The Meaning of Life, the Universe, and Everything.
Join Date:
12/22/2012
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I dont understand why people rage about the new zombie AI, now theres a reason to kill zombies, before i just ignores them.
You should complain about the weird boat steering with the mouse pointer and the fact that baby zombies dont drop anything, even if they picked something up beforehand. If a baby zombie picks up your items, you won't be able to recover them.
>only have fun the way we intend you to
I have ~20 horses and only 2 name tags. This is ridiculous. Minecraft is a barren wasteland and 'exploring' is utterly boring and tedious. I don't want to mine at y50 or run around looking for temples for 24+ hours, to get ~50 saddles, ~20 sets of each horse armor and >20 nametags.
Not making things craftable to try and force players to 'explore' your awfully generated world that only serves as a backdrop to the actual BUILDING game is the epitome of poor game design. Horse armor and nametags shouldn't be like Runescape Barrows loot, they're not God items, or even useful remotely useful endgame items.
@Creeper
gj, you have 0 name tags after 1 hour.
@LaughingCarrot
Now regeneration costs hunger/saturation.
SO you admit your lazy and just dont wanna look for the stuff, theres a mode called creative for people such as yourself.
Oh, by all means, you can spawn in name tags if you want. I think the problem is that you are claiming exclusive domain over what is and is not "fun". Let's say Nametags were made craftable in vanilla. Even if it is a very expensive recipe, (my bukkit plugin uses three iron blocks, an emerald, and a lead to craft a nametag), that still means there will be more nametags, and they will be more accessible. This is good on a server that doesn't want to reset their world.
However, it also means that named mobs will be less of a rarity; it will be "easier" to waste the items in question. Now, Personally, my fun would be reduced if I had to watch the surrounding countryside of horses named "butt stallion" "iluvurin" and "amanda hugandkiss" and so forth. in SSP, I think I have around 10 nametags; the world I play was created in 1.9 Prerelease 6, and it is well explored. The new additions meant I had a very good reason to leave the areas I had already explored and venture into new ones, which I did via the nether. Then I had to build a way to get horses/donkeys/etc back to my main base. I basically went through the nether in one direction until I found a fresh fort with chests and built a portal there, and built appropriate bridges so that I could ride horses and donkeys back to my main portal. I haven't yet explored the underground of the overworld at that location, but after taming a few horses I did a run-around a few hundred blocks and found a village, a desert temple, and two jungle temples (I haven't gone back to even see what loot they have since my inventory and ender chest were full at that time).
I have ~20 horses and only 2 name tags. This is ridiculous.
Why is that ridiculous, exactly? Horses are rather easy to find now. Also, Nametags are not exclusive to horses anyway, so this is a false comparison, as they can be used on any mob (except adult villagers since they show their UI). Being able to give mobs a name is a neat bonus, but not some sort of game-play critical feature- it's the same with Music Discs.
Minecraft is a barren wasteland and 'exploring' is utterly boring and tedious.
How so? While I agree that Terrain Gen has made it so you really only explore biomes and they look pretty similar to one another, there are still interesting formations here and there.
I don't want to mine at y50 or run around looking for temples for 24+ hours, to get ~50 saddles, ~20 sets of each horse armor and >20 nametags.
Mining at y=50 doesn't make any sense and I don't know why you would do that. I found a Temple, a Village, and two jungle temples just within a short radius of where I left the nether when going to get the new items. I already have a double-chest of saddles from previous versions myself.
The rarity of the items and finding them in dungeon chests doesn't matter- they are plentiful in Nether fortress chests as well. The nether fortress I original found in a new area filled my inventory (and enderchest) up with Horse armours, saddles, and nametags, and I still haven't explored the entire fortress.
Not making things craftable to try and force players to 'explore' your awfully generated world that only serves as a backdrop to the actual BUILDING game is the epitome of poor game design.
Again what credentials do you have in this area? Do you have any citable information from real game designers with a proven track record that shows that this is in fact poor game design, or are you just making a nonsense assertion without any evidence in an attempt to handwave any Onus of proof? Sure seems like the latter. I should also respond more specifically to this:
only serves as a backdrop to the actual BUILDING game
This is simply an opinion, which also provides no evidence. On what basis can you assert that the Terrain generation and the infinite, procedurally generated world is "only a backdrop" for being able to build? You have no basis for this that is not anecdotal, which brings us to your very first sentence, whereby you are now telling everybody else what is and is not fun.
Horse armor and nametags shouldn't be like Runescape Barrows loot, they're not God items, or even useful remotely useful endgame items.
Your comparison doesn't make sense to me, since I've never played it. However your argument has no merit; you are asserting that because they have no immensely powerful use, they should not be uncraftable. I use the term "uncraftable" here because they are by no means rare; Nether fortresses are fairly easy to find and chock-full of these new items. I have 10 nametags and I don't even remember how many horse armours, and I wasn't even specifically looking for them.
The only basis for what is being presented would be that to properly get the new features requires a server reset. But this is not the case. Servers can either use some form of economy system and allow players to purchase the new items, expand any world borders and allow players to explore beyond the current limits, or use a plugin to add Crafting recipes for these new items. The actual development of the game and how the new changes affect already established servers are not something Mojang should have to take into account, because if they do, we'll never get any new features. Instead the responsibility of how a server is going to get the new features into existing worlds falls to the administration of that server. They have several choices on what to do.
Of course, one of those choices is to do nothing and blame Mojang for the fact that they should. Needless to say, that's not really a good approach. The server I play is run by a person that manages and maintains a number of very popular bukkit plugins, and he had to make quite a few changes to those plugins to adequately support 1.6.1, including completely changing a database schema. Then he updated his server as a guinea pig and made it available; and then you have those other administrators complaining that Mojang has forced them to basically move a few files around. Boo freaking hoo. If you want to admin a server, you need to admin a server. No surprise there. The fact that it requires work should only surprise those that seem to think it's a privilege rather than a responsibility.
I'm not a big fan of the saddles and armor not being craftable either. I get the argument that it makes it a so called "End game" thing. If I were building a new world, totally biased on survival and exploration. My goal was to build up, collect diamonds, make armor, and eventually fight and kill the bosses. It would be totally acceptable to me to have the saddles and armor be rare.
However this is not my case.
I've had one continuously developed world sense the 1.8 beta update. That is a lot of updates and nearly 2 years of me digging in the dirt and building stuff. Ya know I mined....then I crafted....
I have an old world, and a lot of the aformentioned ways of getting horse armor and name tags are long gone. I would have to go out quite a ways past my current worlds borders. So ya I can find them. Just after 2+ years of the same world why should I have too? I think I passed the "End Game" phase a few years ago any way.
Good news for me is that I run a bukkit, so I found a plug in that fixed my annoyance, or I would just use creative to give me the stuff. Kinda why I like this game so much. You can fix what annoys you.
The hole "Ruins Pigs", thing. I have never, or will I ever ride a pig (less they fly and then well all bets are off), so making them invalid as a mode of transportation is fine with me. Was nothing more than a joke anyway.
Don't know about minecarts. I have a pretty good subway system going. Not thinking I need to abandon it yet.
Walls keep out Zombies. Build yours bigger, and light the side you live on, wear armor, and keep your sword handy.
I can't tell that hunger has changed at all (though that might be a bukkit thing).
Potions got nerfed. Can't commit I thought they were kinda silly and I rairly use them.
And my server is a foot away from my gaming rig, I think I have a 2ms ping. I suppose I could strap them together with a zip tie or two. Might cut down on the Rubber banding that way. (Note the preceding statement was an attempt at humor. ).
Other than that, now that the folds are not dyeing on me and my bukkit seems to be saving, and I got Optifine up and running again. I kinda like this update. Liked the last one too.
I'm not a big fan of the saddles and armor not being craftable either. I get the argument that it makes it a so called "End game" thing. If I were building a new world, totally biased on survival and exploration. My goal was to build up, collect diamonds, make armor, and eventually fight and kill the bosses. It would be totally acceptable to me to have the saddles and armor be rare.
However this is not my case.
I've had one continuously developed world sense the 1.8 beta update. That is a lot of updates and nearly 2 years of me digging in the dirt and building stuff. Ya know I mined....then I crafted....
I have an old world, and a lot of the aformentioned ways of getting horse armor and name tags are long gone. I would have to go out quite a ways past my current worlds borders. So ya I can find them. Just after 2+ years of the same world why should I have too? I think I passed the "End Game" phase a few years ago any way.
Good news for me is that I run a bukkit, so I found a plug in that fixed my annoyance, or I would just use creative to give me the stuff. Kinda why I like this game so much. You can fix what annoys you.
The hole "Ruins Pigs", thing. I have never, or will I ever ride a pig (less they fly and then well all bets are off), so making them invalid as a mode of transportation is fine with me. Was nothing more than a joke anyway.
Don't know about minecarts. I have a pretty good subway system going. Not thinking I need to abandon it yet.
Walls keep out Zombies. Build yours bigger, and light the side you live on, wear armor, and keep your sword handy.
I can't tell that hunger has changed at all (though that might be a bukkit thing).
Potions got nerfed. Can't commit I thought they were kinda silly and I rairly use them.
And my server is a foot away from my gaming rig, I think I have a 2ms ping. I suppose I could strap them together with a zip tie or two. Might cut down on the Rubber banding that way. (Note the preceding statement was an attempt at humor. ).
Other than that, now that the folds are not dyeing on me and my bukkit seems to be saving, and I got Optifine up and running again. I kinda like this update. Liked the last one too.
How long has it been since you've explored? Going and finding new villages or temples would be good, heck, you might even want to move to a new spot you find while you explore.
Rollback Post to RevisionRollBack
XP Guide Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten If you want me to see your reply, make sure to quote my post in your reply.
The first few days I played 1.6 were terrible. I was in a pretty bad mood, mostly because I was frustrated OptiFine didn't come out until yesterday, 8 days after the 1.6.1 release. Modding Minecraft was made extremely hard, even for OptiFine (the only mod I actually use). It was extremely ridiculous. The purple and black checkered blocks were not the developer's fault. Well, they were, because the developer was having trouble with the new Minecraft stuff. But Mojang changed EVERYTHING about Minecraft (except for in-game aspects). Once again, extremely ridiculous. It was really unneeded. The new launcher screwed Mojang over quite a bit with everyone I know and thousands, maybe millions, more people. It looks really bad and, even though I don't really care about the look of anything except for the actual game, it bothered me every time I double clicked the launcher and attempted to play Minecraft.
The new update sucked (except for horses, a little glitchy though). End of story.
Saddles and horse armor should be craftable AND they should have durability.
It makes no sense that we can't craft a piece of leather(especially when villagers can) or a suit of gold, iron, or diamond armor built for horses when we can build armor for ourselves.
"But it makes you have to explore!"
Okay, let's make it so you can't craft any swords other than wood swords, and make it so you can't craft any armor!
Put all the higher tier armor and weapons in the dungeons!
Make people have to explore if they want that stuff!
And, just like horse armor and saddles don't break, the armor and weapons won't break!
Screw servers, they can just have admins make stuff or shops or crap; these changes make people have to explore!
So what if we can get the materials that clearly make up these items, they should be uncraftable and put in dungeons so we are forced to explore to get them!
(If you can't tell, it's sarcasm. It's also an awful idea.)
The thing about this is, what you listed are all essential items needed for proper survival. Horse armor is not an essential item it is merely a luxury and honestly you could go your entire Minecraft experience without it and never be at any form of actual disadvantage. So this argument is weak and holds no ground, so if you are going to make stupid arguments like this one then at leats make sure they actually make some form of rational and logical sense.
The first few days I played 1.6 were terrible. I was in a pretty bad mood, mostly because I was frustrated OptiFine didn't come out until yesterday, 8 days after the 1.6.1 release. Modding Minecraft was made extremely hard, even for OptiFine (the only mod I actually use). It was extremely ridiculous. The purple and black checkered blocks were not the developer's fault. Well, they were, because the developer was having trouble with the new Minecraft stuff. But Mojang changed EVERYTHING about Minecraft (except for in-game aspects). Once again, extremely ridiculous. It was really unneeded. The new launcher screwed Mojang over quite a bit with everyone I know and thousands, maybe millions, more people. It looks really bad and, even though I don't really care about the look of anything except for the actual game, it bothered me every time I double clicked the launcher and attempted to play Minecraft.
The new update sucked (except for horses, a little glitchy though). End of story.
You don't get any of this do you? Mojang is changing all of these things to pave a path for the API. The new launcher will allow mods to be installed easily, and eventually will be much better than the old one. All the new texturepack formats and the resource packs are all to better support modding and give texturepack makers more options. The API is coming, don't rush them unless you want more bugs than we already have.
Also, if you ever took any time to actually read what Mojang says, you would find out that the launcher is a FREAKING WORK IN PROGRESS, and that they are going to MAKE IT LOOK BETTER SOON. Is that clear enough for you?
XP Guide Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten If you want me to see your reply, make sure to quote my post in your reply.
Dinnerbone apparently has said right out that the reason nametags are uncraftable, is because they prevent hostile mobs from despawning. I guess the hazard is of people building "armies" of named monsters to stock traps or grief people's houses -- personally, I don't see why that's such a problem, given that the "standard option" here is TNT.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Dinnerbone apparently has said right out that the reason nametags are uncraftable, is because they prevent hostile mobs from despawning. I guess the hazard is of people building "armies" of named monsters to stock traps or grief people's houses -- personally, I don't see why that's such a problem, given that the "standard option" here is TNT.
The way I see it is that nametags are kind of a luxury item- meaning that it isn't vital for survival yet it's something very special. If you look at nametags like you look at chainmail then you can see that chainmail so no recipe yet you can obtain it from mobs and villagers.
I think that making nametags tradable from villagers would be a good thing along with horse armor.
If there were not so many problems with this update, there would be a lot less topics. I said earlier (in my first post I think) that I recognize a lot of topics on 1.6 problems have been made, but that shows that Mojang has some work to do which they need to solve as soon as they can since their community is not content. Keeping your audience/customers happy is a policy of any good company. If you put out a bad product, and bad response is only to be expected.
I understand why you may be annoyed, but like I said, it brings attention to an important issue that must be solved.
I can see someone didn't refer back to my first post when I said "deal with it" is not an effective argument. Please do so and give a reasonably thought out opinion that you'd like to share. If not, then don't post. We don't need you to be the third person to say "deal with it", which you currently are.
We don't need more of these types of threads, actually.
I think you should be glad Mojang actually updates Minecraft often, instead of those games that get a update once a year.
You don't get any of this do you? Mojang is changing all of these things to pave a path for the API. The new launcher will allow mods to be installed easily, and eventually will be much better than the old one. All the new texturepack formats and the resource packs are all to better support modding and give texturepack makers more options. The API is coming, don't rush them unless you want more bugs than we already have.
Also, if you ever took any time to actually read what Mojang says, you would find out that the launcher is a FREAKING WORK IN PROGRESS, and that they are going to MAKE IT LOOK BETTER SOON. Is that clear enough for you?
The update still sucked, nevertheless. With what they've been doing for the past while is making Minecraft look like ROBLOX (not literally...Minecraft does not look like a bunch of LEGOs).
there is little for golden apples unless health regeneration is disabled
Golden apples have plenty of uses. When fighting the enderdragon, you're not going to sit around and wait for it to slowly heal if you are in combat. And some of this so called useless stuff has uses outside of vanilla minecraft, such as on server pvp plugin.
Golden apples have plenty of uses. When fighting the enderdragon, you're not going to sit around and wait for it to slowly heal if you are in combat. And some of this so called useless stuff has uses outside of vanilla minecraft, such as on server pvp plugin.
Because it's not vanilla, servers can adapt and prevent hunger from being reduced instead of the default action. They aren't useless but their nerf can be avoided easily with modding/plugins.
EDIT : I have no idea if you were referring to the nerf or not.
Because it's not vanilla, servers can adapt and prevent hunger from being reduced instead of the default action. They aren't useless but their nerf can be avoided easily with modding/plugins.
EDIT : I have no idea if you were referring to the nerf or not.
I wasn't talking about the nerf as much as I was talking about him saying golden apples have no use.
Golden apples have plenty of uses. When fighting the enderdragon, you're not going to sit around and wait for it to slowly heal if you are in combat. And some of this so called useless stuff has uses outside of vanilla minecraft, such as on server pvp plugin.
I've never had any problems fighting the ender dragon, except that one time where the platform was in mid-air, and it knocked me off the platform right away. The thing runs away every time you hit it, and destroying its "healing beams" is fairly trivial.
Besides, if you're fighting the ender dragon, you have access to healing potions anyways, which works better, has a splash version to heal quickly, and uses less resources.
As for non-vanilla uses... if you're modding the game anyways, simply mod the recipes back the way they were.
edit: Oh, and I didn't say they have no use, but they have little use if natural regeneration is enabled. Natural regeneration is overpowered as it is, which is why I'm happy to have the option to turn it off.
Also, here is an awesome suggestion I had: http://www.minecraftforum.net/topic/1745550-biome-effects/
You should complain about the weird boat steering with the mouse pointer and the fact that baby zombies dont drop anything, even if they picked something up beforehand. If a baby zombie picks up your items, you won't be able to recover them.
http://www.midworldmc.com/members/
Oh, by all means, you can spawn in name tags if you want. I think the problem is that you are claiming exclusive domain over what is and is not "fun". Let's say Nametags were made craftable in vanilla. Even if it is a very expensive recipe, (my bukkit plugin uses three iron blocks, an emerald, and a lead to craft a nametag), that still means there will be more nametags, and they will be more accessible. This is good on a server that doesn't want to reset their world.
However, it also means that named mobs will be less of a rarity; it will be "easier" to waste the items in question. Now, Personally, my fun would be reduced if I had to watch the surrounding countryside of horses named "butt stallion" "iluvurin" and "amanda hugandkiss" and so forth. in SSP, I think I have around 10 nametags; the world I play was created in 1.9 Prerelease 6, and it is well explored. The new additions meant I had a very good reason to leave the areas I had already explored and venture into new ones, which I did via the nether. Then I had to build a way to get horses/donkeys/etc back to my main base. I basically went through the nether in one direction until I found a fresh fort with chests and built a portal there, and built appropriate bridges so that I could ride horses and donkeys back to my main portal. I haven't yet explored the underground of the overworld at that location, but after taming a few horses I did a run-around a few hundred blocks and found a village, a desert temple, and two jungle temples (I haven't gone back to even see what loot they have since my inventory and ender chest were full at that time).
Why is that ridiculous, exactly? Horses are rather easy to find now. Also, Nametags are not exclusive to horses anyway, so this is a false comparison, as they can be used on any mob (except adult villagers since they show their UI). Being able to give mobs a name is a neat bonus, but not some sort of game-play critical feature- it's the same with Music Discs.
How so? While I agree that Terrain Gen has made it so you really only explore biomes and they look pretty similar to one another, there are still interesting formations here and there.
Mining at y=50 doesn't make any sense and I don't know why you would do that. I found a Temple, a Village, and two jungle temples just within a short radius of where I left the nether when going to get the new items. I already have a double-chest of saddles from previous versions myself.
The rarity of the items and finding them in dungeon chests doesn't matter- they are plentiful in Nether fortress chests as well. The nether fortress I original found in a new area filled my inventory (and enderchest) up with Horse armours, saddles, and nametags, and I still haven't explored the entire fortress.
Again what credentials do you have in this area? Do you have any citable information from real game designers with a proven track record that shows that this is in fact poor game design, or are you just making a nonsense assertion without any evidence in an attempt to handwave any Onus of proof? Sure seems like the latter. I should also respond more specifically to this:
This is simply an opinion, which also provides no evidence. On what basis can you assert that the Terrain generation and the infinite, procedurally generated world is "only a backdrop" for being able to build? You have no basis for this that is not anecdotal, which brings us to your very first sentence, whereby you are now telling everybody else what is and is not fun.
Your comparison doesn't make sense to me, since I've never played it. However your argument has no merit; you are asserting that because they have no immensely powerful use, they should not be uncraftable. I use the term "uncraftable" here because they are by no means rare; Nether fortresses are fairly easy to find and chock-full of these new items. I have 10 nametags and I don't even remember how many horse armours, and I wasn't even specifically looking for them.
The only basis for what is being presented would be that to properly get the new features requires a server reset. But this is not the case. Servers can either use some form of economy system and allow players to purchase the new items, expand any world borders and allow players to explore beyond the current limits, or use a plugin to add Crafting recipes for these new items. The actual development of the game and how the new changes affect already established servers are not something Mojang should have to take into account, because if they do, we'll never get any new features. Instead the responsibility of how a server is going to get the new features into existing worlds falls to the administration of that server. They have several choices on what to do.
Of course, one of those choices is to do nothing and blame Mojang for the fact that they should. Needless to say, that's not really a good approach. The server I play is run by a person that manages and maintains a number of very popular bukkit plugins, and he had to make quite a few changes to those plugins to adequately support 1.6.1, including completely changing a database schema. Then he updated his server as a guinea pig and made it available; and then you have those other administrators complaining that Mojang has forced them to basically move a few files around. Boo freaking hoo. If you want to admin a server, you need to admin a server. No surprise there. The fact that it requires work should only surprise those that seem to think it's a privilege rather than a responsibility.
However this is not my case.
I've had one continuously developed world sense the 1.8 beta update. That is a lot of updates and nearly 2 years of me digging in the dirt and building stuff. Ya know I mined....then I crafted....
I have an old world, and a lot of the aformentioned ways of getting horse armor and name tags are long gone. I would have to go out quite a ways past my current worlds borders. So ya I can find them. Just after 2+ years of the same world why should I have too? I think I passed the "End Game" phase a few years ago any way.
Good news for me is that I run a bukkit, so I found a plug in that fixed my annoyance, or I would just use creative to give me the stuff. Kinda why I like this game so much. You can fix what annoys you.
The hole "Ruins Pigs", thing. I have never, or will I ever ride a pig (less they fly and then well all bets are off), so making them invalid as a mode of transportation is fine with me. Was nothing more than a joke anyway.
Don't know about minecarts. I have a pretty good subway system going. Not thinking I need to abandon it yet.
Walls keep out Zombies. Build yours bigger, and light the side you live on, wear armor, and keep your sword handy.
I can't tell that hunger has changed at all (though that might be a bukkit thing).
Potions got nerfed. Can't commit I thought they were kinda silly and I rairly use them.
And my server is a foot away from my gaming rig, I think I have a 2ms ping. I suppose I could strap them together with a zip tie or two. Might cut down on the Rubber banding that way.
Other than that, now that the folds are not dyeing on me and my bukkit seems to be saving, and I got Optifine up and running again. I kinda like this update. Liked the last one too.
How long has it been since you've explored? Going and finding new villages or temples would be good, heck, you might even want to move to a new spot you find while you explore.
Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten
If you want me to see your reply, make sure to quote my post in your reply.
The new update sucked (except for horses, a little glitchy though). End of story.
The thing about this is, what you listed are all essential items needed for proper survival. Horse armor is not an essential item it is merely a luxury and honestly you could go your entire Minecraft experience without it and never be at any form of actual disadvantage. So this argument is weak and holds no ground, so if you are going to make stupid arguments like this one then at leats make sure they actually make some form of rational and logical sense.
You don't get any of this do you? Mojang is changing all of these things to pave a path for the API. The new launcher will allow mods to be installed easily, and eventually will be much better than the old one. All the new texturepack formats and the resource packs are all to better support modding and give texturepack makers more options. The API is coming, don't rush them unless you want more bugs than we already have.
Also, if you ever took any time to actually read what Mojang says, you would find out that the launcher is a FREAKING WORK IN PROGRESS, and that they are going to MAKE IT LOOK BETTER SOON. Is that clear enough for you?
Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten
If you want me to see your reply, make sure to quote my post in your reply.
The way I see it is that nametags are kind of a luxury item- meaning that it isn't vital for survival yet it's something very special. If you look at nametags like you look at chainmail then you can see that chainmail so no recipe yet you can obtain it from mobs and villagers.
I think that making nametags tradable from villagers would be a good thing along with horse armor.
I think you should be glad Mojang actually updates Minecraft often, instead of those games that get a update once a year.
The update still sucked, nevertheless. With what they've been doing for the past while is making Minecraft look like ROBLOX (not literally...Minecraft does not look like a bunch of LEGOs).
Golden apples have plenty of uses. When fighting the enderdragon, you're not going to sit around and wait for it to slowly heal if you are in combat. And some of this so called useless stuff has uses outside of vanilla minecraft, such as on server pvp plugin.
Because it's not vanilla, servers can adapt and prevent hunger from being reduced instead of the default action. They aren't useless but their nerf can be avoided easily with modding/plugins.
EDIT : I have no idea if you were referring to the nerf or not.
I wasn't talking about the nerf as much as I was talking about him saying golden apples have no use.
Ah okay XD. They're definitely more easier to acquire than ghast tears for regen potion.
PROUD USER OF THE STEVE SKIN
I've never had any problems fighting the ender dragon, except that one time where the platform was in mid-air, and it knocked me off the platform right away. The thing runs away every time you hit it, and destroying its "healing beams" is fairly trivial.
Besides, if you're fighting the ender dragon, you have access to healing potions anyways, which works better, has a splash version to heal quickly, and uses less resources.
As for non-vanilla uses... if you're modding the game anyways, simply mod the recipes back the way they were.
edit: Oh, and I didn't say they have no use, but they have little use if natural regeneration is enabled. Natural regeneration is overpowered as it is, which is why I'm happy to have the option to turn it off.
True... but normal golden apples don't heal nearly as much as a health potion, let alone a regeneration potion.
Unless you're talking about the enchanted golden apple, in which case I say how on earth are 72 gold ingots easier to obtain than a single ghast tear?
* When fighting the wither the regeneration of the apple can help counteract the wither effect.
* Regeneration can also help when fighting a group mobs at once because it remains as a constant buff while a healing potion is just one time.