Simple. Instead of posting multiple threads to have your voice heard, let's simply put everything into one big thread so that Jeb (and perhaps Modders as well) does not have to far to find out issues.
Post what you feel are issues in the game and, if you want, suggestions to fix them. I won't so that this thread won't get moved to Suggestions and die quickly.
My issues:
The comparitive scarcity of Leather compared to the abundance of Iron
The lack of uses for Leather outside of weaker-than-Iron Armor
The lack of use for Rotten Flesh
The lack of use for Dyes after you get two of each dye
The scarcity of Feathers compared to before the introduction of Rotten Flesh
The lack of use for multiple ingredients used for Potion making/Alchemy
Simple. Instead of posting multiple threads to have your voice heard, let's simply put everything into one big thread so that Jeb (and perhaps Modders as well) does not have to far to find out issues.
Post what you feel are issues in the game and, if you want, suggestions to fix them. I won't so that this thread won't get moved to Suggestions and die quickly.
My issues:
The comparitive scarcity of Leather compared to the abundance of Iron
The lack of uses for Leather outside of weaker-than-Iron Armor
The lack of use for Rotten FleshI use rotten flesh all the time, it's a back up food resource when you have none.
The lack of use for Dyes after you get two of each dye
The scarcity of Feathers compared to before the introduction of Rotten FleshHow are they rare? They drop from chickens like nuts.
The lack of use for multiple ingredients used for Potion making/Alchemy
Simple. Instead of posting multiple threads to have your voice heard, let's simply put everything into one big thread so that Jeb (and perhaps Modders as well) does not have to far to find out issues.
Post what you feel are issues in the game and, if you want, suggestions to fix them. I won't so that this thread won't get moved to Suggestions and die quickly.
My issues:
The comparitive scarcity of Leather compared to the abundance of Iron
The lack of uses for Leather outside of weaker-than-Iron Armor
The lack of use for Rotten Flesh
The lack of use for Dyes after you get two of each dye
The scarcity of Feathers compared to before the introduction of Rotten Flesh
The lack of use for multiple ingredients used for Potion making/Alchemy
What are your issues?
1. Agreed.
2. Agreed.
3. Disagree. It functions as cheap food for wolves, and as an emergency food source in the first couple of nights.
4. I'm not quite sure what you mean at all.
5. Chickens, bro. All feathers are needed for is arrows, and you can get plenty of those from skellies.
6. Isn't there like 100+ potion combinations?
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I've been a Minecraft player since Beta 1.7, still my favorite game!
Twitter: @EvanLange7737
Um, not exactly.
Each potion has "higher power", "longer duration", "splash", and the former two for splash.
That adds up to significantly less than 100 potions. The old system was better, IMO.
Um, not exactly.
Each potion has "higher power", "longer duration", "splash", and the former two for splash.
That adds up to significantly less than 100 potions. The old system was better, IMO.
But is there more than one way to make certain potions?
Rollback Post to RevisionRollBack
I've been a Minecraft player since Beta 1.7, still my favorite game!
Twitter: @EvanLange7737
@KyoShinda: I use rotten flesh all the time, it's a back up food resource when you have none. - A single Wheat farm makes all Rotten Flesh useless except for the first couple nights where you are looking for seeds.
How are they rare? They drop from chickens like nuts. - They drop at maybe 1-2 per chicken and, as such, you would need a fairly large chicken farm to have a suitable amount of feathers to make a decent amount of arrows.
@EvanderQuisling7737
1. Agreed.
2. Agreed.
3. Disagree. It functions as cheap food for wolves, and as an emergency food source in the first couple of nights. - And is useless after the first couple of nights, except for feeding very rare wolves and only if they get hurt or if you want to breed them. 4. I'm not quite sure what you mean at all. - Two of each dye plus sheep farm. 5. Chickens, bro. All feathers are needed for is arrows, and you can get plenty of those from skellies. - And chickens have a fairly low drop rate so you require a fairly large chicken farm to get a decent amount of arrows. Much easier to just find a skeleton spawner and make a drop farm. 6. Isn't there like 100+ potion combinations? - Not the issue. There is no use for them outside of potions. And there is far less than 100 potion combinations.
In addition, let's not discuss my personal issues with Minecraft. :dry.gif:
I can't tell you how many times I've ran out of food while being stranded AWAY from my wheat farm. Rotten flesh is always welcome.
Arrows seem more 'end game' then swords because their use requires crafted items. Therefore, why does it not make sense to make a chicken farm for a weapon? On top of the fact, it doesn't have to be very big to get plenty of feathers. Eggs and wheat make the farms burst at the seams.
My only complaint about Minecraft at the moment is the rather flat land. I really enjoyed having mountains and hills everywhere. A part of me wants to go back to 1.7 and play. However I'd miss alot of the new features like ravines, villages, breeding, running, mine shafts, jungles and just about everything else.
Thats my only complaint. Wish they'd introduce a Hilly/mountain option like Superflat and stuff.
Though I really don't hate the new terrain generation for the most part... but yea.
My issues with MC:
*the devs don't update the wiki(inaccurate half the time)
*iron/coal too common
*mobs are low damage
*nothing in oceans except squids for dye yet oceans take up a majority of the terrain
*the dragon damage field still isn't fixed
*it's not 1.2 yet(rofl)
I agree with coal being common, but not about iron. Instead, I would rather have it based on difficulty.
Easy - Resources are a bit easy to find.
Normal - Resources are a same as they are now.
Hard - Resources are a bit more harder to find.
Hard Core - On top of having one lift to live, resource are even more harder to get.
are even more harder to get.
I agree with coal being common, but not about iron. Instead, I would rather have it based on difficulty.
Easy - Resources are a bit easy to find.
Normal - Resources are a same as they are now.
Hard - Resources are a bit more harder to find.
Hard Core - On top of having one lift to live, resource are even more harder to get.
are even more harder to get.
Hardcore is basically set on hard, so you can't make them different from each other. On top of that, terrain gen would be changed at any time based on changing mode in menu meaning you would have to go out farther for this to take effect.
Basically, for that to work, every mode would be locked from the beginning so world gen would stay constant(which I would like).
The comparitive scarcity of Leather compared to the abundance of Iron
The lack of uses for Leather outside of weaker-than-Iron Armor
The lack of use for Rotten Flesh
The lack of use for Dyes after you get two of each dye
The scarcity of Feathers compared to before the introduction of Rotten Flesh
The lack of use for multiple ingredients used for Potion making/Alchemy
1. Agreed. Cows need to have their leather dropping rate swapped with their meat dropping rate. This also makes cows slightly less of a straight-upgrade to pigs.
2. Make leather armor easier to acquire and it'll be fine. See #1.
3. It's fine, but maybe it could be cookable so that you can eat it without getting poisoned.
4. It's fine.
5. Meh. I guess they could have a maximum feather drop of 3. That's about it.
6. It's sorta fine.
And some issues of my own:
Caves stretch in too many directions.
Ravines are too common.
Mineshafts stretch out too far.
More slabs and stairs, dangit!
More bars, fences, pressure plates, and doors. Instead of fences for things like cobblestone, though, they could use a sort of "barricade" design, much like a concrete roadblock IRL. That would be much more practical. They would still behave the same as fences.
A new ore or 2 would be nice (aesthetic or functional or w/e).
Gold tools aren't too great.
The Nether's usefulness centers around Nether Fortresses and farming Blaze Rods far too much.
More naturally-generated structure types?
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If I helped in any way, don't click that little green +, instead tell me how much you liked the post. (Only those who are incapable of earning rep the hard way have to beg for it in their signatures).
My issues is with the current "RPG" system. As you level up, I think you should have a base strength and defense increase as well. The mobs would level up with you. Maybe bimoe specific bosses. The desert could have Sandworm. Extreme hills, or mountains could have the Red Dragon. Also, has anyone noticed something the the location of the 3 strongholds?
I agree with coal being common, but not about iron. Instead, I would rather have it based on difficulty.
Easy - Resources are a bit easy to find.
Normal - Resources are a same as they are now.
Hard - Resources are a bit more harder to find.
Hard Core - On top of having one lift to live, resource are even more harder to get.
are even more harder to get.
It doesnt makes sense... Imagine a chunk is generated on easy, when you change other level it will stay on easy and the next one is going to be generated on the current dif level...
My issues is with the current "RPG" system. As you level up, I think you should have a base strength and defense increase as well. The mobs would level up with you. Maybe bimoe specific bosses. The desert could have Sandworm. Extreme hills, or mountains could have the Red Dragon. Also, has anyone noticed something the the location of the 3 strongholds?
Sorry but i have to disagree again IMHO. that would be overcomplicating things in vain... Its just my humble opinion.
More bars, fences, pressure plates, and doors. Instead of fences for things like cobblestone, though, they could use a sort of "barricade" design, much like a concrete roadblock IRL. That would be much more practical. They would still behave the same as fences.
A new ore or 2 would be nice (aesthetic or functional or w/e).
Gold tools aren't too great.
The Nether's usefulness centers around Nether Fortresses and farming Blaze Rods far too much.
More naturally-generated structure types?
If im right, one of the reasons of the extension of caves was because of the adventure update, of course, but also to make mob farming more dipicult. Although some caves are big (in dimension, not the size of the cave system.
Large mineshafts is something i like to explore with the possible dangers inside and of course the possible loot... which most of times is not that good. Wheat¿? Bread¿? ¬ ¬ and more buckets !
Upside down stairs were added to the game whcih is a nice adittion, i would like to have another stairs too but im thinking only on few obvious types.
To this thing id like to add freaking wooden panes =P I guess i agree on the rest. Well, the nether is good to get glowstone and then make the new lamps which is very usefull, besides getting the things from stronghold...
1. Too much underground gravel. Nothing bothers me more that when I'm mining a tunnel underground and for the next 10 blocks or so, I have to wait for 5 blocks of gravel to fall, and then mine it.
2. Too many minerals. I feel that Minecraft should not only have a difficulty setting for health and mobs, but for maps too. For instance, an easy map could have a lot of caves with a lot of ores but fewer monsters. A harder map could have scarce minerals, few caves (or lots of caves with lots of monsters) and more monsters.
3. Mountains are too bare. I know that tall mountains aren't supposed to have trees, but it would be okay to leave the mountain biomes bare but make forests have tall mountains too. Where I live in real life, I'm surrounded by tree covered mountains and it reminds me of home to find those places.
4. Monsters are too easy. I remember back in alpha, the monsters were so much more frightening. Even using MC Nostalgia, I notice the difference in monsters.
5. Strict biomes. Biomes are too predictable now. The randomness of biomes is what made each individual level so special from the other. Whenever people wanted a specific thing in a map, they had to look up seeds for it, or spend hours looking on a map themselves. Now you can just type anything random into the seed and walk about 30 blocks from spawn and there you go.
Post what you feel are issues in the game and, if you want, suggestions to fix them. I won't so that this thread won't get moved to Suggestions and die quickly.
My issues:
What are your issues?
1. Agreed.
2. Agreed.
3. Disagree. It functions as cheap food for wolves, and as an emergency food source in the first couple of nights.
4. I'm not quite sure what you mean at all.
5. Chickens, bro. All feathers are needed for is arrows, and you can get plenty of those from skellies.
6. Isn't there like 100+ potion combinations?
Twitter: @EvanLange7737
Um, not exactly.
Each potion has "higher power", "longer duration", "splash", and the former two for splash.
That adds up to significantly less than 100 potions. The old system was better, IMO.
But is there more than one way to make certain potions?
Twitter: @EvanLange7737
Oh yeah, totally.
I guess I didn't realize what you meant, I thought you meant actual potions, not the brewing process.
I use rotten flesh all the time, it's a back up food resource when you have none. - A single Wheat farm makes all Rotten Flesh useless except for the first couple nights where you are looking for seeds.
How are they rare? They drop from chickens like nuts. - They drop at maybe 1-2 per chicken and, as such, you would need a fairly large chicken farm to have a suitable amount of feathers to make a decent amount of arrows.
@EvanderQuisling7737
1. Agreed.
2. Agreed.
3. Disagree. It functions as cheap food for wolves, and as an emergency food source in the first couple of nights. - And is useless after the first couple of nights, except for feeding very rare wolves and only if they get hurt or if you want to breed them.
4. I'm not quite sure what you mean at all. - Two of each dye plus sheep farm.
5. Chickens, bro. All feathers are needed for is arrows, and you can get plenty of those from skellies. - And chickens have a fairly low drop rate so you require a fairly large chicken farm to get a decent amount of arrows. Much easier to just find a skeleton spawner and make a drop farm.
6. Isn't there like 100+ potion combinations? - Not the issue. There is no use for them outside of potions. And there is far less than 100 potion combinations.
In addition, let's not discuss my personal issues with Minecraft. :dry.gif:
Arrows seem more 'end game' then swords because their use requires crafted items. Therefore, why does it not make sense to make a chicken farm for a weapon? On top of the fact, it doesn't have to be very big to get plenty of feathers. Eggs and wheat make the farms burst at the seams.
Thats my only complaint. Wish they'd introduce a Hilly/mountain option like Superflat and stuff.
Though I really don't hate the new terrain generation for the most part... but yea.
*the devs don't update the wiki(inaccurate half the time)
*iron/coal too common
*mobs are low damage
*nothing in oceans except squids for dye yet oceans take up a majority of the terrain
*the dragon damage field still isn't fixed
*it's not 1.2 yet(rofl)
I agree with coal being common, but not about iron. Instead, I would rather have it based on difficulty.
Easy - Resources are a bit easy to find.
Normal - Resources are a same as they are now.
Hard - Resources are a bit more harder to find.
Hard Core - On top of having one lift to live, resource are even more harder to get.
are even more harder to get.
Basically, for that to work, every mode would be locked from the beginning so world gen would stay constant(which I would like).
1. Agreed. Cows need to have their leather dropping rate swapped with their meat dropping rate. This also makes cows slightly less of a straight-upgrade to pigs.
2. Make leather armor easier to acquire and it'll be fine. See #1.
3. It's fine, but maybe it could be cookable so that you can eat it without getting poisoned.
4. It's fine.
5. Meh. I guess they could have a maximum feather drop of 3. That's about it.
6. It's sorta fine.
And some issues of my own:
If I helped in any way, don't click that little green +, instead tell me how much you liked the post. (Only those who are incapable of earning rep the hard way have to beg for it in their signatures).
It doesnt makes sense... Imagine a chunk is generated on easy, when you change other level it will stay on easy and the next one is going to be generated on the current dif level...
Sorry but i have to disagree again IMHO. that would be overcomplicating things in vain... Its just my humble opinion.
And if people dont want to have their dificulties locked? Not everybody might like the change as i disagree others can or they might like it.
If im right, one of the reasons of the extension of caves was because of the adventure update, of course, but also to make mob farming more dipicult. Although some caves are big (in dimension, not the size of the cave system.
Large mineshafts is something i like to explore with the possible dangers inside and of course the possible loot... which most of times is not that good. Wheat¿? Bread¿? ¬ ¬ and more buckets !
Upside down stairs were added to the game whcih is a nice adittion, i would like to have another stairs too but im thinking only on few obvious types.
To this thing id like to add freaking wooden panes =P I guess i agree on the rest. Well, the nether is good to get glowstone and then make the new lamps which is very usefull, besides getting the things from stronghold...
-Meh I just want my animals to stop appearing outside of their pens every time I log back on!
-Well that and I think enchanting as it is currently implemented should be scrapped.
2. Too many minerals. I feel that Minecraft should not only have a difficulty setting for health and mobs, but for maps too. For instance, an easy map could have a lot of caves with a lot of ores but fewer monsters. A harder map could have scarce minerals, few caves (or lots of caves with lots of monsters) and more monsters.
3. Mountains are too bare. I know that tall mountains aren't supposed to have trees, but it would be okay to leave the mountain biomes bare but make forests have tall mountains too. Where I live in real life, I'm surrounded by tree covered mountains and it reminds me of home to find those places.
4. Monsters are too easy. I remember back in alpha, the monsters were so much more frightening. Even using MC Nostalgia, I notice the difference in monsters.
5. Strict biomes. Biomes are too predictable now. The randomness of biomes is what made each individual level so special from the other. Whenever people wanted a specific thing in a map, they had to look up seeds for it, or spend hours looking on a map themselves. Now you can just type anything random into the seed and walk about 30 blocks from spawn and there you go.