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    posted a message on [14w29b] "Multiplayer Reduced Debug Info" option
    I actually love this feature.

    Constantly in the game I find myself habitually using F3. I love being able to stop myself from doing so, forcing myself to actually create my own sort of coordinate system or find more intuitive ways to check the light level and things like that.

    As far as this being useless from an admin's perspective: it's meant to restrict players.
    Posted in: Future Updates
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    posted a message on night and day
    Quote from Ouatcheur

    Admin FromEngland creates Minecraft_With_True_Sun server.

    Player FromEngland logs into Minecraft_With_True_Sun server.
    "Cool, the sun in the game is the true sun like in real-life!"

    Player FromCanada logs into Minecraft_With_True_Sun server
    "What the duh, the sun doesn't work properly !"

    Player FromChina logs into Minecraft_With_True_Sun server
    "What the duh, the sun doesn't work properly !"

    Player FromJapan logs into Minecraft_With_True_Sun server
    "What the duh, the sun doesn't work properly !"

    etc...

    What would be the point of such a feature if it would work only in single player ?

    No support.

    I imagine this feature primarily being used by people with small snapshot or vanilla servers, and usually they're all from the same time zone, or not far off.
    I wouldn't even mind playing in a different time zone server with this feature enabled.
    Posted in: Suggestions
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    posted a message on night and day
    I actually think this would be pretty cool if implemented. It reminds me of DayZ.
    Especially on servers, imagine logging out and waiting until night time to perform some sort of dangerous trip...
    Anyway, as he clearly said, this would be a selectable option, and unlike most of the so called "it could be only by choice" suggestions, I think it's actually a pretty good one.
    Posted in: Suggestions
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    posted a message on Mining Fatigue Beacons [The New "Land Claim Flags"]
    Quote from Tkpi
    So how exactly does one turn off the effect? You can't break the beacon or any of the pyramid blocks. I suppose you could switch the beacon to a different effect and then break it, but it's a bit of a long process just to remove an effect. You mentioned that any block above the beacon would be destructable, which would prevent it from being permanent. Aside from being a big, tedious and complicated workaround to the whole "mining fatigue" effect, this could still be used in a very annoying way; one could, for example, surround the beacon on all four sides with pillars up to the sky limit. Yes, it would be technically possible to pillar next to these barriers and jump down onto the beacon, but it's really a huge hassle. Also, what if someone just put someone else in an enclosed cage, within the beacon's range? It would be impossible to get out. Honestly, the idea of a mining fatigue beacon isn't terrible, but it's only useful if you can't break any blocks at all, and if you can't break any blocks at all there are a whole host of over problems.

    As I said in the post, you could easily change the effect if you have access to the beacon; the Beacon Block itself should not be affected by Mining Fatigue. As for the tedious ways to raid a base with a beacon such as this, with the player being able to surround the beacon up to the sky limit, that is a good point, though it is very unlikely that players will put access to the beacon off limits to even themselves and, where the owner of the territory can get to the beacon, anybody else can, even if it's difficult. As for trapping people in cages within the beacon range, that is actually true and I hadn't thought of it. Perhaps, however, as a solution to both of those problems, the beacon only affects areas that it could walk to as if it were a player (as in, the area of effect only covers places that are accessible via a 1x2x1 linear path of air from the beam or, if not air, blocks like water or sign blocks, etc).

    Quote from JohnHOne
    no support Just put a elder guardian in a hole,cover the hole,and wait until you see a ghost guardian
    Maybe, but this seems quite weird as that's definitely not an intended feature, and it's surely no reason to dismiss this idea. The more unique ways to achieve something, the better.
    Posted in: Suggestions
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    posted a message on Mining Fatigue Beacons [The New "Land Claim Flags"]
    Quote from yourgarbage

    I meant a crafting recipe. Also, you just admit this idea is redundant.

    No, negative beacons and this idea are not the same thing - this idea could even be present without the existence of negative beacons. This suggestion implies a new way for mining fatigue to work, and for consistency purposes, new ways for the other negative effects to work - the opposite of regeneration would not be poison, but simply the inability to heal altogether; the opposite of strength is the inability to attack altogether; the opposite of jump boost is the inability to jump altogether (not a decreased jump height); the opposite of speed is the inability to move horizontally altogether; and finally the opposite of haste is the inability to modify terrain altogether. The fact that negative beacons were already suggested does not make this post redundant because that suggestion and this one do not imply nor introduce the same concepts of emergent gameplay.
    And as for the crafting recipe? It isn't a new Beacon Block altogether, simply the same one atop a different kind of pyramid.
    Posted in: Suggestions
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    posted a message on Bigger deserts
    I actually really like this idea, but only in the context of exploration actually serving a purpose. As it stands, in Minecraft, there is really no point in exploration aside from maybe two major trips you will make within the lifetime of your world. After you make those trips, every single block or item you can get in the game will be no more than five minutes away.

    If valuables were spawned more regionally, then absolutely massive oceans and deserts would be very cool. Even oceans are too small right now.

    As for the people that are saying to use large biomes, that's not the point. The point is that deserts should NOT be similarly sized to every other biome, rather they should be much, much larger.
    Posted in: Suggestions
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    posted a message on Mining Fatigue Beacons [The New "Land Claim Flags"]
    Quote from ZTick
    Are you 100% of that? What about Herobrine and thirst bars?

    Herobrine's presence in the vanilla game would mess with core game mechanics unless implemented properly, which as I said is an exception to what I said. As for thirst bars, all I can say is that they have just as much a right to be in the game as hunger bars do.

    Quote from yourgarbage
    Alright, riddle me this, Batman Cloxaau, how would you craft one of these "negative beacons"?

    The idea of negative beacons is not a new one, even if my spin on it is. I don't remember who it was the suggested them originally, but his or her concept of creating them involved creating an upside-down pyramid to charge the beacon, where the apex is on the bottom with the beacon resting on the top, flat side of the pyramid. In theory it would use the same materials, iron, gold, diamond and such.

    Quote from PanzyPatrol
    What if it made stuff immune to creeper explosions, endermen displacement and zombie door destruction? This would give it a use in single player.

    I do like this idea - it would even warrant the creation of new destructive threats in single player, such as large scale raids initiated by AI controlled mobs, that can mine and place blocks, rather than other players. As it is now, unfortunately, the idea of those kinds of monsters in single player seems a bit unfair.
    Posted in: Suggestions
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    posted a message on Mining Fatigue Beacons [The New "Land Claim Flags"]
    Quote from Dormentality
    This would open up the possibility for players to place beacons inside of other people's bases, and would be exploited for griefing. While this would make a very nice bukkit plugin, as a powerful griefing mechanic it should not enter the vanilla game. Unless you can fix this, No Support.

    Moreso than it would help griefers, I feel that it would deter them. The concept of creating a beacon as a base defense would instill a new longterm goal for players, causing them to resort to simply hiding their bases until a beacon can be erected. In addition, I find it extremely doubtful that a griefer would play for such an extended period of time on a server if their hope is to merely claim somebody's base (if it has not been already, which is more likely anyway), so if virtually any player manages to gather enough materials to construct a beacon, they will surely use it for personal gain rather than to hurt other players.

    Quote from aryslankz32
    I like this but to be honest it's kinda complicated

    The explanation of this suggestion is indeed complicated, but when it's thought of in-game, it seems simple enough, at least to me.

    Quote from ZTick
    The only purpose a negative beacon would have is in multiplayer, as no one would objectively want such a thing in singleplayer, and multiplayer-only ideas generally slip through the cracks and die out. Also, if it's a multiplayer-only thing, then a server plugin can fill that role. Is the idea good? Sure. Is it a good idea for vanilla? Not really, no.

    It is true that this idea holds little benefit to lone players, though that fact does not warrant the exclusion of this concept. Multiplayer is a different playing ground, and it seems that compensation is called for, if not necessary. As for your and the other poster's claim that this idea should be left to a plugin or a mod, I very strongly disagree - nothing is ever better suited as a mod than a vanilla feature, unless it replaces or calls for the removal of a very important game mechanic. If one makes a game and relies on only or even a considerable amount of player made content, then who really deserves the pay for that game?
    Posted in: Suggestions
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    posted a message on Mining Fatigue Beacons [The New "Land Claim Flags"]
    Quote from atk135

    very good idea, this would definitely make the game better

    I think so too, obviously. It's a shame few people reply to the post or anything that would help it become known.
    Posted in: Suggestions
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    posted a message on Mining Fatigue Beacons [The New "Land Claim Flags"]
    Imagine the gameplay this feature would have to offer. You could try to traverse another player's mysterious territory, dodging traps and following mazes, using ender pearls to teleport above their walls, and when you finally manage to loot their treasures (or die trying), you take what you have home and try to prevent others from doing the same.

    If you like this idea, please give the post a reputation point and reply. I'm sure many of you would love this in-game!
    Posted in: Suggestions
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    posted a message on The Prismarine Arrow
    Great idea.
    Posted in: Suggestions
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    posted a message on Mining Fatigue Beacons [The New "Land Claim Flags"]
    It has come to my attention that this could be abused via the placement of chests above the beacon. That is, fortunately, easily fixable; simply make ANY block, that is above the beacon, destructible.
    Posted in: Suggestions
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    posted a message on Mining Fatigue Beacons [The New "Land Claim Flags"]
    I suggest a new possible effect for beacons, or maybe a new kind of beacon, as long as the effect is present. There is Haste in beacons, and mining fatigue should be present as well. So if there's maybe a negative beacon, with backwards effects, like the disability to jump, slowness, poison, weakness, and mining fatigue. I think the idea of mining fatigue is brilliant, so long as the second tier makes mining altogether impossible, because it would allow for a new depth in base raiding and looting in vanilla Minecraft, in a very simple land claim-esk style. Of course it would require that the effects of Mining Fatigue already present in the game be changed: the ability to place blocks is removed, and the ability to mine blocks at all is removed as well (it wouldn't just slow it down) with the exception of transparent blocks (and the beacon block itself) so as to prevent the beacon from being 100% secure. This would allow for two brilliant gameplay mechanics: raiding and defending. If you cannot place or remove blocks, then the only way into a base is through a set path. This would allow for the owner of a territory to create traps and diversions in an effort to keep intruders out, while also necessitating the temporary deactivation of the beacon for base expansion. This means that, while the owner of a territory works on a base, it is vulnerable to outside attacks, creating a lovely element of fear. The mining fatigue effect could be implemented into the beacon system in two ways, such as simply adding it to the original list of beacon effects or creating a new type of beacon that has negative effects (this would also come in handy for mapmakers and the like) rather than the usual positive ones (like what was said, speed would become slowness, jump boost to the inability to jump at all, regeneration to poison, etc), maybe by having the original beacon simply sit atop an inverted, rather than right-side-up, precious metal pyramid.This suggestion was also posted, by me, on two subreddits: http://www.reddit.co...ct_please_read/ http://www.reddit.co...acons_or_a_new/Be sure to check them out and see if we can get this into the game. :) TL;DR: A new beacon effect should exist that prevents the placement of all blocks and destruction of most. This would create a new style of gameplay that allows for advanced protection and raiding of property, while still not allowing 100% security.
    Posted in: Suggestions
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    posted a message on [14w21b] Brand New Server
    A nice, small, vanilla server with 24 player slots that runs a special preset and seed with 14w21b.
    Very recently created, with a world border at about 6,000 blocks from spawn in any cardinal direction.
    Every biome is within the world border. IP is 97.89.161.215:25565.
    Posted in: PC Servers
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    posted a message on Looking for Players to Join My Town
    Hello!
    You may be confused as to what I meant in the title. Anyway, there's a server I frequently play on, and happen to be an administrator of, called Wanderland II that runs a Bukkit plugin known as Towny. On this server, I have a town, called Cloxopolis, that aims to emulate an urban city. However, because I, and much of the town's population, have been semi-inactive lately, not much progress has been made in the town.

    So the goal of this topic is to recruit some players (mainly builders) to come join my town on WII (IP at the bottom of the post), help secure the town's finances, and help remodel most of the structures that exist. Take a look at the picture below:

    By the end of the day today (February 17th, 2014) I plan to have torn down EVERY structure except the town hall (the large building to the right of myself) and installed a new, organized road network. I also plan to have at least three daily upkeep's worth of cash in the bank and some new buildings in progress or completed. In addition, I'd like the interior of the town hall to be completed.

    So, Wanderland II's IP is 66.85.146.3:25565. I hope this post will find at least three or so players to come work on this to-be city with me.
    Posted in: Server Recruitment
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