Same reason people place lights on the wall or ceiling in real life instead of holding them. Holding them takes up valuable arm space. Also, particular to Minecraft, it's not going to prevent a dark room from spawning skeletons to simply walk in with a torch from time to time. You'd still want to place them.Quote from holydragonknight
Then why have placeable torches at all?
But I suspect that dynamic lighting like that -- that has to change every time the player moves -- might be very demanding on the game. And for a relative little gain. Unless it's not, 'cause I'm not really that computer-oriented. If it's not, sure. If it is, not worth it.
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But I suspect that dynamic lighting like that -- that has to change every time the player moves -- might be very demanding on the game. And for a relative little gain. Unless it's not, 'cause I'm not really that computer-oriented. If it's not, sure. If it is, not worth it.
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One of my favourite elements of Minecraft arose, likely, from Notch having to fill out a game solo for a long while: a lot of things in the game attempt to take the role of other things for the sake of conservation of time and effort. Sugar Cane (once Reeds) are both for sugar and paper (even though they're obviously different plants); leather is for both books and armour (even though the process and results used in leather for books and leather as protection are different); shears are for both wool and plants (even though machetes and hedge trimmers are very different from shears); cocoa beans and lapis lazuli both inexplicably act as dyes. When wolves were added, bones became a way to tame them; when ocelots were added, raw fish became a way to feed them. It's not just thematic, but I won't deny that the theme of multi-aspect things is appealing.
The functional component is that using existing elements makes everything fit into the existing fold, and adds depth to everything we have. The fact that pumpkins protect you from enderman aggravation isn't just thematically fun, it's another practical application for an underused asset in the game. Every time we recurse and add a new option to an old element, we add a new dimension to the gameplay while maintaining the world that came before. So when Strottinglemon suggests that we make pigs controllable by wheat on fishing rods, that's great because it adds a completely new dimension to fishing rods (an underused tool), to wheat (a used tool that could always still use another function), and pigs (an underused entity with an identity, already, as being ridden). It's perhaps the ideal marriage of function and the thematic in the case of mounts.
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I will continue to suggest improvements to the Nether as I always have -- add most if not all things we can get in the regular world, but in weird new methods. Wood ore, iron grass, ect. Give people the tools to make a living in the Nether, and people will start to try to make a living in the Nether.
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Here is my suggestion, taken from Skyrim; leather should be able to be broken into three leather strips. Leather is still used for armour, and one leather strip is all that's necessary per book (this already triples the amount of books you can make). In addition, cows should always drop at least 1 leather; that way, you're getting at least a book shelf's worth of leather from each cow.
That gives us a bit more room without making it too easy. Which it already very much is.
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And of course, polar bear dogs.
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Zombies, for instance, shouldn't knock you back when they damage you; instead, they stay next to you and you move at crouch speed. You'd have to push them off. Skeletons should have an AI that directs it to actually get away from you to a certain distance and keep that distance. Spiders should spit web blocks at you while they attack. Creepers don't need to change. Endermen should use the blocks they pick up and place them wherever you're trying to go; they'd be quickly picking up and placing blocks in close quarters. Silverfish are fine as is.
Most of my suggestions are mobility-based. One of the most powerful tools that the Steve has over mobs is mobility. The most powerful tool is cunning, which the mobs will never be able to trump. So instead, they should have tools to impair Steve's movement.
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Here's how we solve the EXP problem. Enchantments (but not EXP) go back to the range they started at: 1 to 50 levels. The amount of EXP gained from mining is decreased to one orb per block. If possible, different blocks give different amounts (coal gives 1, redstone gives 2, diamond and emerald give 5). The problem is that Jeb overcorrected the issue. I'll grant that he did it by not much; after all, we now use enchanting tables regularly. It's not a relic that never sees use. But it needs to be reeled back a bit more.
While I won't say that character development would ruin Minecraft, it would certain mark a shift in gameplay tone. EXP would stop being a tool amongst many and become the tool of choice -- why make temporary things when you can permanently improve yourself instead? I don't think that I want Minecraft to be about the pursuit of EXP.
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