In my opinion, the game doesn't need to be easier for "savvy" players
I guess we differ on that front. I like a game that rewards learning, but maybe you prefer games that reward grinding. To each his or her own.
nor does it need to be harder for "noobs".
...I don't think I've advocated making it harder.
"Noobs" already need to look every single crafting recipe, and still they won't know every trick in the book, nor every shortcut, nor the best ways to do things. New players don't need to be frustrated by finding out that the hard-earned stack of diamonds they lost in that pool of lava could have been kept if only they had invested five cobblestone. Furthermore, they don't need "savvy" players on the forums mocking them for their easily-understandable lack of knowledge.
I sort of touched on this point when I said that I wanted more simple recipes in the game, but I didn't elaborate, so I will try to now. The nice thing about the cobblestone sarcophagus is that it's part of a furnace. My mind tingles with the possibility of someone playing the game for the first time, learning how to make a furnace, and then accidentally making a sarcophagus. "Holy crap! What is that? A sarcophagus? Cool! I'm making one of those. Hmm, I wonder what it does? Can I place it in the world? Hmm, apparently yes, but I can't put anything in it. Huh. I guess I'll just hang onto it and see if it ever comes in handy. Maybe I'll look it up on the wiki, but I shouldn't get distracted; there's a zombie banging on my door and I was trying to smelt some charcoal to make torches out of."
I really want to like this idea, but I just can't. Sorry for all the quotes.
Give in to the dark side.
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I think you are going to love my Survival Let's Play series on YouTube! It's called Spaceboot1's Garden. I make pretty things.
I know it's not particularly nice to mock noobs. But the great thing about noobs is that they don't stay that way. Minecraft, like a lot of video games, has a learning curve, and that's a big part of the fun of the game. There is a huge social element with experienced players telling newer players how to do things. And when I say "experienced" I only mean relatively. It doesn't take much to make a kid an "expert" in Minecraft, and I've seen this first-hand with people I know. It's fun to see the change in a person who doesn't know how a pickaxe from a hoe to a person who mocks other people for inefficient redstone.
And if the experienced players get a little snotty, well we can chastise them, but in the end, they're just sharing their own version of love for the same game we're all playing.
I've used tombstone modifications, and have found that they make for an easier game in some regards. Mostly, though, a tombstone modification removes a large amount of stress in death, which is a part of the way death works as a balance.
Terraria had three character-level difficulties: Softcore, which would cause you to drop some of your money when you died, medium core, which caused you to drop all of your items when you died, and hardcore which made death eternal.
Minecraft recently added a gamerule called "keepInventory" (used via this command, as an admin: "/gamerule keepInventory true") that enables a softcore (sans losing your money which is not applicable to Minecraft) difficulty, which pretty much fills in the requirements of this suggestion.
I'd say if anyone wants their inventory to stick around, enable the keepinventory gamerule. Otherwise, stick with medium core. Good luck!
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Fire And Ice
Some say the world will end in fire
Some say in ice
From what I've tasted of desire
I hold with those who favor fire
But if it had to perish twice
I think I know enough of hate
To say that for destruction ice
Is also great
And would suffice
Minecraft recently added a gamerule called "keepInventory" (used via this command, as an admin: "/gamerule keepInventory true") that enables a softcore (sans losing your money which is not applicable to Minecraft) difficulty, which pretty much fills in the requirements of this suggestion.
I'd say if anyone wants their inventory to stick around, enable the keepinventory gamerule. Otherwise, stick with medium core. Good luck!
But I still like that you have to go find your body. I just don't like the time limit.
If you had a sarcophagus, you would be much freer to play the game after you died, because you could just go on a different adventure, and leave finding your corpse for some other time. It takes away the pressure to rush back into where you died so you can pick up where you left off.
And that's the problem with the death mechanic. Yes, death is inconvenient, and challenging. But when you die, you are stuck with one option: the quest to get back your stuff, and you must do it immediately. If your stuff stuck around, you would have more options after dying.
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I think you are going to love my Survival Let's Play series on YouTube! It's called Spaceboot1's Garden. I make pretty things.
I don't think our ideas are compatible; since you don't want to change anything based on what I said (which is not a bad thing), since I don't think I could convince you with further discussion, and since I will not be giving in to "the dark side" anytime soon, I think it would spare us both a great deal of time to go our separate ways.
I'd support of it was made of lapis or gold, they don't get much features compared to iron. If it was implemented anyway with cobble, I'd still keep it in my hotbar at all times.
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I hate people who complain. I hate spiders. I hate people who own an Xbox One. I hate people who like sandbox games. I hate people who like first person shooters. I hate people who like explosions. I hate people who like video games. I hate people who are hateful. I hate people that don't like spam. I hate people who like cake. I hate people who type in proper grammar and spell words properly on the internet. I hate hypocrites.
Make it out of lapis. This makes it balenced and looseable at the same time if you can't pick them back up.
It would give you time to collect resorses before you go and get your stuff.
While it's an interesting mod idea, I don't think it would be balanced for vanilla. Not to mention the one thing people forget:
Custom Maps.
Custom maps are almost always ignored when people present a new suggestion, and often the actual suggestion is bad because of it. Imagine this scenario: You make the sarcophagus in a CTM, ROMhack-Hard map. You die, and you just go back to where you died and got back all your stuff. It ruins the balance and makes it not hard or fun anymore; who wants to cheese through a ROMhack-Hard map like that?
The custom maps-ignored also applies for what Dinnerbone is doing to Vanilla. While the new hunger/health system is good for vanilla, where food is quite easy to come by, it's making maps like CTMs extremely hard now. Same thing with the new skeletons.
In conclusion: I think it's an interesting mod idea, and while it would be balanced for vanilla if it were way more expensive, it's still not very balanced for custom maps. CTM, for instance, is intended for you to die and lose all your items; a couple times per map, in fact.
While it's an interesting mod idea, I don't think it would be balanced for vanilla. Not to mention the one thing people forget:
Custom Maps.
Custom maps are almost always ignored when people present a new suggestion, and often the actual suggestion is bad because of it. Imagine this scenario: You make the sarcophagus in a CTM, ROMhack-Hard map. You die, and you just go back to where you died and got back all your stuff. It ruins the balance and makes it not hard or fun anymore; who wants to cheese through a ROMhack-Hard map like that?
The custom maps-ignored also applies for what Dinnerbone is doing to Vanilla. While the new hunger/health system is good for vanilla, where food is quite easy to come by, it's making maps like CTMs extremely hard now. Same thing with the new skeletons.
In conclusion: I think it's an interesting mod idea, and while it would be balanced for vanilla if it were way more expensive, it's still not very balanced for custom maps. CTM, for instance, is intended for you to die and lose all your items; a couple times per map, in fact.
Well I haven't played a ton of CTM maps, but isn't it essentially the same as vanilla? As in if you can get to your items before they despawn, well you get them back. Also, CTM makers could make cobble scarce if this is a worry. They already do that for other reasons.
But if it doesn't work for the custom map, couldn't the map-maker just make a rule against using it? I thought that sometimes they had a rule against beds, because beds would ruin the map.
And on the other hand, I think the idea would be good for certain custom maps that use gamerule keepinventory to use something more in-game instead.
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I think you are going to love my Survival Let's Play series on YouTube! It's called Spaceboot1's Garden. I make pretty things.
Well I haven't played a ton of CTM maps, but isn't it essentially the same as vanilla? As in if you can get to your items before they despawn, well you get them back. Also, CTM makers could make cobble scarce if this is a worry. They already do that for other reasons.
But if it doesn't work for the custom map, couldn't the map-maker just make a rule against using it? I thought that sometimes they had a rule against beds, because beds would ruin the map.
And on the other hand, I think the idea would be good for certain custom maps that use gamerule keepinventory to use something more in-game instead.
Oooooh no. CTM maps are evil things made by demons. If you manage to get to your items before they despawn, you're either extraordinarily lucky, it's one of the very first level, or you didn't fall into lava or the void (happens way more often than you think)
The thing with making a rule against it is that the makers of CTMs always want to enforce the rules; they don't have the "don't break this kinda block", you can break whatever blocks you wish. The only rule they cannot enforce is the enderchest rule, and that is pretty hard to break anyway.
CTM was there before Vanilla was difficult; Vechs, the creator, made them because he though of Vanilla as too easy. He made his first map extraordinarily hard, and that's one reason why they like his maps so much.
Oooooh no. CTM maps are evil things made by demons. If you manage to get to your items before they despawn, you're either extraordinarily lucky, it's one of the very first level, or you didn't fall into lava or the void (happens way more often than you think)
I can't imagine a sarcophagus surviving a fall into the void, so no worries there.
I've been meaning to talk about retrieving your items from the bottom of lava. We've been talking in this thread as if it's a piece of cake to gravel up a lava ocean, find your sarcophagus on the bottom, and not die again in the process.
That leaves the despawn issue, which can be a challenge, it's true, but I also know that CTM maps are huge, so usually if you die, your items are in another chunk. You only need to hurry when you get into loaded range.
One other thing about Vech's maps too, is that items usually aren't an issue. What I mean to say is: replacement gear is quite abundant precisely for the reason that losing all your items when you die isn't the best for challenging and fun gameplay. And if the map has a finite amount of resources, then you basically have to restart the world if you lose necessary items, and some of the good CTMs are designed so you don't have to do that.
Also also, if you're playing a CTM map and trying to get back to where you died, you essentially have to gear up again just to get there. By the time you reach your corpse, you're going to be swimming in items, and there will be a premium on inventory space. The sarcophagus might actually not be that useful for the CTM player, because you might be using it just to preserve one good tool or weapon (or wool block), and the rest is replaceable anyways.
usually if you die, your items are in another chunk. You only need to hurry when you get into loaded range.
sorry to quote myself here, but I wanted to point out the oddness of items despawning, but not if you're out of range. That whole mechanic is a bit awkward to begin with. And counterintuitive. I don't mind, of course, because it is just a game, and I can get used to it. But arguing against a proposed suggestion, just to preserve that fiddly feature, seems stupid to me.
I've seen it suggested before on these very forums, that maybe items shouldn't despawn at all. The typical response is "yeah, we'd all love that, but we can't have it because it would be too laggy." Well if there is a solution that isn't laggy, I think everyone should be all over it.
Your hotbar, mind you. Not just any old inventory slot, and I think this is important. I'm always running out of space on my hotbar, and I'm very careful with what I put on it. If I had the option of a sarcophagus, I'd only put it on when I felt like the situation was dire. It's like funeral planning. I'm 31 years old and healthy, so I don't need to think about planning for my funeral, but if I was old or sick, or took up a risky hobby or profession, it would become a priority.
That is not at all a good comparison to make. The sarcophagus would be like buying insurance, like house or car or medical. That way if something does happen, you're prepared. If you don't buy insurance, well that's your own loss, but the majority of us prefer to prepare for things that could happen, rather than wait until they happen and then act. What you are saying is like saying that you won't buy medical insurance until you're sick with cancer. It doesn't work like that.
I can't imagine a sarcophagus surviving a fall into the void, so no worries there.
I've been meaning to talk about retrieving your items from the bottom of lava. We've been talking in this thread as if it's a piece of cake to gravel up a lava ocean, find your sarcophagus on the bottom, and not die again in the process.
That leaves the despawn issue, which can be a challenge, it's true, but I also know that CTM maps are huge, so usually if you die, your items are in another chunk. You only need to hurry when you get into loaded range.
One other thing about Vech's maps too, is that items usually aren't an issue. What I mean to say is: replacement gear is quite abundant precisely for the reason that losing all your items when you die isn't the best for challenging and fun gameplay. And if the map has a finite amount of resources, then you basically have to restart the world if you lose necessary items, and some of the good CTMs are designed so you don't have to do that.
Also also, if you're playing a CTM map and trying to get back to where you died, you essentially have to gear up again just to get there. By the time you reach your corpse, you're going to be swimming in items, and there will be a premium on inventory space. The sarcophagus might actually not be that useful for the CTM player, because you might be using it just to preserve one good tool or weapon (or wool block), and the rest is replaceable anyways.
I suspect you've only played Inferno Mines.
Well, to fully understand what I mean, I suggest you play a lot more CTM maps. Spellbound Caves, Kaizo Caverns, and Legendary are good picks; along with the Uncharted Territory/Uncharted Territory 2 maps.
I think you should play more CTM maps and learn more tactics before you talk about CTM maps and how mods to the vanilla game can balance them.
Well, to fully understand what I mean, I suggest you play a lot more CTM maps. Spellbound Caves, Kaizo Caverns, and Legendary are good picks; along with the Uncharted Territory/Uncharted Territory 2 maps.
I think you should play more CTM maps and learn more tactics before you talk about CTM maps and how mods to the vanilla game can balance them.
Fair enough. I will play some more when I have time. This whole thing is a side issue though. As cool as CTM maps are, and as much as we don't want to break them with suggestions (though I still don't think a sarcophagus would break CTM maps, as much as slightly change the player's tactics), the main consideration is still the vanilla game. CTM maps have survived and adapted to many changes to vanilla already.
It's a good idea for obtaining Mob heads and such. I'm not really with the name though? Any how, If this was implemented, I don't feel hardcore players would agree. So you could add some sort of blacklist of this item. Perhaps it is not obtainable in hardcore versions?
If by hardcore you simply mean the gamemode, well that removes a large part of the utility, since you just die. You could still use it to get mob heads though.
But if you mean expert players who prefer extreme difficulty, I suppose you could add an option to disable. However, there are players out there who already play with constraints like "no beds" or whatever, and they just choose not to craft those things. Actually, I could imagine a gamemode that disabled beds, sarcophagi, and perhaps a couple of other things too.
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I think you are going to love my Survival Let's Play series on YouTube! It's called Spaceboot1's Garden. I make pretty things.
I guess we differ on that front. I like a game that rewards learning, but maybe you prefer games that reward grinding. To each his or her own.
...I don't think I've advocated making it harder.
I sort of touched on this point when I said that I wanted more simple recipes in the game, but I didn't elaborate, so I will try to now. The nice thing about the cobblestone sarcophagus is that it's part of a furnace. My mind tingles with the possibility of someone playing the game for the first time, learning how to make a furnace, and then accidentally making a sarcophagus. "Holy crap! What is that? A sarcophagus? Cool! I'm making one of those. Hmm, I wonder what it does? Can I place it in the world? Hmm, apparently yes, but I can't put anything in it. Huh. I guess I'll just hang onto it and see if it ever comes in handy. Maybe I'll look it up on the wiki, but I shouldn't get distracted; there's a zombie banging on my door and I was trying to smelt some charcoal to make torches out of."
Give in to the dark side.
Want to play Minecraft SSP like Spaceboot1? Try my modpack, all mods made by me, Spaceboot1!
And if the experienced players get a little snotty, well we can chastise them, but in the end, they're just sharing their own version of love for the same game we're all playing.
Want to play Minecraft SSP like Spaceboot1? Try my modpack, all mods made by me, Spaceboot1!
Terraria had three character-level difficulties: Softcore, which would cause you to drop some of your money when you died, medium core, which caused you to drop all of your items when you died, and hardcore which made death eternal.
Minecraft recently added a gamerule called "keepInventory" (used via this command, as an admin: "/gamerule keepInventory true") that enables a softcore (sans losing your money which is not applicable to Minecraft) difficulty, which pretty much fills in the requirements of this suggestion.
I'd say if anyone wants their inventory to stick around, enable the keepinventory gamerule. Otherwise, stick with medium core. Good luck!
Some say the world will end in fire
Some say in ice
From what I've tasted of desire
I hold with those who favor fire
But if it had to perish twice
I think I know enough of hate
To say that for destruction ice
Is also great
And would suffice
But I still like that you have to go find your body. I just don't like the time limit.
If you had a sarcophagus, you would be much freer to play the game after you died, because you could just go on a different adventure, and leave finding your corpse for some other time. It takes away the pressure to rush back into where you died so you can pick up where you left off.
And that's the problem with the death mechanic. Yes, death is inconvenient, and challenging. But when you die, you are stuck with one option: the quest to get back your stuff, and you must do it immediately. If your stuff stuck around, you would have more options after dying.
Want to play Minecraft SSP like Spaceboot1? Try my modpack, all mods made by me, Spaceboot1!
I wish you good luck with this thread!
Also, you're 31?! Cool.
Custom Maps.
Custom maps are almost always ignored when people present a new suggestion, and often the actual suggestion is bad because of it. Imagine this scenario: You make the sarcophagus in a CTM, ROMhack-Hard map. You die, and you just go back to where you died and got back all your stuff. It ruins the balance and makes it not hard or fun anymore; who wants to cheese through a ROMhack-Hard map like that?
The custom maps-ignored also applies for what Dinnerbone is doing to Vanilla. While the new hunger/health system is good for vanilla, where food is quite easy to come by, it's making maps like CTMs extremely hard now. Same thing with the new skeletons.
In conclusion: I think it's an interesting mod idea, and while it would be balanced for vanilla if it were way more expensive, it's still not very balanced for custom maps. CTM, for instance, is intended for you to die and lose all your items; a couple times per map, in fact.
Eᴠᴇʀʏ 60 sᴇᴄᴏɴᴅs ɪɴ Aғʀɪᴄᴀ, ᴀ ᴍɪɴᴜᴛᴇ ᴘᴀssᴇs. Tᴏɢᴇᴛʜᴇʀ ᴡᴇ ᴄᴀɴ sᴛᴏᴘ ᴛʜɪs. Pʟᴇᴀsᴇ sᴘʀᴇᴀᴅ ᴛʜᴇ ᴡᴏʀᴅ
Well I haven't played a ton of CTM maps, but isn't it essentially the same as vanilla? As in if you can get to your items before they despawn, well you get them back. Also, CTM makers could make cobble scarce if this is a worry. They already do that for other reasons.
But if it doesn't work for the custom map, couldn't the map-maker just make a rule against using it? I thought that sometimes they had a rule against beds, because beds would ruin the map.
And on the other hand, I think the idea would be good for certain custom maps that use gamerule keepinventory to use something more in-game instead.
Want to play Minecraft SSP like Spaceboot1? Try my modpack, all mods made by me, Spaceboot1!
The thing with making a rule against it is that the makers of CTMs always want to enforce the rules; they don't have the "don't break this kinda block", you can break whatever blocks you wish. The only rule they cannot enforce is the enderchest rule, and that is pretty hard to break anyway.
CTM was there before Vanilla was difficult; Vechs, the creator, made them because he though of Vanilla as too easy. He made his first map extraordinarily hard, and that's one reason why they like his maps so much.
Eᴠᴇʀʏ 60 sᴇᴄᴏɴᴅs ɪɴ Aғʀɪᴄᴀ, ᴀ ᴍɪɴᴜᴛᴇ ᴘᴀssᴇs. Tᴏɢᴇᴛʜᴇʀ ᴡᴇ ᴄᴀɴ sᴛᴏᴘ ᴛʜɪs. Pʟᴇᴀsᴇ sᴘʀᴇᴀᴅ ᴛʜᴇ ᴡᴏʀᴅ
I can't imagine a sarcophagus surviving a fall into the void, so no worries there.
I've been meaning to talk about retrieving your items from the bottom of lava. We've been talking in this thread as if it's a piece of cake to gravel up a lava ocean, find your sarcophagus on the bottom, and not die again in the process.
That leaves the despawn issue, which can be a challenge, it's true, but I also know that CTM maps are huge, so usually if you die, your items are in another chunk. You only need to hurry when you get into loaded range.
One other thing about Vech's maps too, is that items usually aren't an issue. What I mean to say is: replacement gear is quite abundant precisely for the reason that losing all your items when you die isn't the best for challenging and fun gameplay. And if the map has a finite amount of resources, then you basically have to restart the world if you lose necessary items, and some of the good CTMs are designed so you don't have to do that.
Also also, if you're playing a CTM map and trying to get back to where you died, you essentially have to gear up again just to get there. By the time you reach your corpse, you're going to be swimming in items, and there will be a premium on inventory space. The sarcophagus might actually not be that useful for the CTM player, because you might be using it just to preserve one good tool or weapon (or wool block), and the rest is replaceable anyways.
Want to play Minecraft SSP like Spaceboot1? Try my modpack, all mods made by me, Spaceboot1!
sorry to quote myself here, but I wanted to point out the oddness of items despawning, but not if you're out of range. That whole mechanic is a bit awkward to begin with. And counterintuitive. I don't mind, of course, because it is just a game, and I can get used to it. But arguing against a proposed suggestion, just to preserve that fiddly feature, seems stupid to me.
I've seen it suggested before on these very forums, that maybe items shouldn't despawn at all. The typical response is "yeah, we'd all love that, but we can't have it because it would be too laggy." Well if there is a solution that isn't laggy, I think everyone should be all over it.
Want to play Minecraft SSP like Spaceboot1? Try my modpack, all mods made by me, Spaceboot1!
That is not at all a good comparison to make. The sarcophagus would be like buying insurance, like house or car or medical. That way if something does happen, you're prepared. If you don't buy insurance, well that's your own loss, but the majority of us prefer to prepare for things that could happen, rather than wait until they happen and then act. What you are saying is like saying that you won't buy medical insurance until you're sick with cancer. It doesn't work like that.
Well, to fully understand what I mean, I suggest you play a lot more CTM maps. Spellbound Caves, Kaizo Caverns, and Legendary are good picks; along with the Uncharted Territory/Uncharted Territory 2 maps.
I think you should play more CTM maps and learn more tactics before you talk about CTM maps and how mods to the vanilla game can balance them.
Eᴠᴇʀʏ 60 sᴇᴄᴏɴᴅs ɪɴ Aғʀɪᴄᴀ, ᴀ ᴍɪɴᴜᴛᴇ ᴘᴀssᴇs. Tᴏɢᴇᴛʜᴇʀ ᴡᴇ ᴄᴀɴ sᴛᴏᴘ ᴛʜɪs. Pʟᴇᴀsᴇ sᴘʀᴇᴀᴅ ᴛʜᴇ ᴡᴏʀᴅ
Fair enough. I will play some more when I have time. This whole thing is a side issue though. As cool as CTM maps are, and as much as we don't want to break them with suggestions (though I still don't think a sarcophagus would break CTM maps, as much as slightly change the player's tactics), the main consideration is still the vanilla game. CTM maps have survived and adapted to many changes to vanilla already.
Want to play Minecraft SSP like Spaceboot1? Try my modpack, all mods made by me, Spaceboot1!
If by hardcore you simply mean the gamemode, well that removes a large part of the utility, since you just die. You could still use it to get mob heads though.
But if you mean expert players who prefer extreme difficulty, I suppose you could add an option to disable. However, there are players out there who already play with constraints like "no beds" or whatever, and they just choose not to craft those things. Actually, I could imagine a gamemode that disabled beds, sarcophagi, and perhaps a couple of other things too.
Want to play Minecraft SSP like Spaceboot1? Try my modpack, all mods made by me, Spaceboot1!
Exactly, such as: Someone who just started playing is a newb (short for newbie, which means someone who is new) and Spaceboot is a noob.