We (again) simply have a disagreement about the appropriate level of work-reward balance.


    SIGH. JUST DON'T USE THEM

    I like how you opened your comment by saying it shouldn't matter to me what other players do, and to stop trying to impose my preferred level of gameplay difficulty onto others, then you end your comment by insisting that other players not receive the voluntary option of higher difficulty levels.


    SIGH. XD

    Posted in: Recent Updates and Snapshots
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    posted a message on Netherite Related Items Are In Bastion Chests - This is a Terrible Idea - Related Complaints/Suggestions.
    Quote from DapperDinosaur»

    What you're saying boils down to "I wish Mojang would get their act together and release real, difficult content with worthwhile rewards".



    Not quite, my main point in this thread is that precious materials like diamonds and netherite need to be treated with a far higher level of scarcity in order to retain their value in long term play. My comments about incentivizing adventure play is more of a related peripheral point.

    I agree with that. It's not realistic to expect it, however. They haven't added any new bosses to the game since the Wither, with only the Dragon before that. The Nether update was their chance to add a Nether Boss (The Wither really doesn't count because it's a summonable and you are supposed to do it in the overworld) and they failed to do so, just like they failed to add a Kraken or anything else as a boss to the Update Aquatic. They're obviously not very keen to add more combat stuff to the game and their imagination tends to be very limited. Out of literally the THOUSANDS of creatures that live in real-world oceans, not to mention the thousands of mythical creatures to pull inspiration from and design a new hostile mob out of, we got... water zombies. Whoooooooo. They honestly should be ashamed that water zombies is the best they could do. Once again, if you want better combat and incentive for exploration, just wait for Hytale.


    Or we could flesh out survival Minecraft more, since that is the topic of this discussion. I'm not terribly interested in knock offs or mods.

    And for your information, I play survival instead of creative because large builds are more impressive when you have to work harder for them, up to a point.


    Exactly as I said, we're merely arguing over the acceptable level of work-reward. So I guess that nullifies your contention that Minecraft is a building game and therefore challenges aren't important. Glad you agree with me.

    I take pride in being a top-tier player by creating a supervillage with all notable enchanted books and gear, and lots of farmers with melon and pumpkin farms to handle the emerald and exp supply. That takes work to set up. It takes skill and knowledge of the villager mechanics to do. That's quite enough.


    By "top-tier player" you of course mean a player who prefers the current easily obtainable abundance of diamond and effortlessly exploitable villager mechanics because you find the current level of "challenge" satisfying. I disagree. I think they all need a serious nerf.


    It may be necessary to implement some sort of standardized resource / loot rate difficulty levels, with the current rates being Easy and a series of difficulties on top of that, for players looking for less of a casually exploitable experience.

    Posted in: Recent Updates and Snapshots
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    posted a message on Netherite Related Items Are In Bastion Chests - This is a Terrible Idea - Related Complaints/Suggestions.
    Quote from DapperDinosaur»

    Why do you want the game to be more tedious to play? If you want challenge, this is not the game you should be playing. This game is about building and mining. If you want to challenge yourself, I'll say it again, enforce your own rules. Don't desire for the game to be made substantially worse for everyone else because you don't like that this game doesn't challenge you. Building a village would be completely pointless if you couldn't get good stuff out of it.


    Hytale is in development and it's a far more combat-driven game with far better mod support and sandbox game-screation elements. You'll probably be jumping ship to that when it launches. I probably will be too.



    Your “don’t ruin the game for me” argument is relative, and goes both ways. By arguing to keep the current absurd overabundance of diamond generation, you’re “ruining” the game for the competent players in here who very quickly accumulate a hoard of diamond ore and gear, which is the reason so many players quickly become bored with a single world. The long term reward disappears after only a day or two accumulating diamonds and gear. Secondly, Minecraft is not merely a “building and creative game”, you yourself in fact value the challenge aspect of the survival mode, otherwise you would be playing in Creative mode and have no opinion about survival mechanics.


    You and I are ultimately arguing about the extent to which we find the work-reward balance appropriate. I and many others would argue that an item called “diamond” should not be so easily obtained that you can accumulate far more than a full 64 stack within a couple hours of play. And in a game which is based on building, where players wind up playing on a single world for years upon years, over a decade sometimes, I would argue that it is important to preserve reward in the long term. You can beat the game in a single day and fly around the End accumulating numerable enchanted armor sets that would supply you for years. I’d argue that’s quite broken, or at the very least catered far too much to players who have little interest in the reward aspects of Survival mode and would be better off sticking to Creative.


    I’d argue that instead of packing End and Bastion chests with an over abundance of enchanted diamond and netherite gear, they should contain new specialty items which can only be obtained in large quantities in those End / Bastion chests. And I’d say that there should be far more “raid” / “boss” events and mobs that offer items you can get almost nowhere else (except as extremely rare “lottery” discoveries), which would incentivize a more prolonged adventure / fighting gameplay. Players would have a reason to venture out, searching for a fight, tracking down and fighting a particular boss or raid, or explore new territory. Diamonds incentivize mining, other new specialty items should incentivize exploring, and others should incentivize raid / boss fights.


    Villager trading is currently immensely overpowered and could receive a tenfold nerf and still be more than worthwhile to build. Though it should be said, creating a big goofy exploity villager trading machine which can supply you with endless emeralds and diamond gear and Mending books isn’t exactly a natural extension of the intended villager mechanic. Nor was AFK fishing, or automatic mob grinders and iron farms which generate unlimited resources. And while I totally support many of these mechanics being kept to facilitate a more industrialized tier of the game, which is super rewarding, I think certain precious items like diamond gear or netherite should be strictly finite and rare, and kept away from being exploited into unlimited supply.


    And I think Mojang needs to figure out an adventure gameplay dynamic, like raids or dragon fights, which can facilitate perpetual rewarding adventure gameplay long past the industrialization tier of the game. And I think making these sort of fighting, exploring, adventuring scenarios the only viable means by which you can obtain some new specialty items and blocks, I think that would be the way to extend rewarding adventure gameplay in perpetuity.

    Posted in: Recent Updates and Snapshots
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    posted a message on Netherite Related Items Are In Bastion Chests - This is a Terrible Idea - Related Complaints/Suggestions.
    Quote from DapperDinosaur»

    I disagree entirely on shulker shells and elytra spawning too frequently. They're non-renewable and it shouldn't take literally hours of flying in black void to get them. There's no skill in it, it's just a giant boring time-sink.


    As for diamonds, you can make a village that gives you all diamond things, the frequency of them in the End really doesn't matter.


    If you think it's too easy to get things from the End, then just don't do it and see how much worse your game experience becomes.


    That’s like saying “If you think the game balance is broke, don’t play it.” Gonna have to disagree with you on that one.


    Diamond gear is way too easy to obtain hoards of, especially considering villager trades which are easy to manipulate in mass. Only a couple hours flying around the End, diamond gear and elytra and shulker shells are virtually limitless in abundance. An argument can be made for shulker shells to be relatively frequent, because they are useful in mass projects. But overly abundant diamond gear serves no rewarding game purpose and greatly devalues diamonds as an item. Especially since individual diamonds then cease to be used to craft armor, weapons, tools, etc. and just sit around. 1/3 of the current diamond ore spawn rate is not that much lower, you would still find them fairly frequently, but infrequently enough for them to retain some value. I also think diamond speed and power should be nerfed just a touch, and netherite buffed just a touch.

    Posted in: Recent Updates and Snapshots
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    posted a message on Netherite Related Items Are In Bastion Chests - This is a Terrible Idea - Related Complaints/Suggestions.

    I also think diamond armor / tool / weapon loot in the End should be like 1/10th it’s current rate. It’s game breakingly frequent.

    Posted in: Recent Updates and Snapshots
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    posted a message on Netherite Related Items Are In Bastion Chests - This is a Terrible Idea - Related Complaints/Suggestions.

    I strongly feel Mojang should apply a slightly different approach to loot generation and its rarity. Endgame in Minecraft is far too easy to reach, and far too easy to obtain massive amounts of diamonds, elytra, shulker shells, etc. while village loot, buried treasure loot, etc. quickly lose their draw because there is an absolute certainty they do not contain the rarest items in the game.


    I think that all of the game’s “rare” items (diamond, netherite, elytra, shulker shells, etc) currently generate far too frequently, which diminishes their value, yet at the same time I also feel that ALL of these items should be able to spawn in any naturally generated chest in the game, to give the game more unexpected reward and spontaneity. But the spawn rate for the ultra rarest items should be INSANELY, INSANELY rare. Call it the “lottery” principle.


    For example, an enchanted Netherite chestplate should spawn in literally only 1 out of 10,000 Bastion chests, and 1 in 1,000,000 village chests. The spawn rate for Netherite scraps should be 1 in 1,000 in a Bastion chest, and 1 in 100,000 in a village chest. (These spawn rates may sound too rare, but when you consider the fact that there are so many rare items in the game that each one multiplies the likelihood that you will eventually stumble across one at some point, so occasionally finding a super rare item would be frequent enough to inject a little spontaneity into the gameplay.) This would give every chest in the game the tantalizing possibility of discovery, but the immense rarity would keep the game very, very well balanced. The game would have far more spontaneity, far more emotional reward, yet at the same time be more challenging.


    Keep in mind, the primary method of finding diamond and netherite should always be mining, so the rate by which you can find them by mining should always far exceed the rate by which you can find them as treasure loot. I personally feel that diamonds ore should spawn at only about 1/4 or 1/3 its current rate (it’s just too abundant currently), and netherite ore should only spawn at about 1/20th the rate of diamond or so. Elytra treasure loot should only spawn about 1/5th its current rate, and shulker shells should only spawn from a much more rare shulker boss rather than from the frequent normal shulkers.


    And for the sake of spontaneity I would also love to see the game generate “rando” chests in completely random locations, containing random items, as if other players or villagers left random stuff lying around. But when I say random, I mean RANDOM, not in specific buildings or rooms or biomes, but anywhere on the surface. Minecraft needs a more persistent element of spontaneity, and broader possibility, while it also needs to be more challenging.

    Posted in: Recent Updates and Snapshots
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    posted a message on What have you done recently?
    Quote from Joey_San»

    And so it is that Enderquin's siege upon Quintropolis looms no more...



    Big milestone for the world; after seven years, we've started a new era. :)


    Meanwhile, in Soviet Russia...

    Posted in: Survival Mode
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    posted a message on 🪐🪐🪐 The Blocky World 🪐🪐🪐 - [ Whitelist / Survival / Redstone / Civilization ]

    Recently:


    1. Did an absolute massive TON of landscaping in Brujuku-ku.

    2. Loosely laid out the street blocks of the city.

    3. Built a 3 chunk cluster slime farm.

    4. Helped a server member get and breed villagers.

    5. Woke from AFK to find a hole in my boat and two parrots inexplicably burned to death. (Lightning?)

    6. Accidentally shot Paaaaaatrick the cat while horsing around with other players in Funkytown.










    Posted in: Server Recruitment
  • 0

    posted a message on 🪐🪐🪐 The Blocky World 🪐🪐🪐 - [ Whitelist / Survival / Redstone / Civilization ]

    Recently:


    1. Did an absolute massive TON of landscaping in Brujuku-ku.

    2. Loosely laid out the street blocks of the city.

    3. Built a 3 chunk cluster slime farm.

    4. Helped a server member get and breed villagers.

    5. Woke from AFK to find a hole in my boat and two parrots inexplicably burned to death. (Lightning?)

    6. Accidentally shot Paaaaaatrick the cat while horsing around with other players in Funkytown.











    Posted in: PC Servers
  • 1

    posted a message on What have you done recently?

    On my server 🪐🪐🪐 The Blocky World 🪐🪐🪐 I recently:


    1. Did an absolute massive TON of landscaping in Brujuku-ku.

    2. Loosely laid out the street blocks of the city.

    3. Built a 3 chunk cluster slime farm.

    4. Helped a server member get and breed villagers.

    5. Woke from AFK to find a hole in my boat and two parrots inexplicably burned to death. (Lightning?)

    6. Accidentally shot Paaaaaatrick the cat while horsing around with other players in Funkytown.


    (Any talented builders who want to join, DM me!)










    Posted in: Survival Mode
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    posted a message on 🪐🪐🪐 The Blocky World 🪐🪐🪐 - [ Whitelist / Survival / Redstone / Civilization ]

    Some rando stuff I've done recently:


    1. Some Blocky World peops and I mounted some horses and took a trip out to the Stronghold on the other side of the main continent to visit the End and get them an elytra. I wound up flying around for a couple hours trying to find End Castles, my elytra broke and I fell out of the sky, losing all my fully enchanted gear and inventory. It was tragic and painful, but after a few hours the next day, I got a new set of enchanted gear.


    2. I finally figured out the street / grid layout I want to implement on my island city Brujuku-ku, and started extending the street down toward an area where I will be building an iron farm and mob farm district. The lower areas will be for some more industrial farms including an iron farm, a mob farm and probably a Brujuku Brewery potion farm facility, the area on the plateau which is called Nephuku Heights will be a more residential district with brownstones, bodegas, an automatic-record farm Nephuku Records shop, and more.


    3. Wound up giving an impromptu tour of my base to a neighbor, showing the trash cans in my city where you can discard random items which will all be funneled into the item sorter / storage facility in my Nephuku Estate base. I told her to throw her trash in the trash can to clear her inventory, and then told her to throw her sword in, where she was like "NO!" I convinced her to trust me, she threw it in, and showed her how it was sent through the sorting system and deposited safely into a return chest for un-sortable items.


    4. After renaming the spawn town about ten million times trying to find something catchy enough to stick, I finally settled on the name Funkytown. Another member is building an Inn for Funkytown and I think we're going to build a train station called The Love Train.


    5. I received a cake at my mailbox in Funkytown with a rather rude message written to me in Japanese. XD


    The server is starting to get pretty fun. It took me forever to figure out exactly how I wanted my city to be laid out, but now that I have a loose idea of how it will be built I'm going to focus on designing the buildings which will house my various farms, and build a strong infrastructure of supplies for future builds, and probably open up some shops in Funkytown where I will sell iron and gunpowder and other resources. :)










    Posted in: PC Servers
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