You are correct. I misread that. I suspect because I have seen a let's play with the bug, I assumed it was stating this was a feature. Closer reading would behoove me. Thank you.
- Bishounen_Floyd
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Member for 10 years, 6 months, and 20 days
Last active Mon, Jun, 19 2017 14:33:00
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Oct 20, 2016Bishounen_Floyd posted a message on Snapshot 16w42a Ready For Testing!Posted in: News
I have to say, I'm not sure I like the whole "Wither Skeletons spawning everywhere" thing. I'm OK with regular Skeles spawning everywhere, but Wither ones? That's a big part the reason to seek out a Fortress. To farm it for Wither Skeles. Obviously the fortresses still have uses (Netherwort, Blaze farms, getting loot) but this seems like a dilution of the Fortress idea. Yeah, it makes the Nether more dangerous, but I think there could have been more creative ways to do that than diluting fortresses. (New variants of Overworld Mobs, for instance)
I've not played the snapshots myself yet, but I've seen a couple others play them and the frequency of Wither Skeles is silly. You basically CANNOT go to the Nether without a few buckets of Milk. WS and regular Skeles are as frequent as pigmen right now.
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Jun 20, 2016Bishounen_Floyd posted a message on 30 Secrets In 1.10 You Might Not KnowPosted in: News
I just wish they would fix the village spawning mechanic to force villages to be flatter and more sensible. Can't count the number of times I've seen villages plunked down in idiotic spots, like in the middle of water, halfway into a hillside, and straddling a ravine. No creature capable of building a village would purposely choose such locations. Yet Minecraft keeps spawning them there.
Personally, I think they need to alter villiages so that they always spawn on a flat or reasonably flat biome-matching "square". IE: a square section of flat ground for the village to spawn onto, with tapered edges down so that it can merge seamlessly into the terrain.
Also, the village square should be prevented from spawning with an edge overlapping a hilly or watery biome, and should always cover up any ravines it is over.
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Mar 10, 2016Bishounen_Floyd posted a message on Server Spotlights: PvP ServersPosted in: NewsQuote from clonex10100»
I llke how you talk about 1.9 combat, but only 1 of these servers supports it
Of course. We must promote Mojang's unpopular combat changes, because REASONS! Forget actually giving equal time to the very reasonable and well thought out opposition to the changes. Mojang made it, therefore it is an "Immaculate Change" and can never be questioned, ever.
Nevermind that almost all the PVP servers are likely to either stay on 1.8 or implement some kind of revert plugin to remove the combat changes that 1.9 introduced.
Nevermind that PVE players en-masse are slowly learning to utterly HATE the changes as they discover that PVE is now unreasonably hard even when the difficulty level is set to Easy.
All that matters is kowtowing to the almighty Mojang Devs, who can never make a poor design decision, especially now that they are owned by Microsoft. -
Mar 4, 2016Bishounen_Floyd posted a message on 1.9 Combat Update is Now Live!Posted in: NewsQuote from supertater»
The new combat stats are terrible. I use to go out at night and battle mobs. Using similar strategies, I have died twice inside of 5 minutes. Full enchanted diamond armor and a sword with knockback 2 and sharpness 3. The weapons are worthless and the mobs cause way too much damage. Maybe I am just a wimp, but the new update has ruined the game for me. I know that some have complained that battle was too easy, but it was just right for many of us. Way to screw up a fun game.
I also can't remember the last time that I saw the game so laggy. Playing in single player mode and have to stop from time to ttime to let the landscape load.
The real issue is that in Mojang's rush to fix the "problem" of click spamming in PVP, they utterly broke PVE. For those of us that don't play PVP and could care less about people whining about click spamming, the changes are devastating. PVE is significantly harder than it was previously and the learning curve with the new combat is utterly absurd. New players are going to be incredibly turned off by these more complicated mechanics. This is NOT a smart thing that Mojang has done.
Thankfully, there are always older versions and the modding community to rescue us. -
Mar 4, 2016Bishounen_Floyd posted a message on 1.9 Combat Update is Now Live!Posted in: News
They should take it back it has literally destroyed single player game play for me. I guess 1.8.9 is the end of the road since the new fight mechanics is a joke. It takes longer to draw weapons and anymore then 1 skeleton and your are done especially if you don't rely on a bed. The mobs keep coming but you have no options to knock them back and the only option is to go right to mining to obtain iron for shields.
Pretty much. That's why I'm staying on 1.8.9 until and unless a mod comes out to remove all of the combat changes. -
Mar 4, 2016Bishounen_Floyd posted a message on 1.9 Combat Update is Now Live!Posted in: NewsQuote from NoctilucentSky»
So what happens with mob grinders? do the swords have to recharge as well?
Mob grinders for XP are now MUCH harder to make. You will have to make the grinder JUST RIGHT so you can kill the mobs with a single empty hand punch so you can keep spam-clicking away. Otherwise it just takes too long to kill anything.
Automated mob grinders for loot still work as before. -
Feb 29, 2016Bishounen_Floyd posted a message on 1.9 Combat Update is Now Live!Posted in: News
Meh.
Combat changes make Minecraft PVE too hard now. Especially for beginners. Been trying to get my son into Minecraft and he's just not getting it at all. (Note: he is Autistic, so that does make it harder) But the learning curve for beginners is just so ridiculous now. I remember my first days in Minecraft back in 1.6.2, back when we started on "Beginner Island". I remember back then having an incredibly hard time, but sticking it out because I was having fun and learning new stuff was easy. Now? Forget it. In the rush to make new content and fix "PVP" (something I NEVER took part in) Mojang utterly broke PVE and made the learning curve impossibly steep for beginners.
That's too bad because Minecraft is already on the decline. Making it hard for new users isn't a good way to expand the user base. I predict 1.9 will be the LAST major update for Minecraft before the final plunge into user death. I doubt it will ever go away, but MC is now set to very rapidly become irrelevant in the gaming world. That's just too bad. Ahh well. we'll always have our memories, and the older better versions to play.
Sorry Mojang, I'll keep my easier PVE combat and my Notch Apple and stay on 1.8. You can keep your ugly purple blocks.
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Feb 20, 2016Bishounen_Floyd posted a message on 1.9 Pre-Release v1 Ready For Testing!Posted in: News
Meh. Crappy combat update that made combat harder against PVE, and almost no difference in PVP. No new weapons, (sorry, potion arrows do not count, and the axe isn't new.) no ability to have "classes" of players (IE: Paladin, Rogue, Ranger, Archer, etc.) no improved weapon crafting scheme. MASSIVELY increased difficulty and learning curve for new/young players. And then a bunch of other non-combat stuff that IS cool and awesome but doesn't really belong in the purported "combat" update.
You want a REAL combat update? Here's how you do it:
1. stay on 1.8.x or earlier.
2. Install Forge.
3. Install Tinker's Construct.
4. Have fun.
Why in the world Mojang didn't just ape TiC I will never understand. I guarantee that they could have just tossed some cash at the mod makers and they would have gotten the code complete and ready to integrate.
For myself, I will stay on 1.8.x until there is a Forge based mod (or I can find a command/script) to disable to the crappy "combat" changes, fix the armor back to what it should be and remove the shield. Seriously, nobody should have to put up with that crap.
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Oct 21, 2015Bishounen_Floyd posted a message on Minecraft Story Mode: Do You Enjoy It?Posted in: News
I like it and I've done a Let's Play on it. For anyone who doesn't want to shell out the $25 for it, you can come watch me play through it. (Note that it's $25 for all 5 episodes, so about 10+ hours of game play for $25. Well worth it.)
The thing about Telltale games is that they aren't really games in the traditional sense. They are more like Interactive movies. I'm not a huge fan of the quick-time events, but it's part of how Telltale's games work, so I accept that.
That said, the complaints about the mouth animations are valid. Not so much from a stylistic perspective (IE: blocky vs slamacow smooth) but more from a Synchronization perspective. The mouths will often be either out of sync with the audio, or won't animate properly (or at all) This is something that Telltale needs to patch as it makes the game look amateurish, particularly if you are approaching it from the "Interactive Movie" perspective, as things like audio sync and mouth animations are so much more important then.
Despite that I really enjoyed Episode 1 and am really looking forward to the next 5 episodes. And yes, I will absolutely be Let's Playing those too.
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Oct 12, 2015Bishounen_Floyd posted a message on (Other) Things About Minecraft You Might Not KnowPosted in: News
Interesting video. I didn't know about the cake and redstone thing. Would make for an interesting trap. See a cake, eat some, and then explosion, or trapdoor or arrows/splash potions from a dispenser hidden behind a painting, etc.
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Sep 25, 2015Bishounen_Floyd posted a message on Community Roundtable: BoatsPosted in: News
Agreed. There is no reason to have boats break. Unless Mojang intends to introduce "impact injury" mechanics to horses and people. (Please don't!) Just remove the impact mechanics altogether, problem solved.
Then Mojang can spend programmer resources on stuff like making larger boats so we can add chests to them and adding in half-slabs and stairs for all the new blocks since 7.10.
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Sep 13, 2015Bishounen_Floyd posted a message on 1.9 Spoilers: Off-Hand Bows, Possible Golden Apple NerfPosted in: News
Frankly, I don't see the logic in nerfing Golden Apples just "because people make Gold Farms".
Gold Farms are a generally END GAME thing, by which time most players will have been to the Nether and gotten Blaze rods to create a Brewing Stand. Health potions have ALWAYS been a better health restorer than GApples anyway, AND less gold intensive. They just can't be made quickly like GApples can in a UHC scenario, due to needing blaze rods and watermelons.
As it stands right now in 1.8 and down, GApples are well balanced in the vast majority of singleplayer and multiplayer worlds, in that they are very gold intensive, but quick and reasonably easy to make. Health potions are well balanced in that they restore far more health for less gold investment, but are more difficult to set up due to needing blaze rods and watermelons.
I just don't see any logical need for the change, unless Mojang is planning on implementing some other type of healing system in Minecraft.
Ultimately though, this change in GApples will simply cause more people to either create gold farms earlier in game, or shift to using potions when possible. UHC video series will HAVE to include a visit to a jungle to get the needed watermelons.
As far as the other changes; While I'm happy to see sword swings speed up a bit I still think the "cooldown" concept is flawed and ultimately unworkable. Frankly I would rather see them take a different approach:
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One of the major modpacks, Project Ozone 2, just swapped to using BQM. Previously they had been using FQM, which is now removed from the pack. Unfortunately, their BQM implementation doesn't track the quests completed in FQM, meaning that somone who has been playing PO2 for a few months would have to start all over.
Now, obviously, this is not the fault or responsibility of the makers of BQM. However, can the makers of BQM offer any advice on possibly transferring over FQM quest progress into BQM? I did a quick scan of the thread and saw ways to integrate new quest lines, but nothing on integrating completion for identical questlines from one system to the other.
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Yep. Think about maps like Ragecraft. They wil be literally IMPOSSIBLE using the new combat mechanics. They are nigh-on impossible NOW, btu when you can't effectively fight more than one or two mobs? Forget it. MANY maps will simply stop working or be usable in 1.9. Just too many stupid pointless changes.
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So true.
Generally speaking, I LOVE 1.9. Except the combat changes. Those are just a deal-breaker for me. It's like Mojang has made this gorgeous gourmet meal of wonderful features, put it on a lovely silver platter, and then taken a dump right in the middle of it.
As such I'll probably hold off on playing 1.9 until someone makes a Forge compatible mod that reverts the combat back to "classic style" combat, complete with actually good armor and swords you can swing as fast as you can click.
Frankly I'd LOVE a mod that also removes the "invulnerability after damage" bullcrap as well. if I'm fighting a mob, I wanna kick his butt as fast as possible.
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Because the mods want to be able to keep all the complaints corralled into one thread. They are doing it for sound logical reason; To reduce administrative overhead in managing complaint threads.
Unfortunately, it has the unintended side-effect of muting dissenting opinion. If you only see ONE thread discussing complaints, then "Everybody else MUST like it and you are alone in your dislike, so maybe it's best not to say anything."
This accidentally enforces group-think and is ultimately unhealthy for any forum. If people think that they can't express their opinions, they leave, and you are left with an echo-chamber of dull group-think.
My suggestion would be to just let the complaint threads flow, and only remove duplicate author threads. IE: Prevent complaint thread spamming by the same person.
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The first part of your response was nonsensical crap, so I'm not going to quote it. (BTW, posting bold text inside a quote from someone else instead of forming a proper argument just makes you look foolish.) But you basically attempted to refute my arguments by saying "Well that's your opinion". OF COURSE IT IS YOU NINNY! I wouldn't have posted it if it wasn't my opinion!
Yes, some people like it. But the ONLY survey taken was taken on an internet FAN board, where the opinion is likely to be more positive AND the survey was about 1.9 generally, not the combat changes specifically. Don't get me started on the fallibility of internet polls either. If Internet polls were accurate, we would have had a President Ron Paul the last 8 years instead of Obama.
In my experience, everyone who tries the new combat dislikes it. They may have been excited at first, but the more they use it, the less they like it. I expect this number to grow unless Mojang pulls the combat changes.
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In answer to the OP's question: Because some of us realize that HARDER is not the same as VARIETY or BETTER.
The new combat learning curve is WAY too steep for a game who's largest target market is children. Children who will be the most likely to have difficulty with the new combat system and will walk away from Minecraft much more readily than older players. This means less new players to replace people leaving, resulting in a shrinking player base.
Maybe some Elitists are OK with that. You can see them in this thread mindlessly repeating the "people don't like change" mantra, as if it will magically make the complainers go away and keep the Elitists in their happy place. But for Mojang this is bad. Perhaps less bad now that they have Microsoft to be their sugar daddy, but still bad. MS is going to want to get that 2 Billion back, and heads will roll if the player base shrinks because of bad changes. The new combat changes are, by any logical and reasonable measure, bad.
The rest of the update is actually pretty nice. I like the upgraded End, more blocks are nice, and the other stuff is interesting at least. But the combat system is TERRIBLE and needs to go. Mojang needs to back out the combat changes and just go back to the drawing board, getting HEAVY input from the community and tapping mod makers who have well-balanced weapon mods for ideas.
The Minecraft community has made most of Mojang's management rich beyond the dreams of Avarice.(Especially Notch, but he took the money and ran) We deserve an AMAZING combat update. Not this hacked-together weak sauce garbage.
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Nice job entirely ignoring his extremely strong point about PVE and the difficulty curve in learning the new combat system. I see what you did there.
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I don't know what to tell you. I've seen it happen in PVP, and had it happen to me too. It might be stealth patched out in 1.8.8. Have you tried older versions?
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Plain fist attack (zombies) doesn't do anything to armor durability. Your results would be expected.
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Invincibility frames only affect the player or mob health bar. They do not account for armor durability or knockback. Thus the reason why in the first snapshot that introduced the cooldown any player wielding a diamond hoe would EASILY defeat someone using a diamond sword. So in the next snapshot Mojang reduced the hoe damage stat down to almost nothing to ensure that people wouldn't "go around" Mojang's broken cooldown mechanic.
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Nope, not a bug. (Although the weapon durability loss was a bug) The only thing intended to be "invincible" was the player's health bar.
From the Wiki:
As far as I am aware, this is how it is intended to work. I think many players considered it a bug, because they didn't like it in PVP. But it worked that way all the way through 1.8.8 to the best of my knowledge.
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Mojang has stated that they want Brewing to be more prominent in PVP and UHC. So they made brewing slightly... harder, and... more... complex...
Yeah, I got nothing.
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True, but the weapon still dealt knock back and damaged armor durability, so even if you weren't hurting the player's health, you were disrupting their counter-attacks and wearing down/breaking their defenses. Also, if you increased the incoming damage within the .5 seconds of time it would still deal full damage. Thus bunny-hopping + click-spamming was the fastest way to kill someone. So yes, massive nerf.
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Some things are nice, expanded end, more blocks, more light sources, more potions, more enchants.
The Combat changes? HAVE. TO. GO. They make combat harder, and yet more boring too. All that talk about dual-wielding? Yeah, forget it. You can NEVER go caving, outside at night or into PVP without a Shield (or two, given you quickly they wear out) because Armor has been nerfed to oblivion. A Creeper (or a Ghast) can kill you with a single blast when you are wearing Full Diamond Protection IV armor! Ridiculous!
Let's run down the REAL combat changes, shall we?
1. Armor nerfed to near uselessness.
2. Shield that MUST be used if you want to survive even one encounter with a Creeper (unless they "creep" up behind you, then you are dead.)
3. Sword DPM (Damage Per Minute) rate MASSIVELY nerfed via "cooldown" mechanic.
4. Sword draw speed slowed to comical slowness.
5. Axe draw speed slowed to comical slowness, same DPM issues that swords have.
6. Hoe damage removed because the Devs realized people were just using them instead of swords because they were more effective! (Can't have people playing a creative game the way they want to, they must do it the stupid broken Mojang way!)
7. Splash potions now have the range of arrows. (potion arrows)
8. Some splash potions are now completely OP (Lingering potions)
So how will combat with Mobs go? If facing a Skele, rush with the shield up. Face-hug him and the arrow bounce back will kill him for you. Everything else, do your best if one mob. More than one, better run unless you have the OP splash potions. So more boring (Skeles) AND harder (everything else.) How will PVP go? Imagine the sound of a mute bull (no mooing) running through a china shop. That is the sound of PVP after 1.9. Splash Potions and Potions arrows EVERYWHERE. Because it's now the most effective way to kill other players. Hey! Combat VARIETY!
The really worst part about the combat changes is how much more difficult it makes it on NEW players. You know they ones I mean; Kids who are getting into gaming for the first time and who's parents get them Minecraft because "it's that kid-friendly building game". The combat used to be, while largely brainless, very accessible for even the least-skilled players. You made a sword, you clicked as fast as you could, monsters died. Nice, simple, easy, and ACCESSIBLE.
After 1.9 all that changes. Honestly, if the Devs had set out to make combat as complex, inscrutable and difficult to learn as possible they could hardly have been more successful than in 1.9. Combat is confusing, hard to learn, difficult to do well, and needlessly complex for a game that's largest target market is CHILDREN. I see many frustrated and crying children once 1.9 goes live. Does Mojang honestly think this is going to work? Alienating your target market is the quickest way to oblivion. Just ask Digg how well that worked out for them.
Everything else about the update is generally OK. Although I have to say I find it DEEPLY ironic that Mojang made this hash of a combat update to "Eliminate spam clicking" and then turned right around and implemented "Spam-button" boating. So instead of clicking that left mouse button like a mouse on crack, we have to click the "A" and "D" buttons like a mouse on crack. Yep. That's gonna make travel by boat SO MUCH BETTER!...... yeah... right...
And the Elytra? As I have said before in other posts: They are a shiny Bauble designed to distract you from the horrendous load of Combat Change Crap that is "behind the curtain".
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Not happy about it taking up a chest plate slot. The cape NEVER took a slot (because it was purely decorative, of course) but this replaces the cape! IE: If you wear one of these, no cape. It is possible (although not confirmed at all) that the Elytra may automatically take on the skin of whatever cape you happen to have enabled, or just a "dragon wing" pattern if you have no cape.
The point being, while you get to fly, you have to give up almost half of your armor capability for it. No info yet if they offer armor capability themselves.
On the other hand, the OpenBlocks Hang glider is an item held in the hand, so you can fly (glide) with no armor sacrifice.Particularly nice if you have another mod with a jetpack of some kind installed, allows for near-infinite flight.
The Tinker's Construct Traveler's Armor Wings have the same armor rating as Diamond armor, but have the glide rate of a Chicken. So you glide, but at a very steep angle. No swooping around. But you are armored very well. (They also take up the Pants slot for some reason.)
I don't see why they couldn't just add another slot exclusively for Elytra. they added one for the "off-hand" slot, why not one so you can remain fully armored? It seems rather UN end-game to have to sacrifice your armor capability.