It seems to me that being able to easily create an air pocket tunnel like this is a bit of a game imbalance. But now Jeb has said that there are no game balance reasons to prevent stacking so maybe, just maybe,...here comes the almost baseless speculation...they are fixing the door air pocket so that door tiles fill with water in preparation for adding a lot more underwater content!
Seems like wishful thinking to me. If Jeb were going to add "a lot more" underwater content, IMO he would prepare by not shrinking oceans. Or no prepare at all. Why fix it for doors in order to prepare when fences create an air pocket and already stack? Besides, the update so far appears to be themed around general survival rather than an ocean update.
As for the new difficulty locking thing: cool beans. I've wanted that for a while. Hopefully Mojang follows up with making Normal and Hard harder. Really, Normal is practically interchangeable with Easy, and Hard is pretty close as well. Or nerfing iron armor. Nerfing iron armor is good too.
Currently it's only changeable using commands. We've added a
/blockdata <x> <y> <z> <dataTag>
command for modifying NBT data at a specific coordinate. The <dataTag> will merge with the block at that position, so to lock a chest (without changing contents) the tag would be {Lock:secret} ("secret" can be any string). Unlocking again would be {Lock:}, ie an empty lock name.
OnT: interesting to see what the big theme are going to be Hopefully mobs focused. Also hope they could extend locked chests in to survival(Key & Lock) since with honest players it would be great fun. (Maybe make it copyable as books and maps?)
The problem with locked chests is that it's absurdly difficult to make them actually protect your things without making them a griefer tool. You may have locked your chest and prevented it from being opened to anyone but you, but a pickaxe can still break the lock (or the chest if the whole thing is one block... or even if it isn't, it doesn't matter) and get your stuff. Logically, you would make the chest indestructible so that players wouldn't be able to do this... except you would be giving griefers bedrock in vanilla.
There are only really two ways of implementing something like locked chests that I can see: keep them restricted to adventure mode and creative mode, or use something similar to Enderchests instead (where the contents of the enderchest are tied to the player and not the chest itself). Given that we already have Enderchests, which have additional benefits that locked chests do not (namely being a worthwhile investment in SSP), the most logical thing to do is to give them a way to contain more items at a price. What Mojang is doing is perfectly fine by me anyway.
I wouldn't mind a mob-focused update but I would kind of rather see general survival improved first. Survival isn't just about fending off mobs, it's about staying alive and thriving in complete wilderness. And, given the difficulty of it in real life, it's surprisingly easy to do that in Minecraft (just look at how easy food is to get, and hunger is the only thing you really need to maintain since health regenerates if you maintain hunger). This may or may not warrant an entirely new gamemode focused on a more hardcore and somewhat realistic survival since i'm certain people want to play Minecraft without worrying about hunger and thirst and temperature and whatnot, or would want to play a higher difficulty level without worrying about such things (which you wouldn't be able to do if you made the more hardcore survival changes always apply to Hard).
Hey hey
Time to revisit everyone's favorite subject again: Enchanting!
I don't want to go too deep into theorycrafting, so I'll simply explain what's going on in the screenshot. As you can see, enchanting items will now come with a resource cost in addition to enchantment levels. We're currently using gold ingots for this. Also, enchanting now separates requirements from costs, according to these rules:
The level requirement is calculated the same way as before. Max level is still 30
The cost is based on which enchantment power you choose (1 to 3)
One (randomly chosen) enchantment will be displayed in the tooltip
The random seed for enchantments is not reset until you enchant an item
Gaining enchantment levels have been made more expensive again, but you will not pay more than 3 levels when enchanting an item. Obviously repair costs in the anvil have been rebalanced to fit (notably renaming items only costs 1 level).
As always, work in progress. We'll begin snapshotting Minecraft 1.8 in January.
My thought was that they would fix everything that creates an air pocket it's just that the door stacking change is the only symptom of the change that we know about yet, no change would be necessary for fences because they already stack.
Now I feel like a derp, because that really should have been obvious.
I don't think we've really got enough information yet to really decide what the theme, if any, of the update is(hence the wild speculation). You may be right, there may not really be a theme at all.
Before I would have guessed survival was the theme. Now it seems more like the update will be a very general update due to enchanting which really matches up only with the survival gamemode rather than surviving. So yeah, not really enough info.
I think it would be good to have things like temperature affect the player more. At the moment it's just as easy to run around doing things in a desert as it is in a blizzard and getting soaking wet in the rain also has no effect on the player at all. But it's hard to see how to integrate those things into Minecraft without horribly spamming the screen with extra hunger bar type indicators. It's a nice idea in theory but in practice the user interface would probably have to be extensively redesigned to fit in more status bars, it's already getting a bit too cramped above the item slots with the XP bar, the health bar, the hunger bar, the armour bar and the oxygen bar.
That's really the only problem that implementing a thirst bar and whatnot would have. But honestly, a lot of those bars don't even need to be there. You don't need to constantly know your armor value, and while knowing your current hunger level is useful, it isn't terribly crucial and only needs to be displayed when it's decreasing or at critical levels (but if it's at critical levels you'll already be alerted due to an inability to sprint).
More or less, this is how I would design it:
Thirst, like hunger, is a meter. It refills slowly just by standing in non-swamp water, though you can use water bottles and bowls/buckets of water or milk (yeah water/milk bowls are not in the game but it's self explanatory how they would work) to refill it. Potions, mushroom soup, melons, and apples would also refill a small amount. Having high thirst will regenerate stamina (more on that in a sec) quickly, whereas having low thirst will cause your stamina to regenerate slower and not completely regenerate, and will cause you to take damage if you run out.
Hunger would be changed somewhat so that it refills stamina faster when you are full, refills it slower when you are hungry, and regenerates health significantly more slowly (because honestly health regen is OP as-is).
Stamina isn't intrusive as long as you keep your other stats high. Essentially, stamina will drain any time you do something that would drain hunger; sprint, break blocks, et cetera, but it will drain at a significantly higher rate. Having no stamina means that you will perform these activities at a much slower rate (e.g. attacking, breaking blocks) or be unable to do the activity at all (i.e. sprinting). However, stamina also constantly regenerates at a similarly high rate, meaning that as long as you keep your other stats in good shape, you'll be able to run or mine for very long periods of time; in fact, the only way to lose stamina besides running or mining is to take damage. Even if your stats are only okay, the worst you will have to do is take short breaks as you run or mine. It only plays a major part when you are freezing or very thirsty.
Tiredness is similarly unintrusive. Decreases slowly, but sleeping will completely refill it as will standing relatively still for a while. If it's under three bars your stamina regenerates slower.
Temperature is more of a scale rather than a meter, and at default it is at 5 out of 10 bars. Losing temperature means you are getting colder, and being too cold will cause you to move slightly slower (starting at 3.5 bars, every half bar lost will make you move 0.1 blocks per second slower), regain stamina slower, and eventually take damage and be unable to sprint (only when completely empty). Gaining temperature will cause you to lose thirst faster (after 7.5 bars) and being at a full temperature meter will set you on fire. You can slow down the process of freezing by wearing any armor but chainmail (leather is the most effective) and you can prevent getting hotter by drinking or standing in water.
Temperature and stamina are shown on the screen alongside health and EXP; oxygen will also show up if you're underwater. The others only appear in the inventory or if you hold alt (in which case tiredness, hunger, and thirst show up; health is left where it is).
I threw that together rather quickly, and I don't expect it to be very good, but what I know is that this would irritate a lot of people. Hence why I think a "survival" gamemode is warranted that will contain things like this, whereas the current "survival" difficulty is renamed "sandbox".
Not him in specific. That's why I didn't quote him. I'm calling a part of the community for babies. And still lava and tnt exists? the two best friends for a griefer. Even a gamerule can prevent this just as it does with tnt and lava. Not that hard to prevent it. with some simple restrictions. Like PvP on a non PvP server. you turn off player killing. Flint and steel abuse you prevent by a gamerule as well.
Specifically regarding invincible locked chests, simply implementing and using a gamerule or a plugin to remove them won't solve anything. You might as well not implement them in the first place if you're going to do that.
Also i'm once again going to say that locked chests are exclusive to adventure mode and creative mode. I'm just saying that IF they were implemented, using a gamerule to prevent them would not be a good idea.
The problem I have with all of this is that I tend to dislike items that craft in multiples. Sure for some it is fine but doors? If I am making a house I might need a door. I am then forced to have 3 and have another 2 doors junk up my chests rather then be up to me to craft.
With all the broken and half-implemented things in minecraft that he could be reworking, he's going to overhaul enchanting, one of the few mostly-functional systems? And it's going to require non-renewable resources now?
I think I'm officially at the point now where I wish they'd just stop work on the game aside from bug fixes and optimization. I just can't understand Jeb anymore.
Urmmm it finally gives gold a use? And gold is renewable. Zombie pigmen drop it. If you're going to complain at least get your facts straight.
Apparently 1.8 will be the enchanting update? I heard that from somewhere.
-Lefty
Gold has a use. Several, in fact. Power rails, golden carrots, clocks, beacons, etc. "Giving something a use" is not a good reason for doing something that negatively affects game balance. Making lapis lazuli into a super-explosive that destroys every block in every currently loaded chunk would give it a use. It's still a terrible idea.
Enchanting shouldn't just be for players with diamond tools and armor with a zombie pigman grinder. Especially when mob difficulty has been designed around the current easy of enchanting.
He did say they were using gold for now. So, I hope they change this to something else. Emeralds, possibly Lapis. Something else lacking functions in game and that isn't gold.
Gold is very scarce as it is. For anyone into rail building this makes it even more difficult to manage the gold reserves. Gold is a renewable resource. I concede there. But this requires either insane grinding or a mob farm. I'm not seeing a sound game design choice to induce players into building mob farms in order to achieve the huge amount of enchantments that usually take place during gameplay. The random system already force us to spend a large amount of the XP resource to get the right enchantments.
I'm just not sure making it emeralds will be a good idea either. But Lapis does come in good enough quantities for this change to affect enchantment costs without being so taxing on survival players. I'm just currently looking at my meager gold reserves and my hard to get enchantments and wondering how could that ever fit in a world where I also had to use gold for enchantments. I'm panicking here!
Enchanting makes the player OP anyway though. People always harp about the days where you couldn't outrun your foes and you couldn't get enchantments so easily. I guess this makes it harder to get enchantments again.
-Lefty
People harp about a lot of things. If the enchanting system is so OP, why not just take it out entirely? Making it cost gold to compensate for being powerful is the kind of thinking that gets shot down in the suggestions thread all the time for failing to understand basic game balance. If you've got the gold, then it's still OP. If you don't, then it's not part of the game anyway.
It's the same kind of thinking that gave us the expensive-but-mostly-useless beacon.
He did say they were using gold for now. So, I hope they change this to something else. Emeralds, possibly Lapis. Something else lacking functions in game and that isn't gold.
Gold is very scarce as it is. For anyone into rail building this makes it even more difficult to manage the gold reserves. Gold is a renewable resource. I concede there. But this requires either insane grinding or a mob farm. I'm not seeing a sound game design choice to induce players into building mob farms in order to achieve the huge amount of enchantments that usually take place during gameplay. The random system already force us to spend a large amount of the XP resource to get the right enchantments.
I'm just not sure making it emeralds will be a good idea either. But Lapis does come in good enough quantities for this change to affect enchantment costs without being so taxing on survival players. I'm just currently looking at my meager gold reserves and my hard to get enchantments and wondering how could that ever fit in a world where I also had to use gold for enchantments. I'm panicking here!
This would be the best excuse to finally add rubys into the game, A lot of people complain that there is not enough stuff to mine. Not only that but Ruby are just stilling there not doing anything
This would be the best excuse to finally add rubys into the game, A lot of people complain that there is not enough stuff to mine. Not only that but Ruby are just stilling there not doing anything
I'd prefer they just increase the amount of exp needed to gain levels, but decrease the amount of levels needed to repair items. Make it so that the players become attached to their enchanted gear, so that it's a bigger loss when they lose it.
It just doesn't make sense to have the player sitting on 50 levels of exp that he can't use because he's run out of a consumable resource. It also doesn't make sense to effectively eliminate low-level enchants from the game, since they'd never be worth the cost.
Or, if you're desperate to add another resource sink into the game, make it something that adds new mechanics to the game. Make a craftable block using gold that prevents mob spawns nearby it. God knows it would be nice to be able to have dark areas in established bases. Also a way to solve the slime problem.
I'd prefer they just increase the amount of exp needed to gain levels, but decrease the amount of levels needed to repair items. Make it so that the players become attached to their enchanted gear, so that it's a bigger loss when they lose it.
It just doesn't make sense to have the player sitting on 50 levels of exp that he can't use because he's run out of a consumable resource. It also doesn't make sense to effectively eliminate low-level enchants from the game, since they'd never be worth the cost.
Or, if you're desperate to add another resource sink into the game, make it something that adds new mechanics to the game. Make a craftable block using gold that prevents mob spawns nearby it. God knows it would be nice to be able to have dark areas in established bases. Also a way to solve the slime problem.
I dont know from what jeb as said i do like that idea but gold has to many important uses all ready. I see this as a prime time to add somthing like rubys
I dont know from what jeb as said i do like that idea but gold has to many important uses all ready. I see this as a prime time to add somthing like rubys
It's not just I don't like the fact he's thinking about gold. I don't like the fact Jeb's idea of making changes to the enchantment mechanics is making it more expensive.
Sure, make it more expensive (not just too much). But what does this do for game design? Not much really. Might as well put this in a snapshot somewhere. It's not a ground breaking feature we are talking about here. It's the easy way out to "let's make changes to enchantments".
What I would have liked to see was actual changes to the enchantment-slash-game mechanics:
What about the problem we have right now that only diamond equipment is worth the trouble of enchanting. How reductive is this in terms of gameplay?
What about giving enchanting properties to non wearable items (like giving enchanting properties to a source block of water to speed crops, or enchant a tree sapling to produce more apples or whatnot).
What about providing temporary enchantments. Want that Unbreaking III desperately? Pay a little more, (heck, put gold as a cost for this type of enchantment!) and get Unbreaking III for the next 30 hits.
These are things I consider game features. What jeb is doing is just changing variables values. A big yawn to that!
I honestly don't know what to say to the new enchanting tweaks.
Mojang isn't changing enchanting in any meaningful way. They're not balancing it at all.
They're just making it more expensive.
And that's no fun.
Cutting out the randomness (By being able to see what enchantments you'll get) seems to be the main goal. It will be more expensive overall, but like jeb said, enchanting a single item will never cost more than 3 levels now. We'll have to wait until January and see how it flies. It seems more of a better system than what we have now, which is basically like playing the knife game with a blindfold on while moving your hand.
Cutting out the randomness (By being able to see what enchantments you'll get) seems to be the main goal. It will be more expensive overall, but like jeb said, enchanting a single item will never cost more than 3 levels now. We'll have to wait until January and see how it flies.
If they're cutting out the randomness then it is a little understandable.
You are right. The entire reason snapshots exist are to test the new features out.
Yes - trap=dppprs take up WAY too much space.
http://www.minecraft...d-mob-spawning/
Seems like wishful thinking to me. If Jeb were going to add "a lot more" underwater content, IMO he would prepare by not shrinking oceans. Or no prepare at all. Why fix it for doors in order to prepare when fences create an air pocket and already stack? Besides, the update so far appears to be themed around general survival rather than an ocean update.
As for the new difficulty locking thing: cool beans. I've wanted that for a while. Hopefully Mojang follows up with making Normal and Hard harder. Really, Normal is practically interchangeable with Easy, and Hard is pretty close as well. Or nerfing iron armor. Nerfing iron armor is good too.
In that case I recommend including this:
http://www.reddit.com/r/Minecraft/comments/1sgkec/twitter_jeb_a_way_to_lockprotect/cdxffiw
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
The problem with locked chests is that it's absurdly difficult to make them actually protect your things without making them a griefer tool. You may have locked your chest and prevented it from being opened to anyone but you, but a pickaxe can still break the lock (or the chest if the whole thing is one block... or even if it isn't, it doesn't matter) and get your stuff. Logically, you would make the chest indestructible so that players wouldn't be able to do this... except you would be giving griefers bedrock in vanilla.
There are only really two ways of implementing something like locked chests that I can see: keep them restricted to adventure mode and creative mode, or use something similar to Enderchests instead (where the contents of the enderchest are tied to the player and not the chest itself). Given that we already have Enderchests, which have additional benefits that locked chests do not (namely being a worthwhile investment in SSP), the most logical thing to do is to give them a way to contain more items at a price. What Mojang is doing is perfectly fine by me anyway.
I wouldn't mind a mob-focused update but I would kind of rather see general survival improved first. Survival isn't just about fending off mobs, it's about staying alive and thriving in complete wilderness. And, given the difficulty of it in real life, it's surprisingly easy to do that in Minecraft (just look at how easy food is to get, and hunger is the only thing you really need to maintain since health regenerates if you maintain hunger). This may or may not warrant an entirely new gamemode focused on a more hardcore and somewhat realistic survival since i'm certain people want to play Minecraft without worrying about hunger and thirst and temperature and whatnot, or would want to play a higher difficulty level without worrying about such things (which you wouldn't be able to do if you made the more hardcore survival changes always apply to Hard).
http://i.imgur.com/kbwd2Mk.png
Now I feel like a derp, because that really should have been obvious.
Before I would have guessed survival was the theme. Now it seems more like the update will be a very general update due to enchanting which really matches up only with the survival gamemode rather than surviving. So yeah, not really enough info.
That's really the only problem that implementing a thirst bar and whatnot would have. But honestly, a lot of those bars don't even need to be there. You don't need to constantly know your armor value, and while knowing your current hunger level is useful, it isn't terribly crucial and only needs to be displayed when it's decreasing or at critical levels (but if it's at critical levels you'll already be alerted due to an inability to sprint).
More or less, this is how I would design it:
Thirst, like hunger, is a meter. It refills slowly just by standing in non-swamp water, though you can use water bottles and bowls/buckets of water or milk (yeah water/milk bowls are not in the game but it's self explanatory how they would work) to refill it. Potions, mushroom soup, melons, and apples would also refill a small amount. Having high thirst will regenerate stamina (more on that in a sec) quickly, whereas having low thirst will cause your stamina to regenerate slower and not completely regenerate, and will cause you to take damage if you run out.
Hunger would be changed somewhat so that it refills stamina faster when you are full, refills it slower when you are hungry, and regenerates health significantly more slowly (because honestly health regen is OP as-is).
Stamina isn't intrusive as long as you keep your other stats high. Essentially, stamina will drain any time you do something that would drain hunger; sprint, break blocks, et cetera, but it will drain at a significantly higher rate. Having no stamina means that you will perform these activities at a much slower rate (e.g. attacking, breaking blocks) or be unable to do the activity at all (i.e. sprinting). However, stamina also constantly regenerates at a similarly high rate, meaning that as long as you keep your other stats in good shape, you'll be able to run or mine for very long periods of time; in fact, the only way to lose stamina besides running or mining is to take damage. Even if your stats are only okay, the worst you will have to do is take short breaks as you run or mine. It only plays a major part when you are freezing or very thirsty.
Tiredness is similarly unintrusive. Decreases slowly, but sleeping will completely refill it as will standing relatively still for a while. If it's under three bars your stamina regenerates slower.
Temperature is more of a scale rather than a meter, and at default it is at 5 out of 10 bars. Losing temperature means you are getting colder, and being too cold will cause you to move slightly slower (starting at 3.5 bars, every half bar lost will make you move 0.1 blocks per second slower), regain stamina slower, and eventually take damage and be unable to sprint (only when completely empty). Gaining temperature will cause you to lose thirst faster (after 7.5 bars) and being at a full temperature meter will set you on fire. You can slow down the process of freezing by wearing any armor but chainmail (leather is the most effective) and you can prevent getting hotter by drinking or standing in water.
Temperature and stamina are shown on the screen alongside health and EXP; oxygen will also show up if you're underwater. The others only appear in the inventory or if you hold alt (in which case tiredness, hunger, and thirst show up; health is left where it is).
I threw that together rather quickly, and I don't expect it to be very good, but what I know is that this would irritate a lot of people. Hence why I think a "survival" gamemode is warranted that will contain things like this, whereas the current "survival" difficulty is renamed "sandbox".
Specifically regarding invincible locked chests, simply implementing and using a gamerule or a plugin to remove them won't solve anything. You might as well not implement them in the first place if you're going to do that.
Also i'm once again going to say that locked chests are exclusive to adventure mode and creative mode. I'm just saying that IF they were implemented, using a gamerule to prevent them would not be a good idea.
Ugh.
With all the broken and half-implemented things in minecraft that he could be reworking, he's going to overhaul enchanting, one of the few mostly-functional systems? And it's going to require non-renewable resources now?
I think I'm officially at the point now where I wish they'd just stop work on the game aside from bug fixes and optimization. I just can't understand Jeb anymore.
Gold has a use. Several, in fact. Power rails, golden carrots, clocks, beacons, etc. "Giving something a use" is not a good reason for doing something that negatively affects game balance. Making lapis lazuli into a super-explosive that destroys every block in every currently loaded chunk would give it a use. It's still a terrible idea.
Enchanting shouldn't just be for players with diamond tools and armor with a zombie pigman grinder. Especially when mob difficulty has been designed around the current easy of enchanting.
Gold is very scarce as it is. For anyone into rail building this makes it even more difficult to manage the gold reserves. Gold is a renewable resource. I concede there. But this requires either insane grinding or a mob farm. I'm not seeing a sound game design choice to induce players into building mob farms in order to achieve the huge amount of enchantments that usually take place during gameplay. The random system already force us to spend a large amount of the XP resource to get the right enchantments.
I'm just not sure making it emeralds will be a good idea either. But Lapis does come in good enough quantities for this change to affect enchantment costs without being so taxing on survival players. I'm just currently looking at my meager gold reserves and my hard to get enchantments and wondering how could that ever fit in a world where I also had to use gold for enchantments. I'm panicking here!
People harp about a lot of things. If the enchanting system is so OP, why not just take it out entirely? Making it cost gold to compensate for being powerful is the kind of thinking that gets shot down in the suggestions thread all the time for failing to understand basic game balance. If you've got the gold, then it's still OP. If you don't, then it's not part of the game anyway.
It's the same kind of thinking that gave us the expensive-but-mostly-useless beacon.
This would be the best excuse to finally add rubys into the game, A lot of people complain that there is not enough stuff to mine. Not only that but Ruby are just stilling there not doing anything
I'd prefer they just increase the amount of exp needed to gain levels, but decrease the amount of levels needed to repair items. Make it so that the players become attached to their enchanted gear, so that it's a bigger loss when they lose it.
It just doesn't make sense to have the player sitting on 50 levels of exp that he can't use because he's run out of a consumable resource. It also doesn't make sense to effectively eliminate low-level enchants from the game, since they'd never be worth the cost.
Or, if you're desperate to add another resource sink into the game, make it something that adds new mechanics to the game. Make a craftable block using gold that prevents mob spawns nearby it. God knows it would be nice to be able to have dark areas in established bases. Also a way to solve the slime problem.
I dont know from what jeb as said i do like that idea but gold has to many important uses all ready. I see this as a prime time to add somthing like rubys
It's not just I don't like the fact he's thinking about gold. I don't like the fact Jeb's idea of making changes to the enchantment mechanics is making it more expensive.
Sure, make it more expensive (not just too much). But what does this do for game design? Not much really. Might as well put this in a snapshot somewhere. It's not a ground breaking feature we are talking about here. It's the easy way out to "let's make changes to enchantments".
What I would have liked to see was actual changes to the enchantment-slash-game mechanics:
These are things I consider game features. What jeb is doing is just changing variables values. A big yawn to that!
Mojang isn't changing enchanting in any meaningful way. They're not balancing it at all.
They're just making it more expensive.
And that's no fun.
Cutting out the randomness (By being able to see what enchantments you'll get) seems to be the main goal. It will be more expensive overall, but like jeb said, enchanting a single item will never cost more than 3 levels now. We'll have to wait until January and see how it flies. It seems more of a better system than what we have now, which is basically like playing the knife game with a blindfold on while moving your hand.
If they're cutting out the randomness then it is a little understandable.
You are right. The entire reason snapshots exist are to test the new features out.