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    posted a message on Minecraft 1.0 is completely Unbalanced.
    Quote from Minecraft_Champ6

    armor will always be too strong even leather possibly cause everyone was commplaining diamond armor was useless so the Minecraft community brought it down upon them (especially the haters) so we all had it comming

    STOP COMMPLAINING


    No. The old armor system was better. The new one dumbs down the game, and the damage resistance is way too high.
    Posted in: 1.0 Update Discussion
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    posted a message on The End or the Aether
    The Aether is really nice looking. I like the color choices. On the other hand, it's bad that it makes all of the normal world items useless, and that you need an entirely different toolset to do anything in it.

    I like the Aether as a mod, but I would never want it to become a legit part of Minecraft.
    Posted in: 1.0 Update Discussion
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    posted a message on Mojang, remove the Minecraft 1.0.0 nerf!
    1. You're right about armor.

    2. It would be cool if monsters had better A.I., but it's not a dire need. More monsters would be nice too.

    3. I think iron is fine the way it is, it just seems too common because there are too many caves, same with all ore. If caves are toned down, then this problem is fixed.

    4. It's not just ravines, caves and mineshafts also need to be toned down.
    Posted in: 1.0 Update Discussion
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    posted a message on Animal Breeding Is Annoying

    They respawn...


    Very rarely.
    Posted in: 1.0 Update Discussion
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    posted a message on Animal Breeding Is Annoying

    Sorry but still you can just kill animals if you want.


    Unless they've made some change to the 1.8 animal spawning system that I don't know about, animals still respawn very rarely. (If they've changed this, please let me know.) So yes, you can kill animals, but then they will be gone.


    Mushroom stew ( which is infinite because with a bone you can make like 3 giant mushrooms which give you 15 - 25 mushrooms )
    Bread
    Melons


    These are all things you have to farm. You can't just forage around for them and return with a decent amount... well, mushrooms are pretty common now, but mushroom soup is annoying to use as a main food source since it doesn't stack.

    No need to breed them, just generate new terrain and you will have plenty of animals for weeks, and when there is no more animal food, go again and explore even further, MORE ANIMALS.


    You're forgetting something. It doesn't matter if they're "infinite"... what matters is if you have easy access to them. With the old animal spawn system, you could run around outside during the day and always find some animals, on any piece of land. So hunting was a viable choice for getting food. Now, this option is gone. The more animals you hunt, the farther you have to go to find more, until you get to a point where hunting for animals is incredibly time consuming... at that point, there is nothing left to do but to start farming or breeding.

    Now explain to me again why animals shouldn't respawn at a decent rate like monsters do?
    Posted in: 1.0 Update Discussion
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    posted a message on Silk Touch Enchantment
    Quote from Skelator424

    Is it worth the trouble to get it? Well... it's no trouble at all if you build a mob grinder at a blaze spawner.


    Well as you said, I don't think a feature should require players to use grinders. I'm not too into making them myself, it feels like cheating to me.
    Posted in: 1.0 Update Discussion
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    posted a message on Minecraft 1.0 is completely Unbalanced.
    Let me bring up another point... the old armor system was cool because it was different from the way armor works in most games. Now, armor has been changed to be the same simple damage resistance system that most games use. In other words, from a design standpoint, armor has been changed to a generic and boring system.

    The old armor system is better. It was balanced, and a much more interesting system too. We'd be better off just going back to the old system.
    Posted in: 1.0 Update Discussion
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    posted a message on Animal Breeding Is Annoying
    Quote from XDarkboy

    Suggestion to you:Ignore it if you really dont like the system


    You can't, if you want any resources from animals. Breeding is the only way to get regular drops from them.

    In fact, some type of farming is pretty much required now in order to get food. That didn't use to be the case.
    Posted in: 1.0 Update Discussion
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    posted a message on The Iron Standard - How Economy Mods Should Be Used

    Basically in the iron standard money is just a way of carrying all your iron with you everywhere you go for the purposes of trade, without having it fill up your inventory or having to worry about losing it on death. It's a bit like carrying checks in real life. You have access to your life savings without needing to stuff your pockets full of cash.


    Oh, I think I was misunderstanding this concept from the beginning. I thought you were saying that iron was the currency. But you're saying that iron is traded in to the "server government," which then gives you currency in exchange? Is that correct? What's the actual currency then, and how does that work?
    Posted in: Survival Mode
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    posted a message on Silk Touch Enchantment
    Quote from C0rristo81

    I don't think it is too hard to obtain, everyone can build a simple mob trap and grind xp. You just need to stand there afk and wait for mobs too stack, cannot think of this as too hard to obtain.


    That's true. But to get a high level enchantment, you still need to do this many many times. And that's just for 1 enchantment. At level 50, your chance of getting a diamond Silk Touch pickaxe is 14%. So on average you will have to get there 7 times.

    According to this enchantment website: http://pernsteiner.org/minecraft/enchant/tables/Silk_1.html#Tool_Diamond
    the best overall level to enchant a diamond pickaxe for Silk Touch is level 22. Level 22 is not that hard to get, but the chance is only 7%. So on average, you will have to get there 15 times. Getting to level 22 once is not bad at all, but getting there 15 times is a lot of grinding. You might get lucky and get it quicker, but you might get unlucky and spend 30 or 40 tries getting it.

    That's a lot of frustration to go through just to get an item that gets you slightly more glowstone, saves you some reeds and sand, and lets you move grass. Some people will go through all this work just for the novelty of having the item... and I think that once they get it, after the novelty wears off they will be disappointed with their reward.
    Posted in: 1.0 Update Discussion
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    posted a message on Minecraft 1.0 is completely Unbalanced.
    Quote from 0wolfblitz0

    So, are you saying it's completely up to Mojang to decide what's an acceptable difference between easy, normal and hard?


    Who else should decide?

    Quote from 0wolfblitz0
    No matter what they do, somebody will have a problem with it.


    That's a cop-out. Just because they can't make everyone happy doesn't mean they shouldn't try to improve the game.

    Quote from 0wolfblitz0
    I simply offer up the option that you play without armor.


    And I explained why that option is worthless to me. I'm not interested in self-imposed challenges. Anyway, that's an irrelevant point because people could already do that with the old armor system, if they really wanted to. It's not a new option that has been created by the new armor system.

    The new armor system has taken away options, not added them. We used to have a meaningful option between difficulty levels, and hard actually kind of meant "hard" (even if it wasn't hard enough for everyone, at least it was substantially different from easy.) Now, hard no longer means "hard." It means easy. There is no option for a harder difficulty level than easy. For all intents and purposes, the number of difficulty levels has been cut in half.

    Quote from 0wolfblitz0
    Seriously, every game I've ever played has one or two elements that I don't like. That doesn't mean the game is "broken". Just use a little creativity to work around it and enjoy yourself.


    I agree with you about that... I wouldn't call the game "broken" either. Mainly because it's not a combat game. The creative side is what's most important, and that's better than ever. However, while I agree that the OP was exaggerating, he does make a good point. I believe the game was harmed by suddenly making armor massively overpowered. In doing so, they've accidentally watered down an element to the game that a lot of people used to enjoy, the adventure element. It's not game-breaking, but the game could seriously benefit by fixing this oversight.

    Quote from 0wolfblitz0
    I suppose you completely overlooked the sentence below when you read my post.


    You mean: "I won't object if Mojang does something about it and either adds another difficulty level, nerfs armor or modifies the existing difficulty levels."?

    I didn't overlook it. It's just a very passive statement... it sounds like you're saying you won't mind so much if armor is changed again, but you're fine with armor the way it is now. I assumed this because you seemed to be making a lot of arguments about why the game doesn't need to be fixed. Or did I misunderstand you? If so, please tell me, because I am not very good at mind reading.

    Quote from PapaSmurf

    Again, there is no proof to support this claim.


    You're right, there's no proof of anything, only guesses. But it's certainly possible that it's a bug. It could also just be a simple oversight. I honestly doubt that the current armor system is "working as intended." If it is, then IMO it's a stupid change as they've basically invalidated difficulty options, and watered down a game element that many people used to enjoy. But I highly doubt that was their intention... I fully expect armor to be fixed in some future patch.

    I imagine they'll tone down the amount of damage reduction, since it is way too high at the moment, but maybe they'll revert back to the old system... which honestly would be fine. The only problem with the old system was having to throw away half-used armor... and that problem has already been fixed by having a repair system.
    Posted in: 1.0 Update Discussion
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    posted a message on The Iron Standard - How Economy Mods Should Be Used

    In real life most economies currently use "fiat currency", where money is given value by law and has no physical substance actually backing it.


    Aha, I was wondering if that was the case.

    In the past many countries (including America) used currency backed by a set amount of metals like gold or silver. The dollar bill was essentially a redemption voucher for X amount of gold, and you could redeem it from the government at any time.


    That must be what I was thinking of.

    And why iron instead of gold? Well, in real life gold was used because it was rare and highly desired. But in Minecraft iron is rare and highly desired. Gold is not that rare (since its a renewable resource thanks to pigmen) and not that desired. So it's subject to massive inflation if anyone builds an auto-pigman harvester. And players are just likely to want it less than iron and be less willing to trade for currency backed with it.


    That is a fair point, but are "auto-pigmen harvesters" actually possible? I always thought pigmen harvesting was pretty severely limited by a couple of factors:

    1. Water can't be used in the Nether, so there's no way to automatically collect drops to one spot (unless this can somehow be done with pistons?)
    2. There's no way to control pigmen spawning. They can spawn on any nearby surface.

    I mean, I know that some people have pigmen machines, but I think they're pretty slow. Correct me if I'm wrong.

    And I don't think players will avoid using iron and instead save it as currency. Why? Because you can convert back as much as you want. So instead of saving iron in chests they'll simply save it in their wallets as currency. Then they can convert back to ingots if they need to build rail or pistons or armor, or spend it if they want to buy something else.


    Oh... I was confused at first, but I think I understand your point. So to put it another way, if a person likes to mainly use iron for armor/tools, and saves their diamonds, they can sell the diamonds they saved for more iron, which will make up for the iron they used as tools. On the other hand if a person likes to use diamond tools, they can use the extra iron they saved to buy more diamonds. The market value of diamonds will theoretically reflect this, and it will even out. Is that basically it?

    But even so, I think the psychological effect of making iron currency will tend to encourage people to not use iron for tools/armor/rails. So it still doesn't seem like an ideal currency to me.

    You keep arguing that currency should be a useful commodity like iron, but I don't think that's necessary. I think you could pick anything, and as long as your server calls it currency then it automatically becomes desired.

    However, in your favor, I admit that "the iron standard" does have a catchy ring to it, and sounds kind of Minecrafty. Still, I imagine that most servers that use currency will stick with gold.
    Posted in: Survival Mode
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    posted a message on Silk Touch Enchantment
    Quote from Arin_Sugakuchi

    LEt's see you use Silk Touch on glowstone.

    Who's complaining now?


    That's a nice use... and it'd be worth a level 10 enchantment, maybe level 15.

    But people who spend countless hours farming monsters just so that they can mine glowstone slightly easier need to have their head examined. If you're going for Fortune III and you happen to get a Silk Touch, fine, but if you already have Fortune III it's a complete waste of time to spend high level exp on diamond tools. Actually, to be honest, it's a waste of time actively trying to get Fortune III... Fortune II is hard enough to get, if you're gonna grind for something grind for that.

    Most people who don't cheat will never have Silk Touch and will be mining their glowstone the normal way, and will be fine.
    Posted in: 1.0 Update Discussion
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    posted a message on The Food Pyramid: New Farming Method
    The most important thing in Minecraft is to make structures that look cool.

    Not only have you succeeded in doing that, but it even has a practical use! That makes it a big success in my book! I will probably be stealing this idea, thanks!

    Though I also think that regular flat farms have a certain aesthetic appeal to them, especially if they're huge. But it's fun to have multiple farms.
    Posted in: Survival Mode
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    posted a message on The Iron Standard - How Economy Mods Should Be Used
    Interesting idea, but...


    3. Iron is always useful. If another limited, but less universally used, resource like lapis or redstone was select some players might prefer to stick to a barter system rather than risk being stuck with something they don't need. You can never have too much iron though.


    I really don't understand this point. Why is it better to have a currency that is used for other things besides currency? That seems backwards. It forces people into difficult and unnatural decisions and with their resources... in an iron economy, now suddenly people will stop using iron picks, because that's a waste of "money." People will start using stone or diamond exclusively. They will tend to gravitate away from iron armor and towards leather or diamond armor. They will build less railroads/minecarts.

    To put it another way, by picking iron as your currency, you are making it much too valuable. Iron already had plenty of uses, so it's a desirable commodity by itself. If you suddenly make it currency, then iron can now easily be converted into any resource. Iron can be wood, iron can be gold, iron can be diamonds, iron can be potions, iron can be level 50 enchanted items. Iron can be anything. That makes Iron insanely valuable, while at the same time devaluing it's current uses. Why would you ever use a commodity like that for tools/armor? You wouldn't. To do so would be stupid.

    IMO, gold is a much better currency, because it has very little practical use. It's basically a luxury item. Though I think having gold as a currency would tend to discourage people from making roller coasters, but that's probably not a big deal. I'm pretty sure that ideal currency is a material that has no other use besides currency. I'm not an economy expert though, so maybe I'm wrong. IRL economies use a gold standard, I think? And gold is a luxury item, but we don't use the actual gold for currency... we use paper money which is backed by something, but basically worthless by itself. It's only value is that our government calls it currency.
    Posted in: Survival Mode
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