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    posted a message on Remove AFK Fishing
    Quote from Leed»

    On that logic, Iron golem farms are cheating too. Im getting Iron by doing nothing. I am not even holding a fishing rod or anything.


    Again, that gear is mostly worthless junk with worthless enchantments. You don't even get enough levels to combine everything easily anyways.


    Also, so what If i get a bow or some leather shoes? What Do I gain from that? That doesn't build me a base or build a mob grinder.


    You can't get anything made of diamonds, iron, coal, or red-stone from AFK fishing.


    Someone would have to be a real idiot anyways to trade with a villager for those items anyways.


    Mostly. You're utterly ignoring, either on purpose, or by ignorance, that Mending is included in the enchanted books, on top of potentially getting other high-level enchantments. As for "Worthless junk with worthless enchantments", that's a rather weird way to call a bow with Power, at the very least; or a pre-enchanted rod (I don't AFK fish, but every Mending fishing rod I've got has come from fishing).
    You cannot get diamond gear by AFK fishing, but you can make it ever-lasting with it, without taking effort beyond putting a weight in the RMB and moving on to do something else.
    Iron Golem farms at least are a logical result of the presented mechanics. AFK fishing not only doesn't make sense, but essentially uses unintended behavior in order to allow something the game doesn't allow at all otherwise. Particularly telling is that, otherwise, there's no way to farm for fish without right-clicking, and that part of the way to do so involves PUTTING A WEIGHT ON THE RMB, which is something the game doesn't promote otherwise.

    Posted in: Suggestions
  • 1

    posted a message on Base Raids
    Quote from fishg»

    I think you should be able to build the mansion of your dreams, all you have to remember is to build a 2 block high outer wall (most mansions have something like this irl) around your gardens. No danger to your build now. Then when the raid warning comes out, run towards your outer defenses, locate the raid, and fire on the ravager before it breaks the wall down. If the ravager manages to break the wall down, you will have to repair the wall, but it shouldn't be that big a deal. Now the ravager and pillagers are running around your lawn, kill them and it should be fine. Remember the ravager only resorts to ramming when it can't reach you any other way, so if you run around with a bow it shouldn't be too bad.


    Or you can put water channels that lead the Pillagers to lava blades or magma.
    If the problem are walls, use a second Ravager-like mob to deal with them, that could also allow Pillagers and Ravagers to bypass water currents.

    Posted in: Suggestions
  • 0

    posted a message on Base Raids
    Quote from Wolftopia»

    Not to mention that illagers aren't even supposed to be the main enemies in the game.


    They're shaping up to be the closest thing in the game, but, apart from them, the closest to a main enemy is the hostile wildlife and undead.

    Posted in: Suggestions
  • 1

    posted a message on Base Raids
    Quote from fishg»

    The player should be defenseless early on. That's why it is called "survival mode". I'd agree there should be some restriction to prevent a day one attack- perhaps the raid can only start once a player has passed some sort of advancement, like "isn't it iron pick". But overall earlier game players should be in constant fear of the raid.


    Take into account that Illagers are quite powerful when met early on, and well, once triggered, the raids start coming and they don't stop coming, particularly when there's no way to prevent them from attacking barring an item found at the very endgame.
    "Isn't it Iron Pick" is hardly appropiate. It fits more if it would logically get Illagers to pay attention to the Player.

    Posted in: Suggestions
  • 2

    posted a message on Base Raids

    The mechanics you propose would make it rare, but very much possible, to have to fight a raid VERY early on without being able to prevent it. I suggest making it so the Player has to call some attention to themselves, by killing a few Evokers or Ravagers first, so that either defeating a village Raid or raiding a Woodland Mansion is required.
    Putting the Totem of Defending so late into the game makes little sense, as, by then, the Player would most likely have either good enough equipment to deal with Raids and/or a base designed in order to make them easier to defeat.

    Posted in: Suggestions
  • 0

    posted a message on Purple Orchid (Jungle flower) ingredient for Purple dye

    It'd be more fitting for purple to require a mob drop similar to Ink Sacs, but from a sea snail, both to have more variation on natural sources of dyes, and because of how it was historically obtained from sea snails. This could also be applied to Cyan dye.

    Posted in: Suggestions
  • 0

    posted a message on Forbid spawn of Brown sheeps
    Quote from erictom333»

    ... What about brown concrete, terracotta, glazed terracotta, shulker boxes?


    And cookies, if they were ever buffed.

    Posted in: Suggestions
  • 0

    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!

    I have found that the Travelling Merchant's offers can be quite OP, as they always have an offer that involves selling items such as carrots and bread for emeralds (Which is fair), and can also have downright ridiculous offers, such as 3 Emeralds for a Diamond, or an Emerald for 7-10 Gold or Iron Ingots; both of which make the respective items very easy to obtain, specially if made to settle with an Emerald Block.

    Posted in: Minecraft Mods
  • 1

    posted a message on Remove AFK Fishing
    Quote from 4Point»

    I'm just gonna stick this here: Mojang does intentionally keep some bugs; they did it before with quasi-connectivity. they could easily keep it, and due to the way a fish farm it set up, it'd take a lot more effort to remove the ability to make a working fish farm instead of just leaving it the way it is. besides, fishing loot isn't super good. it's all basic earlygame/midgame resources.


    One of the products of fishing are Enchanted Books, which include Mending. That is a great part of the problem: AFK Fishing makes what was intended to be a rare enchantment very common.

    Posted in: Suggestions
  • 0

    posted a message on Tinkers' Construct 2
    Quote from Robijnvogel»

    Last I checked, Tinkers' Construct does not add a lot of materials at all anymore.
    It just adds Cobalt and Ardite in the Nether.
    Although it is compatible with a lot of metals from other mods.


    It also adds Blue and Orange Slime, along with alloys: Pig Iron, Knightslime and Manyullyn (What is the etimology of that term?).

    Posted in: Minecraft Mods
  • 0

    posted a message on Remove AFK Fishing

    People must've loved it if you're being a game designer. You're starting to sound like those shady game designer trying to justify anti-customer practice. By your logic, doesn't every argument you give previously is worthless because you are part of the community you so belittle of. Good job c1ff.

    He sounds more like a dev having to explain why he removed a popular exploit, reasoning that it really hurt balance.
    And no, he's not rendering his argument moot, as he's arguing that Mojang decides if AFK fishing is removed or not, and not the community.

    Posted in: Suggestions
  • 0

    posted a message on Remove AFK Fishing
    Quote from Pirateboy04»

    Then what about automated Iron Golem farms? People got really mad when those stopped working for 1 snapshot a few years ago (Mojang made iron a player-only drop in 14w03a for 1.8), but it was worked around immediately by people like Docm77 (using potions of harming).


    That's the thing: no matter how hard you try to anti-automate things, ways will be found to circumvent it.


    People have made 3*3 auto-cow and auto-sheep farms. People have automated sugar cane, pumpkins, melons, and every other crop in the game.


    There is no way to remove automated farms that give people items for "zero effort". Other than the time it takes to build the farm. And in multiplayer, the time it takes to fix potential pranks. And the time it takes to fix the farms after half the patches in the game.


    Also, many of the most vocal members of the Minecraft community are the people that use or make Auto-fishers and other auto-farms. Think the HermitCraft and ZipKrowd , SethBling, anyone else that builds on a massive scale in survival. Removing these farms, especially because they aren't, in my and many other's opinions, unbalanced or cheaty, would be massively detrimental to the game.


    At least those reward creativity, would be too difficult to fix properly, and would just plain hurt the game. On top of allowing the Player to do other things while the farms are working (Which is also why they're worth tolerating). The same cannot be said about AFK fishing.
    It would only be detrimental to players who spend a lot of time AFK fishing, particularly when considering that AFK fishing doesn't even provide building resources, apart from Mending boks.
    By definition, AFK fishing farms being unbalanced is the reason to remove them. In fact, you've said nothing that proves otherwise, apart from saying "But mob grinders...", which is quite the false equivalency, and, to add a VERY weak argument, the "But these big figures do it...".

    Posted in: Suggestions
  • 0

    posted a message on Remove AFK Fishing
    Quote from Phlexor»

    Saying it's a balance issue is complete bull. Why is everyone else concerned about how balanced the game I'm playing. Like I said, use a anti afk or anti afk fishing plugin for bucket/spigiot and be happy you experience is 'balanced'. I did a quick search, there are a few plugins, problem solved Now stop complaining.


    Because balance is key to good game design. Due to that, arguing "Don't do that if you don't like it" is a pretty weak argument.

    Posted in: Suggestions
  • 1

    posted a message on Remove AFK Fishing
    Quote from McNubberson»

    Unless you keep it running 24/7 or you computer is old, it's not really a big issue.
    Most obviously in terms of drawbacks, the fact that you have to pay attention to the bobber and the water to see if it catches something.
    It's not a case of "It affects me badly personally". I'm going to put an hyperbolic example to you: If a crafting recipe that turned 1 Dirt into 64 Diamonds were added, would it affect balance? Yes, because diamonds are intended to be rare. Can you opt to simply ignore the recipe? Yes. Does it's very existence affect the game's balance negatively? Yes, because it makes an item intended to be rare so common it's not even funny. My point is that it affects the game's balance negatively, and adds nothing to the game beyond AFK fishing itself.
    Yes, I have built both on a small scale. I'd say it's actually easier to do so, but not optimal.
    Where do Villager breeders relate here? Plus, THAT case is due to how breeding mechanics work, which, importantly enough, is needed for purposes beyond Villager breeders. AFK Fishing's mechanics could be removed without being even a big annoyance.

    Posted in: Suggestions
  • 0

    posted a message on Remove AFK Fishing
    Quote from Phlexor»

    I'm sure there is a bucket/spigot plugin that will boot you for not moving after 5 mins, play on one of those servers and let everyone else play the game however they want. There is nothing more I can't stand that people who go around telling other people how to live their life or play their game. You are literally the worst.


    I remember something a few years ago when mojang were talking of altering spawners to effectively nerf mob farms. Yeah that went down like a lead balloon and they backed down. Same thing will happen.


    The issue is a BALANCE issue, and not a "I don't like that other people do this" issue. After all, I don't mind mob farms or Iron farms, because they simply save time.

    Posted in: Suggestions
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