What if you do just respawn at the nearest bed, but it only works within a certain elevation? So I can't just throw down a bed right before jumping into a deep cave. It would take me all the way back to the nearest surface bed if I die.
We could place the same limitation on just about any theory presented in this thread and it would fix most of the issues.
but then how would the game distinguish between trying to place a bed underground and trying to place it inside your castle where it actually makes sense to be?
I find myself constantly generating new maps, because I don't like the spawn location the game gives me. 90% of the time it is on the beach, no idea why.
It really does deter me from exploring, I wish I could just pick an area I like; and set my spawn spot there. One map I had to abandon because there didn't seem to be suitable resources/caves to explore in a reasonable walking distance.
-edit
Honestly, what's this games preferences for sand? Every time I start a new map, the spawning location is in sand sand sand!
Honestly, what's this games preferences for sand? Every time I start a new map, the spawning location is in sand sand sand!
I thought that was just me - I've seen pictures of what people claim to be their spawn with no sand in sight. I assumed it was to give that 'washed up on an island with no memories...' feel.
Same here, there's like a 90% tendency to spawn near on or at least near sand and water.
ok im a casual minecrafter and i love the game. and i just skipped from the first page to the last so i havent read everything. but i think that in the way way way future: pig men are ncps. the start in herds with nothing like we do. emidiatly the start to develop their land. bla bla bla programming. after a while the develop towns and villedges. like the zom pig men the are nutral untill attacked at which point every pig man attacks you. also these towns will live and thrive by what they obtain. so that if a herd spawns in a desert with no minerals it will die out . in the towns that prosper you might find a pig mine and inn. in the inn you could give 1 gold bar for a temporary spawn point. there by adding to the exploration factor but leaving challenges.
Honestly, what's this games preferences for sand? Every time I start a new map, the spawning location is in sand sand sand!
I thought that was just me - I've seen pictures of what people claim to be their spawn with no sand in sight. I assumed it was to give that 'washed up on an island with no memories...' feel.
Same here, there's like a 90% tendency to spawn near on or at least near sand and water.
It looks like the system always spawn you at sea-level.
Which would mean that most places at sea level is right next to the sea (barring some areas that happens to have ground near sea level not near any water).
And sand tend to appear near water.
Therefore, it is highly likely you spawn somewhere near the sand.
Everyone keeps complaining about the spawn mechanic. It's fine EXACTLY how it is. Because you only have a short time before night falls, your first base is going to be near your spawn point. This base will also likely be your biggest base, since you will have it for the longest time. If you ever die, you respawn near this main base.
If you want to explore, you're going to have to use your brain a little bit. Don't haul all of your valuables, run into a dungeon, die, and say the game mechanic is broken because you lost all of your stuff. Choose a place you want to explore. Make sure you know how to get there from your base, and how to get to your base from there using a map or something. Build a new base, build some chests, and store your valuables in there. If you die, you respawn back at your main base. Sure, adventuring is risky. Without the risk, it's not an adventure. You're going to have to take precautions.
yeah, but that's not what people are complaining about (at least not the valid ones)
The issue is the infinite map. What's the point in having an infinitely spawning map when never being able to respawn pretty much prohibits you from ever moving more that 10 or so map chunks away from that spawn point. If you come across a new area that is really cool, and want to set up a base there, then it doesn't matter how good of a base you build, you're still going to end up back at the original spawnpoint if you die anywhere in the area.
Being able to continue exploring the infinite map should be encouraged, not discouraged.
If this were a petition then i'd write "/signed"
I spawned on a tiny island without anything as far as the eye could see once, only sand and rock on it. So i set off swimming for a good hour to get to any land (a large "mainland" is what it was) then i spent a few days on it and eventually got a portal running, soon I realised the punishment for dieing and decided to head of to my spawn with my obsidian and craft a portal there. It was about this time my luck turned for the worse when i hit an island (i knew it wasn't my spawn but i decided to snoop about none the less) and 4 creepers and a skeleton popped out from behind this small cliff and killed me. I have given up on that account after 2 hours worth of attempts finding the house I made.
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Quote from idgarad »
Quote from chairmankem »
The idea of 'survival mode' with survival as the game's main focus is rather silly
Kind of like death-match where the main focus is killing other people right? Silly...
Personally I think that the lack of a mapping system is a greater discouragement to exploration than your spawn point, even if you find something cool, you won't be able to get back to it easily
How about this, starting the game with a place-able spawn point inside your inventory, so you will not be limited to the area you start out in, but it can only be placed once, and cannot be added to a chest so that you will have an incentive to find a spot for it (could be placed on the starting point if you like it), dieing without placing it would cause you to spawn just like you currently do, with it still in your inventory
this, along with the ability to craft a maps (9 pieces of paper) which you could add map markers and descriptions too would be the best solution imo, all maps would have the same content so that you can just make another if you die (although it would also be nice to be able to place unique ones on a wall, and be able to draw a map relevant to the local area)
As far as i know the current spawing mechanism spawns always on sand. Maybe the bed will cause your spawn point to the nearest sand block at ground level.
What if it's not a spawn point, in a sense, but after you sleep in it you can either- A) Wake up, so that whatever you did before you died and after you got in the bed is gone, but everything else is intact, like the items in inventory before. Or, :cool.gif: Normal spawn.
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Quote from NuclearDemon »
There are 10 kinds of people who understand binary.
Those who do.
And those that don't.
I am really annoyed by the Solitary spawn point. And after reading about 15% of this thread I have to say. We sure do have hardcore players vs casual players at a serious problem of blah blah blah, it's not hard enough or it's too hard. I support the levels in between. The kind of thing that doesn't hurt the game and keeps folks like me happy.
The single spawn point can be exploited as a base of operations for ANY minecraft player. Most of the time I start a private server, 90% of all my clients settle around the general spawn area, even I do in solo play. As for all this information about hardcore players wanting to keep the system the way it is or a highly limited nonconstructive system of new spawns.. I severely pity them. I'm leaning on the casual players sides and the solutions of the beds! Now here's something real interesting, how many players built portals to Nether when the halloween update came out? I haven't and I'm sure some people haven't either. And if these so called "Spawn Beds" made in the crafting templates, you wouldn't have to make the would you hardcore player?
Now aside from all this, a number of the posters on this forum would encourage exploration in our own little methods. We all have our pace, and a spawn item template would UP the exploration values for people who would not want to bust their asses over searching for lost stuff, settled properties, and all that. Minecraft is highly open to whatever player's methods are and whatever they want to accomplish by foraging tools and more, this isn't a contest of pride as the OP has stated that this current spawn system it is a hell of an inconvenience that I have no choice but to agree as I speak for several of my clients who want to explore farther into a world!
Let Notch build such a new spawn system to encourage anyone to play, but leaning more on the casual player as minecraft isn't really hardcore looking. Not folks who take the word "Survival" as something as important as life, death, pride, or fear of the game getting boring and sorts because it's an indie game for heaven's sake! Man I'm sick of seeing people argue over how easy or how hard it is. But I lean on the casual side a lot because I have a life, I don't like making a game into a chore, because a game is my leisure activity! And Minecraft should be geared to all sorts, but that's my personal opinion. Also, don't fear about things changing game play, the game only gets boring if it's overly played, people burn out just from spending to many hours on it daily depending on the player.
Thank's OP, I needed a place to contribute my thoughts on this and make a valid point.
Quick word. The Spawn Beds would really help considering the new Terrain updates. Like live Caldera's and even underground lakes! *rubs hands together* Exploring just got another Plus!
Possibly some sort of "hearth fire" type spawn point like from Haven and Hearth, but only make it so if you die, you only get brought back there ONCE. After one use, it disappears. Make it somewhat hard to make, of course. Not too RIDICULOUSLY hard, but enough to where you'll have to do some good exploring before you can make one.
Possibly. ( = redstone)
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And it has to be lit with flint and steel.
Possibly add some feathers or whatever in the empty spots if need be, to help give underused stuff some more use.
Of course if you place another hearth fire after you HAVEN'T used the last one, the one before will simply disappear.
The only problem I can see with this is if you make it home and die, you'll be transported back to your hearth fire. Having a way to remotely destroy hearth fires would be nice, however, I'm drawing a blank.
Damn this post is pretty huge, I haven't seen any recent post with over 8600 views and 359 replies on it! I'm surprised Notch hasn't seen it, I mean, what kind of game creator would start a forum based on his product never to check up on it once in a while?
Edit: This reply was posted in response to the situation's topic being a real concern. The current spawn point is an inconvenience for most so, I hope to hear actual news of something being implemented to make it less of a problem.
GreyAcumen, my problem with your diamond compass is that it prevents newly-spawned players from being able to move their spawn. Will I not have to settle down and develop my area in order to get those diamonds and redstone? What if I am a nomad, and I want to pack up and move a little distance each day, but I do not want to move a terribly long distance just to move my spawn to my current camp? What if I am simply making a secondary base outside my newest mine which is a great distance away from my base, but I don't have enough diamonds?
I strongly prefer UberFubarius' method of spawning. It supports more playstyles than the diamond-compass method.
Rollback Post to RevisionRollBack
[quote=8bit]
By balance, do you mean make it totally worthless?
Hmm, this topic still lives.
I still have the same opinion as I did a page before (I'd copy-paste the post, but...).
If you're a nomad (or if you're just moving long distances), you can plop down a Tent for a quick, easily movable shelter, that doubles as a spawn point and a place to store a few valuable items, but it's not a very good place to respawn, since it starts you at low health and doesn't refill it. Also, they're made entirely out of wool, so they're easy to craft.
If you build a house, you can put a basic Bed down. It's better as a respawn point.
Level 2 beds, which require Iron, are even better.
Considering I play on HARD, spawn change mechanism would be a lifesaver for me since i die more frequently than others.
Just to be clear: Having to walk every time from the spawn point to wherever you have wandered is not hard at all (even on the diff level I'm playing). It just annoying as hell.
So this is not actually a proper case for causal players vs hardcore players dispute, because there is nothing hardcore in pointless waste of time..
So yes, i think that we should definately have moveable spawn points in the game, because it is just matter of decreasing annoyances and making the game engine more useful & player friendly.
----
BTW, A poll please ?
Why has nobody made a poll about this ?
We could place the same limitation on just about any theory presented in this thread and it would fix most of the issues.
No spawning underground. Period.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
It really does deter me from exploring, I wish I could just pick an area I like; and set my spawn spot there. One map I had to abandon because there didn't seem to be suitable resources/caves to explore in a reasonable walking distance.
-edit
Honestly, what's this games preferences for sand? Every time I start a new map, the spawning location is in sand sand sand!
Same here, there's like a 90% tendency to spawn near on or at least near sand and water.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
It looks like the system always spawn you at sea-level.
Which would mean that most places at sea level is right next to the sea (barring some areas that happens to have ground near sea level not near any water).
And sand tend to appear near water.
Therefore, it is highly likely you spawn somewhere near the sand.
If you want to explore, you're going to have to use your brain a little bit. Don't haul all of your valuables, run into a dungeon, die, and say the game mechanic is broken because you lost all of your stuff. Choose a place you want to explore. Make sure you know how to get there from your base, and how to get to your base from there using a map or something. Build a new base, build some chests, and store your valuables in there. If you die, you respawn back at your main base. Sure, adventuring is risky. Without the risk, it's not an adventure. You're going to have to take precautions.
The issue is the infinite map. What's the point in having an infinitely spawning map when never being able to respawn pretty much prohibits you from ever moving more that 10 or so map chunks away from that spawn point. If you come across a new area that is really cool, and want to set up a base there, then it doesn't matter how good of a base you build, you're still going to end up back at the original spawnpoint if you die anywhere in the area.
Being able to continue exploring the infinite map should be encouraged, not discouraged.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
I spawned on a tiny island without anything as far as the eye could see once, only sand and rock on it. So i set off swimming for a good hour to get to any land (a large "mainland" is what it was) then i spent a few days on it and eventually got a portal running, soon I realised the punishment for dieing and decided to head of to my spawn with my obsidian and craft a portal there. It was about this time my luck turned for the worse when i hit an island (i knew it wasn't my spawn but i decided to snoop about none the less) and 4 creepers and a skeleton popped out from behind this small cliff and killed me. I have given up on that account after 2 hours worth of attempts finding the house I made.
How about this, starting the game with a place-able spawn point inside your inventory, so you will not be limited to the area you start out in, but it can only be placed once, and cannot be added to a chest so that you will have an incentive to find a spot for it (could be placed on the starting point if you like it), dieing without placing it would cause you to spawn just like you currently do, with it still in your inventory
this, along with the ability to craft a maps (9 pieces of paper) which you could add map markers and descriptions too would be the best solution imo, all maps would have the same content so that you can just make another if you die (although it would also be nice to be able to place unique ones on a wall, and be able to draw a map relevant to the local area)
The single spawn point can be exploited as a base of operations for ANY minecraft player. Most of the time I start a private server, 90% of all my clients settle around the general spawn area, even I do in solo play. As for all this information about hardcore players wanting to keep the system the way it is or a highly limited nonconstructive system of new spawns.. I severely pity them. I'm leaning on the casual players sides and the solutions of the beds! Now here's something real interesting, how many players built portals to Nether when the halloween update came out? I haven't and I'm sure some people haven't either. And if these so called "Spawn Beds" made in the crafting templates, you wouldn't have to make the would you hardcore player?
Now aside from all this, a number of the posters on this forum would encourage exploration in our own little methods. We all have our pace, and a spawn item template would UP the exploration values for people who would not want to bust their asses over searching for lost stuff, settled properties, and all that. Minecraft is highly open to whatever player's methods are and whatever they want to accomplish by foraging tools and more, this isn't a contest of pride as the OP has stated that this current spawn system it is a hell of an inconvenience that I have no choice but to agree as I speak for several of my clients who want to explore farther into a world!
Let Notch build such a new spawn system to encourage anyone to play, but leaning more on the casual player as minecraft isn't really hardcore looking. Not folks who take the word "Survival" as something as important as life, death, pride, or fear of the game getting boring and sorts because it's an indie game for heaven's sake! Man I'm sick of seeing people argue over how easy or how hard it is. But I lean on the casual side a lot because I have a life, I don't like making a game into a chore, because a game is my leisure activity! And Minecraft should be geared to all sorts, but that's my personal opinion. Also, don't fear about things changing game play, the game only gets boring if it's overly played, people burn out just from spending to many hours on it daily depending on the player.
Thank's OP, I needed a place to contribute my thoughts on this and make a valid point.
Possibly. ( = redstone)
[] []
[] []
And it has to be lit with flint and steel.
Possibly add some feathers or whatever in the empty spots if need be, to help give underused stuff some more use.
Of course if you place another hearth fire after you HAVEN'T used the last one, the one before will simply disappear.
The only problem I can see with this is if you make it home and die, you'll be transported back to your hearth fire. Having a way to remotely destroy hearth fires would be nice, however, I'm drawing a blank.
Old signature got imageshack'd.
Edit: This reply was posted in response to the situation's topic being a real concern. The current spawn point is an inconvenience for most so, I hope to hear actual news of something being implemented to make it less of a problem.
I strongly prefer UberFubarius' method of spawning. It supports more playstyles than the diamond-compass method.
[quote=8bit]
By balance, do you mean make it totally worthless?
I still have the same opinion as I did a page before (I'd copy-paste the post, but...).
If you're a nomad (or if you're just moving long distances), you can plop down a Tent for a quick, easily movable shelter, that doubles as a spawn point and a place to store a few valuable items, but it's not a very good place to respawn, since it starts you at low health and doesn't refill it. Also, they're made entirely out of wool, so they're easy to craft.
If you build a house, you can put a basic Bed down. It's better as a respawn point.
Level 2 beds, which require Iron, are even better.
I agree, it isn't that hard, it's just annoying.