I'm not totally disagreeing that the Elytra could be fixed, but your big issue seems to be with multiplayer. Mojang has never balanced around multiplayer, and I don't think they should. They simply provided a means of players to host games together. They shouldn't have to worry about how their next patch screws fan made minigames over.
Yeah, the Elytra could be fixed, but I don't think that's a high priority issue.
Not saying this is an issue since most multiplayer servers are locked on 1.8 so PVP isn't broken, but that's just silly. Multiplayer is the biggest facet of Minecraft, and most of the work tends to go towards building and commands these days. Survival hasn't received any major updates years.
I agree with op. I think perhaps fireworks should exponentially lose boost in mid-air: for example, the first boost reduces the next to 50%, then 25%, then 12.5%, and so on.
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
Not saying this is an issue since most multiplayer servers are locked on 1.8 so PVP isn't broken, but that's just silly. Multiplayer is the biggest facet of Minecraft, and most of the work tends to go towards building and commands these days. Survival hasn't received any major updates years.
Since when has singleplayer equaled survival? The only real update intended directly for multiplayer update was the combat revamp, and that's still very much relevant thing in PvE.
My point still stands. Excluding 1.9, Mojang has never really truly balanced for multiplayer, and the Elytra isn't a big enough issue for them to worry about it.
Since when has singleplayer equaled survival? The only real update intended directly for multiplayer update was the combat revamp, and that's still very much relevant thing in PvE.
My point still stands. Excluding 1.9, Mojang has never really truly balanced for multiplayer, and the Elytra isn't a big enough issue for them to worry about it.
Since a few updates after the game's conception...
Creative Mode only existed in Classic and since the Adventure Update. In all other versions, there was only Survival. Even within Classic itself, there was Survival Test. In fact, in ST and Indev, Singleplayer equaled hardcore, as respawning was impossible (Althrough I'm not sure about Indev).
As for Multiplayer, the reason they don't update is because most "PvP pros" that don't want 1.9 combat simply are actually bad at it, and would adapt awfully to needing to time their hits instead of just clicking quickly and hope the Internet connection goes in their favor.
Finally, the issue mentioned here with Elytra is that they're superior to other forms of transport, not anything about PvP.
I hate pvp. It's a dumb clicky clicky spam war. But 1.9 was not even close to a solution; in fact, I would say it made it worse. Prot is such a stupidly overpowered enchantment that it takes an enormous number of clicks to break. The biggest solution would be fixing the awful hit-reg by removing the out-dated click based system that does nothing but encourage players to leap around until someone gets a lucky hit. PVP hitreg should work on a refined swipe based system where the weapon actually has a physical hitbox. Second, prot and armor in general need massive changes, again, something 1.9 did nothing worthwhile to fix. Third, movement mechanics while in combat should not be so stupidly light and floaty.
The armor mechanics generally are pretty bad, specially in terms of enchantments, as Protection is outright more effective on stronger armor sets. Then again, the Armor Thoughness mechanic makes diamond armor even more powerful, to the point of causing damage to be less than 10% with Protection 4
In general, an additive mechanic (Such as, say, making it so that every 2 armor points negates 1 damage, to a minimum of at least 1 damage, and with Protection applying percentual damage reduction after the additive reduction) would make it less awful
Let's do some math:
Creeper explosion damage on Normal difficulty: 49
Armor penetration = damage / (2 + totalToughness / 4) armor points; for full diamond armor and 49 damage this is 49 / (2 + 8 / 4) = 12.25
Armor points left = 20 - 12.25 = 7.75, barely more than full leather (7)
Damage reduction from 7.75 armor points at 4% per point = 31%
Damage after armor = 49 * (100% - 31%) = 33.81 = You died!
And that was just on Normal difficulty... on Hard they easily one-shot you from a distance, and this was much worse before they added armor toughness - they could one-shot you in full Protection IV on Normal difficulty.
So, you can see that it is absolutely necessary to wear heavily enchanted diamond armor in order to survive a single hit from one of the most common mobs in the game unless you don't mind playing on Easy; on Hard even full Protection IV is not enough with the saving grace being that creepers rarely explode right on top of you (unless they drop down from a ledge) and damage rapidly decreases with distance (they deal about half the damage at the distance at which they stop moving before they explode).
Even prior to 1.9 (with no armor penetration, which is all that armor toughness affects, it does not make armor reduce damage even more) they leave you with a couple hearts left on Hard - I'd sure still want enchantments! And, yes, while there is Blast Protection, which protects you even more while not reducing non-explosion damage so other mob damage is not overly reduced, I want Protection because it also reduces fall damage; Feather Falling by itself does not give you the maximum amount of Protection, which requires 2 pieces with Protection IV as well; hence why I wear a diamond chestplate and leggings each with Protection IV and Feather Falling IV diamond boots (in 1.6.4); this combination still averages less protection than full unenchanted diamond armor (also, Protection is NOT more effective on stronger armor - both unenchanted and full Protection IV diamond armor double the damage survivable when compared to the same iron armor so it is the armor itself that makes the difference either way. It only affects damage that bypasses armor, so for diamond it only further reduces 20% of damage compared to 40% for iron).
In fact, I even nerfed creepers in my mod because I reduced the maximum protection of armor to 66% (3.3% per armor point, only when worn by players, still 80% / 4% for mobs with zombies having up to 22 armor points for 88% damage reduction) and let them continue moving (right up into your face) when counting down to explosion (explosion damage also falls off less with distance, from a maximum of 36 to a minimum of 6, so that in most cases you take more damage; maximum post-armor damage is 12 vs 9.8 for vanilla and minimum is 2 vs 0.2, a ten-fold increase).
Creeper explosion damage on Normal difficulty: 49
Armor penetration = damage / (2 + totalToughness / 4) armor points; for full diamond armor and 49 damage this is 49 / (2 + 8 / 4) = 12.25
Armor points left = 20 - 12.25 = 7.75, barely more than full leather (7)
Damage reduction from 7.75 armor points at 4% per point = 31%
Damage after armor = 49 * (100% - 31%) = 33.81 = You died!
And that was just on Normal difficulty... on Hard they easily one-shot you from a distance, and this was much worse before they added armor toughness - they could one-shot you in full Protection IV on Normal difficulty.
So, you can see that it is absolutely necessary to wear heavily enchanted diamond armor in order to survive a single hit from one of the most common mobs in the game unless you don't mind playing on Easy; on Hard even full Protection IV is not enough with the saving grace being that creepers rarely explode right on top of you (unless they drop down from a ledge) and damage rapidly decreases with distance (they deal about half the damage at the distance at which they stop moving before they explode).
Even prior to 1.9 (with no armor penetration, which is all that armor toughness affects, it does not make armor reduce damage even more) they leave you with a couple hearts left on Hard - I'd sure still want enchantments! And, yes, while there is Blast Protection, which protects you even more while not reducing non-explosion damage so other mob damage is not overly reduced, I want Protection because it also reduces fall damage; Feather Falling by itself does not give you the maximum amount of Protection, which requires 2 pieces with Protection IV as well; hence why I wear a diamond chestplate and leggings each with Protection IV and Feather Falling IV diamond boots (in 1.6.4); this combination still averages less protection than full unenchanted diamond armor (also, Protection is NOT more effective on stronger armor - both unenchanted and full Protection IV diamond armor double the damage survivable when compared to the same iron armor so it is the armor itself that makes the difference either way. It only affects damage that bypasses armor, so for diamond it only further reduces 20% of damage compared to 40% for iron).
In fact, I even nerfed creepers in my mod because I reduced the maximum protection of armor to 66% (3.3% per armor point, only when worn by players, still 80% / 4% for mobs with zombies having up to 22 armor points for 88% damage reduction) and let them continue moving (right up into your face) when counting down to explosion (explosion damage also falls off less with distance, from a maximum of 36 to a minimum of 6, so that in most cases you take more damage; maximum post-armor damage is 12 vs 9.8 for vanilla and minimum is 2 vs 0.2, a ten-fold increase).
If you stand so close to a Creeper that you trigger its 1HKO zone then you deserve to die no matter what. That's the point of the mob, and I'm really not sure what you're trying to point out. The point here is that in PVP diamond prot is overpowered.
If you stand so close to a Creeper that you trigger its 1HKO zone then you deserve to die no matter what. That's the point of the mob, and I'm really not sure what you're trying to point out. The point here is that in PVP diamond prot is overpowered.
What if one drops down on you from high up in a ravine? Did you know that they explode on impact if they fall far enough?
(fall damage reduces their fuse to a minimum delay of 0.25 seconds - which is far too little time to react)
Or if one sneaks up behind you? Really, you expect to be alert enough at all times that you can spot one before it explodes, especially if there are many mobs around? Well, maybe in the lame caves in 1.7+ but try exploring a cave like this - no use trying to block off passages when there aren't any:
Sorry, I am never playing any game where you can just suddenly die for no good reason no matter how well prepared you are or however low the chance is; that is just not good game design - thank god that you can still play older versions and/or mod the game!
In fact, "insta-kill creepers" were even used as an example of a bad suggestion:
Extreme Hardcore
Hardcore Mode is still too easy for you, and you want another difficulty? There's nothing wrong with that. What IS wrong is suggesting a difficulty that's so hard and unfun that you should probably be arrested for having such a masochistic way of thinking. 10-15 years. No parole. Another mistake people make in a difficulty suggestion is that they mention things that would seriously break some very necessary game mechanics.
Okay, so you get your "extreme hardcore" wish. What if that's also not enough for you, will you ask for Super Hardcore, then Ultra Hardcore, then Super Double Mega No-Erasees Hardcore? Normal Hardcore Mode is quite enough, as one careless lava death will remove that mansion you spent 2 and a half months perfecting.
Please, nobody wants insta-kill Creepers. Nobody wants tools that break randomly despite what the durability was. Nobody wants Skeletons shooting go-thru-walls arrows. That is not how you suggest a good harder difficulty.
(fall damage reduces their fuse to a minimum delay of 0.25 seconds - which is far too little time to react)
Or if one sneaks up behind you? Really, you expect to be alert enough at all times that you can spot one before it explodes, especially if there are many mobs around? Well, maybe in the lame caves in 1.7+ but try exploring a cave like this - no use trying to block off passages when there aren't any: Um, yes, I do. If you have moderate situational awareness no creeper should ever be able to sneak up on you. If anything that kind of cave generation just makes it easier to see them coming.
Sorry, I am never playing any game where you can just suddenly die for no good reason no matter how well prepared you are or however low the chance is; that is just not good game design - thank god that you can still play older versions and/or mod the game! Why is failing to identify or destroy a thread "dying for no good reason"? That's dying because the player failed, which is standard game design.
In fact, "insta-kill creepers" were even used as an example of a bad suggestion:Who mentioned instant-kill creepers? Creepers are already an instant kill mob- if you stand still. Even being a block from a creeper means it's pretty ineffective at dealing KO damage. I don't understand what exactly you're trying to get at, we weren't discussing creepers in the first place and you seem to have derailed the conversation into something about older versions being better. (which I may or may not agree with)
Well, you are the one who brought up armor being overpowered when it is not, and in a thread about Elytra (which are more OP than armor in many ways, Mojang has even buffed them to the point where you practically have Creative flight in Survival; instead they should have fixed the Punch bow exploit and not made fireworks boost you), and the only reference I made to older versions was that you can easily play in them if you don't like some new change, so I don't really even care what Mojang decides to do in newer versions, which are an entirely different game (I mean, they even call it "Minecraft: Java Edition" now!).
Well, you are the one who brought up armor being overpowered when it is not, and in a thread about Elytra (which are more OP than armor in many ways, Mojang has even buffed them to the point where you practically have Creative flight in Survival; instead they should have fixed the Punch bow exploit and not made fireworks boost you), and the only reference I made to older versions was that you can easily play in them if you don't like some new change, so I don't really even care what Mojang decides to do in newer versions, which are an entirely different game (I mean, they even call it "Minecraft: Java Edition" now!).
Fair enough point about being off-topic, and of course I agree with Elytra being overpowered, but anyone who has played PVP knows that armor is vastly overpowered. Prot must be changed from multiplicative.
Just as a sidenote: the reasons that those Hermits can use their elytra's so extensively, is because they have made every enderdragon drop the elytra by defeat with command blocks, and because they have hours and sometimes even nights long AFK sessions with automatic fishing farms to get mending books more often. They also are fond of building huge farms for mobs and paper, to get an almost infinite stock of firework rockets. So HermitCraft is very cool and all, but not exactly representative for normal Minecraft play...
With more common play, you have to find the elytra in ender ships, which are quite rare and largely spread out over the outer islands of the End, and you have to apply mending on it for sustainable flight, which is a quite rare enchantment. So if you want to do the same as the Hermits, you have to invest a lot of hours in the game, maybe even in AFK-sessions, to reach and to keep up that same level. Because their YouTube video's can be short, but every cut can and mostly will represent hours of grinding or AFK-ing.
Having the Ender Dragon drop elytra just speeds up the process of getting the elytra. You can easily use AFK fish-farms to get mending books, or just enchant a fishing rod and do things manually.
Because their YouTube video's can be short, but every cut can and mostly will represent hours of grinding or AFK-ing.
1. Sugarcane is easy to get large quantities of even if you don't have an auto-farm.
2. Gunpowder isn't exactly that hard to get, and auto mob farms for gunpowder aren't that difficult to build either (unless you're going overkill).
Gunpowder isn't so much difficult to get as it is underused, as it has a low usage demand in relation to how common it is, which means that the player can easily spare a lot of it for Elytra boosts.
It's very simple. Elytra is end-game stuff. Yes, end-game stuff. Your argument about not being end-game, makes no sense. Players like the people on Hermit-craft, are end-game players. This means; they have played the game soooo much, that even if they start a new world, they bring so much knowledge and experience to the game, that it immediatelly is an end game. "End game" is not present in Minecraft because, as you've said, people continue to play in that state, and sometimes more so than they played before they reached the "end game." And how can something be "immediately" end game? That's not how games work. End game is where you've put time and effort and reached the final era of your play time. The reason it's okay to have extremely powerful items in other games is because you're likely to not play more after you fight the final boss at "end game," and/or there are not experiences that are taken away from you by this happening.
The bottom line is that a new player (not end-game) will NOT get an elytra fast or easy. It will takes them months of regularly playing the game, to obtain it, and to get the knowledge and mechanisms in place to be able to use it with fireworks consequently (as gunpowder is not something very easy to farm). It's not about when someone gets it. It's about the fact that someone can get it. Once you have it, you're overpowered. Making something rare and only rare is one of the worst ways to balance something. And no, gunpowder is not hard at all to farm. Look up "Minecraft Mob Farm Tutorial" and you'll find tons of designs that don't require spawners that will get you gunpowder, and sometimes even xp. Starless fireworks are definitely not something that is hard to craft.
Players like the people on the hermitcraft server are a nice example of the opposite, why Elytra is neccesary. I think you can safely say that without Elytra, Hermitcraft would not even exist anymore, and most of those players would have moved on because Minecraft has nothing more to offer to them. You have nothing to back up the idea that Hermitcraft wouldn't exist anymore without elytra. It's existed far before it, and would have continued to, just like how Minecraft has existed for a long time and no one needed something overpowered like elytra. The issue is that you can't remove or severely nerf elytra; there would be way too much community backlash.
It's the other way around. Elytra FIXES the transport system. Without Elytra, having infinitelly large worlds is total , as no-one wil go sit behind their computer and walk/travel for like 3-5 hours (real life time) to get somewhere. Standard transportation in Minecraft is WAY to slow. If anything, the slower transportation methods should be looked at to be made faster. For instance, compare a human walking to a horse, in real life. The horse in Minecraft is then way too slow. Same goes for trains, real life trains travel like 120km/h, like 30-60 times faster than walking. The train in minecraft is, again, way too slow. First of all, some people have, but that's beside the point. I agree that minecarts should be way faster, but horses are an optimal speed, especially considering you can go over ANY terrain whereas in real life you would have to stop using the horse when you got to certain biomes.
Microsoft and Mojang want Minecraft to be an 'endless' game. That is, not a game you play until all tasks have been completed and there is nothing more to do. Removing Elytra, will cause just that. It will cause the more seasoned players, to stop, as the game gets boring and tedious and offers no more challenge. There is no fun in spending 2 real life ours on a horse to get to a mesa-biome. That might be nice once, but gets boring REAL fast. Again, Minecraft has survived this long. Do you think it would have made some kind of massive drop in players at the arbitrary time that elytra were added if elytra hadn't been in 1.9? Also, it doesn't always take that long to get to a mesa biome. You could also use the Nether to travel long distances way quicker. Exploration isn't meant to always be a 10 minute long flying session.
I'd say it's the other way around. Some end-game stuff should become easier as you get more experienced. Almost every game works that way, in the beginning you start with small tasks which seems hard but after a while those tasks which seemed hard at the beginning, are now way easier. Compare the unkitted start-player with the player who has gone through al the loops and got himself completely armored up, and fighting a mob. The first one will have a hard time fighting the mob, the second one will kill the mob with 1 or 2 slashes. This is how it should be. I agree. However, adding elytra separated people from the game world. Before, you might build a dock, or even a ship, and it made sense because that is something you would use (Yes, I know ships don't move in survival mode, but building them still fit in with the world); with the elytra, you are essentially a god, so it doesn't make any sense that you would have docks or train stations or paths or really anything else related to transportation. It's survival mode. Not god mode. With the elytra, you're a god. That's not how it should be.
Stuff that should change, are things like the drop rates on wither skeleton heads. So I have progressed so far in the game there's literarely nothing more to do which I haven't done already. What then remains, is building bigger structures, larger farms, and so on. Stuff for which a beacon really comes in handy. However, the skeleton-head-drop-rates for the Win 10 MCPE edition (which I play) are rediculous. I have killed about 150 wither skeletons now, and got 2 heads. That is absurd. Make sure you have a Looting III sword or axe. Also, remember that it's supposed to take a lot of grinding to get the wither skeleton skulls. Beacons come in handy, but are by no means necessary. Remember Minecraft before beacons?
I say; let the mob drop equip which make the same task easier the second time. Like let the Wither drop a sword which increases wither skeleton drop rates, as an example. This is besides the point. We're not here to discuss wither skeleton drops.
Anyway, the one argument that completely obliterates the opening post, is the mere fact that no beginner will easily get elytra. The fact that seasoned end-game players CAN get an elytra (still after like 30 hours of gameplay) doesnt change that one bit. So the elytra and rockets are just fine. It's not the elytra which is broken, it's the other transportation stuff (horse, train) which is severely broken and needs to be fixed (=made faster). Again, I never claimed that a newly spawned player could get elytra. It's about once you get it, not how long it takes to get it. And do you really want to boost horse speeds to be equivalent with elytra? That would be insane. Do you realize how fast horses would be going? You can't just add an overpowered item and then buff everything else. That makes easy items either too easy to get, or if you try to balance it, the easy items unobtainable until you wouldn't need them in the first place.
Aditionally: they should ditch the Java edition. It performes like a wet towel, and has simply too many bugs and balance issues. MCPE/Win10 is way more balanced. For instance: getting gunpowder is NOT that easy in MCPE, as spawn rates are a lot lower. You get like, what, 6-8 overworld and 6-8 cave spawns for an area of several chuncks. It's not impossible, and you'll get gunpowder, but if you want to be able to easily fly around with your elytra all day, it's not going to work. The Bedrock edition has its own issues, and has a fair share of its own bugs. Why would you ditch a version for balance reasons when you can just tweak it?
This goes for more stuf. Take the iron-golem-farms. On JAVA you can make totally rediculous amounts of iron, if you take like Tango-Tek's Iron Trench or Phoenix. Again, this issue or imbalance is not present on Win10/MCPE, as golems a) practically will NOT spawn on water and won't spawn as much. There comes a point where if you're building something as big as the iron trench, if you only get half as much iron it makes little difference because you are still getting so little iron. Also remember that these iron farms are designed for the Java Edition and that if you really want to test things, you need to make one designed to go along with the Bedrock Edition mechanics.
I could go on. It's not elytra which is broken. It's the other transportation stuff which is broken, and the java version in general. Bedrock is just as unbalanced; it's just that you're trying to use Java Edition designs on it instead of finding or creating Bedrock Edition designs. Gunpowder is also still extremely easy to get if you spend 1-2 hours (or less) building a simple mob farm, which you could make out of wood, dirt, stone, or any cheap solid block.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/30/2018
Posts:
95
Minecraft:
TheAuraMC
Xbox:
N/A
PSN:
N/A
Nintendo:
N/A
Member Details
Yeah this very true, Elytras are too OP and there isn’t much of a way to fix it now without massive backlash from the community.
Personally, I still use railways simply because its a cool project connecting up different bases across the world. Horses are fun too, a cool pet to have especially when you get a fast or high-jumping one.
Also I think there is some way of infinite flight with the elytra without rockets or bows, I can’t quite remember it: something like facing -40 degrees down then 40 degrees up, its a bit tricky but no harder than shooting yourself midair - just needs practice and some momentum.
I like the elytra, but I still use older methods, as I feel many players do.
Rollback Post to RevisionRollBack
“There are no evil weapons, only evil people” - Someone, I guess?
Not saying this is an issue since most multiplayer servers are locked on 1.8 so PVP isn't broken, but that's just silly. Multiplayer is the biggest facet of Minecraft, and most of the work tends to go towards building and commands these days. Survival hasn't received any major updates years.
I agree with op. I think perhaps fireworks should exponentially lose boost in mid-air: for example, the first boost reduces the next to 50%, then 25%, then 12.5%, and so on.
Why am I here
Responses in red.
editor broke. Gonna have to redo later.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
There is nothing there...
Check out my suggestions! Here is one of them:
Since when has singleplayer equaled survival? The only real update intended directly for multiplayer update was the combat revamp, and that's still very much relevant thing in PvE.
My point still stands. Excluding 1.9, Mojang has never really truly balanced for multiplayer, and the Elytra isn't a big enough issue for them to worry about it.
Since a few updates after the game's conception...
Why am I here
I hate pvp. It's a dumb clicky clicky spam war. But 1.9 was not even close to a solution; in fact, I would say it made it worse. Prot is such a stupidly overpowered enchantment that it takes an enormous number of clicks to break. The biggest solution would be fixing the awful hit-reg by removing the out-dated click based system that does nothing but encourage players to leap around until someone gets a lucky hit. PVP hitreg should work on a refined swipe based system where the weapon actually has a physical hitbox. Second, prot and armor in general need massive changes, again, something 1.9 did nothing worthwhile to fix. Third, movement mechanics while in combat should not be so stupidly light and floaty.
Why am I here
Let's do some math:
Creeper explosion damage on Normal difficulty: 49
Armor penetration = damage / (2 + totalToughness / 4) armor points; for full diamond armor and 49 damage this is 49 / (2 + 8 / 4) = 12.25
Armor points left = 20 - 12.25 = 7.75, barely more than full leather (7)
Damage reduction from 7.75 armor points at 4% per point = 31%
Damage after armor = 49 * (100% - 31%) = 33.81 = You died!
And that was just on Normal difficulty... on Hard they easily one-shot you from a distance, and this was much worse before they added armor toughness - they could one-shot you in full Protection IV on Normal difficulty.
So, you can see that it is absolutely necessary to wear heavily enchanted diamond armor in order to survive a single hit from one of the most common mobs in the game unless you don't mind playing on Easy; on Hard even full Protection IV is not enough with the saving grace being that creepers rarely explode right on top of you (unless they drop down from a ledge) and damage rapidly decreases with distance (they deal about half the damage at the distance at which they stop moving before they explode).
Even prior to 1.9 (with no armor penetration, which is all that armor toughness affects, it does not make armor reduce damage even more) they leave you with a couple hearts left on Hard - I'd sure still want enchantments! And, yes, while there is Blast Protection, which protects you even more while not reducing non-explosion damage so other mob damage is not overly reduced, I want Protection because it also reduces fall damage; Feather Falling by itself does not give you the maximum amount of Protection, which requires 2 pieces with Protection IV as well; hence why I wear a diamond chestplate and leggings each with Protection IV and Feather Falling IV diamond boots (in 1.6.4); this combination still averages less protection than full unenchanted diamond armor (also, Protection is NOT more effective on stronger armor - both unenchanted and full Protection IV diamond armor double the damage survivable when compared to the same iron armor so it is the armor itself that makes the difference either way. It only affects damage that bypasses armor, so for diamond it only further reduces 20% of damage compared to 40% for iron).
In fact, I even nerfed creepers in my mod because I reduced the maximum protection of armor to 66% (3.3% per armor point, only when worn by players, still 80% / 4% for mobs with zombies having up to 22 armor points for 88% damage reduction) and let them continue moving (right up into your face) when counting down to explosion (explosion damage also falls off less with distance, from a maximum of 36 to a minimum of 6, so that in most cases you take more damage; maximum post-armor damage is 12 vs 9.8 for vanilla and minimum is 2 vs 0.2, a ten-fold increase).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
If you stand so close to a Creeper that you trigger its 1HKO zone then you deserve to die no matter what. That's the point of the mob, and I'm really not sure what you're trying to point out. The point here is that in PVP diamond prot is overpowered.
Why am I here
Quote from Lord_Garak >>
What if one drops down on you from high up in a ravine? Did you know that they explode on impact if they fall far enough?
http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/282079-dive-bombing-creepers-yay
(fall damage reduces their fuse to a minimum delay of 0.25 seconds - which is far too little time to react)
Or if one sneaks up behind you? Really, you expect to be alert enough at all times that you can spot one before it explodes, especially if there are many mobs around? Well, maybe in the lame caves in 1.7+ but try exploring a cave like this - no use trying to block off passages when there aren't any:
Sorry, I am never playing any game where you can just suddenly die for no good reason no matter how well prepared you are or however low the chance is; that is just not good game design - thank god that you can still play older versions and/or mod the game!
In fact, "insta-kill creepers" were even used as an example of a bad suggestion:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Responses in bold.
Why am I here
Well, you are the one who brought up armor being overpowered when it is not, and in a thread about Elytra (which are more OP than armor in many ways, Mojang has even buffed them to the point where you practically have Creative flight in Survival; instead they should have fixed the Punch bow exploit and not made fireworks boost you), and the only reference I made to older versions was that you can easily play in them if you don't like some new change, so I don't really even care what Mojang decides to do in newer versions, which are an entirely different game (I mean, they even call it "Minecraft: Java Edition" now!).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Fair enough point about being off-topic, and of course I agree with Elytra being overpowered, but anyone who has played PVP knows that armor is vastly overpowered. Prot must be changed from multiplicative.
Why am I here
I like the current elytra. Flying around is fun!
Fun is not equal to balanced.
Check out my suggestions! Here is one of them:
That is very true. However,
Fun = Point of the game
If the item is fun to use and doesn't hurt anyone, I don't see any reason to nerf it.
Did you read the original post at all? Or at least my other responses to people? I have presented many reasons to nerf the elytra.
Check out my suggestions! Here is one of them:
Having the Ender Dragon drop elytra just speeds up the process of getting the elytra. You can easily use AFK fish-farms to get mending books, or just enchant a fishing rod and do things manually.
1. Sugarcane is easy to get large quantities of even if you don't have an auto-farm.
2. Gunpowder isn't exactly that hard to get, and auto mob farms for gunpowder aren't that difficult to build either (unless you're going overkill).
Check out my suggestions! Here is one of them:
Right. Just like spider eyes.
Check out my suggestions! Here is one of them:
Responses in bold.
Check out my suggestions! Here is one of them:
Yeah this very true, Elytras are too OP and there isn’t much of a way to fix it now without massive backlash from the community.
Personally, I still use railways simply because its a cool project connecting up different bases across the world. Horses are fun too, a cool pet to have especially when you get a fast or high-jumping one.
Also I think there is some way of infinite flight with the elytra without rockets or bows, I can’t quite remember it: something like facing -40 degrees down then 40 degrees up, its a bit tricky but no harder than shooting yourself midair - just needs practice and some momentum.
I like the elytra, but I still use older methods, as I feel many players do.
“There are no evil weapons, only evil people” - Someone, I guess?