I'm not sure I really like this new combat as someone who mainly fights mobs. It seems like as long as you have a shield, you're fine unless you're stupid and you charge into a bunch of mobs. Fighting against one mob just involves holding down your sword unless you want to get a critical hit for whatever reason.
- C1ff
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Member for 5 years, 8 months, and 3 days
Last active Fri, Sep, 2 2022 08:13:07
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Dec 12, 2018C1ff posted a message on Minecraft 1.14 Snapshot 18W50APosted in: News
I kinda wish they wouldn't leave the furnace in the game but add tiers to it. Tiers of crafting table are not really Minecraft-y. I like the separation of crafting recipes into different things, but I feel like they should get rid of the old crafting table and the old furnace if those become useless.
It's also just way too easy to craft the new tier from the old tier. As soon as you get 5 iron, you can go from a furnace to a blast furnace immediately. You can upgrade your food production the minute you have logs, i.e. before you get a furnace at all.
I think if there were other recipes the furnace was useful for, I'd be more ok with adding a new furnace tier.
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Jun 16, 2018C1ff posted a message on Minecraft 1.13 Pre-Release 2Posted in: NewsQuote from TheMasterCaver»
I don't like the idea of having to destroy a biome just to get a rare resource though
True, but then again this is the price you must pay to earn any non-renewable resource. The same could go for Sand and Dirt, which are much easier to find in large amounts on the surface than underground.
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Jun 15, 2018C1ff posted a message on Minecraft 1.13 Pre-Release 2Posted in: News
I haven't. The rarity of packed ice is what makes ice spikes biomes valuable...
Not everything should be craftable, farmable or automatable. Some resources like packed ice need to be left up to the player to get. If you can just craft packed ice, it's not rare anymore... (It'd be one thing if they added a compressing machine of some kind that required fuel, but just being able to craft a rare resource from a resource that you can get for pretty much free is not my idea of good gameplay design.)
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Apr 12, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W15APosted in: News
If you can't ride 'em, eat them!
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Apr 7, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W14APosted in: News
Being Endgame doesn't make them no longer OP, though. Especially in a game that doesn't really end. You mention repairing them, but it's easy to find Mending in the very same generated structure.
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Apr 4, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W14APosted in: News
I agree, although I also do agree with many of the points in Wolftopia's post. (Note, if you choose to discuss something there, the post is a bit old. Add something constructive if you don't want to be a necroposter.)
Generally, any transportation is broken because Nether portals are infinitely better than all other transportation system... But Elytra are just a little overpowered considering Gunpowder can be farmed and you can enchant Elytra with Mending.
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Apr 4, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W14APosted in: News
I remember seeing a topic by Wolftopia about how Elytra are very overpowered and need a nerf. I suppose this doesn't fix elytra with Mending, but at least Phantom Membranes are harder to get than Leather.
I do think that the inability to attack with a Riptide Trident on land makes the Enchantment a bit of a curse, though. At the very least on land normal Trident functionality should be used.
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Mar 13, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W11APosted in: News
WOAH
Only moments before I saw this news, this old Suggestion for a mob with the same name and a very similar concept was necroposted.
My mind is blown.
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Feb 16, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W07APosted in: NewsQuote from leangreen76»
On SMP maybe but not survival, if they can't find them in the latter then they're really not trying IMO.
On SMP this mob is still going to exist, so whether or not this is a problem in Singleplayer survival, you've just proven my point more. -
Feb 15, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W07APosted in: NewsQuote from SuperBuilder133»
Actually, it means that you just have to go to sleep every night..
Which is annoying. The time I spend walking to the nearest bed, sleeping and then walking back could be spent building, mining or exploring. It could potentially encourage players to build more bases than they currently have, but each time you build a base you need to have or find three wool blocks. -
Feb 15, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W07APosted in: News
I agree. Sleeping is a way to improve your Minecraft experience, it shouldn't be something that's required like Hunger. (Especially since you can't really sleep everywhere you go unlike with food. You may just have one house with a bed. Heck, what about players that can't find enough string or wool to make a bed?) -
Dec 24, 2017C1ff posted a message on This week in Minecraft — SaturdayPosted in: News
Out of curiosity, why is this week's post labeled "This week in Minecraft -- Saturday" rather than "This week in Minecraft -- December 23rd"?
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Sep 30, 2017C1ff posted a message on This week in Minecraft — September 30thPosted in: News
Has anyone else noticed that in the comparison picture, there were 4 dandelions in 1 block space? Is this a possible new feature, or something I haven't heard about?
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Sep 11, 2017C1ff posted a message on This week in Minecraft — September 9thPosted in: News
While I do think the new cobblestone texture looks cool, it does look just a tad tiring to look at after a while. I can't tell if it's too dark or too bright, though. Maybe it's too contrasted? Best not to have too much contrast on the most common building material in the game...
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- The first reason is that I think hunger and combat go hand-in-hand, and I think hunger without combat seems a little bit like pointless micromanagement, while combat without hunger would be a little bit less balanced.
- The second reason is that it seems a little bit cluttered to have multiple difficulty settings with different kinds of content disabled or enabled. At that point, you might as well relegate the difficulty setting to gamerules. Some people like to claim that this is the "slippery slope fallacy" but what Mojang implements or doesn't implement or what they say tends to get canonized as what is "Minecrafty"*, meaning that if a "Peaceful but hunger" setting is implemented, it opens up the door to other ideas for difficulty settings. "What about Normal Difficulty but without invisible Cave Spiders?" for example.
*An example of this would be vertical slabs, which can now never be implemented or suggested because the Mojang devs said they wouldn't add it because... reasons? I remember in another argument someone brought up either Notch or Jeb saying that making slabs was a mistake because it deviated from the voxel look or something like that. I was dumbfounded how they seemed to suddenly be against slabs and stairs just because Notch or Jeb said something, as though either of those two or any other staff member are all-knowing on what makes a good voxel sandbox game.
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I think my biggest question here is... why?
It does seem as though the code changes to make the game better are out there, but Mojang isn't implementing them. Like you mention in one of your linked posts, simple things like fonts can be optimized just by changing a few lines. Is there any reason that Mojang intentionally keeps slow code, or has Mojang just laid off all its staff that know how to write OpenGL rendering code in favor of more people who can design new blocks? Or are they just intentionally lazy?
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Pretty much.
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I don't really understand why you're including graphical settings in a suggestion about server optimization. Unless Minecraft's code is so bad that servers are running rendering code, the ability to optimize the game's rendering engine should have no effect on server lag. The only lag it would help with is your framerate.
Lots of "family-friendly" games have high computing requirements, which is why very often the people who make them sell them on consoles that are oriented towards gaming. (Nintendo being the most obvious example) Also I'm confused why you say "only 150 frames", when typically most monitors can only run at 60 or 144 Hz.
As others have pointed out, Minecraft can't remain so compact that it runs on old hardware forever. I'm sure that if Mojang put some time into it they could make it run on much older hardware than it currently runs on, but the game is still going to increase in hardware requirements as it keeps getting developed. (With that being said, ideally a lot of these new feature updates shouldn't be changing Minecraft's requirements besides maybe minimum RAM. I could see how things like waterlogging might require new rendering code, but even the Nether update is effectively a large collection of new blocks and mobs running on the same engine as the last version.)
It's worth noting that a decent computer really doesn't cost that much. If you get a part-time job, you can probably find a used or refurbished laptop powerful enough to run the latest version of Minecraft at 60 FPS for around 300 dollars. Of course, if you have a part-time job, you can build a much nicer gaming computer if you're willing to do the research and put in the effort. It won't really save a lot of money, but it's a fun experience and it teaches you useful skills if you want to enter a career in IT.
I'm certainly all in favor of Minecraft being optimized, but understand that game programming is more complicated than just tweaking a few lines of code to make things run faster. The whole rendering engine itself is... flawed. It's gotten more flawed over time. (There was a reason that modding experienced a sort of renaissance around version 1.7.10 because people weren't interested in updating past that version until around the time 1.10 came out.)
I think you're limiting Mojang a bit by suggesting the Cave Update cannot also come with optimizations. Sure, their staff will likely be devoting less of their time to optimizing the game, but it's not like they haven't implemented large numbers of bug-fixes alongside large feature-filled versions. I'd actually be in favor of Mojang doing another 1.15 which was effectively a bug-fix update that added a few features. There are ways I could think of implementing a satisfactory Cave Update while adding only a few blocks and while likely changing very little code at all, allowing Mojang plenty of time to rearrange the rendering engine or the internals of the game.
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There's a part of me that immediately dislikes vegan-style suggestions immediately just on principle, (satire) but I think there's a more practical reason why this is a bad idea:
It's easy to collect lots of crops. It's easy to collect lots of papyrus and cactus, and it's easy to collect lots of blocks. Even ore is really easy to get. However, it's a lot harder to collect animal drops. Let's put aside automatic farms and even general mob drops become difficult to obtain in large quantities. I think this is entirely intentional.
Adding other alternative methods to getting things like leather and feathers may make a nice mod for those who are so emotionally attached to blocky animal-resembling game objects, but it means those things no longer require the same challenge that they once did. And yes, I'm aware that leather and feathers can now be obtained other ways as Badprenup mentioned, but a player who is trying to craft a set of leather armor or a large quantity of bookshelves is likely not going to want to wait for either fishing or piglins to provide all of the required leather. Likewise, a player in need of arrows to defend himself is not going to want to depend on his cat.
You might say that we can still add challenges in other ways but you're still cropping a large portion of gameplay (breeding and butchering animals) out of the game, and one that I would argue is almost essential to the game's progression since leather is required to make bookshelves for an enchanting table unless you're stealing them from strongholds. It'd be like saying "People don't like exploring the world since it takes up a lot of space on their hard drive, therefore we should rewrite the game so that the player can beat it while remaining in a 10x10 chunk area."
Those things aside, consider the fact that you're advocating for the option to make animals practically useless. Yeah, you might find them "cute", but we already have a lot of useless mobs in the game like Polar Bears and Llamas. (I know technically Llamas have a use, but I've never needed to move mountains of stuff over long distances in situations where I can't use nether portals.) They're not even aesthetically appropriate for the landscape since all of the mobs besides maybe horses are based on domesticated animals.
No Support.
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I think webrosc and MasterCaver basically nailed this one, but I'm honestly more concerned why you put "so that your parents or friends cannot delete it."
If you're really, really concerned about this issue, I think the simplest solution is to have multiple user accounts on your PC. If you install Minecraft on your computer and create multiple users, the worlds for each user are going to be placed in each user's AppData folder on Windows or home folder on Linux. (At least, provided you're using the Java edition. I've never used the Windows 10 edition and I don't know where it stores worlds) The only real problem is that you're not really going to be able to share worlds with each other, but if your family has a tendency to delete your worlds for some reason, I guess you can do that.
I think a better use of passwords would be passwords that allow people to enter a world at all, but at the same time, you don't really want kids password-locking worlds and then forgetting the passwords.
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I would agree with you on these to some extent, though I have some different opinions on these:
- Food isn't a challenge to get and at the moment it kinda has to be that way because of how fast the hunger bar depletes. When the hunger bar depletes just a little bit, your ability to heal yourself is gone. That means that without a stack of potatoes, hand-to-hand combat is basically impossible. Better bring a bow!
- The way mobs work is kinda stupid. Personally I think mobs should only spawn underground so that intentionally dark builds can remain mob-free. Mobs should then be able to detect players from a much further distance and attempt to crawl out of caves at night, charging towards the player. This would make walls and trenches actually useful for defense rather than mere decorations.
- I disagree that health heals too quickly. If you try and fight mobs and get a little bit damaged, your hunger drops below the health-healing level incredibly quickly. Try fighting some blazes with a stack of potatoes and some iron armor, as an example.
Now if the gameplay of Survival Mode is really good but Casual mode is necessary, I actually don't mind too much. Some people in the replies said that naming it "Casual Mode" would encourage mockery, but I would argue it's just an accurate name for a game mode that you play casually and I don't really see anything wrong with that.
That being said, the use of a gamemode in order to just respond to any criticism with "but it's a different gamemode so it's okay" is not okay. It's similar to the people who suggest natural disasters or destructive RNG chaos "but it only happens on hard mode so just don't play on hard mode". You do need to remember that by creating a new gamemode, you are effectively creating a new game on top of Minecraft's engine, so try to remember that balance is essential.
Small Problem: If you've ever played with mods or tried to code one, you know that adding a mob into the game is not something that can be turned on and off while in the game. That means we can't have one gamemode without these new animals and one gamemode with them. That being said, I'd actually be okay if this was implemented into current survival mode/casual mode to a certain extent, though I still think domesticated animals should spawn around the world.
I think we need to consider that hunting in the game suffers from the lack of spears. Swords themselves are actually more of a personal-defense weapon like a handgun, while spears are closer to a modern rifle. Another benefit of spears is that they can be thrown. Considering that feathers are now much harder to obtain, I feel like spears are a necessity for players this early in the game. (Perhaps the ability to throw flint rocks too?)
Anyway, this idea isn't too far-fetched for me if spears were implemented.
I'd like to add to this idea a little bit more: implement seasons. Certain crops would only be ripe during certain seasons, meaning keeping a variety of crops growing on your farm can help you grow beyond the need to constantly hunt.
I don't think bonemeal should be applied regularly. I think it'd be better if bonemeal was used on dirt to create fertilized soil, which would in turn grow crops faster or possibly to grow crops outside of their growing season. When a crop is ready for harvest, it sucks all of the bonemeal out of the soil, reverting it to simple farmland, so you'll want to keep collecting bonemeal.
There's a part of me that wants this and there's a part of me that's not.
For reference, I'm coming at this from the perspective of someone who enjoys TerraFirmaCraft, which does implement food rotting. It does make the game a little bit more interesting as you'll want to avoid turning your flour directly into bread the minute you make it since flour will last almost a whole year while bread lasts a little more than a week. That being said, you can end up in a situation where you're stuck eating nothing but bread and meat during the winter, which is especially bad in TFC as eating a variety of foods is what keeps your health up.
You didn't mention crops rotting, which does throw a wrench into this whole idea. If crops don't rot, then the solution to rotting food is to just leave food on the plant until I need it.
Now, the positive side of food rot is that it does encourage the player to work a bit harder to preserve their food or to find ways of maintaining food throughout the year. This means the food system actually has progression where players will want to work to find the longest-lasting or the most-nutritious foods. That being said, I think late-game with your salt and dry boxes, food rot should become less of an issue. (I would say your "expensive" dry box should make food last forever.)
I'm not really a fan of this one since the amount of food I'm carrying tends to limit the amount I can adventure just as much as the amount of wood I'm carrying limits how long I can mine. The inventory also gets cluttered way too fast anyway with tools and buckets and trash.
I would again have to disagree with your premise here as you're only really going to be able to regenerate a few hearts before you need to eat again. Eating in the middle of combat is in no way an option especially when confronted with multiple mobs, which is why I think health potions are a joke. That means that even entering combat with a full hunger bar, you only really have effectively an extra four hearts before that "shield" is gone.
I don't really think day time should be dangerous at all. I think the whole point of day time is that it gives the player a chance to work and build safely, which is something that would still be essential in Survival mode. (Especially when this new gamemode requires the ability to grow large quantities of crops, which requires working on a very large section of land for a long time.) Not only that but I think a new gamemode should still allow for the possibility that the player wants to spend their time building things, which is annoying to do when forest mobs want to stop you from doing that.
I agree that mobs should have a much larger aggression range, but I'm not a fan of letting them sprint. I think early-game mobs should still be easy for new players to deal with once they've equipped some armor and a weapon.
So there are some good ideas here, and some ideas that need tweaking, but honestly I think this suggestion needs more fleshing out as well. I think it'd be interesting to see food progression be tied in with accomplishments made throughout the game. What if crops could grow during the winter, but required a blaze powder-based fertilizer? What if you could build an icebox that made food last forever that required an item found only in ice spikes biomes?
I disagree with most if not all of the statements you've made about health and healing too fast. Maybe for some people who avoid all damage at all, but whenever I do hand-to-hand combat I get damaged constantly and that's not even counting stealth creepers and sniper skeletons inflicting damage you can't really avoid. The shield does make this easier, but it's not a be-all-end-all solution.
At the very least if you're going to lower the speed that health regenerates, I think health should regenerate as long as hunger is above can't-sprint level. Alternatively, items like salves or bandages should exist that are consumed instantly and replenish health quickly similarly to health potions in other games or like the salves and bandages in Starbound.
Some support... kinda.
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I was about to repeat the point that this had no use but then I thought this was a good point. That being said as Badprenup said, there's no real point to blowing things up at a distance either.
TNT itself is a bit of a disappointment to me personally especially as it relates to mining. You would think that as with explosives in real life you could use it to tear down some hills in order to drive a road through a hilly area or flatten the terrain enough for building, but the reality is that when using it against stone it only clears a 3x3x3 cube, and once you've crafted it and set it all up, it almost takes more time than it would to just hack at that stone with an unenchanted iron pickaxe. TNT does blow up a whole lot more dirt, but even then an iron shovel is just cleaner and less expensive IMO.
The only real other reason I might use TNT is just having fun watching stuff explode, an activity which I normally do in creative mode as it's a lot less expensive, and in which I don't really need to worry about distancing myself away from my destruction.
As for devious purposes in the off chance that I need to blow up a threat while standing more than ten blocks away from it (which, when we're talking PvE, never really happens since mobs despawn when you get far enough away from them) and in the off chance that I have so much gunpowder that I'm okay using against mobs, I think redstone is far less expensive. I would even say that string is less expensive, although I suppose it depends on how much you actually need gunpowder to use on TNT vs how much string you need to use on... tripwire? A bunch of dispensers? Plus the added benefit of using string is that string is already a block in the game that we can use.
No Support... at most support for the idea of using string as a fuse.
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I like this, perhaps in addition characters should be mentioned with an "@" symbol to make sure that if you get a character with a similar name to a player, you can distinguish between them easily
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One idea I've just thought of is the ability for the Party Members to receive commands through the chat system. You would address them by saying their name with a comma, followed by a command. The command and member name would be case insensitive and would ignore punctuation, and there would be a few such commands, most of which would just display information such as the member's location. (This could also serve as a more immersive way to switch between "stay-here" and "follow" modes)
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Funnily enough, I was going to suggest this as a way of enabling the player to do these, but I was unaware this was already the case. (That being said, it does seem a bit inconvenient that in order to stealthily open a chest, you have to empty both hands)
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I would tend to agree that Minecraft's stealth mechanics are rather limited, though in fairness I think this is because Minecraft isn't necessarily a combat game by design and thus the combat in the game is meant to be simple and easy to pick up on. With that being said, going forward I imagine I'm going to be stressing that any stealth mechanics implemented should be simple enough that someone can grasp it with minimal instruction.
I kinda wish you specified how far their vision goes, though I do like this idea. I think in addition to this "blind" mobs like Zombies and Skeletons should depend entirely on other senses, though. (Meanwhile, Pillagers and smarter mobs should be able to see you from much further away, making them more difficult opponents even disregarding their better armaments.)
I would say in addition to this, I think mobs should frequently be distracted by certain things like food or other mobs to make it easier for the player to know a mob won't be looking in their general direction for a good 10-15 seconds.
This seems a tad bit complicated. I think I'd rather have a consistent radius of around 8 blocks while crouching simply eliminates this sound entirely. I feel like having different blocks effect mob hearing differently seems a little bit too specific, not to mention the fact that in some cases it doesn't make sense. (I believe leaves also make this sound, but leaves would be incredibly loud to walk on.)
You can't open a door, trapdoor, chest or barrel while crouched though.
Makes sense.
This also makes sense, though again it might be interesting if certain mobs were "mute".
I guess if we're only talking about mobs and only if they have no armor, but I do feel like sneaking up on players and being able to kill them without giving them any recourse is incredibly cheaty.
If anything from this post should be implemented, it should be this. I like the idea of distracting mobs. (Perhaps as an addition to this, flint can be thrown to make a sound with similar effect.)
I feel like Zombies should be included in this list since I like to think they "smell around" to find you.
I like the ideas presented here. Some of the specific numbers and exceptions like the grass-sounding blocks making it harder for mobs to hear seem a bit overcomplicated, but overall I do like the idea of mobs having to see, smell or hear you. I think there are some ideas that could complement this such as if certain areas spawned certain mobs with better or worse senses as opposed to Zombies, Creepers and Skeletons spawning in all dark places, but I wouldn't mind seeing these ideas make their way into Minecraft.
Mostly Support.
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I know that a lot of people new to arguments will sometimes use words in ways that make no sense but think about what you've just said for a minute.
"This is my favorite thing, therefore it is needed in Minecraft"
1. Why should your favorite thing be implemented? My favorite element on the periodic table is lithium, why shouldn't my favorite element be implemented?
2. Why is your favorite thing needed? To be needed suggests that it is required to attain a goal. Presumably, the goal of a Minecraft Suggestion is to improve the game. Why does something being your favorite thing make it necessary to create an objectively better game?
Actually that's not entirely true, specifying how strong these tools and armor are would be nice, as well as providing any kind of justification for a new tool tier on top of what we already have.
I like Halberds but... how do you craft the Halberd? Does it operate the same way as a sword? What's its attack speed?
Have you considered the fact that a laptop would clash with Minecraft's established style, besides removing the challenge of finding/breeding villagers and the challenge of building infrastructure to allow people easy transport to your area?
Why?
No Support.
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It took me at least two reads to understand what you wanted, but I assume that you want the arrow to curve horizontally based on how the player turns his head before firing.
Besides how impossible it seems this would be to pull off any tricks with this thing, I don't like the idea of an enchantment changing the bow's range or anything else having to do with aiming since enchantments tend to be random and changing up aiming physics on a random basis will mess people up when trying to shoot long-range targets. I also think I'd find this specific enchantment to be annoying if I'm trying to shoot a moving target and I need to turn my head to aim.
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I was thinking of continuing this reply chain but this extended discussion over opinions on updates isn't productive and it's not on topic. Let's get back to the OT.