but this mod makes you prone to rage quitting even when the death is entirely the player's fault, let alone if it's caused by a bug.
I disagree. If it's a bug, I find it funny, maybe even frustrating or worthy of rage quitting. But a death that is the players fault just means the player wasn't being carful enough.
I find the game to have very slow progression. But thats a feature I actually enjoy. Unforgiving deaths just means that you need to play smarter, not harder. Random creeper deaths were the bane of my existance, until I learned how to look for them. Wolves? I don't even build near forrest anymore. Falling to your death? Watch where you're walking... If you play smart and stock up on food and axes early on there is no good reason to die because of "players fault". IMHO
TLDR; You're playing wrong.
Rollback Post to RevisionRollBack
I use a mix of Dokucraft The Saga Continues and JohnSmith, and create personalized textures for both. Some of my submissions can be found in the Dokucraft Customizer located http://www.minecraft...saga-continues/
Not more than any other game that is actually a game and not a ride. It is really down to preference and a general statement like that is simply not true.
Don't bother man. He pops up every few months, obsesses over some irrelevant detail or another (like at one point he was fixated on being able to lay down in beds), and then goes away again.
Anything said in between doesn't alter that pattern, so attempting to communicate doesn't really serve any purpose.
Also another bug i came across is if you jump on rope and begin climbing you will constantly lose hunger as it thinks your constantly jumping while climbing the rope.
I haven't played this since the latest update came out, but I am getting back into it and would like to get some general early game tips. Mainly things regarding sustainable early-game food sources, as that's where my problem currently lies.
Rollback Post to RevisionRollBack
I swear to god I must be the only true optimist left on the planet.
Quote from FlowerChild »
See...I kept telling everyone that wolves are evil despicable creatures, but would anyone listen? No, of course not, and now you're all ******, so "haha...told you so".
I like fishing. As long as there is a sizable lake, you can get plenty of fish(as long as you have bait)
Chickens are also good, but only if you found a source of seeds, like pumpkins.
Also, what I do is slaughter all animals in the immediate area on day one, the on day two, gather a lot of dirt, and go out and bury all the other animals that are still alive for future use. Cocoa is renewable, but it's hard to get, and it grows and multiplies much too slowly to really be a viable food source early on.
I haven't played this since the latest update came out, but I am getting back into it and would like to get some general early game tips. Mainly things regarding sustainable early-game food sources, as that's where my problem currently lies.
Food conservation is somewhat more important than collecting it; keep an eye on your hunger bar and you'll figure which activities drain it faster- otherwise you'll use food faster than you can collect it.
Go on overnight hunting trips as needed (this helps you in several ways).
Mushrooms are fairly easy to farm- especially as you start exploring caves.
Cocoa is more risky- but useful later on.
Pumpkins- chickens follow and eat seed; and only lay eggs when fed seed.
Eggs can be combined with other foodstuff to make it extra tasty.
Save animals for later by burying them with a torch.
Cows are sacred. Sheep have renewable armour.
Rollback Post to RevisionRollBack
A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
But, what about the other people who play the mod in single player? I mean, TFC, I play on servers, but I actually don't play single player TFC much because TFC is geared towards multiplayer, and in single player, isn't quite all that good. You meet problems such as resources being too scarce until you find them then having more than you can possibly ever use, or having to travel thousands, if not millions of blocks just to find one thing. But on servers, these are not really a problem as you end up working together with other people, which lets you expand further, find things easier, and makes the huge amounts of resources gotten seem not so huge when 5~10 people are also using it.
BTW on the other hand, is geared towards single player. It's a great experience in single player once you get used to it. In multiplayer, you meet obstructions such as animals, which are pretty much the only source of food, dying out and new players having nothing to eat, or all surface ores being mined and forcing new players to travel far, or go deep under, and so on. However, in single player, there is no such problems.
A mod's success isn't measured by how many servers use it. I know plenty of great mods that don't have servers that use it. Does that mean it 'failed'? No, it doesn't
And you know what goes hand in hand with range quitting? MITE. MITE has no configuration, makes BTW seem easy, and has you 'grind till your eyes bleed'. It has features, that unlike the hardcore features(which usually contribute to the game in other ways), does nothing but make the game harder. And yes, like said, you cannot 'take it out' with config settings. I rage-quit over MITE more than I rage-quit over any other game. But people still play it.
Really, you never know what people would like, or what something will be suited for.
But then you immediately proved him right with your wall of text. The fact you're suggesting "not designed for mass appeal" equates to "failure" just demonstrates how horribly flawed your logic capabilities are.
On a side note, my friend's co-op BTW server has between 10 and 20 people on at any given time, depending on the time of day. I generally play with people through LAN, but sometimes I check out his server to see what they've been up to. Not sure where you're getting your numbers to begin with.
At any rate, this is pretty simple. If you want to play a mod where all the features are optional: go play one. No one is stopping you. They are everywhere, since it's the easy/lazy way to approach game "design". That's why different games exist, so that everyone has something they like.
I'm not sure what you think "messianism" means, by the way; I guess you're probably using it to mean "thinks he is the messiah". Do you know what's *really* narcissistic? Choosing to play a game that no one asked you to play, and after you realize it's not something you *personally* like, you demand that the game be changed to suit your personal preferences. And then you throw a tantrum when it isn't. How terribly egotistical do you have to be to think every game in existence should cater to you specifically?
Go find a game you like, the way it is already, and play that. I enjoy BTW, and so do many others; we found a game we like the way it is. That's why many different kinds of games exist, because there are many different kinds of players who enjoy different things. All you have to do is, you know, play new games until you find one that's perfect for you. It's really not a hard concept.
while you and your die-hard fans would only reply saying: "you are playing wrong", "haha, n00b" or something along the line
Experienced players say that because most new players who complain "BTW is too hard!" bring habits from vanilla or other mods that are bad in BTW. Jumping needlessly, trying to fight mobs without armour, things like that. And instead of adapting, they complain, complain, complain...
I think I said here once that BTW was doomed to failure because you can't make a successful mod starting from anger, hubris and messianism
I don't think so. At most, FC was frustrated with Mojang wasting dev time, and started the mod as a practical example: "hey, this takes less dev time, and yet it improves more the game than pets!".
and I was right... The only 2 or 3 BTWs servers that still exist have been empty all day since months now (that doesn't happen with other similar mods like TFC).
You're forgetting two things here:
Success is all about reaching goals, but BTW's goal isn't popularity.
Also: as AllenWL said, TFC focuses in multiplayer, BTW in singleplayer. So measuring a mod's popularity by the number of servers isn't the way to go.
Maybe more people would play if you would stop locking the forums, I understand there are a lot of trolls out there but I have contacted Flowerchild months ago and Im still waiting for his approval. I wont be playing until I can. Its not the fact that it isn't a fun mod but I would like to join the conversation or at least state my opinion. But I guess Im just another nobody.
Thanks. This helped quite well, until two creepers decided to give me a hug while I wasn't paying full attention.
On the bright side, there's a damn nice base waiting for me one day after a future death.
Right now though, middle of a taiga biome. I have a feeling my death here will come sooner than expected if I don't leave.
I swear to god I must be the only true optimist left on the planet.
Quote from FlowerChild »
See...I kept telling everyone that wolves are evil despicable creatures, but would anyone listen? No, of course not, and now you're all ******, so "haha...told you so".
Quote from Kinnyth»Maybe more people would play if you would stop locking the forums, I understand there are a lot of trolls out there but I have contacted Flowerchild months ago and Im still waiting for his approval. I wont be playing until I can. Its not the fact that it isn't a fun mod but I would like to join the conversation or at least state my opinion. But I guess Im just another nobody.
I also deny myself enjoyable experiences whenever someone doesn't include me in something unrelated.
Maybe more people would play if you would stop locking the forums, I understand there are a lot of trolls out there but I have contacted Flowerchild months ago and Im still waiting for his approval. I wont be playing until I can. Its not the fact that it isn't a fun mod but I would like to join the conversation or at least state my opinion. But I guess Im just another nobody.
You'll be "just another nobody" no matter where you go- and you always will be until you get stuck in and make something of yourself. This thread is the opportunity to do so if you wish to have fun and join in.
Rollback Post to RevisionRollBack
A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
To talk about something that's actually mod-related: I noticed a behavior that seems somewhat exploitish. The Nether is, of course, very dangerous to explore these days. But there's a certain set of circumstances where people are circumventing this intention.
What I've seen in the server chat is equivalent to this:
1) Die due to whatever circumstances (such as Nether exploration).
2) Respawn somewhere very convenient (right next to main base).
3) Immediately run to Nether portal, and go on a suicide mission running around the Nether Fortress looking for good stuff, like Nether Wart or Blaze spawners, with absolutely zero fear or risk.
4) Die, and respawn back in the convenient location, because it's still within the Hardcore Spawn minimum time for changing spawn locations.
I believe that Hardcore Spawn's timer is there to prevent people from exploiting the spawn system, by stopping them from killing themselves many times in order to get a more favorable spawn. However, when they do get a favorable spawn, it turns the most dangerous/terrifying area in the game into the no-risk situation of "just sprint around to do extremely useful recon and spawn right back outside my base".
I think that entering the Nether is a definitive sign that the player does not need to kill themselves to achieve a better spawn elsewhere, so it would be less exploitable if the respawn timer was zeroed out when entering the Nether, regardless of how long it's been since the most recent death.
However, if my understanding of the system's intention is incorrect, then I apologize.
However, if my understanding of the system's intention is incorrect, then I apologize.
Have you actually tried this before? I don't know the actual spawn timer, but re-spawning, running (somehow, without food) from whereever you spawned hundreds of blocks to a nether portal, then quite likely hundreds of blocks to a netherfortress, THEN exploring it and surviving for anything but a few seconds takes some time, I would be surprised if you re-spawned at the same place after that unless you were just extremely likely with your initial spawn in the overworld (near a portal, with food). So maybe in the perfect situation if you abuse you and you get lucky you can possibly learn where netherwart is. Considering how unlikely that is (if it's even possible) and that the location of netherwart/blaze spawners isn't really a monumental advantage, I don't really think this is a big deal.
Quote from Mason11987»
Have you actually tried this before?
Yes. And lately it's been happening a lot on the server, as two new Nether Fortresses were just found. Hence the post.
Quote from Mason11987»
I don't know the actual spawn timer
So you're self-aware enough to know that you have no experience or knowledge related to the subject, and thus have no idea what you're talking about, but felt the need to have a theoretical debate on the topic anyways.
Quote from Mason11987»
running (somehow, without food)
If you can reach a Nether Portal without passing a chest of food, you're obviously doing something wrong.
My advice to you: Try actually playing. You could have tested this yourself if you cared enough, assuming you actually play the mod actively. Your assumptions about how long the respawn timer is, and how much can be accomplished in that time, are horribly misinformed.
-snip-
So you're self-aware enough to know that you have no experience or knowledge related to the subject, and thus have no idea what you're talking about, but felt the need to have a theoretical debate on the topic anyways.
-snipptysnip-
My advice to you: Try actually playing. You could have tested this yourself if you cared enough, assuming you actually play the mod actively. Your assumptions about how long the respawn timer is, and how much can be accomplished in that time, are horribly misinformed.
Uhh, you obviously don't realise that Mason is one of the longer-playing users of BTW - looking over the stats for the same username over on the BTW forums shows that they registered in mid-2011, and have over a thousand posts to their name. Just because a given person doesn't know the coded specifics of a certain aspect of gameplay, doesn't mean that they have no experience with what you are talking about.
Regardless, their post seems to have been based on a misunderstanding with what you're saying - you are talking about people abusing the respawn timer on lucky spawns, whereas Mason is trying to make the point that this isn't as big a deal as you are making it out to be - the chances of a lucky respawn like that are very low, given the HC spawn radius is anywhere in the region of ~2k blocks around the original spawn, and that the 'advantage' they are getting is, per your example, just the approximate locations of things. Not having access to coordinates makes this knowledge much less useful than it would otherwise be. Just because you know where a given resource is, does not mean that you are going to be able to utilise that knowledge.
Rollback Post to RevisionRollBack
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
Sorry if my response to him seems offensive because he's been on the forum for a long time; I based my response on what he said in his post, not on how many posts he made before that one, or when his first post was made. The amount of time someone spends on a forum does not reliably reflect the amount of time they have spent playing the game, or their skill in regards to the game.
After I saw what people on the server were doing, I verified it myself by heading to the base after a respawn, grabbing some food and waltzing into the Nether, and running around the newest Nether Fortress to successfully rule out several passages as having no Nether Wart before finally dying. At which point, I respawned exactly where I did before.
Those "lucky spawns" happen frequently enough once you have an infrastructure in place; especially once you start adding a Nether infrastructure to your road system.
While you may not believe locating a Blaze Spawner is significant, or Nether Wart for that matter, despite both quickly providing something integral to the tech tree, I'll have to disagree. Being able to locate those things without needing to explore the Nether Fortress in earnest, in a manner that has no risk involved, doesn't seem to be intentional considering how every part of the Nether has been designed to instill fear and offer risk in order to explore there.
That being the case, I'm not certain where your desire to argue comes from. It doesn't appear that you're even disagreeing with me. You're basically saying "true, but I don't personally care". If you don't think it gives you an advantage to know where rare resources are hidden, then we have a very different understanding of this game.
Unless you're trying to say "I think people who've managed to enter the Nether might purposely kill themselves to try to get a better respawn". If so, again, we have a very different understanding of the game.
As an aside: The only thing that matters is if FC reads it and thinks "that's dumb and it'd take hours to implement" or "that's true and it'd be a simple thing to address", or whatever might be in-between. Obviously, both are valid conclusions depending on his personal vision for the game, his development constraints, and his own preferences.
I believe people are exploiting the system with this level of metagaming, gaining an immense benefit akin to (though obviously not as extreme as) opening the map in an editor to locate resources, and circumventing FC's intended Nether design. As players, it's not our job to try to convince him (or anyone else) about what's best for his own game; our role as a player shouldn't go beyond offering potentially useful feedback, based on our firsthand experiences. I'm unsure why you would feel otherwise.
I think that entering the Nether is a definitive sign that the player does not need to kill themselves to achieve a better spawn elsewhere, so it would be less exploitable if the respawn timer was zeroed out when entering the Nether, regardless of how long it's been since the most recent death.
The problem being that resetting the timer would open up the potential for another exploit in "run to the nether to get killed in the hopes of a more favorable spawn"
Once a world is sufficiently developed there's essentially a point where you've "beat" hardcore spawn. If nether portals and chests of food are so common as to make what you're talking about a common occurrence, I'd say you're well beyond that point. Heck, if you had a soulforged beacon then the behavior of players would likely get even riskier.
Hardcore spawn is thus largely an early to mid game mechanic to give early survival meaning. What you're talking about is largely late-game (I'd say very late game) behavior, and thus unfortunately HcS won't do much to prevent it.
Ah, alright Yeah, the server is fairly well-developed as far as pre-SFS goes. There's no Nether Portals in the road infrastructure within Hardcore Spawn radius (they decided against it after an accident which they shouldn't have worried about), but there's an extensive road/marker network within the 1000 block radius. Outside of that area, not so much (until around the 3000 block mark, in one direction, where a Nether Portal network is connecting a bunch of villages).
I guess I'd just never thought of doing this until being exposed to other people doing it, so my time exploring the Nether Fortress went from "always scary" to "sometimes conveniently not scary at all" But I already went back to avoiding this behavior myself, by waiting a while before going to the Nether after a respawn, as the fear of ending up in a jungle at 2000 blocks is enough to keep me cautious
At any rate, thanks for taking the time to respond, I really appreciate it. I took a lot of time to consider the situation carefully and experiment with it in-game, in order to avoid making one of those arbitrary posts that are just for the sake of posting, as that would ultimately just be an unnecessary waste of your time. I respect the limited time you have to consider things like this, so yeah, thank you
As always, keep up the awesome work. Your mod is the best one out there.
I disagree. If it's a bug, I find it funny, maybe even frustrating or worthy of rage quitting. But a death that is the players fault just means the player wasn't being carful enough.
I find the game to have very slow progression. But thats a feature I actually enjoy. Unforgiving deaths just means that you need to play smarter, not harder. Random creeper deaths were the bane of my existance, until I learned how to look for them. Wolves? I don't even build near forrest anymore. Falling to your death? Watch where you're walking... If you play smart and stock up on food and axes early on there is no good reason to die because of "players fault". IMHO
TLDR; You're playing wrong.
Don't bother man. He pops up every few months, obsesses over some irrelevant detail or another (like at one point he was fixated on being able to lay down in beds), and then goes away again.
Anything said in between doesn't alter that pattern, so attempting to communicate doesn't really serve any purpose.
Chickens are also good, but only if you found a source of seeds, like pumpkins.
Also, what I do is slaughter all animals in the immediate area on day one, the on day two, gather a lot of dirt, and go out and bury all the other animals that are still alive for future use. Cocoa is renewable, but it's hard to get, and it grows and multiplies much too slowly to really be a viable food source early on.
Food conservation is somewhat more important than collecting it; keep an eye on your hunger bar and you'll figure which activities drain it faster- otherwise you'll use food faster than you can collect it.
Go on overnight hunting trips as needed (this helps you in several ways).
Mushrooms are fairly easy to farm- especially as you start exploring caves.
Cocoa is more risky- but useful later on.
Pumpkins- chickens follow and eat seed; and only lay eggs when fed seed.
Eggs can be combined with other foodstuff to make it extra tasty.
Save animals for later by burying them with a torch.
Cows are sacred. Sheep have renewable armour.
A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
BTW on the other hand, is geared towards single player. It's a great experience in single player once you get used to it. In multiplayer, you meet obstructions such as animals, which are pretty much the only source of food, dying out and new players having nothing to eat, or all surface ores being mined and forcing new players to travel far, or go deep under, and so on. However, in single player, there is no such problems.
A mod's success isn't measured by how many servers use it. I know plenty of great mods that don't have servers that use it. Does that mean it 'failed'? No, it doesn't
And you know what goes hand in hand with range quitting? MITE. MITE has no configuration, makes BTW seem easy, and has you 'grind till your eyes bleed'. It has features, that unlike the hardcore features(which usually contribute to the game in other ways), does nothing but make the game harder. And yes, like said, you cannot 'take it out' with config settings. I rage-quit over MITE more than I rage-quit over any other game. But people still play it.
Really, you never know what people would like, or what something will be suited for.
But then you immediately proved him right with your wall of text. The fact you're suggesting "not designed for mass appeal" equates to "failure" just demonstrates how horribly flawed your logic capabilities are.
On a side note, my friend's co-op BTW server has between 10 and 20 people on at any given time, depending on the time of day. I generally play with people through LAN, but sometimes I check out his server to see what they've been up to. Not sure where you're getting your numbers to begin with.
At any rate, this is pretty simple. If you want to play a mod where all the features are optional: go play one. No one is stopping you. They are everywhere, since it's the easy/lazy way to approach game "design". That's why different games exist, so that everyone has something they like.
I'm not sure what you think "messianism" means, by the way; I guess you're probably using it to mean "thinks he is the messiah". Do you know what's *really* narcissistic? Choosing to play a game that no one asked you to play, and after you realize it's not something you *personally* like, you demand that the game be changed to suit your personal preferences. And then you throw a tantrum when it isn't. How terribly egotistical do you have to be to think every game in existence should cater to you specifically?
Go find a game you like, the way it is already, and play that. I enjoy BTW, and so do many others; we found a game we like the way it is. That's why many different kinds of games exist, because there are many different kinds of players who enjoy different things. All you have to do is, you know, play new games until you find one that's perfect for you. It's really not a hard concept.
Experienced players say that because most new players who complain "BTW is too hard!" bring habits from vanilla or other mods that are bad in BTW. Jumping needlessly, trying to fight mobs without armour, things like that. And instead of adapting, they complain, complain, complain...
I don't think so. At most, FC was frustrated with Mojang wasting dev time, and started the mod as a practical example: "hey, this takes less dev time, and yet it improves more the game than pets!".
You're forgetting two things here:
Success is all about reaching goals, but BTW's goal isn't popularity.
Also: as AllenWL said, TFC focuses in multiplayer, BTW in singleplayer. So measuring a mod's popularity by the number of servers isn't the way to go.
I know I'll sound like Cranky Kong, but those kids nowadays want the games to be too easy. That's why they ragequit.
Thanks. This helped quite well, until two creepers decided to give me a hug while I wasn't paying full attention.
On the bright side, there's a damn nice base waiting for me one day after a future death.
Right now though, middle of a taiga biome. I have a feeling my death here will come sooner than expected if I don't leave.
I also deny myself enjoyable experiences whenever someone doesn't include me in something unrelated.
You'll be "just another nobody" no matter where you go- and you always will be until you get stuck in and make something of yourself. This thread is the opportunity to do so if you wish to have fun and join in.
A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
What I've seen in the server chat is equivalent to this:
1) Die due to whatever circumstances (such as Nether exploration).
2) Respawn somewhere very convenient (right next to main base).
3) Immediately run to Nether portal, and go on a suicide mission running around the Nether Fortress looking for good stuff, like Nether Wart or Blaze spawners, with absolutely zero fear or risk.
4) Die, and respawn back in the convenient location, because it's still within the Hardcore Spawn minimum time for changing spawn locations.
I believe that Hardcore Spawn's timer is there to prevent people from exploiting the spawn system, by stopping them from killing themselves many times in order to get a more favorable spawn. However, when they do get a favorable spawn, it turns the most dangerous/terrifying area in the game into the no-risk situation of "just sprint around to do extremely useful recon and spawn right back outside my base".
I think that entering the Nether is a definitive sign that the player does not need to kill themselves to achieve a better spawn elsewhere, so it would be less exploitable if the respawn timer was zeroed out when entering the Nether, regardless of how long it's been since the most recent death.
However, if my understanding of the system's intention is incorrect, then I apologize.
Have you actually tried this before? I don't know the actual spawn timer, but re-spawning, running (somehow, without food) from whereever you spawned hundreds of blocks to a nether portal, then quite likely hundreds of blocks to a netherfortress, THEN exploring it and surviving for anything but a few seconds takes some time, I would be surprised if you re-spawned at the same place after that unless you were just extremely likely with your initial spawn in the overworld (near a portal, with food). So maybe in the perfect situation if you abuse you and you get lucky you can possibly learn where netherwart is. Considering how unlikely that is (if it's even possible) and that the location of netherwart/blaze spawners isn't really a monumental advantage, I don't really think this is a big deal.
Yes. And lately it's been happening a lot on the server, as two new Nether Fortresses were just found. Hence the post.
So you're self-aware enough to know that you have no experience or knowledge related to the subject, and thus have no idea what you're talking about, but felt the need to have a theoretical debate on the topic anyways.
If you can reach a Nether Portal without passing a chest of food, you're obviously doing something wrong.
My advice to you: Try actually playing. You could have tested this yourself if you cared enough, assuming you actually play the mod actively. Your assumptions about how long the respawn timer is, and how much can be accomplished in that time, are horribly misinformed.
Uhh, you obviously don't realise that Mason is one of the longer-playing users of BTW - looking over the stats for the same username over on the BTW forums shows that they registered in mid-2011, and have over a thousand posts to their name. Just because a given person doesn't know the coded specifics of a certain aspect of gameplay, doesn't mean that they have no experience with what you are talking about.
Regardless, their post seems to have been based on a misunderstanding with what you're saying - you are talking about people abusing the respawn timer on lucky spawns, whereas Mason is trying to make the point that this isn't as big a deal as you are making it out to be - the chances of a lucky respawn like that are very low, given the HC spawn radius is anywhere in the region of ~2k blocks around the original spawn, and that the 'advantage' they are getting is, per your example, just the approximate locations of things. Not having access to coordinates makes this knowledge much less useful than it would otherwise be. Just because you know where a given resource is, does not mean that you are going to be able to utilise that knowledge.
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
After I saw what people on the server were doing, I verified it myself by heading to the base after a respawn, grabbing some food and waltzing into the Nether, and running around the newest Nether Fortress to successfully rule out several passages as having no Nether Wart before finally dying. At which point, I respawned exactly where I did before.
Those "lucky spawns" happen frequently enough once you have an infrastructure in place; especially once you start adding a Nether infrastructure to your road system.
While you may not believe locating a Blaze Spawner is significant, or Nether Wart for that matter, despite both quickly providing something integral to the tech tree, I'll have to disagree. Being able to locate those things without needing to explore the Nether Fortress in earnest, in a manner that has no risk involved, doesn't seem to be intentional considering how every part of the Nether has been designed to instill fear and offer risk in order to explore there.
That being the case, I'm not certain where your desire to argue comes from. It doesn't appear that you're even disagreeing with me. You're basically saying "true, but I don't personally care". If you don't think it gives you an advantage to know where rare resources are hidden, then we have a very different understanding of this game.
Unless you're trying to say "I think people who've managed to enter the Nether might purposely kill themselves to try to get a better respawn". If so, again, we have a very different understanding of the game.
As an aside: The only thing that matters is if FC reads it and thinks "that's dumb and it'd take hours to implement" or "that's true and it'd be a simple thing to address", or whatever might be in-between. Obviously, both are valid conclusions depending on his personal vision for the game, his development constraints, and his own preferences.
I believe people are exploiting the system with this level of metagaming, gaining an immense benefit akin to (though obviously not as extreme as) opening the map in an editor to locate resources, and circumventing FC's intended Nether design. As players, it's not our job to try to convince him (or anyone else) about what's best for his own game; our role as a player shouldn't go beyond offering potentially useful feedback, based on our firsthand experiences. I'm unsure why you would feel otherwise.
The problem being that resetting the timer would open up the potential for another exploit in "run to the nether to get killed in the hopes of a more favorable spawn"
Once a world is sufficiently developed there's essentially a point where you've "beat" hardcore spawn. If nether portals and chests of food are so common as to make what you're talking about a common occurrence, I'd say you're well beyond that point. Heck, if you had a soulforged beacon then the behavior of players would likely get even riskier.
Hardcore spawn is thus largely an early to mid game mechanic to give early survival meaning. What you're talking about is largely late-game (I'd say very late game) behavior, and thus unfortunately HcS won't do much to prevent it.
I guess I'd just never thought of doing this until being exposed to other people doing it, so my time exploring the Nether Fortress went from "always scary" to "sometimes conveniently not scary at all" But I already went back to avoiding this behavior myself, by waiting a while before going to the Nether after a respawn, as the fear of ending up in a jungle at 2000 blocks is enough to keep me cautious
At any rate, thanks for taking the time to respond, I really appreciate it. I took a lot of time to consider the situation carefully and experiment with it in-game, in order to avoid making one of those arbitrary posts that are just for the sake of posting, as that would ultimately just be an unnecessary waste of your time. I respect the limited time you have to consider things like this, so yeah, thank you
As always, keep up the awesome work. Your mod is the best one out there.