I guess what I mean is some people don't care and some people do. I don't think it's bad people want to get rid of endermen, but I don't personally want to. I understand not wanting to play in creative mode(even if they didn't move blocks in creative) as well as not wanting to play in peaceful. But that's what modding is for. It's not always a hack for people who don't want to play REAL minecraft, it's just tweaking the game to your liking, or choosing what parts of updates you like or don't like. And with the frequency of updates killing mods, it's not like it's an extremely permanent thing, by the time 1.8.2 comes out you might decide to keep going with the mod or just ditch it cause you don't care. Etc. etc. whatever. I guess I feel mods are not a big deal. But again, I come from the sims world, where it's almost encouraged.
I'm still in the 'if you don't like it, mod it, if you do like it, keep it' group. It has caused me no issues. I do sleep at night often(even if caves, I make little fortresses along the way) which has lessened the amount of damage they do I think, so I have very rarely come across problems with endermen.
Of course, I also chose to use entirely new maps as opposed to keeping my old ones going for now. I wasn't sure how much I would dislike endermen so I went on ahead with a new game. Again, I figure they will have some revamps in 1.9, so I am planning to wait until then to see how I like them for real. The only thing I'd be worried about in my old game are my chests I have in my commonly used caves, but those could be protected and moved as most of my bases were underwater homes anyway(can't help it, I love them) or floating islands with waterfall elevators, so they wouldn't really face issues with the endermen. They still seem very beta to me, but with potential. But so are a lot of things in 1.8 (unfinished biome code, unfinished npc villages) so I feel like we can critique now, but we don't know what they'll be like in the end. I feel like now is truly showing us that we are beta testing a game and seeing it in an unfinished form.
Maybe I got lucky, the way I play the game already pretty much protects me from endermen, and so the update suited me perfectly. I know not everyone was that lucky, and I do feel bad for those who don't like it. I do enjoy the big castles and such, I just generally made those on peaceful games myself. Again, I've barely seen any damage(and the damage I do see is generally away from my home), but I do agree they need changes. For now though I just think a mod is an okay solution, just like a mod is an okay solution for any other issue a player has with the game.
But I'm just having fun right now. I can't wait for 1.9 :smile.gif:
No point keeping old stuff, the fun is in the making, once I've made a bunch of stuff it's best to get rid of it and get more space to make new stuff, in a new environment, with new challenges.
I'll move on to the next big thing once I'm done with the old, but that doesn't mean I don't want to go back and see the old stuff, or don't want other people to see it.
I've gotten to know MCEdit a bit. When possible, some of my creations I'll probably move to my new worlds and then blend them in as best I can. I already moved a huge oceanic fortress from a pre-1.8 world to a 1.8 ocean biome. It wasn't easy, but it was worth it.
Now if they'd just make the passive mob spawning code less stupid...
I want to say again I really can do away with Endermen moving blocks. My Sky mobtrap I spent a lot of time making is a wreck with water puring out, sunlight coming in. Notch, please, seriously.... Seriously. Seriously?
I guess what I mean is some people don't care and some people do. I don't think it's bad people want to get rid of endermen, but I don't personally want to. I understand not wanting to play in creative mode(even if they didn't move blocks in creative) as well as not wanting to play in peaceful. But that's what modding is for. It's not always a hack for people who don't want to play REAL minecraft, it's just tweaking the game to your liking, or choosing what parts of updates you like or don't like. And with the frequency of updates killing mods, it's not like it's an extremely permanent thing, by the time 1.8.2 comes out you might decide to keep going with the mod or just ditch it cause you don't care. Etc. etc. whatever. I guess I feel mods are not a big deal. But again, I come from the sims world, where it's almost encouraged.
I'm still in the 'if you don't like it, mod it, if you do like it, keep it' group. It has caused me no issues. I do sleep at night often(even if caves, I make little fortresses along the way) which has lessened the amount of damage they do I think, so I have very rarely come across problems with endermen.
Of course, I also chose to use entirely new maps as opposed to keeping my old ones going for now. I wasn't sure how much I would dislike endermen so I went on ahead with a new game. Again, I figure they will have some revamps in 1.9, so I am planning to wait until then to see how I like them for real. The only thing I'd be worried about in my old game are my chests I have in my commonly used caves, but those could be protected and moved as most of my bases were underwater homes anyway(can't help it, I love them) or floating islands with waterfall elevators, so they wouldn't really face issues with the endermen. They still seem very beta to me, but with potential. But so are a lot of things in 1.8 (unfinished biome code, unfinished npc villages) so I feel like we can critique now, but we don't know what they'll be like in the end. I feel like now is truly showing us that we are beta testing a game and seeing it in an unfinished form.
Maybe I got lucky, the way I play the game already pretty much protects me from endermen, and so the update suited me perfectly. I know not everyone was that lucky, and I do feel bad for those who don't like it. I do enjoy the big castles and such, I just generally made those on peaceful games myself. Again, I've barely seen any damage(and the damage I do see is generally away from my home), but I do agree they need changes. For now though I just think a mod is an okay solution, just like a mod is an okay solution for any other issue a player has with the game.
But I'm just having fun right now. I can't wait for 1.9 :smile.gif:
So what you meant is, that some people are affected and others aren't. For many the Endermen are an OCD nightmare, and for the rest after a week they forget/stop caring about Endermen at all. How exactly do Endermen moving your blocks affect you? If it doesn't, why do you give a flying **** if it's removed? Why is it so important they move blocks, other than the fact Notch randomly hatched the idea and shoved it down our throats? Do you have ANY reasoning behind your logic?
Modding the Endermen isn't a choice of gameplay, it's fixing a massive flaw in game design that should have never reached beta in the first place. Don't kid yourself. If every problem/gameplay choice has to be fixed through modding, then we've granted Notch approval for any retarded idea he creates, because in the end he'll ignore us and we'll be forced to mod it away. Why should we provide any feedback at all?
And no, no one here is asking for Endermen to be removed. A ridiculous conclusion to jump to in the face of criticism.
So what you meant is, that some people are affected and others aren't. For many the Endermen are an OCD nightmare, and for the rest after a week they forget/stop caring about Endermen at all. How exactly do Endermen moving your blocks affect you? If it doesn't, why do you give a flying **** if it's removed? Why is it so important they move blocks, other than the fact Notch randomly hatched the idea and shoved it down our throats? Do you have ANY reasoning behind your logic?
Modding the Endermen isn't a choice of gameplay, it's fixing a massive flaw in game design that should have never reached beta in the first place. Don't kid yourself. If every problem/gameplay choice has to be fixed through modding, then we've granted Notch approval for any retarded idea he creates, because in the end he'll ignore us and we'll be forced to mod it away. Why should we provide any feedback at all?
And no, no one here is asking for Endermen to be removed. A ridiculous conclusion to jump to in the face of criticism.
So what you meant is, that some people are affected and others aren't. For many the Endermen are an OCD nightmare, and for the rest after a week they forget/stop caring about Endermen at all. How exactly do Endermen moving your blocks affect you? If it doesn't, why do you give a flying **** if it's removed? Why is it so important they move blocks, other than the fact Notch randomly hatched the idea and shoved it down our throats? Do you have ANY reasoning behind your logic?
Modding the Endermen isn't a choice of gameplay, it's fixing a massive flaw in game design that should have never reached beta in the first place. Don't kid yourself. If every problem/gameplay choice has to be fixed through modding, then we've granted Notch approval for any retarded idea he creates, because in the end he'll ignore us and we'll be forced to mod it away. Why should we provide any feedback at all?
And no, no one here is asking for Endermen to be removed. A ridiculous conclusion to jump to in the face of criticism.
This.
I'm holding off on constructing my standard mob grinder for a new world I've created until this is changed in some way. My forests are starting to look weird already, and I don't want to think of the annoyance they would cause if they started breaking waterworks and grinders.
I would like to ask what LEGITIMATE positives are present for the Endermen's ability to move blocks. I've been skimming through this topic and I have yet to see one acceptable benefit of having them move blocks. "Acceptable" in this case refers to that which cannot be refuted by common sense. I'm just confused as to why there are people herding to an unknown or unexplained cause when there is far too much evidence weighed against said cause.
I would like to ask what LEGITIMATE positives are present for the Endermen's ability to move blocks. I've been skimming through this topic and I have yet to see one acceptable benefit of having them move blocks. "Acceptable" in this case refers to that which cannot be refuted by common sense. I'm just confused as to why there are people herding to an unknown or unexplained cause when there is far too much evidence weighed against said cause.
They are 12 year old kids. Which is why they can't come up with legitimate reasons. They also lack reading comprehension because they think we want the Enderman removed when we really only want his ability to carry blocks removed.
They are 12 year old kids. Which is why they can't come up with legitimate reasons. They also lack reading comprehension because they think we want the Enderman removed when we really only want his ability to carry blocks removed.
Not even that. We just want the option to toggle it off.
Now, don't get me wrong, I think it needs some tweaks--which I fully expect to see in 1.9
I personally like the 'mystery' aspect. Even though it's not so much a mystery to us, it's fun to think about as our little character. I feel like it has the potential to add a lot of depth and fun to the world. I would like if he was fixed to have some creativity with his block placement, and he was forced to drop the block he was carrying upon feeling pain(preventing dying making us lose blocks)
Also, what benefits do other mobs give us? A challenge and an item that they drop really. Endermen pose no challenge to the person who goes out to hunt their mobs in the caves, but they challenge the artist. In a frustrating way(IMO, similar to the frustrating way a horde of skeletons will challenge you if you can't see where they are shooting at you from! Only from an artistic perspective) so, I feel like that aspect of the frustration/challenge a violent mob should give is there(at least for me, and remember, this is my opinion with the changes I feel like should/will most likely be made) and now what they are missing is an item to drop. Ender pearls do NOTHING..if they did something useful, we would be more okay with them in the game, I think.
Plus I love variety in mobs and mobs of different sizes. I love seeing a tall looming figure, it's great. They are rare in my game so I still get a little rush when I see one, or see 'oddly' positioned blocks in a mine.. Makes me keep my guard up!
I feel like they make the world fun. I know it's annoying to rebuild things, but I think it helps force us to kind of 'upkeep' things. I built an intricate mob harvester of my own, and I know the hard work that goes into it and how it can be easily broken. But we had that thing running for MONTHS... after a while, the hard work didn't matter, and it was just endless supplies. I kind of like having to check it to fix issues and such! Of course, on our server we also built a drowning type mob harvester which has worked pretty well for us and hasn't been messed with by endermen! It was fun rethinking around things. First we had to rethink our design to prevent spiders from still getting to us, now we had to rethink a new mob!
Everyone has their own opinions, though! :smile.gif:
Not even that. We just want the option to toggle it off.
I do think that endermen also should not move blocks in creative. Toggling is an option, but before long it seems like minecraft will be endless toggles (toggle for prebuilt structures, the lighting changes, endermen moving things, mushroom blocks, and I'm sure whatever comes in 1.9 etc. etc.)
I'd like to see a slight change, I just personally haven't had quite as much of a problem, and I kind of enjoyed them so I felt like sharing my own opinion! And from many of these recent posts it seems people care less about toggling endermen abilities as they do setting all of mojang on fire! :blink.gif: I am new to the forums though, and I'm not used to ones full of such rage! So I don't know if this is just usual forum banter or if people are seriously so worked up about all this stuff!
Not even that. We just want the option to toggle it off.
I don't like this idea, because it is just one mob that needs to be fixed, instead of rendered more useless than zombies. What if you wanted to play hardmode survival but didn't like creeper explosions? would you turn it off if it was an option?
I like that they move blocks, but I hate the mindlessness of it. An enderman turned hostile will try to tunnel through your house when provoked would be fun. (it forces you to deal with the enderman instead of running to hide and wait for sunlight) an enderman randomly picking up and placing blocks adds frustration with no reward of dealing with it. It ruins structures far and away from any player interaction.
Now, don't get me wrong, I think it needs some tweaks--which I fully expect to see in 1.9
I personally like the 'mystery' aspect. Even though it's not so much a mystery to us, it's fun to think about as our little character. I feel like it has the potential to add a lot of depth and fun to the world. I would like if he was fixed to have some creativity with his block placement, and he was forced to drop the block he was carrying upon feeling pain(preventing dying making us lose blocks)
You realize there are multitudes of ways to make a monster appear mysterious, without destroying the environment, right? And what BS potential do you speak of. There is no potential. They pick up and move blocks at random, its horrible. How do you support keeping this destructive function when making up ridiculous idle fantasies that resemble nothing of Endermen in their current form? Again, the argument is whether or not they should move blocks at random without provocation. Focus.
Also, what benefits do other mobs give us? A challenge and an item that they drop really. Endermen pose no challenge to the person who goes out to hunt their mobs in the caves, but they challenge the artist. In a frustrating way(IMO, similar to the frustrating way a horde of skeletons will challenge you if you can't see where they are shooting at you from!
You didn't read a goddamn sentence in this entire thread. Challenge =/= monotony. And the comparison to skeletons is non-existent. There isn't an invisible balcony of skeletons out of view shooting you 24/7. It's not a 24/7 phenomenon. They don't destroy your creations. If you want a real challenge to the artist, be the first to suggest ghasts in the normal realm, or cut the BS hypocrisy.
Plus I love variety in mobs and mobs of different sizes. I love seeing a tall looming figure, it's great. They are rare in my game so I still get a little rush when I see one, or see 'oddly' positioned blocks in a mine.. Makes me keep my guard up!
Endermen don't have to move blocks to be unique. There are multitudes of functions they could perform that don't have to involve ruining minecraft. If they never moved blocks to be made unique, you would have never noticed either way. How do you even know they've been in a cave. Unless you've explored, and kept tabs on the layout extensively/did not light it up, you won't see the difference from one smooth stone block to another. Why can't they poop every where. Then you can walk into caves, see poop on the floor despite the fact the endermen in question despawned a week ago and be happy you know it exists.
I feel like they make the world fun. I know it's annoying to rebuild things, but I think it helps force us to kind of 'upkeep' things.
So you'll support creepers blowing up at random too then, right? More maintenance, more fun. If you don't you're a blatant hypocrite. Unless Notch himself supported it, then of course it's a wonderful idea.
lets just hope the survival stays like they dont move blocks, but the do in adventue (theres gona be surival (old fasion) and advanture in the 1.9 update)
I'm holding off on constructing my standard mob grinder for a new world I've created until this is changed in some way. My forests are starting to look weird already, and I don't want to think of the annoyance they would cause if they started breaking waterworks and grinders.
I'm a person who greatly favors Survival over Creative for building. The challenge of acquiring materials makes completion of the construction significantly more satisfying.
But.
When things like this come along; curve balls from the developers that would require me to make massive, tedious changes... I feel perfectly justified jumping into MCEdit to change things in bulk. Normally I'd consider that "cheating", but I find it perfectly acceptable if it's to compensate for idiocy.
That said... I just used MCEdit to replace my stone/dirt/grass with double stone slabs in my new monster traps. They should... in theory... be enderman-proof now.
They can still cause havok on the landscape, however, but.. my construction is in the ocean so I don't have to worry about that too much. If I did, I'd be playing on Peaceful to protect my world from this bullcrap griefing.
lets just hope the survival stays like they dont move blocks, but the do in adventue (theres gona be surival (old fasion) and advanture in the 1.9 update)
Please stray away from spreading false rumors that were started before 1.8 came out. Especially without citing any sources.
I don't like this idea, because it is just one mob that needs to be fixed, instead of rendered more useless than zombies. What if you wanted to play hardmode survival but didn't like creeper explosions? would you turn it off if it was an option?
I somewhat agree with this; if one mob gets toggle-able options, why not others? I personally think that, unless Notch/Jeb can greatly improve this 'block-moving' feature, the feature should simply be removed entirely.
As well, I think they may have nerfed creepers.. I had a creeper fall on my balcony from my roof (woops, lighting), and I was punching it barehanded due to the lack of weapons. There was a one block space between me and the creeper, and he wasn't hissing in any way, just trying to get closer.
Of course, due to my failed attempt to sprint and hit him off the balcony, I suffered the explosion; but that was my own fault. That's the whole point that so many people are not understanding about this thread. Creepers simply will not explode at random; it's your own damn fault if they do. Endermen don't require any prerequisites at ALL to scatter the landscape.
Endermen do not pose threats with their block-moving abilities. I see utterly no challenge involved with them moving blocks. As well, these same people who claim it is a challenge to work around endermen's block-moving abilities offer us these pathetic 'fixes'.
There's no use in building a moat if the landscape outside the area is being ruined.
There's no use in lighting up the area as the world is an infinite playground, both above and below ground, for the endermen.
There's no use of switching to creative or peaceful if the person's play-style is hard mode survival. If, for example you watch Ethoslab, you'll know not to be so ignorant on this issue.
There IS use is using the mod to remove their ability. But that's not the proper way of solving the issue. The proper way is to get the game developers to know what we DO NOT LIKE. This is the only way they can continue giving us proper updates with content they believe we may enjoy, based on what we do NOT enjoy, so long as we voice our opinions and concerns.
These simple fixes are not ingenious in any manner. They are, as far as I'm concerned, weak attempts at defending a lost cause. There is no benefit.
I think the Endermen is sort of an NPC mob, though if they were, they should be able to 'think' of where they put blocks, since putting down blocks randomly does not serve a purpose to them or us.
See further discussion here.
Mobs by definition are NPCs. You're attributing intelligence as a delimiting factor. Computer controlled entities, mobs for short, currently posses none, some just have more elaborate programming to make it seem like they have more
It will only take time, and everyones server will be pulled apart block by block. Its only been a few days and most the trees are missing sections, the ground is like swiss cheese and hard to walk around. Its bad enough with the creeper holes now we got endermen pulling it apart block by block... And when 4 spawn in the same spot they **** **** up...
If Endermen had been around since the beginning, everyone would have already developed ways of defending against them. Complaining about impact to preexisting worlds is useless; it was explicitly stated that we should not be attached to our current worlds and that they might no longer work out in final release.
The real question is not whether Endermen wreck our old mechanics-- some of them they certainly do. The real question is, do they open up new possibilities? Do they do anything fun for future worlds?
Currently... Not really, honestly. I believe they have potential, but they are not implemented in an interesting fashion. One Eman spawns, moves 1 random block, dies or despawns, wash, rinse, repeat.
But imagine: Villages of Endermen, slowly taking all the blocks from a certain radius around their village and turning them into weird little structures based on some sort of cellular-automata-type algorithm. An enderman sees you, you try and run, but it inexorably moves everything you try to put in its way.
But for Pete's sake, it just isn't fun if they just go in, grief 1 block out of your Atlantis, flood out all your torches and minecarts and then you never see them again. I mean, maybe some people dig that. But I haven't met any yet.
Besides, what would a civilization of MaybeFarLanders want with your mob-grinder? I really like the idea of the Endermen being vaguely alien entities displaced from the Far Lands, trying to make the world as weird as the one they left.
But as they are now, well, they aren't that. They're annoying and underutilized. Of course, they are also still quite new.
I'm still in the 'if you don't like it, mod it, if you do like it, keep it' group. It has caused me no issues. I do sleep at night often(even if caves, I make little fortresses along the way) which has lessened the amount of damage they do I think, so I have very rarely come across problems with endermen.
Of course, I also chose to use entirely new maps as opposed to keeping my old ones going for now. I wasn't sure how much I would dislike endermen so I went on ahead with a new game. Again, I figure they will have some revamps in 1.9, so I am planning to wait until then to see how I like them for real. The only thing I'd be worried about in my old game are my chests I have in my commonly used caves, but those could be protected and moved as most of my bases were underwater homes anyway(can't help it, I love them) or floating islands with waterfall elevators, so they wouldn't really face issues with the endermen. They still seem very beta to me, but with potential. But so are a lot of things in 1.8 (unfinished biome code, unfinished npc villages) so I feel like we can critique now, but we don't know what they'll be like in the end. I feel like now is truly showing us that we are beta testing a game and seeing it in an unfinished form.
Maybe I got lucky, the way I play the game already pretty much protects me from endermen, and so the update suited me perfectly. I know not everyone was that lucky, and I do feel bad for those who don't like it. I do enjoy the big castles and such, I just generally made those on peaceful games myself. Again, I've barely seen any damage(and the damage I do see is generally away from my home), but I do agree they need changes. For now though I just think a mod is an okay solution, just like a mod is an okay solution for any other issue a player has with the game.
But I'm just having fun right now. I can't wait for 1.9 :smile.gif:
I'll move on to the next big thing once I'm done with the old, but that doesn't mean I don't want to go back and see the old stuff, or don't want other people to see it.
I've gotten to know MCEdit a bit. When possible, some of my creations I'll probably move to my new worlds and then blend them in as best I can. I already moved a huge oceanic fortress from a pre-1.8 world to a 1.8 ocean biome. It wasn't easy, but it was worth it.
Now if they'd just make the passive mob spawning code less stupid...
God I hate this.
So what you meant is, that some people are affected and others aren't. For many the Endermen are an OCD nightmare, and for the rest after a week they forget/stop caring about Endermen at all. How exactly do Endermen moving your blocks affect you? If it doesn't, why do you give a flying **** if it's removed? Why is it so important they move blocks, other than the fact Notch randomly hatched the idea and shoved it down our throats? Do you have ANY reasoning behind your logic?
Modding the Endermen isn't a choice of gameplay, it's fixing a massive flaw in game design that should have never reached beta in the first place. Don't kid yourself. If every problem/gameplay choice has to be fixed through modding, then we've granted Notch approval for any retarded idea he creates, because in the end he'll ignore us and we'll be forced to mod it away. Why should we provide any feedback at all?
And no, no one here is asking for Endermen to be removed. A ridiculous conclusion to jump to in the face of criticism.
Every word is zen and nirvana.
This.
I'm holding off on constructing my standard mob grinder for a new world I've created until this is changed in some way. My forests are starting to look weird already, and I don't want to think of the annoyance they would cause if they started breaking waterworks and grinders.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
They are 12 year old kids. Which is why they can't come up with legitimate reasons. They also lack reading comprehension because they think we want the Enderman removed when we really only want his ability to carry blocks removed.
Not even that. We just want the option to toggle it off.
I personally like the 'mystery' aspect. Even though it's not so much a mystery to us, it's fun to think about as our little character. I feel like it has the potential to add a lot of depth and fun to the world. I would like if he was fixed to have some creativity with his block placement, and he was forced to drop the block he was carrying upon feeling pain(preventing dying making us lose blocks)
Also, what benefits do other mobs give us? A challenge and an item that they drop really. Endermen pose no challenge to the person who goes out to hunt their mobs in the caves, but they challenge the artist. In a frustrating way(IMO, similar to the frustrating way a horde of skeletons will challenge you if you can't see where they are shooting at you from! Only from an artistic perspective) so, I feel like that aspect of the frustration/challenge a violent mob should give is there(at least for me, and remember, this is my opinion with the changes I feel like should/will most likely be made) and now what they are missing is an item to drop. Ender pearls do NOTHING..if they did something useful, we would be more okay with them in the game, I think.
Plus I love variety in mobs and mobs of different sizes. I love seeing a tall looming figure, it's great. They are rare in my game so I still get a little rush when I see one, or see 'oddly' positioned blocks in a mine.. Makes me keep my guard up!
I feel like they make the world fun. I know it's annoying to rebuild things, but I think it helps force us to kind of 'upkeep' things. I built an intricate mob harvester of my own, and I know the hard work that goes into it and how it can be easily broken. But we had that thing running for MONTHS... after a while, the hard work didn't matter, and it was just endless supplies. I kind of like having to check it to fix issues and such! Of course, on our server we also built a drowning type mob harvester which has worked pretty well for us and hasn't been messed with by endermen! It was fun rethinking around things. First we had to rethink our design to prevent spiders from still getting to us, now we had to rethink a new mob!
Everyone has their own opinions, though! :smile.gif:
I do think that endermen also should not move blocks in creative. Toggling is an option, but before long it seems like minecraft will be endless toggles (toggle for prebuilt structures, the lighting changes, endermen moving things, mushroom blocks, and I'm sure whatever comes in 1.9 etc. etc.)
I'd like to see a slight change, I just personally haven't had quite as much of a problem, and I kind of enjoyed them so I felt like sharing my own opinion! And from many of these recent posts it seems people care less about toggling endermen abilities as they do setting all of mojang on fire! :blink.gif: I am new to the forums though, and I'm not used to ones full of such rage! So I don't know if this is just usual forum banter or if people are seriously so worked up about all this stuff!
I don't like this idea, because it is just one mob that needs to be fixed, instead of rendered more useless than zombies. What if you wanted to play hardmode survival but didn't like creeper explosions? would you turn it off if it was an option?
I like that they move blocks, but I hate the mindlessness of it. An enderman turned hostile will try to tunnel through your house when provoked would be fun. (it forces you to deal with the enderman instead of running to hide and wait for sunlight) an enderman randomly picking up and placing blocks adds frustration with no reward of dealing with it. It ruins structures far and away from any player interaction.
You realize there are multitudes of ways to make a monster appear mysterious, without destroying the environment, right? And what BS potential do you speak of. There is no potential. They pick up and move blocks at random, its horrible. How do you support keeping this destructive function when making up ridiculous idle fantasies that resemble nothing of Endermen in their current form? Again, the argument is whether or not they should move blocks at random without provocation. Focus.
You didn't read a goddamn sentence in this entire thread. Challenge =/= monotony. And the comparison to skeletons is non-existent. There isn't an invisible balcony of skeletons out of view shooting you 24/7. It's not a 24/7 phenomenon. They don't destroy your creations. If you want a real challenge to the artist, be the first to suggest ghasts in the normal realm, or cut the BS hypocrisy.
Endermen don't have to move blocks to be unique. There are multitudes of functions they could perform that don't have to involve ruining minecraft. If they never moved blocks to be made unique, you would have never noticed either way. How do you even know they've been in a cave. Unless you've explored, and kept tabs on the layout extensively/did not light it up, you won't see the difference from one smooth stone block to another. Why can't they poop every where. Then you can walk into caves, see poop on the floor despite the fact the endermen in question despawned a week ago and be happy you know it exists.
So you'll support creepers blowing up at random too then, right? More maintenance, more fun. If you don't you're a blatant hypocrite. Unless Notch himself supported it, then of course it's a wonderful idea.
I'm a person who greatly favors Survival over Creative for building. The challenge of acquiring materials makes completion of the construction significantly more satisfying.
But.
When things like this come along; curve balls from the developers that would require me to make massive, tedious changes... I feel perfectly justified jumping into MCEdit to change things in bulk. Normally I'd consider that "cheating", but I find it perfectly acceptable if it's to compensate for idiocy.
That said... I just used MCEdit to replace my stone/dirt/grass with double stone slabs in my new monster traps. They should... in theory... be enderman-proof now.
They can still cause havok on the landscape, however, but.. my construction is in the ocean so I don't have to worry about that too much. If I did, I'd be playing on Peaceful to protect my world from this bullcrap griefing.
Please stray away from spreading false rumors that were started before 1.8 came out. Especially without citing any sources.
I somewhat agree with this; if one mob gets toggle-able options, why not others? I personally think that, unless Notch/Jeb can greatly improve this 'block-moving' feature, the feature should simply be removed entirely.
As well, I think they may have nerfed creepers.. I had a creeper fall on my balcony from my roof (woops, lighting), and I was punching it barehanded due to the lack of weapons. There was a one block space between me and the creeper, and he wasn't hissing in any way, just trying to get closer.
Of course, due to my failed attempt to sprint and hit him off the balcony, I suffered the explosion; but that was my own fault. That's the whole point that so many people are not understanding about this thread. Creepers simply will not explode at random; it's your own damn fault if they do. Endermen don't require any prerequisites at ALL to scatter the landscape.
Endermen do not pose threats with their block-moving abilities. I see utterly no challenge involved with them moving blocks. As well, these same people who claim it is a challenge to work around endermen's block-moving abilities offer us these pathetic 'fixes'.
There's no use in building a moat if the landscape outside the area is being ruined.
There's no use in lighting up the area as the world is an infinite playground, both above and below ground, for the endermen.
There's no use of switching to creative or peaceful if the person's play-style is hard mode survival. If, for example you watch Ethoslab, you'll know not to be so ignorant on this issue.
There IS use is using the mod to remove their ability. But that's not the proper way of solving the issue. The proper way is to get the game developers to know what we DO NOT LIKE. This is the only way they can continue giving us proper updates with content they believe we may enjoy, based on what we do NOT enjoy, so long as we voice our opinions and concerns.
These simple fixes are not ingenious in any manner. They are, as far as I'm concerned, weak attempts at defending a lost cause. There is no benefit.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
See further discussion here.
Glowstone Wire | MCF Modlist
Mobs by definition are NPCs. You're attributing intelligence as a delimiting factor. Computer controlled entities, mobs for short, currently posses none, some just have more elaborate programming to make it seem like they have more
The real question is not whether Endermen wreck our old mechanics-- some of them they certainly do. The real question is, do they open up new possibilities? Do they do anything fun for future worlds?
Currently... Not really, honestly. I believe they have potential, but they are not implemented in an interesting fashion. One Eman spawns, moves 1 random block, dies or despawns, wash, rinse, repeat.
But imagine: Villages of Endermen, slowly taking all the blocks from a certain radius around their village and turning them into weird little structures based on some sort of cellular-automata-type algorithm. An enderman sees you, you try and run, but it inexorably moves everything you try to put in its way.
But for Pete's sake, it just isn't fun if they just go in, grief 1 block out of your Atlantis, flood out all your torches and minecarts and then you never see them again. I mean, maybe some people dig that. But I haven't met any yet.
Besides, what would a civilization of MaybeFarLanders want with your mob-grinder? I really like the idea of the Endermen being vaguely alien entities displaced from the Far Lands, trying to make the world as weird as the one they left.
But as they are now, well, they aren't that. They're annoying and underutilized. Of course, they are also still quite new.