From his Twitter: "The new Minecraft.net sure is stable! And from playtesting, I agree that the monster spawning brightness torch thing stuff now totally sucks"
Looks like we can expect an update (or even removal) soon :biggrin.gif:
(PS: I did check for other threads, but didn't locate any)
EDIT:
"I liked the idea of making torches give off less light the deeper you are."
"Some way of making it clear whether an area is safe or not is needed, though.
less than a minute ago via web "
Hope for a new thing to go with my compass and watch; safety alarm! Just something to carry around in my inventory to see if an area is safe from spawning creeps.
i died a few times after the update as a result of this (and obviously lost a tone of stuff due to the inventory bug at the time) but ive adjusted now and prefer the higher difficulty and the anticipation of getting ambushed.
I don't like getting ambushed in places I've already "made safe". Especially coming down here...
Hope for a new thing to go with my compass and watch; safety alarm! Just something to carry around in my inventory to see if an area is safe from spawning creeps.
Seems like a good idea.
I immediately thought of:
[] []
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= yellowstone!
Thinking a circular object, like the clock and compass, that is blue (diamond, duuh) and in safe areas is black in the middle and lights up to yellow at dangerous levels.
Pretty much think of it as a lamp that has just enough light to glow when it gets too dark for it to be safe.
I like the idea, but it was implemented quite badly. Spawn bugs are everywhere now, and the amount of light needed to make bedrock levels safe is just insane.
I vote that
A> the extremes amount of light needed is lessened
B> Bug fixes are done (of course)
C> Craftable items show safety levels
like I said, its a cool idea. it makes going after diamonds a bit more challenging. Needs work though.
Dear Notch.
You have mentioned that there could be some way to show a player where the save zones and dangerous zones are to play in. So here is my idea.
"Safety Glasses".
These would be put in front of your vision when held. They put a green or red overlay to the world. Green for safe areas, red for dangerous. Made from iron and glass for example. You could probably just use an image of how bright an area is. Make it more polarised or overlay the colours. So from a glance, it is easy to see if your base is well lit. If it is red, you need more torches. This idea also means you get a direct visual feedback of the environment. The risk of just using a single detector (similar to the compass for example) is you only know how safe the block you are standing on is. With the glasses you know how safe everywhere in you visual area is. It also gives a bit more variety to just having watches.
If the colour overlay is too strong, outlines could be used instead I suppose.
Hope that's a good idea. :smile.gif:
In his "to do" list he talks about crafting a flag from gold to prevent mobs from spawning in a certain area. I wonder if you could see what territory is yours or not from that.
Quote from Notch To Do List »
Land-claim flags: Planting a flag (costs gold in survival?) claims an area of land. No monsters can spawn or die from age in that area, and only selected players can build in that area.
I wish Notch would remove this all together! It really sucks not knowing whether or not the area you lit up (because you were told to light up dark places to prevent enemies from spawning) is at the required brightness. I think that the whole issue of brightness the deeper you go should be AT LEAST reserved for Normal and Hard modes (I wish it was just on Hard though). The ones who feel the game is too easy are a minority, but a vocal minority shouldn't be confused with the desires of the majority. If one wants the game to be hard, then let them set the difficulty themselves. Hell, let all mobs explode if they get within 10m of you if the hardcore want that, but that isn't something I want. I liked it the way it was (never ending torches and mobs staying out of lit areas) and it is a shame there isn't a mode for this other than Peaceful. I do like some challenge, but I don't want to go from Peaceful to Rape by increasing the diffuculty one level.
Well, at least he realizes how much it sucks now. :\
Hmmm. I also like the idea of a buzzer if an enemy gets close. Sometimes they try to silently sneak up on you.
Being able to make areas safe from spawning would help too. That flag idea sounds great. Mixed with a proper defence and mob trap, would stop them sneaking as well!
I didn't at first, but I kind of like the increased spawn rate now. As long as it's consistent, I see the complaints as being subjective - make what wasn't secure before secure now, and your issues are irrelevant. It's just a matter of degree. What I have some agreement with is the argument that you can't tell when there are enough torches when in a new area at a specific depth - is it a linear thing, with a simple algorithm, or are there 'blocks' of levels with the same lightness requirement. eg What about at level 120 (8 levels above the top), do you only need 1 torch per km? (:tongue.gif:)
I had a Spider spawn in my house while I was up on the roof. I had Torches set up two spaces apart all along the walls yet he still got in. Scared the crap out of me.
Dear Notch.
You have mentioned that there could be some way to show a player where the save zones and dangerous zones are to play in. So here is my idea.
"Safety Glasses".
These would be put in front of your vision when held. They put a green or red overlay to the world. Green for safe areas, red for dangerous. Made from iron and glass for example. You could probably just use an image of how bright an area is. Make it more polarised or overlay the colours. So from a glance, it is easy to see if your base is well lit. If it is red, you need more torches. This idea also means you get a direct visual feedback of the environment. The risk of just using a single detector (similar to the compass for example) is you only know how safe the block you are standing on is. With the glasses you know how safe everywhere in you visual area is. It also gives a bit more variety to just having watches.
If the colour overlay is too strong, outlines could be used instead I suppose.
Hope that's a good idea. :smile.gif:
It's not good, it's genius. Get that over to the suggestions forum stat!
Hope for a new thing to go with my compass and watch; safety alarm! Just something to carry around in my inventory to see if an area is safe from spawning creeps.
Old Radio - The closer an enemy is to you within the 8 surrounding chunks, the louder the static of the radio gets.
I think I've changed my mind - was skellie dungeon farming all day (left it on, went to work), came back with at least 20 spiders outside the hut; this being at sea level and my collection point for the dungeon being at least 30s walk away from that door. After bashing at them for a while, the whole game crashed. Didn't lose anything beyond a couple of tools in storage, and all the mobs had gone when I reloaded.
I like the idea of more dangerous depths, but it would be bothersome having to place torches extensively to safeguard a place. A fine compromise would be some way of knowing whether a place was safe
Looks like we can expect an update (or even removal) soon :biggrin.gif:
(PS: I did check for other threads, but didn't locate any)
EDIT:
"I liked the idea of making torches give off less light the deeper you are."
"Some way of making it clear whether an area is safe or not is needed, though.
less than a minute ago via web "
And then... "Some way of making it clear whether an area is safe or not is needed, though."
Didn't see until i created the thread :tongue.gif: Edited into OP
I don't like getting ambushed in places I've already "made safe". Especially coming down here...
Seems like a good idea.
I immediately thought of:
[] []
[] []
= yellowstone!
Thinking a circular object, like the clock and compass, that is blue (diamond, duuh) and in safe areas is black in the middle and lights up to yellow at dangerous levels.
Pretty much think of it as a lamp that has just enough light to glow when it gets too dark for it to be safe.
I vote that
A> the extremes amount of light needed is lessened
B> Bug fixes are done (of course)
C> Craftable items show safety levels
like I said, its a cool idea. it makes going after diamonds a bit more challenging. Needs work though.
You have mentioned that there could be some way to show a player where the save zones and dangerous zones are to play in. So here is my idea.
"Safety Glasses".
These would be put in front of your vision when held. They put a green or red overlay to the world. Green for safe areas, red for dangerous. Made from iron and glass for example. You could probably just use an image of how bright an area is. Make it more polarised or overlay the colours. So from a glance, it is easy to see if your base is well lit. If it is red, you need more torches. This idea also means you get a direct visual feedback of the environment. The risk of just using a single detector (similar to the compass for example) is you only know how safe the block you are standing on is. With the glasses you know how safe everywhere in you visual area is. It also gives a bit more variety to just having watches.
If the colour overlay is too strong, outlines could be used instead I suppose.
Hope that's a good idea. :smile.gif:
THIS.
This sounds like a perfect solution. Right now i cant start a new map because mobs spawn in my starting cave.
Well, at least he realizes how much it sucks now. :\
Being able to make areas safe from spawning would help too. That flag idea sounds great. Mixed with a proper defence and mob trap, would stop them sneaking as well!
I had a Spider spawn in my house while I was up on the roof. I had Torches set up two spaces apart all along the walls yet he still got in. Scared the crap out of me.
It's not good, it's genius. Get that over to the suggestions forum stat!
Old Radio - The closer an enemy is to you within the 8 surrounding chunks, the louder the static of the radio gets.