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
- Registered Member
-
Member for 5 years, 9 months, and 27 days
Last active Fri, Sep, 2 2022 08:13:07
- 4 Followers
- 728 Total Posts
- 331 Thanks
-
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.
-
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.
-
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.)
-
Apr 12, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W15APosted in: News
If you can't ride 'em, eat them!
-
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.
-
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.
-
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.
-
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.
-
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"?
-
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?
-
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...
- To post a comment, please login.
0
I know you think you're being inclusive by adding a gamerule or world option or that adding an option would better fit a "sandbox game", but this kind of compromise is not a real solution, it's avoiding the problem.
If we can logically deduce that AFK Fishing Farms are actually balanced, immersive and fit the game's rules and lore, then there is no reason why we should make a gamerule to remove them. If on the other hand AFK Fish Farms are unbalanced and don't fit in Minecraft at all, there is no reason why this feature should remain in the game. Even if it didn't fall under the term "exploit", which it does, it definitely falls under the same category as being able to quick-shoot multiple crossbows.
(Also, don't forget the fact that a gamerule to unite the community would ironically divide the community into pro-AFK Fishing and anti-AFK Fishing servers. The best way to unite the community around the game is to make them play the same game...)
Now, if AFK Fishing Farms were removed in such a way that map makers might use it, that would be a good way to use a gamerule. That being said, given the changes that have been suggested for fixing this
exploitissue, I don't see a need for this gamerule. Gamerules should not be added just for minor game design politics, because these politics change over time.- An enableFishingXP gamerule seems bizarre and out of place. Why isn't there an enableWalkingXP or an enableEatingFoodXP? I'm not a fan of moving the standard such that "Oh well you added a gamerule to enable XP rewards for this random feature, why not this one?"
- The ability to enable/disable certain enchantments on certain tools... well that actually sounds pretty useful! However, I don't think that falls into the realm of gamerules. Perhaps this could be a part of data packs?
- Customizing the number of blocks of water a fishing rod needs to find before it gives fish seems like a weird one. I guess it might fit as a gamerule categorically, but I also think the only use people would get out of it is specifically to build AFK Fish Farms.
- As for whatever Ptolemy suggested with the controls, those almost definitely do not fall into the realm of gamerules.
Citation first, then I'll be happy to take back any statement I made about this being an unintended feature though. I will say, however, that this only means Mojang needs to hire a better game design team if this is how loosely they treat balance.
1
I didn't say that; you're misquoting me. In fact, I clearly said "both Infinity and Mending bows." If I thought that Infinity and Mending could both be on a bow, then I would've just said "Infinity and Mending bows" or "Bows with Infinity and Mending."
What kind of argument is this? "Bows aren't gud because they dont build u a base" When exactly did the standard for good features include "builds you a base?"
Who gives a crap if they're a "major turn-off for a lot of players?" How about the players who they aren't a major turn-off for? Are we just going to ignore the fact that we're giving out these powerful weapons to players?
Ironic you would use this as a counterexample since you later complain about someone using a Reddit post as evidence while you just vaguely mention "Youtubers do this" without defining "Youtubers."
Not necessarily. Mending Pickaxes, Axes and Shovels still lose a lot of their durability over long mining sessions since most of the blocks they can mine do not drop XP. The thing about the Mending Fishing Rod is that what you do with them automatically heals them, so a Mending Fishing rod can essentially never lose all of its durability unless you use it on mobs or miss an insane amount of fish in a row.
The only other tool with this problem is the Sword, and that's still a problem.
Zero people here think that Minecraft was designed to be Real-World Simulator 2009. We're calling this "free loot" because it makes use of a system in order to turn raw game time into loot with no item costs at all.
[citation needed]
An enchantment table requires obsidian and diamonds, right when the player starts going to the nether which I consider to be "mid-game." (Which makes some sense, allotting early-game to the Overworld, mid-game to the Nether and late-game to the End and beyond) Villager trading halls depend on large amounts of emeralds, which usually require you to plant massive amounts of crops of some kind. This isn't even mentioning the construction needed to build either of these.
To Iron Farms, Gold Farms, and Slime farms, I agree. If we're going to remove farms, let's do this correctly. Villager breeders, I could care less about since these do not provide "loot" so much as they provide the opportunity to give loot.
See, it wouldn't be as bad if any of these farms actually cost items and a little bit of player interaction to work, but a farm that simply rewards the player for time itself is not balanced in any way.
Okay, your next paragraph seems almost completely unrelated to the part you actually quoted. (Which I should mention was the only part of my post that you actually quoted)
This is what I said:
This is what you said:
This is uncited but I agree with this contention and it makes sense ("The End is the end of the game because it's called the end duh") so I'll move on.
At no point in my post did I say anything about fictional aspects of the game. In addition to that, breaking the realism of a game because of a fantasy setting is far different than an exploit that breaks the rules laid out by the game world.
I don't think you get how game design works. You just specified that beating the ender dragon and building an epic base are the two "goals" of the game. The whole point of game design is to design challenges the player must accomplish in order to attain those goals. If something exists in the game that helps you overlook certain challenges such as not having enough materials to build tools, that is game-breaking.
For the record, I don't suggest we remove Mending, but I think it should be nerfed. Perhaps the easiest way to do this would be that the Mending enchantment changes how tools are repaired. One idea Wolftopia had in the Community Revamp Discord is that Mending should change the way a tool is repaired in the anvil, costing little-to-no XP per repair, but still requiring the material used to repair it.
That would mean that no tool would last forever for free, you'd still need to keep a steady flow of Diamonds coming from your mines in order for your Efficiency V Fortune III Mega Pickaxe to be invulnerable.
As I said earlier, [citation needed].
I hate it when the other side makes these comments about my side, but I'm going to be a little hypocritical here: Why is it that everyone on this issue seems to be completely pro-AFK Fishing or completely against? I have not seen a single person on this issue say "Okay, I admit that it's unbalanced, but why just not play with them?" or "I agree that the Vanilla game is a game, and games have balance, but maybe they are balanced?"
0
First, how about Mending on Fishing rods, which is actually incredibly common from an AFK Fish Farm? A Mending Fishing rod lasts forever. In addition, some of these nearly-indestructible rods come with all of the other good fishing rods enchants as well. Why exactly should the most powerful version of a tool be given to a player simply for using the brick-on-mouse method?
Second, yes, Mending is game-breaking. Even as a late-game-only enchant, the ability to keep a tool you own for basically forever is not how the game is supposed to work. If armor and tools last eternally, then diamonds lose their use entirely.
I tried AFK Fishing a few times. For the little effort I put into it, I was able to get both Infinity and Mending bows.
Even if it weren't for the Infinity bows, this is not an early-game farm. You have to at least mine some redstone and possibly get quartz for comparators. By the time you can get to the Nether, you're likely to have at least enough arrows to make a bow useful.
How are Bows useless, by the way? They're a lot better for removing Creepers from your property than swords are.
Except you forget that in the world of farms, XP is as cheap as building a small structure around a Zombie Spawner.
I do think they're exploits.
0
Thank you for completely ignoring the nuance behind anything we've said in this discussion about immersion/lore, but everyone who's so much as seen a screenshot of Minecraft can already tell that your statement is true.
Exactly at what point did Mojang become constitutionally mandated to adhere to your exact wishes? Why are you drawing this comparison between us and some sadistic government lobbyists trying to take away your AFK Fish Farms?
Again, I don't care what you do with mods, plugins, data packs, etc. All I want is the vanilla game to not feed people resources just because they can turn the fishing system from a once-in-a-while "Oh hey I got treasure while I was looking for food!" into "Oh hey I got treasure while my brick was on my mouse!"
2
When you quote me, can you split the quote into individual responses instead of doing this boldface thing? I can't quote the post properly if you do that.
I think you misunderstood my response. The reason I say "I don't think you can really say that we'd be talking about this if it was an intentional feature" is that there is no circumstance under which Mojang would make this an intentional feature. It's unbalanced, breaks lore and breaks immersion, so there's no reason why Mojang would intentionally add AFK Fish Farms.
Where exactly did you find Mojang's definition of an exploit and where exactly did you post that? Hint: Cherry-picking historical evidence and assuming intent does not count.
I can see it exactly the same whether you write it in eight sentences or three, but eight sentences are more likely to make me impatient or to encourage me to skim over the text. Your point of view will be far better explained if you can express an answer simply and in fewer sentences.
Okay, then there's no point in us discussing how easy the game is. Personally, I think it should be harder in a few ways, but we're getting too far offtopic here.
If I remember correctly, this mini-discussion was about balance in the game, and you attempted to discard such an idea by claiming you were so "gud" at the game that you could yeet the Ender Dragon with beds and snowballs in the first play session. However, if my play experience is just as valid as yours, then this does not qualify as an argument because both stories are only anecdotal evidence.
(Also... the phantom is legitimately a terrible idea. There is no valid reason for punishing the player for not sleeping in a bed, it discourages exploration and it's a dumb way to punish noobs. It's also not disclosed to the player either, so a new player doesn't know that this problem can be negated with a bed.)
Yes, and then you need to make a Nether Portal. And then you need to find a Nether Fortress. And then you can do what you want with the End. While it's true that you can skip some of the progression by finding iron or diamonds in chests or whatnot, but that's such a rare chance that you're more likely to just play "the right way" unless you're on a server with an economy.
Let's forget progression for a minute and consider balance: even on servers with economies, unless by "economy" we're talking about admin-built stores that magically create diamonds for you if you give them virtual money, diamonds are going to be as valuable as the miner decides they are.
It's the same magic that Ender Chests use: the shulker box is simply a portal to a dimension where stuff can be kept, whereas the chest is just a chest that would weigh too much for you to carry on your own. Does that work?
Okay sure, some of this stuff doesn't make sense. It doesn't make sense that you can't shove shulker boxes in shulker boxes. Still, some of this is done, ironically enough, because of that balance thing that you deny exists in this game. Gameplay > Realism/Immersion any day. That being said, this whole sub-argument spawned because AFK Fish Farms are good for neither Gameplay nor Immersion.
Why do you keep using this "forcing stuff on us" argument? Every addition to the game is forced upon you. Every implemented suggestion or addition by Mojang is 100% out of your control and the only way to opt-out is to stick to an older version of the game or turn to mods. Stop giving me this crap.
Yes, I do want to force people to play the game without the ability to skip to the late-game, getting Mending before they either get to The End, search through thousands of Mineshafts or shovel emeralds into the pocket of a Librarian Villager and the only way I want to let them skip this progression is if they commit to their cheating and use commands or Creative Mode to break balance or progression.
How about Survival Mode remains a balanced game where Mending books are not given out like Halloween Candy and Creative Mode/Mods/Commands can remain the fun realm of "B-Bu-But I want to play with super farms that give me free items!"
0
There's no point in us continuing this meta-conversation, so I'm just going to skip over these parts.
I don't think you can really say that we'd be talking about this if it was an unintentional feature. Of course, people talk about removing or nerfing things like the Elytra, but the thing about the AFK Fish Farm is that it makes so little sense lore, immersion, and balance-wise that you would never add it intentionally by any means.
I think you went on a tangent here with BUDs in general when I was talking about Piston Quasi-Connectivity which is occasionally used to make BUDs and how it can make redstone construction unnecessarily complicated.
The fact that it was Fishg who you agreed with on the unintentional/intentional thing is irrelevant. What is important was that he had a definition (even if it was from Wikipedia) for "exploit" and your side has not provided one.
Paragraphs which don't need to be so long when a short, simple response devoid of offtopic talking points will convey a point far easier.
I get your point here about the "benefits" of being able to play the game in the different ways created by farming, and there's a conversation to be had there, but this has nothing to do with unintentional features that break immersion. (I don't intend on carrying this part of the conversation on for much longer, but I will say that while you may find staying in one place "better", on the other hand, I would say anything that encourages the player to stay in one place detracts from the benefits of exploration.)
I've snipped this since while I read the rest of the paragraph, I don't think it's worth going into all of it since it's more of a self-anecdote.
I suppose this is a valid reason since fun is somewhat objective and I can't really critique someone for wanting to play the game with extra self-made challenges.
(You mention something about PVP in this paragraph. I don't think that's the only form of competition, I think that even in a non-PVP setting, people shouldn't be able to get late-game stuff through exploits and cheats. It breaks the value of items on the server like enchanted books when everybody has a couple hundred while non-AFK Fishers have 3 or 4. Sure, it might not matter on a server where people seldom interact, but on a server where people frequently interact, AFK Fish Farms affect everybody in some way.)
Okay, no. There is clearly an A-Z direction. There are tiers of tools, dimensions gated behind items, etc. The game has progression and while that progression can be broken by server economies and such, you still need to get items before you can get better items in some fashion.
Minecraft is not just a sandbox, it's a game with sandbox elements, some of which are gated behind playing the game itself. Games have balance and progression.
I always hear these stories about people beating the game in three seconds and that the game is "too easy", meanwhile I'm building a house in my first play session and I'll probably hit the Nether by the second play session.
Maybe I'm just an idiot at PVP (Gonna be honest, I think I was better in 1.8. I still think 1.8 isn't balanced.) but I really don't understand how people do this. Endermen are hard to kill and hard to find in my experience and sometimes they don't even drop a pearl.
I'm not sure why you chose to go after The End when I never even said anything about the End.
Hold on, no balance? Really?
Okay sure, random stuff exists and sometimes it gives people an unfair advantage over other people's worlds, but that doesn't entirely negate progression. Mending tools can still be lost or destroyed through careless play. Diamond tools without Mending still decay after enough use.
You go into two paragraphs about immersion and I don't have time to go through these, but...
You're confusing immersion with realism. Fantasy and Realism are related to the setting as you mention. Immersion simply means that the player feels less like they're playing a game with code and more like they're exploring and living in a different world.
2
Fine.
I am aware of that. What I am trying to do is draw an analogy, albeit, in this case, it's more of the opposite of an analogy since I'm contrasting the two case studies. (I couldn't find a word for the opposite of an analogy even though I feel like it exists)
Considering some of the users (albeit not you) here keep repeating the same talking points over and over again, I have my doubts. (Also I like simple explanations.)
I disagree. Unintentional gameplay exploits tend to look stupid and wrong in any other game, the only reason we give Minecraft a pass on this is that its physics and lore are already stupid and wrong (floating islands, etc.)
I think I misstated my point and I don't blame you for reading me wrong, but what I was trying to convey was: stupid exploits that look dumb, break immersion and abuse limitations in the mechanics of the game shouldn't be kept in the game. That point is especially true if the exploit is unbalanced.
Two things:
1 - A redstone exploit like Piston Quasi-Connectivity isn't giving people resources, nor does it break the balance in any way besides adding a BUD switch which could enable certain farms. I don't think a BUD switch by itself is that harmful on its own, and we actually have an intentional one in the game now.
2 - There's actually a solid case to be made that weird redstone screw-ups like Quasi-Connectivity should be removed since they create strange exceptions in redstone mechanics that scare away people who are new to redstone. Granted, I think there are far fewer gains and far greater losses from removing QC compared to AFK Fish Farms, but I can see the argument to fix it as they did with the Bedrock Edition.
Okay, now you've stretched what I've said miles beyond its actual meaning. Just because a sandbox game has rules, does not mean that you are locked into constructing only what Mojang has dictated acceptable. It means that you can't build things that break the immersion or allow you to cheat the game's balance.
That's funny, I seem to remember fishg himself giving his own opinion on this situation...
But sure, AFK Fishing is definitely not an exploit by any means.
I have no idea why you decided to inject these three sentences into your paragraph, considering this seems unrelated and isn't helping you explain to me why unintentional, immersion-breaking "not exploits" should be left in the game.
Then I appreciate that you at least attempt to argue from logic and not because of "ease", however I now have to ask why you do not use it, considering you have denied in the past that the farm is unbalanced. If the farm is balanced, then there is no harm in using it, and if it is not balanced, then why should people be allowed to cheat through survival with it?
I'm okay with "novel ways of using game mechanics" like Quasi-Connectivity (albeit again, it does scare away those who are new to redstone), what I am not okay with are things that break immersion and balance.
This statement is irrelevant to your argument.
Yes, it should be. Mojang should take away milking squids even if people think it's a funny bug. It breaks immersion and anyone who isn't in on the joke just sees it as a broken feature left in by lazy developers.
I would argue that the opposite should be true. Let Mojang write one balanced survival experience for everyone to play, then you can use mods or "bucket" plugins to screw up the balance and immersion in any way you prefer.
Why is removing an immersion-breaking exploit that gives you free items somehow non-inclusive and discriminatory? In addition, exactly what category of people are turned off by this change other than people who use AFK Fish Farms?
Have you ever played like, any other game before? Usually in any other game, you can't get high-end powerful items by simply leaving your game running.
And I think I've already thoroughly explained, for about the fourth time, why this specific argument which is apparently "all you have to say on this" (which isn't true, you made multiple different arguments earlier which we've also counterargued) is simply not a good argument when you consider the purpose of game design. Are you converted to our side now or does it turn out that you actually have more to say on this?
0
This is far different from AFK Fishing Farms.
The point of difficulty is to adjust the game to someone's gaming abilities, so that casual players aren't being turned into skeleton pincushions every night and experienced gamers feel a challenge. They don't exist so experienced gamers can switch to an easier difficulty because of the "ease and convenience."
AFK Fishing Farms are clearly not an intentional feature. They are a limitation of the realism possible with the game since they've chosen a very simple list of checks for "valid fishing conditions." They don't need to exist in the game just because someone would find the game easier if they existed.
If you want to suggest that regular fishing drops should be more common in Peaceful, Easy or Medium than Hard, that would be one conversation. Keeping an unintentional exploit that makes no sense lore-wise, balanced or not, is not good game design.
0
It's not often a newcomer makes a good suggestion, but this one is wonderful. While it would make lanterns more expensive, considering the fact that they already require iron it seems as though they were meant more for decoration than general lighting like the torch is. I'm also a fan of making the pig more useful considering their only benefit at the moment is the ability to eat non-wheat items, which isn't that great considering all of the crops are pretty easy to grow.
Mind you, I do think using raw pork fat is a bit inaccurate, instead:
Tallow is more commonly a form of beef or mutton fat but has occasionally contained pork fat as well. It is stable at room temperature and can be used for deep frying food, making soap, candles, and some more modern uses like an industrial lubricant.
(The use of pork fat to lubricate rifles is actually what started the mutiny against the British-India company in 1857: since Pork Fat is not Kosher, the Muslim soldiers in the British ranks left the company, then proceeded to drive the British off of India.)
Tallow is made by rendering the raw pork fat, also called suet. The process behind this can get somewhat complicated, but the most basic way to do this is to simply heat the fat above the boiling point of water so the moisture escapes. Seems like the best analog for this would be to cook Pork Fat/Suet in the Smoker or the Furnace.
(Now, you could say this renders (pun intended) the pork fat item useless, but to be fair, raw meats and ores already have this property of only being useful to smelt into different items, so I don't think it's that much of a problem.)
3
Ad Hominem. In addition to that, removing exploits and balancing the game is not "anti-customer practice", nor is it "shady", though it does have something to do with "game design."
Wrong. By my logic:
- The community does not have full-control over Mojang's decisions, however
- The community can influence their decisions in small ways if Mojang accepts their ideas
- Mojang shouldn't accept the ideas of the community if they are unbalanced or don't fit into the game.
Balance is a far higher priority than what the community thinks. The community is not some omniscient, flawless entity that knows how to design well balanced or fun games, and as this thread proves, it seems as though the community is corrupt enough to keep an exploit in the game despite logic saying that it neither belongs in the game nor does it balance the game.
You seem to have this idea in your head that if a majority of people want AFK Fishing, therefore it is best to keep AFK Fishing. This is not the case. The majority of people can all be passionate about an idea and also be wrong.
You have simplified my arguments into a bash against "duh comyoonitee" in order to create a strawman to fight, rather than reading the context of my statements or the nuances. Congratulations, I hope you're happy I've replied to your off-topic comments about Suggestions and The Community as opposed to AFK Fish Farms.
Except the difference is that manually doing it requires that the player actually invest effort into casting the line and timing his catch. An AFK Fish Farm turns this process into simply putting a brick on your mouse and waiting.
Villager Trading actually requires player interaction and input items, unlike this farm.
Why is duping items any different from this? The only difference is the far broader range of items you can create, and the fact that you can't set this up to run while you are sleeping or at work.
Maybe a compromise is in order. I don't believe compromises are the solution in every scenario, but at least it gets us somewhere. What if in order to fish, you at least needed input bait items? These would range from cheap items likely to get more fish or junk (Rotten Flesh, Spider Eyes) to far more expensive items that are more likely to get treasure items. (Likely something purchasable from a Villager) This would at least mean that in order to AFK Fish, you need to have an equal amount of input items going in. I still don't think it's entirely balanced, but it is more balanced than the current system.
Heck, if all farms at least required some form of input item, this would make them all far more balanced. I don't expect redstone to start requiring coal power anytime soon, but maybe certain plants like papyrus or melons would only grow if given bonemeal during their final growth stage, otherwise they'd either never finish growing or grow extremely slowly.
0
As I've mentioned before, Iron Golem farms are also unbalanced, albeit they at least require effort and a far larger quantity of resources to build as opposed to an AFK Fish Farm. That doesn't make them balanced, it just makes them slightly more balanced.
Why do you people keep using the threat of "madness" as an argument? I guarantee you that most people will not mass migrate away from Minecraft just because they remove AFK Fish Farms.
And the "people will find a workaround" argument makes no sense either. Not only are there ways to almost completely remove any method of AFK Fishing, but I would find any action on this issue better than no action. At least if the Mending Fishing rods were nerfed so that they weren't practically indestructable, this would heavily nerf these farms.
I'm not saying that any of these are balanced either. Let's at least focus on removing one particularly unbalanced farm and then we can talk about the other farms.
Not sure why you chose to increase your font size for emphasis when boldface exists, I assume you think I can't read so I'm going to also assume you're using this for Ad Hominem purposes. Shame on you! I can't believe you would stoop to those levels. (I'm kidding)
Which is a problem. As soon as we nerf or remove AFK Fish Farms, let's talk about adding a cost to these farms. Maybe there's something we can do to either better handle the large amounts of items created by these farms or how to nerf these farms so that they require more player input.
Just so you know, I am actually a fan of using redstone for automation of some kind since it means redstone can be used for things other than making cool computers or whatever. That being said, getting items for free is a big no-no.
I've watched a few HermitCraft members. Even some of them, the people who use farms in Minecraft probably more than most people, have begun to refuse using AFK Fish Farms because they are not balanced.
1
Congratulations, you have managed to remain blissfully ignorant of the reasons why this forum exists because you assume that we make suggestions here to get them implemented by Mojang overnight.
The suggestions forum is another privilege we have. (I guess from a certain point it's a right in that free speech is a right, but whatever) While Mojang does not read this specific forum, we are allowed to discuss the features in the game and suggest changes that could be made. One way in which this forum is useful is to develop ideas before they are posted to Mojang's Feedback website or the r/minecraftsuggestions subreddit. Mojang gives us the privilege of using those other methods to suggest ideas to them. That does not mean we have control over what ends up in the game, that just means we can influence the decision slightly.
Yes, because I hate it when people won't let me play Minecraft with glitches and exploits that allow me to propel myself lightyears ahead of players who play the game by the rules. Those people are literally the worst.
Games have rules because, without those rules, the game falls apart. If you can just use exploits to get around rules, you are ruining the feeling of accomplishment and you are diminishing the meaning of winning the game. If you like breaking rules, we have cheats to satisfy you directly without leaving in a crappy farm that can't be blocked by server owners, makes no sense lore-wise and doesn't deserve to remain in the game.
It is a balance issue, and no, I will not use plugins to balance a game that Mojang is supposed to balance. If you would rather play an unbalanced game, then mods, plugins, and datapacks exist exactly for the purpose of unbalancing the game. That's not me being hypocritical, this is me pointing out that you have gotten Mojang's job wrong.
Mojang's job is not to build the game that best suits Phlexor or any other person's unhealthy taste for exploitable mechanics that make the rest of the game redundant. Their job is to build a balanced and fair game that rewards players for actually putting forth effort and not for using loopholes and exploits.
Do you actually read anything we say? Access to Mending books alone should be enough of an advantage far into the early game.
Truly amazing. You have decided to escape actual reasoning and hide behind consensus because you've lost the argument.
Claiming you have a consensus is not an argument, it is a bullying tactic. The majority can be wrong for many reasons: misconception, deceit, corruption, etc. Bringing up the number of people who agree with you is just showing us how many people will "get mad" if we fix an exploit in the game that should have never existed in the first place.
The heavy damage done to balance is just all the more incentive to remove AFK Fish Farms. That being said, I wouldn't care if these were AFK Dirt Farms, they are an exploit and shouldn't exist. Items in the game, however inexpensive, should not be given to the player for zero effort. Stealing pennies from the cash register is not any less stealing than if they were twenty-dollar bills.
0
AFK Fishing Farms are also inherently broken. They allow for free items at little-to-no cost, which I would describe as "broken".
There is a sign of stopping them. Simply remove the functionality required to build such a farm and then they will be stopped. In addition, many people are coming to the realization that, guess what? AFK Fish Farms are far too overpowered and break the game in a bad way.
"Doesn't want" does not translate to "Shouldn't want." From what I'm seeing, a lot of people want this in the game because they consider it a "fair cheat" for some reason. Cheats are by definition unfair because they break the rules which judge fairness.
Wrong. The community has no right to decide how they play the Vanilla game. What the community does have are privileges, like the ability to play in so many different styles and to use mods when need be. Mojang has every right to ignore the community's ideas in any way they like and they have every right to take away our privileges. The only right we have is to buy the game or to not buy the game.
Or maybe because Mojang hasn't considered the issue yet and is coming up with a solution. You have now stooped to the level of assuming Mojang's intent based on their lack of action on a particular issue.
This is perhaps the only fair point you've made on this forum thus far.
1
I do need to heavily defend the point, because you don't seem to get it no matter how hard I hammer it into your thick skull.
"It requires this amount of grind"/"It's super rare" is not a justification for overpowered items that remove consequences for playing badly.
I already addressed this point in my big post that I imagine you refused to read because you don't use proper capitalization and you think underlining, boldfacing and italicizing your words makes you sound intimidating over the internet.
1
Being overpowered is enough of a reason why it should be removed.
Or it could be removed, and the player could play the game the way it was meant to be played.
This is not an argument. Broken game balance is a bug in the game. If a game mechanic can be exploited in such a way that breaks the game balance, it is broken and must be patched. To leave it in would be leaving the game broken.
This is not an argument. Many unbalanced mods exist, (*cough* Draconic Evolution *cough*) and I do not care whether or not people use them. What matters to me is that the Vanilla game, i.e. the only game Mojang is supposed to be balancing, is balanced. What people do with datapacks or mods is irrelevant to me.
It does make the game easier. Cheating tends to make games easier rather than harder. (Yes there are exceptions, don't split hairs with me over blanket statements.)
The problem is that this farm makes the game too easy, and allows the player to skip playing the game. If you want to skip playing the game, we already have cheats and Creative Mode, we don't need to keep a broken farm in the game and then "discourage" its use, we need to remove it.