You are certainly right about being entitled to your opinion. And if you like vanilla wolves better than in BTW, OK. but saying that vanilla wolves are more useful seems to be more a statement of fact than opinion. in a post a couple up Psion listed some of the uses of the BTW wolf. I can't think of anything that a vanilla wolf can do that the BTW can't. Sooooo, are you simply trolling us to get a response? I can't think of any other reason to make such a ridiculous statement.
No, I am not. Sure dung is needed to advance in the game, but seeing as right now for me, I need a sustainable source of food and monster protection more than poop, both of which the BTW wolf cannot give me at the moment. A spider/skeleton will hurt it, and I can't afford food to heal it, it can't attack undead or it'll turn on me, and creepers are well.... creepers. So it sits in my base doing nothing until I can. The only thing it really did for me was slaughter my chicken and eat the meat, which was hardly what I wanted it to do. So... for now, yea, useless. I'm sure I'll find them useful later when I can actually start thinking about advancing though.
And vanilla wolves can do one thing that BTW wolves cannot do. Turn my rotten flesh into a army. Just saying:/
Exactly. Which pretty much nullifies the point of rail and road systems, both of which involve construction projects playing to the strengths of MC rather than "right click for speed boost". Same reason I axed speed potions.
That doesn't make the wolf even more useless than vanilla though. it just means you're too useless to make use of its uses yet.
kidding aside, wolves may not be much use in early game, but by mid game tanned leather using their dung is pretty much integral to ultimately advancing in the tech tree, and making food easier to get (by fully automating it). and if you're seriously desperate, you can always kill him for food in revenge of the chicken he ate.
unless it's after the official "end" of the game (some games allow you to keep playing after the ending scenes) and have truely god-like powers, then it's fun
Rollback Post to RevisionRollBack
http://pcpartpicker.com/p/2kUq0
the average script-follower/lack of common sense: http://www.techtales.com/tftechs.php?m=200504#8418
windoge 8 has the saddest excuse for a BSOD, it just tells you the type of error, no stop code, no nothing, just "something went wrong, all your unsaved work has now been lost to the void that is volatile memory"
unless it's after the official "end" of the game (some games allow you to keep playing after the ending scenes) and have truely god-like powers, then it's fun
What is fun is relative to the person playing. What is important for BTW is that FC makes the game fun for him. I like this philosophy because its more focused, even when I might have made a different choice. Creative work is always best when the creator is free do do things their way.
Some people enjoy simply building in creative mode. That's great, but that's not BTW.
unless it's after the official "end" of the game (some games allow you to keep playing after the ending scenes) and have truely god-like powers, then it's fun
This isn't really applicable to creative games like MC which tend not to have an actual ending and where a good chunk, if not the majority, of the player's time will be spent with everything unlocked.
Automation is a good example of what I mean here. Having a tiered tech system where previous blocks are outclassed by new ones for example, would likely result in people simply holding off on automation projects until they unlock the later tech, meaning the earlier would hardly ever get used. Thus you'll notice with most of my block designs, while you gain access to new functionality, it hardly ever fully replaces that of stuff earlier in the tree.
Similarly, large building projects like road and rail networks are largely end-game activities. Thus having something like horses available at any point, effectively eliminates them from the game.
This isn't really applicable to creative games like MC which tend not to have an actual ending and where a good chunk, if not the majority, of the player's time will be spent with everything unlocked.
Automation is a good example of what I mean here. Having a tiered tech system where previous blocks are outclassed by new ones for example, would likely result in people simply holding off on automation projects until they unlock the later tech, meaning the earlier would hardly ever get used. Thus you'll notice with most of my block designs, while you gain access to new functionality, it hardly ever fully replaces that of stuff earlier in the tree.
Similarly, large building projects like road and rail networks are largely end-game activities. Thus having something like horses available at any point, effectively eliminates them from the game.
I fully agree, MC was is not designed to be that sort of game, but many other games fit that bill, such as a few steam games (I can't exactly remember which, but I do know of a few, and quite a few flash games as well)
as for the early tech being depreciated, I agree with your standpoint to a degree, as some tech is just so inefficient that you require a more efficient method of doing it, such as charcoal treefarms, once you get to a certain point, you have access to trees that grow much faster, but charcoal itself never fully depreciated, and that certain type of wood only comes in one color and only grows in one place, so it's pretty much fuel only unless you like orange-ish brown planks.
Rollback Post to RevisionRollBack
http://pcpartpicker.com/p/2kUq0
the average script-follower/lack of common sense: http://www.techtales.com/tftechs.php?m=200504#8418
windoge 8 has the saddest excuse for a BSOD, it just tells you the type of error, no stop code, no nothing, just "something went wrong, all your unsaved work has now been lost to the void that is volatile memory"
I think FC could implement horses without disrupting the balance, but it's unnecessary and would be a waste of time that can be used working on the final update.
I think FC could implement [insert new post-1.5.2 feature] without disrupting the balance, but it's unnecessary and would be a waste of time that can be used working on the final update.
(quote edited).
This really applies to just about everything. The problem is that it then becomes a job of fixing Mojang's problem rather than creating new, fun, interesting and original features.
Fixing other people's errors isn't that bad. for a while.
unless it's after the official "end" of the game (some games allow you to keep playing after the ending scenes) and have truely god-like powers, then it's fun
I donno.
I like games where there always is that once chance of a misstep sending you all the back to the stone age, even at the endgame.
Much more fun to go around slaughtering mobs in your high-class armor if they are an actual threat
The major difference between horses and minecarts is the resource cost - as you said, you either need a lot of iron, or to find a abandoned mineshaft to make a minecart track, or for a horse you need to... find a horse and a saddle. Thats it. One item, and a mob, for an incredibly fast method of transport. Its not about the efficiency mate, its about the resource outlay, and the fact that a minecart system requires thought and planning to set up, compared to "look in a direction and press forwards".
Also, with regards to hoppers, BTW added a mod-version of a hopper on May 23, 2011. Almost three years ago. You can use this, as well as other blocks added in the mod to make much more interesting item transport and storage systems than in vanilla, and instead of having a magical one-block solution, you have to make an in-depth power system to get the whole thing to run.
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?
The high mobility and the low price of the horse outplays the minecart in matter of player transportation, sure, plus you keep the landscape from looking terrible, but thats it.
Minecarts are not an optimal device for traveling!
That is the point, horses function as a effective nerf to Minecarts. Moreover, I don't see why you seem obsessed with not making your rail system looking good. It just doesn't make much sense to me to remove a major building project in a game that is about building, especially since rail lines tend to be more end-game activities after you have some form of mob-farm running. Horses wouldn't be out of place if they were designed to function as Minecart replacement, but with who we have developing Minecraft, that was a long shot anyway. Balance seems to be the last thing on their mind.
I believe the true issues are that even these small changes would be a lot of work, and it's not certain that it would balance out and be worth the effort in the long run - especially since FC is working on finishing the mod, rather than adding content to it.
And then there would still remain the visual issues to address. When horses came out I had intended to integrate them into BTW, because you're right, with a lot of balancing work it could likely be done.
When I first tried them in game however, after playing around with them for a bit I realized that even if I fixed up the balance, they'd still be visually inconsistent with the rest of the game. I also began to ask myself why I was doing all this in the first place given horses were an unneeded feature and really didn't bring anything new to the game.
Horses were actually the final straw for me in determining whether I would continue to update to new versions of Minecraft. A short while after trying them I decided that I would not. Since then, the new features that have been added to vanilla have only confirmed for me that was the right choice.
The horses do look....
Out of place, to say the least.
On another, complealty random note, I now officially hate skeletons.
I had a hole leading out to a small gully/ditch with a overhang behind my house in case I couldn't go out my front door, with a water stream that prevented mobs from entering from the back. A skeleton got in front of that hole, and every time I showed by face, it would try to snipe me to death. Worst was the fact that I had to go past him to go out the door, but he wouldn't let me. And amazingly, Each night, a new skeleton came and took the place of the former, effectively locking me in my house for three days straight.
Just out of curiosity, are there any plans to remove (or edit the text to your liking) the 1.5 client's nag message about 1.6 being available? I don't know how labor-intensive that would be, so I may actually be better off meddling with my firewall settings to block the URL it checks.
EDIT: Poster on the next page made me realize that I have not not installed the mod correctly, which is why I still see it.
Just out of curiosity, are there any plans to remove (or edit the text to your liking) the 1.5 client's nag message about 1.6 being available? I don't know how labor-intensive that would be, so I may actually be better off meddling with my firewall settings to block the URL it checks.
From changelog for BTW version 4.86 (july 6/2013)
"-Removed Mojang's update pester from the title screen, given BTW is not yet available for 1.6, and given that it was frigging annoying "
No, I am not. Sure dung is needed to advance in the game, but seeing as right now for me, I need a sustainable source of food and monster protection more than poop, both of which the BTW wolf cannot give me at the moment. A spider/skeleton will hurt it, and I can't afford food to heal it, it can't attack undead or it'll turn on me, and creepers are well.... creepers. So it sits in my base doing nothing until I can. The only thing it really did for me was slaughter my chicken and eat the meat, which was hardly what I wanted it to do. So... for now, yea, useless. I'm sure I'll find them useful later when I can actually start thinking about advancing though.
And vanilla wolves can do one thing that BTW wolves cannot do. Turn my rotten flesh into a army. Just saying:/
Point taken. Will not argue about this
Thanks for making my night Allen. I needed that laugh.
kidding aside, wolves may not be much use in early game, but by mid game tanned leather using their dung is pretty much integral to ultimately advancing in the tech tree, and making food easier to get (by fully automating it). and if you're seriously desperate, you can always kill him for food in revenge of the chicken he ate.
http://pcpartpicker.com/p/2kUq0
the average script-follower/lack of common sense: http://www.techtales.com/tftechs.php?m=200504#8418
windoge 8 has the saddest excuse for a BSOD, it just tells you the type of error, no stop code, no nothing, just "something went wrong, all your unsaved work has now been lost to the void that is volatile memory"
What is fun is relative to the person playing. What is important for BTW is that FC makes the game fun for him. I like this philosophy because its more focused, even when I might have made a different choice. Creative work is always best when the creator is free do do things their way.
Some people enjoy simply building in creative mode. That's great, but that's not BTW.
This isn't really applicable to creative games like MC which tend not to have an actual ending and where a good chunk, if not the majority, of the player's time will be spent with everything unlocked.
Automation is a good example of what I mean here. Having a tiered tech system where previous blocks are outclassed by new ones for example, would likely result in people simply holding off on automation projects until they unlock the later tech, meaning the earlier would hardly ever get used. Thus you'll notice with most of my block designs, while you gain access to new functionality, it hardly ever fully replaces that of stuff earlier in the tree.
Similarly, large building projects like road and rail networks are largely end-game activities. Thus having something like horses available at any point, effectively eliminates them from the game.
wasis not designed to be that sort of game, but many other games fit that bill, such as a few steam games (I can't exactly remember which, but I do know of a few, and quite a few flash games as well)as for the early tech being depreciated, I agree with your standpoint to a degree, as some tech is just so inefficient that you require a more efficient method of doing it, such as charcoal treefarms, once you get to a certain point, you have access to trees that grow much faster, but charcoal itself never fully depreciated, and that certain type of wood only comes in one color and only grows in one place, so it's pretty much fuel only unless you like orange-ish brown planks.
http://pcpartpicker.com/p/2kUq0
the average script-follower/lack of common sense: http://www.techtales.com/tftechs.php?m=200504#8418
windoge 8 has the saddest excuse for a BSOD, it just tells you the type of error, no stop code, no nothing, just "something went wrong, all your unsaved work has now been lost to the void that is volatile memory"
(quote edited).
This really applies to just about everything. The problem is that it then becomes a job of fixing Mojang's problem rather than creating new, fun, interesting and original features.
Fixing other people's errors isn't that bad. for a while.
I donno.
I like games where there always is that once chance of a misstep sending you all the back to the stone age, even at the endgame.
Much more fun to go around slaughtering mobs in your high-class armor if they are an actual threat
The major difference between horses and minecarts is the resource cost - as you said, you either need a lot of iron, or to find a abandoned mineshaft to make a minecart track, or for a horse you need to... find a horse and a saddle. Thats it. One item, and a mob, for an incredibly fast method of transport. Its not about the efficiency mate, its about the resource outlay, and the fact that a minecart system requires thought and planning to set up, compared to "look in a direction and press forwards".
Also, with regards to hoppers, BTW added a mod-version of a hopper on May 23, 2011. Almost three years ago. You can use this, as well as other blocks added in the mod to make much more interesting item transport and storage systems than in vanilla, and instead of having a magical one-block solution, you have to make an in-depth power system to get the whole thing to run.
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?
That is the point, horses function as a effective nerf to Minecarts. Moreover, I don't see why you seem obsessed with not making your rail system looking good. It just doesn't make much sense to me to remove a major building project in a game that is about building, especially since rail lines tend to be more end-game activities after you have some form of mob-farm running. Horses wouldn't be out of place if they were designed to function as Minecart replacement, but with who we have developing Minecraft, that was a long shot anyway. Balance seems to be the last thing on their mind.
Not at present, no. As is stated in the OP, registration is periodically closed, and this happens to be one of those periods
And then there would still remain the visual issues to address. When horses came out I had intended to integrate them into BTW, because you're right, with a lot of balancing work it could likely be done.
When I first tried them in game however, after playing around with them for a bit I realized that even if I fixed up the balance, they'd still be visually inconsistent with the rest of the game. I also began to ask myself why I was doing all this in the first place given horses were an unneeded feature and really didn't bring anything new to the game.
Horses were actually the final straw for me in determining whether I would continue to update to new versions of Minecraft. A short while after trying them I decided that I would not. Since then, the new features that have been added to vanilla have only confirmed for me that was the right choice.
Out of place, to say the least.
On another, complealty random note, I now officially hate skeletons.
I had a hole leading out to a small gully/ditch with a overhang behind my house in case I couldn't go out my front door, with a water stream that prevented mobs from entering from the back. A skeleton got in front of that hole, and every time I showed by face, it would try to snipe me to death. Worst was the fact that I had to go past him to go out the door, but he wouldn't let me. And amazingly, Each night, a new skeleton came and took the place of the former, effectively locking me in my house for three days straight.
You know you can dig tunnels in the latest versions of Minecraft right?
I forget what release that got added in though...
Just out of curiosity, are there any plans to remove (or edit the text to your liking) the 1.5 client's nag message about 1.6 being available? I don't know how labor-intensive that would be, so I may actually be better off meddling with my firewall settings to block the URL it checks.EDIT: Poster on the next page made me realize that I have not not installed the mod correctly, which is why I still see it.
From changelog for BTW version 4.86 (july 6/2013)
"-Removed Mojang's update pester from the title screen, given BTW is not yet available for 1.6, and given that it was frigging annoying