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    posted a message on Alarms- Check your light level!

    I don't think detecting light counts as things like frame rate. It's exactly like coordinates, it's a feature that shouldn't be there yet is.

    Posted in: Suggestions
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    posted a message on Alarms- Check your light level!

    /support


    Just a question: Would it be removed from F3 if this gets added? If not then it should. F3 has too much information that should be available in game.

    Posted in: Suggestions
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    posted a message on The drowned mob - suggestions to the mob to make it less dangerous
    Quote from ScotsMiser»
    olor=#0000ff]quote=radianthc

    I'm not saying that it should be required, just that there should be more reasons to explore. Right now, most of the loot that could be found in generated structures can be found elsewhere(totems are a start, but there should be more things like it). Unique loot that can't be found elsewhere would be amazing. Unique mobs and unique ores would also be great. Emeralds are a start, but they're not really useful(I like the village and pillage update so far, but it still has so much potential.) And they're only one ore for one biome.

    We're moving rather far afield from the OP point of how to improve the impelmentation of drowned, but…





    Lol. Well the OP did talk about difficulty. I just expanded on that.

    Quote from ScotsMiser»
    don't think loot (particularly uniquely obtainable loot) is the way to do this:

    For loot to be attractive it will generally have to be better than what currently exists which creates a major source of power creep.

    Single sourcing an item (particularly if the source in not renewable) also creates a race mentality in SMP situations that emphasises speed over style and substance.




    Unique loot doesn't have to be better. Look at totems. They're not better than any one item, and they still give a reason. They could do other things like it.

    Quote from ScotsMiser»
    (I don't understand what is meant by "crafting is way to linear", please explain.)



    All crafting is is just building a furnace and crafting table. Once you do those you don't have to worry about crafting any more. A system similar to Terraria's would be perfect(Terraria has a separate workbench for each material type). I like that they're expanding on the crafting mechanics in 1.14, but Blast Furnaces and Smokers shouldn't be just a better Furnace. Instead, Furnaces should be smelting ores, Blast Furnaces should be making alloys, and Smokers should be for food items.

    Quote from ScotsMiser»
    WRT a 'mining update' most proposals I have seen which describe themselves as such focus on making mining/caving more dangerous (often by inserting step-and-die content) or multiplying the available ores: I see neither as desirable.


    What's wrong with making mining/caving more dangerous? The game needs to be more challenging. I agree that multiplying the available ores wouldn't be desirable as that would only make mining even easier, which it should not be. The ideal mining update would contain cubic chunks, underground biomes and more structures/improving the current ones, mobs, blocks and ores(though they shouldn't just be another tool tier. Each should have unique uses),

    Quote from ScotsMiser»
    WRT loot: as expressed above, I don't see adding drops/items as a viable method of maintaining interest; creating areas with unusual properties that can be :ahem: 'exploited' by creative players seems a better long term solution.

    That could work. Maybe both unique(not strictly better) loot and unusual properties.


    Quote from ScotsMiser»

    I'm fine with them being one-off challenges, I just don't want them to be the same each time. And what do you mean by gamable?

    Quote from ScotsMiser»
    [Adding unbreakable puzzle protections might create the same sort of unintended uses as exemplified by the building wither farming stations under the bedrock of the end exit portal; whether this would be seen as good or bad varying by person.]

    Unbreakable protections shouldn't be permanent. They should only be removed if a certain event/action is triggered or a mini-boss/boss mob is defeated.


    Quote from ScotsMiser»

    WRT tiers needing revision: agreed. Using armor as an example, that there exist no reason (other than the cost/availability) to ever use anything but diamond makes the tiers a one way passage. Adding some other property(s) that made differing armors 'best' under different circumstances would be appreciated.


    I agree with that. I'm a fan of having a weight system that decreases your movement speed with higher material tiers and increases the speed with lower tiers. It doesn't even have to affect only movement, it can also affect falling speed/damage.
    Posted in: Suggestions
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    posted a message on The drowned mob - suggestions to the mob to make it less dangerous
    Quote from ScotsMiser»



    Interpolated comments


    The 2nd half of the first quoted bit ["there is little real incentive to explore other than just wanting too…"] neatly and concisely emplains why so many people enjoy exploring MC worlds: its because that is something they WANT to do (not something that is required of them).

    This is largely because of the 1st half of the first quoted bit ["Mobs are easily avoided by just building a structure…"] .

    While this is a bit of an overstatement very early-game, the idea that players are not required (or forced/coerced/compelled/"encouraged" nor bullied/bulldozed) to avoid a certain playstyle (one that that emphasises hunkering down and building resources/capabilities until exploration can be done well equipped and with a strong logistics 'tail') is the great strength of the game.




    I'm not saying that it should be required, just that there should be more reasons to explore. Right now, most of the loot that could be found in generated structures can be found elsewhere(totems are a start, but there should be more things like it). Unique loot that can't be found elsewhere would be amazing. Unique mobs and unique ores would also be great. Emeralds are a start, but they're not really useful(I like the village and pillage update so far, but it still has so much potential.) And they're only one ore for one biome.

    Quote from ScotsMiser»



    Interpolated comments


    That a certain playstyle may not suit a specific person's interests is unimportant, provided there is available to them their preferred playstyle.

    To use two examples that should sound familiar:

    TheMasterCaver and InfiniteCorners have both described preferred playstyles that not only (appear to) differ greatly from each other, but both of which are sufficiently far from my preferences that it seems unlikely that any two of us would enjoy playing under the same constrained style…

    — yet we all enjoy the same product.


    That this occurs is precisely because MC does so little to define what we "shouldn't be able to [do]".


    The objects to MobB/Drowned I have raised (here and previously) are based on both being implemented in a ways that actively pushe players away from one range of playstyles; essentially by creating mobs without providing a torch&fence equivalent.

    [In this, the new mobs are very different from many previous changes. Redstone, for instance, offers great advantages in resource accumulation to those who chose to use it, but does nothing to impede the play of those who do not. {Jungle Temple traps being a sufficiently trivial intrusion that I think they may be ignored.}]


    I agree that there should be a variety of playstyles, but minecraft heavily focuses on building. PvE is a joke for experienced players, power creep is a huge issue in both PvE and PvP(the tiers should not strictly be better than other tiers.), there are no real reasons to explore(and the generated structures that we do have don't really offer any interesting loot. Totems are cool but too rare to be useful. Plus the puzzles of desert temples and jungle temples are easily bypassed. If they want to keep puzzles, which is fine, then they should do something to prevent griefing them(like Elder guardians giving fatigue) and the puzzles should be randomly generated from a selection of puzzles), farming is too easy, crafting is way too linear, and mining is boring and repetitive(can we agree that the game needs a mining update?)
    Posted in: Suggestions
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    posted a message on The drowned mob - suggestions to the mob to make it less dangerous



    What makes you think survival focuses on building rather than exploring? Exploring is the vast majority of how I play the game and until 1.13 I never used a bed or built a building to hold one. There is no need to build any sort of permanent structure the game beyond a storage facility if all you want to do is explore.








    But exploring is still limited. There needs to be more structures and unique loot. The structures we do have are too easy and don't offer any loot that we can't get already. And if you do just build a structure then it becomes too easy. There's nothing preventing you from just staying in a certain spot the entire game, which shouldn't happen.




    So first you start by complaining that the game doesn't encourage exploring enough and then call me inexperienced because when I load a world I'd rather hunt for a good place to build and mine then just building a shelter at the global spawn and staying there until the game poses no more challenge. If that's the way you choose to play the game then maybe that's why you think the game is too easy and assume survival isn't for exploring. You don't really seem to have a solid stance because you're complaining about survival favoring building while also suggesting more difficult mobs be added to natural overworld spawning which would only further encourage people to hunker down in 1 location until the game stops being challenging. Again, maybe you like that but I prefer being able to explore the world without needing to acquire all the best the game has to offer first. So which is it? Are the mobs too easy and you need more of a challenge or do you think the game should encourage more free exploration of the world (which would be an argument for easier mobs)? If your beef is with how easy it is once you have full diamond everything then I'd suggest making a new suggestion regarding balancing armor rather than going off on that tangent in someone else's suggestion. At any rate you could increase your own game difficulty just by removing a piece of armor.




    I'm suggesting both harder mobs and more reasoning too explore. Mobs are easily avoided by just building a structure, and there is little real incentive to explore other than just wanting too. And removing the piece of armor doesn't help it at all. Early game mobs can remain as is, but mobs should become more difficult as the game passes


    Again it's looking like your issue is caused by the way you choose to play the game. Saying early-game is a joke implies your spending early game below ground in a relatively safe position grinding out what you need to effectively bypass early game play. As someone who plays the game by wandering off into it I can tell you that early game is as hard as it gets. Early game you have no food, no resources, no weapon, no defense and if you play on Hard even just digging down and starting to mine instead of collecting valuable food assures you will die of starvation. I think seeing someone call a 3D sandbox game 'linear' is probably the strangest part for me. Minecraft has no objective or any real way to 'conquer' the game so it defies a title like 'linear' which would mean one thing needs done before another. Even the Enderdragon can be ignored in favor of bridging out into the End if that is what someone wants to do and I've never met someone who said "I did everything I can do in that world so I'm done with it" which leads me to believe you just have a very linear play style.




    Sure, it can be hard if you go out. But at the same time you shouldn't be able to bypass the difficulty by just building a structure and grinding. I'm referring to the progression when I call it linear. The underground needs a complete overhaul since iron is relatively easy to find, and each armor piece is strictly better than the previous. And once you have diamond gear mobs become a joke.

    Posted in: Suggestions
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    posted a message on The drowned mob - suggestions to the mob to make it less dangerous

    lol- What? Creative mode players are immortal, don't draw the attention of mobs, can spawn in blocks infinity (including items unobtainable in survival), and have the ability to fly with total control over player position. Survival mode players have a set health that is effected by mobs and in-game events, have a hunger status to effect health regeneration, are targeted by any hostile mobs in proximity to them, can only placed mined blocks that are in their inventory, and have only limited flight capabilities provided by a late-game item that's pretty much useless for building. These are 2 wildly different game modes and there isn't any real comparison between the two. You could've, more accurately, said that Peaceful is like Creative with resource gathering but that still totally ignores that creative players fly and have access to an unmatched bank of resources and take no damage from anything beyond commands and the Void.




    By creative I'm mainly referring to the building aspect. Survival focuses more on building than surviving and exploring. Building is what peaceful and creative are for while survival should be more about surviving and exploring.


    With the release of 1.13 several other people any myself started a new vanilla server after years of playing semi-vanilla, we ALL died. While it is true that attaining the best equipment in the game makes PVE a simple thing mobs need to be considered in all manifestations of the game which includes being encountered by players who haven't even made a crafting table yet. Now of course we play on Hard difficulty which makes things a little more difficult but less than a week ago I was warning someone who hadn't played MC since 1.11 to avoid trident-wielding drowned unless they have something more than iron to bring to the party when he became like the 6th of us to die on their first couple days from impaling. I even keep seeing people talk about how they never see phantoms and think they're useless additions while I've seen 18 of them flying over island, clustered and waiting for me to show my face. I really like these additions and as someone who's played them on Hard from bare fist to Smite5 I don't see a need for either of them to be nerfed or buffed, they're niche predators that do their jobs well and maintain the game balance for mobs.



    You're probably just inexperienced. Building a shelter basically removes any difficulty from outside mobs with the exception of creepers, and there is basically no reason to go out once you're settled. And the power creep of items is a huge issue. It doesn't become challenging any more once you have enchanted diamond armor. Tiers should be different, not strictly better.



    While I can understand wanting more of a challenge from the game and PVE that's exactly what commands, functions and mods are designed to give you and not a good reason to make mobs so hard only the best equipped players can handle them. Saying "This game's too easy we need harder stuff" is a perfectly valid opinion and reason not to support this suggestion but saying "survival is just like creative with resource gathering" is a false statement that doesn't hold up to scrutiny. Maybe if PVE is so easy for you you could give the OP some tips to avoid dying from trident throwing drowned while frshly spawned into the world since that's what this suggestion is about.


    That's part of the problem though. Survival should be hard on its own without add-ons. The progression is way too linear and early-game is a joke.

    Posted in: Suggestions
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    posted a message on The drowned mob - suggestions to the mob to make it less dangerous

    No. We need to be making PvE harder, not easier. Survival at this point is literally just creative with gathering resources, which is what peaceful is for. Not survival

    Posted in: Suggestions
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    posted a message on Add Natural Gas to the game

    Tbh that is no more complicated than liquids. I agree about the uses part though.

    Posted in: Suggestions
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    posted a message on Add Natural Gas to the game

    I like the concept of gases, but your suggestion is too vague and doesn't provide any real uses(at least not any new ones)

    And for those saying that it's too complex: Just having gases on their own wouldn't be that complicated, they only become compliecated when there's a bunch of confusing mechanics associated with them. They could be no more confusing than liquids or even redstone if done right.

    Posted in: Suggestions
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    posted a message on Make the world feel more alive -- Land Ownership

    Can people stop with the "This only benefits multiplayer" and "There are plenty of mods for this" arguments? The point of this suggestion section is to make suggestions for the GAME. If he wanted a mod then he would have done it. And there is nothing wrong with features that only affect one aspect of the game.


    However, I do dislike this feature. I like the fact that you can break anything you want, and it's really annoying when you get stuck in land owned by other players in a server. The only way I could see this working is as a command or a block that prevents people from griefing generated structures(as long as it's not obtainable naturally)

    Posted in: Suggestions
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