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    posted a message on Mojang is adding too much to minecraft
    Quote from TheTux99»

    Yeah, but the combat update was a bad idea in my opinion


    Quote from Cerroz»

    Unintuitive click-spam killing wasn't much better.

    Some people want less content in Minecraft. Some people want more. Which one does Mojang side with?

    Quote from Lord_Garak»

    I would prefer mindless spamming to this ridiculous rhythm game. If you're going to improve combat, you have to go all the way and rework the whole system in an intelligent and skill-based way, not just make it a bit slower then decide it's a job well done.

    This is in response to everyone here who has been talking about whether the combat was more skill-centered before or after the combat update. I've been playing on a 1.7 server for a couple hundred hours now and one thing has been overwhelmingly clear to me: I am having more difficulty in combat than I did in 1.9 and later. It's not because I have less skill, but rather because my skills don't apply. Let me be clear: I am having very little difficulty, I'm quite good in combat. But I'm not as good as I am in 1.9+, and it is entirely due to the low skill ceiling.

    So hold whatever opinions you want about which one feels more fun, but in the end you have to admit the fact that the higher skill ceiling lies with the combat update. I knew this right away, but it became much clearer to me when, after getting used to the new combat system, I went back to the old one for a while.
    Posted in: Recent Updates and Snapshots
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    posted a message on New Mob: Foxes

    Too much on the fox mechanics, keep it simple.

    Posted in: Suggestions
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    posted a message on What would you consider to be the Classic version of Minecraft: Java Edition?

    You could go with Infdev (old_alpha inf-20100618) which is where survival and basic gameplay came into being. The version immediately before it had creative mode but it didn't have access to very many options. Infdev seems to have around half of the game features present in 1.12, an impressive feat for being basically the first version you can call playable.


    But 1.0 could also be considered classic because it was the first full release.


    And still 1.6.4 could be considered classic because it was the last version with the old world generator.

    Posted in: Discussion
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    posted a message on Fix x-ray exploit for good
    Quote from Herb_»

    If you could magically fix the bug without affecting anything else at all, that'd be great. Unfortunately, I suspect that the suggested change would slow down the rendering considerably, and possibly cause other problems.

    Nope. Game already does this stuff all the time. It's entirely a selective choice. Glass and leaves don't create excess lag.

    I also suspect that people would find a way around it before it'd even come out of beta.

    Sure, they'll find one of the other remaining obvious ways, such as tricking the client into loading distant chunks before near chunks. All of the ways are easy to find, and easy to patch without hurting the game. This could have been fixed a long time ago if Mojang really cared to fix it.
    Posted in: Suggestions
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    posted a message on Fix x-ray exploit for good

    Make all transparent blocks render as separate units from opaque blocks, even if they don't have any actual transparency. Now if you put the player's head into them and try to look through stone, all you see is stone texture in your face. You can still use an opaque block to do x-ray but now you have to suffocate while looking.


    Anyone with cheats enabled or OP status can go to spectator mode to do x-ray just the same as always, so it won't affect people doing it legitimately.

    Posted in: Suggestions
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    posted a message on Balance the Mending Enchantment

    I feel that the cost of combining on the anvil should be the same as the cost of repairing, and that it should be decided entirely by what enchantments are on it. The more heavily enchanted it is, the more expensive it should be to repair it. The level limit would just set an upper limit on how well enchanted you can get items, but you should be able to repair anything you can make.

    Posted in: Suggestions
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    posted a message on Highest FPS ever got on minecraft?

    Who cares what FPS you get? All that matters is what render distance you can handle without dipping below 30 FPS.



    Quote from TheLownExecute»

    my cousin loves minecraft. he is kinda rich and built a 5000$ gaming pc.


    He upgraded from gtx geforce 1080. to a better one so thats why he got that.


    If he really loved Minecraft, he wouldn't have spent time at the store browsing for graphics cards when he could have been playing Minecraft on his GeForce GTX 1080. I play on a GTX 970 and it wouldn't matter how rich I was, the card runs Minecraft so well that it's a waste of time and energy trying to upgrade when I can just keep the card I already have.

    P.S. My card cost ~$300, and my whole rig cost under $700.
    Posted in: Discussion
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    posted a message on Spawning rules question: how do half slabs work?

    edit: I've done some investigation and digging and I found my answer. I'll let this thread die since it's actually easier to search for info on the topic than I had realized. But I will also share my best links in case someone else searching for the same answer stumbles across this.


    Milesluigi has a detailed video showing how to spawnproof a rail system in the nether. It's old but should work in pretty much any version of Minecraft.


    https://www.reddit.com/r/Minecraft/comments/49h033/do_hostile_mobs_spawn_on_rails_in_19/

    This post on reddit says mobs no longer spawn on carpets, so there may be other blocks that can be used, such as snow layering. Also the new grass path blocks give a way to spawnproof and they should always work the same as half slabs even if the change is reverted and carpets stop working, because they are the same kind of block as half slabs--transparent with a shortened hitbox.


    Here's a video demonstrating half-slab spawn-proofing.



    Originally, mobs could not spawn on top of upper slabs, but now they can. They still cannot spawn on top of lower slabs.



    - - - - - - - - - - original message - - - - - - - - - -


    I have been told and also read that mobs can't spawn on half-slabs, but it seems like they are spawning on them in my game. I've got a minecart rail system that is enclosed, and it keeps getting zombie pigmen spawning in it. Can anyone tell me how/why/where they are spawning?


    Here's the structure of the rail system:

    Posted in: Discussion
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    posted a message on Balance the Mending Enchantment
    Quote from InterludeDude»

    The 3rd paragraph provides a intelligent and sensible solution to the problem of tools barely getting XP. But what axe/shovel blocks specifically give XP?


    Support.


    According to the wiki, none at all. The closest you can get is breaking wood or clay and smelting it in a furnace.
    Posted in: Suggestions
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    posted a message on Windmill MOD [future] MSFT

    fits in vanilla


    Be careful what you say fits in vanilla. The OP's idea would take Minecraft drastically in a new direction, as it adds a thing that can't even be done in the current engine: rotating blocks. You could make it into an entity, but then you're blurring the line between blocks and entities, and the game would have to be re-written to manage groups of blocks as entities while still allowing the player to change their build as if they were blocks.

    It would NOT fit in vanilla.
    Posted in: Suggestions
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    posted a message on The Trash Button

    It's called fire, lava, and cactus. Also you can throw stuff somewhere you don't normally travel and forget about it until it despawns.

    Posted in: Suggestions
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    posted a message on Balance the Mending Enchantment

    Currently, there is an imbalance with Mending. It works really well with armor but very poorly with tools. The way it works is simple: sometimes when you get experience, all of your equipment which is currently equipped or in use will be partially repaired. This includes all armor pieces and anything selected or in the off hand. It doesn't work very well for tools because most tool actions don't result in experience gain, and most experience-gaining actions don't repair the tools since they aren't selected. Your sword or bow can do just fine because you're usually using them while gaining experience. Armor has it even better: it's repairing no matter what you're doing as long as you get experience from it. Armor is repairing when you're doing combat with hostile mobs, but it's also repairing when you collect ore or pull stuff from the furnace.


    I set mending on all of my equipment. It is all diamond and has Unbreaking II or III. In practice, I find that my armor repairs itself much faster than it gets damaged even in direct combat. It even manages to stay in good repair during combat which causes the armor to take heavy damage, such as when I'm fighting silverfish or guardians. My sword and bow also repair themselves just fine. But my pick, axe, and shovel seem to gain almost nothing at all from mending during normal use. Even when I'm caving and ores are the majority of what I'm gathering, my pick repairs barely faster than it breaks. Things I use the axe or shovel for never yield experience. I set up an experience farm which I use to repair my tools, but as I can only repair one at a time (whatever I put in the off hand), it winds up being very tedious and I get so many enchantment levels by the time even one tool is repaired that I finally just spend diamonds to repair the others on the anvil. My level will easily go into the 50s before even one tool is repaired.



    One possible solution to this is to make everything with Mending on the hotbar repair from experience, so that your tools and armor alike will constantly gain from it even if you don't have the tools selected at all times. I like that solution but I'd like to go deeper. The issue then would be that mending is perhaps too powerful, as everything would generally stay repaired as long as you're gaining experience on a regular basis. When combined with Unbreaking, it would become trivially easy to maintain your tools, weapons, and armor. My solution is to reduce the rate of repair overall but have it be increased in certain situations. Weapons and armor would repair best from experience gained through combat, while tools would repair best when you gather experience from breaking blocks. Since the vast majority of experience from blocks comes from pick blocks, the three tools (pick, axe, shovel) should all gain the full bonus from all block experience. The overall difference this would make to Mending is as follows:

    1.) armor would repair the same in combat, but less from breaking blocks

    - armor repairs a bit less overall

    2.) weapons would repair the same in combat, but now can also repair when you break blocks

    - weapons repair slightly more overall

    3.) tools would repair more overall, but especially when you're gaining experience through breaking blocks

    - tools repair a lot more overall


    I would also make it a bit harder to fit enchantments on equipment. I currently have unbreaking 3, efficiency 3 or 4, and mending on all three tools plus each has an extra attribute: fortune 3 on the pick, silk touch on the shovel, and sharpness 3 on the axe. My armor has unbreaking 3 (2 on the helmet) along with a protection attribute. In addition to this my helmet has respiration 3, and my boots have depth strider 3 and feather falling 4. They all have mending. My sword has sharpness 4, unbreaking 2, looting 2, and mending. I haven't worked any of these to their max level yet. It seems like there's room to have pretty much perfect equipment in every slot. I'd definitely make some of these enchantments cost more levels, at least that way if you have unbreaking with mending, you have to give something else up. That would further balance mending by making it cost more than finding your third librarian who sells the book virtually indefinitely for 20 emeralds each.

    Posted in: Suggestions
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    posted a message on Balance The Hunger System
    Quote from Wolftopia»
    You don't have problem getting wood if you spawn in a desert, and that is because you just go on to the nearest forest biome.

    With default spawn settings, deserts actually have trees along the riverbanks. You can demonstrate this by setting a world to desert biome only and leaving all other settings default. The rivers will spawn enough trees that you won't have to walk very far before you find wood.
    Posted in: Suggestions
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    posted a message on Mojang is adding too much to minecraft
    Quote from TheMasterCaver»

    IMO, they did this to remove luck from battles - it isn't fair if your opponent wins because their weapon happened to deal the maximum randomized damage at the same time your armor offered the minimum randomized protection.

    They could just put a small range on each weapon and not have sharpness increase the range very much. A small range doesn't make the fights highly luck-based, but it adds room for small changes to weapon strength to make a difference. In PvP combat it can be balanced further by getting players to use more hits before a winner is had. If players have to hit each other 10+ times to win a combat, it's already pretty balanced even without damage variance, but a small variance won't really throw that off anyway.
    Posted in: Recent Updates and Snapshots
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    posted a message on Any way to get rid "fish eye" with FOV?

    You can't get rid of the "fisheye effect" because it isn't an effect. What you see IS what it really looks like. You can't squeeze more stuff into your visible range without squishing things to make room for it.


    The illusion is caused by displaying a 3D world on a flat screen. It is a composite product of how the image is written onto the screen and then how our brain interprets the screen image and it is present at all view angles even if you don't notice.


    You can train yourself to stop seeing it simply with practice. I play on 90º view angle and it looks fine to me now because I've been playing on it for many hours. I still occasionally notice that objects are a different apparent size depending what direction I look at them, but most of the time I don't notice. Your brain is constantly adjusting what you see into a satisfactory image. You see in strong "fisheye" effect at all times since you have a peripheral view of around 160º, but your brain gets used to it and so you don't notice it. It's particularly difficult to notice it with our own eyes because we've never seen our own vision any other way, so we have nothing to contrast it with. All you're noticing is that the game doesn't look the same on a screen as it would in real life. It just takes time to adjust.

    Posted in: Discussion
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