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    posted a message on 12w30e Ready For Testing - Pre-Release Tomorrow; MineTV Debut
    Quote from holydragonknight

    Then why have placeable torches at all?
    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.

    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.
    Posted in: Minecraft News
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    posted a message on what do think will be in 1.4?
    The modding API, fixes for the lighting and rendering bugs, and things we could predict as well as things we couldn't predict. At least one of which someone will point has been a successful mod, or part of a successful mod.
    Posted in: Recent Updates and Snapshots
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from iiiHuman

    Magic Launcher can already do both of those things.
    Thanks for helping a big ol' dummy.
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    The Magic Launcher is a great idea, and I like how it works so far. I can suggest two features that apply to me specifically but lots of people could benefit from:
    1. Options to change how much RAM is allocated for Minecraft within the Launcher itself. For us feeble-minded non techies, the process of using higher-end texture packs involves looking up, copying and pasting some simple code thing into a batch file and hoping it works. It'd help immensely for the purpose of running higher-res texture packs, which is kinda in the wheelhouse of a certain other awesome mode you do.
    2. Change the launcher to be able to launch different Minecraft installs. The Options or Setup areas could have a "enter another directory and press this button, and in the future you can change to this directory instead of the default" section. It'd help especially for people that like downgrading their Minecraft, since sometimes there are people that want to do that just to have a different experience from the norm, not to get away from existing Minecraft forever.
    Anyway, I'm liking the Magic Launcher. I look forward to future improvements.
    Posted in: Minecraft Tools
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    posted a message on So...no more efficiency V?
    With Efficiency IV, I can already sprint through a Netherrack tunnel as I'm mining it. It's fast enough. Though an Efficiency V diamond pickaxe must be great for obsidian.
    Posted in: Recent Updates and Snapshots
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    posted a message on Horses soon?
    Quote from Strottinglemon

    Fun>Realism
    I'd like to add to this by explaining why I tend to prefer your solution in every way. Not saying I think you necessarily feel the same way I do, Strottinglemon, but maybe others do and I can put voice to their viewpoint.

    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.
    Posted in: Recent Updates and Snapshots
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    posted a message on Nether Wart can now grow in the Overworld and the End in 12w27a ( With official response from Dinnerbone)
    I see why the change was made, and I'm glad for it. I'm hoping that they're thinking about rescinding the change once they add more to the Nether.

    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.
    Posted in: Recent Updates and Snapshots
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    posted a message on Please do NOT make leather needed for new book recipe!!
    Quote from ShiftSix

    That's okay, this is still a relevant and rampant problem. Jeb_ changed a recipe that was alpha-old and animal-friendly, and too many content-addicted sheeple are okay with it because it's "realistic."
    It doesn't behoove your position to insult the people that disagree with you. It's also pretty unhealthy to assume the mindset that anyone disagreeing with you isn't holding a different opinion but instead doesn't have one. Give people some credit.

    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.
    Posted in: Recent Updates and Snapshots
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    posted a message on 12w28a predictions
    Bug fixes. Probably not a lighting fix.

    And of course, polar bear dogs.
    Posted in: Recent Updates and Snapshots
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    posted a message on Horses soon?
    Quote from Strottinglemon

    I'd prefer controllable pigs via wheat on a fishing pole.
    100% agreed. Also, a recipe for saddles. Then dungeons can be full of real loot (random magic items and potions!).
    Posted in: Recent Updates and Snapshots
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    posted a message on Is minecraft 1.3 too easy?
    I think each of the mobs needs new and interesting ways to challenge the player. None of which involve doing more direct damage, but make combats more challenging.

    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.
    Posted in: Recent Updates and Snapshots
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    posted a message on Too much XP, still nothing worth spending it on.
    Quote from ShiftSix

    If we're going to get so much XP early game, we need something to spend it on early game. Now, or soon would be a great time to implement those "Skill Points" Notch mentioned during 1.8 development. I would love to personalize my character's capabilities both early and late game. If my gear can't be reliable, I could at least have faith in my character's own body. The enchantment system is likely to remain a raffle, we need a consistent way to better ourselves. What do you fine folks think?
    That's not a good idea. One of the core features of interest about Minecraft is that you are mighty or feeble not by inherent bonuses, but your cunning and resources. It's such a fun game because every situation merely asks of you "what did you have the awareness to bring with you, and how can you use your environment and your possessions to solve the problem?" It's the challenging component to the game (and how I think difficulty should be improved; by complicating the puzzle, not sharpening edges).

    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.
    Posted in: Recent Updates and Snapshots
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    posted a message on Zombie Pigmen spawning in portals in new snapshots?
    I noticed this too. I think it's a neat touch, representing the influence of the Nether portal without necessarily disrupting much. I built mine underground in a tight-fitting cave, so I don't think ghasts will spawn in there even if they can.
    Posted in: Recent Updates and Snapshots
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    posted a message on Adventure Mode still needs work
    I'm pretty sure that it's only accessible through console commands because Mojang recognizes it needs more work. The trick about an "Adventure Mode" is that the ideal one is a plethora of variants. Some people will want it to simply be impossible to break, place or pick up anything. Some people will want that you can pick up and place things, but not break things; some will want to say specific things can be picked up, placed, or broken. Adventure Mode should probably be a big selection screen full of nitpicky options. But even then, that's still not going to provide a lot of people with what they want -- after all, what if you want multiple people to have different abilities? Basically, it's a lot more complex than Survival and Creative.
    Posted in: Recent Updates and Snapshots
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    posted a message on 12w28a predictions
    I don't think we should be able to tame dragons, but I'd love for there to be red dragons in the game. The problem with taming dragons is that there's very little that could be done to make it a challenging (and rewarding) process without it rendering the whole experience thereafter entirely uninteresting. But fighting red dragons (rarely) would be quite interesting. But only if the dragons, unlike Skyrim dragons, were super aggressive. I'd like for them to be able to physically knock you around. Pick you up (probably in a cheap way, not with a whole animation) and drop you, toss you up; and of course, if they wanted, hold you close and chomp down on you. All the things that you'd think a dragon could do, but never did in Skyrim. All they did is fly around and bite you from ten feet away.
    Posted in: Recent Updates and Snapshots
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