This is one instance where I don't think the "don't like it, don't use it" argument works too well. I believe there are plenty of instances where this argument works, but those instances are of more-or-less balanced gameplay. What we are trying to point out here is that this is horribly unbalanced--using a very valuable resource for a completely optional and cosmetic effect.
So you can say "Don't like it, don't use it," and that is in fact what I am doing right now. But there is nothing wrong with pointing out that the feature is unbalanced in terms of input versus output. It's one thing to not use a feature because we simply don't like it. It's another thing to not use a feature because it is prohibitively expensive. I would just like the firework trails to be a realistic option, especially considering how this feature affects actual gameplay (i.e., not at all). But right now it is nowhere near realistic outside of creative mode.
It would be like if you had to create flower pots out of three diamonds. Sure, it would be easy to say, "don't like it, don't use it." But what's the point of having something in the game if it is too prohibitive to use in survival mode?
- LazyJay
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Suho1004 posted a message on Diamond FireworksPosted in: Recent Updates and Snapshots -
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GerbilCrab475 posted a message on Diamond FireworksAgreed, one diamond is absurd for a one use item that just makes pretty lights.Posted in: Recent Updates and Snapshots -
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spiderraptor42 posted a message on Diamond FireworksGlowstone is renewable, you can buy it from villagers. Trail effect, IMO, should be changed to something like redstone or sugar that IS renewable.Posted in: Recent Updates and Snapshots -
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thecamelishungry posted a message on Diamond FireworksI was just wondering if anyone thought the requirement for the trail effect is really worth 1 diamond for only 1 really short rocket.... I mean, it would be great if crafting with a diamond or glowstone dust yielded at least 8 stars due to those items also being nonrenewable.Posted in: Recent Updates and Snapshots -
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23232323 posted a message on Giant Redwood TreesPosted in: Suggestions
I wasn't replying to your post.
Quote from D_Cooper
That was not my logic at all. Every tree exists to fit into a certain biome.
Read that again. You see the issue? The trees were added to fit into biomes. The biomes were not added to fit around trees.
The OP did mention a biome, maybe it wasn't in the original post but it was there. Either way these could be great as part of a biome. -
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23232323 posted a message on Giant Redwood TreesPosted in: SuggestionsQuote from D_Cooper
Being critical is not remotely the same as being defensive. I am not defending a thing.
An entire biome being made just for these would only raise further issues of uses. Spawning in jungles would be the most fitting but redundant as jungles already have giant trees. Incidentally, that brings up an important point: Jungle trees already serve the purpose of a giant tree, unless your intent is something far larger.
By your logic we should only have one type of tree.
Let's have this biome. -
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CreatorWorks posted a message on Giant Redwood TreesA Redwood Biome would definitely be cool too. You don't have to be so defensive about it. It's not like this is something I'm going on a crusade for, it's just a nifty idea I'm tossing out there into the sea of suggestions in case the game makers like it too.Posted in: Suggestions -
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CreatorWorks posted a message on Giant Redwood TreesNow that the ability to grow giant Jungle trees has been implemented (bonemeal on a 2x2 set of jungle saplings), wouldn't it be cool if you could grow giant Redwood trees with a 2x2 set of Pine saplings?Posted in: Suggestions -
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James_Raynor posted a message on What I feel minecraft is lacking.It seems to be that even with all the cool new stuff found in 1.8 and 1.9 that there's something.... lacking in the updates. So I thought I'd put together a list of things that I believe that minecraft needs to start focusing on again.Posted in: Discussion
More Ores:
I don't know about you all, but I'm kind of disappointed that we haven't had any new ores since January 29, 2010. This to me is quite a long time for minecraft. The closest thing we got to new 'Ores' were lapis (January 13, 2011) and redstone (July 3, 2010). Pretty much all new blocks added were either crafted from materials we already had, or were so abundant that there's no reason to search for it.
More unique treasures:
One big issue next to ores is that there's hardly any reason to go treasure hunting, most of the treasures you find in the game are either nearly useless or can be more easily obtained elsewhere and quicker by simply mining or farming. Currently the best thing I've found to that is the watermelon seeds, that's only one and it's an item that once you have one you're pretty much set for life. Some new items to fill this gap would be nice, why not put in accessories into the game that give special effects like terraria has? While I'm not saying copy it wholesale, it's kind of disappointing to see that minecraft doesn't really reward exploration beyond sight seeing.
More features for the nether:
Now here's another pressing issue. The nether is a pretty dull place, there's no real reason to be there at all. All the items that have use are pretty much very niche or are easily farmed. Netherrack, soulsand, and glowstone are readily found. Strongholds only have one real feature and that's to hold netherwart and blazes, netherwart can be farmed after you got just a single unit and blazes have some reason to attack them but they come from spawners so once you found one there's no reason to explore anymore.
More distinct biomes:
Here's another rather annoying issue I found. Biomes are lacking in unique content, there's no reason to go explore into different biomes as they all have more of the same. No unique mobs, No unique treasures or ores, and there's barely any 'Flavor' objects to make the biomes feel more alive and different from the other biomes. Cloest we got are a few 'grass' items, that's it and they all are pretty irrelevant or are identical in use.
Better mob spawning algorithm:
One big issue I noticed is that there's no difference in mob spawning code depending on location. Spawning either comes in two flavors, randomly anywhere, or only from a monster spawner. Some kind of improved spawn conditions would allow for more unique mobs. For example certain mobs may only spawn when in certain biomes, at certain depths, on certain blocks, or when there's a certain amount of a block nearby.
More combat items:
A particularly annoying issue, you currently have two flavors of combat. Shoot with arrow, or punch with sword. While the blocking mechanic has attempted to fix that a bit the combat as a whole is very lack luster and with the game's current direction that needs to change. Larger weapon variety and more practical ways to kill mobs would be greatly appropriated. I know you can use things like gravity and lava, but the issues with those is that they're not practical and they're unrewarding. While I'm not asking for twenty flavors of sword I'd like more than 'Sword and Bow' or at least if those are the only two options for them to have more depth than click the left mouse button to hurt things. It doesn't even need to be a combat weapon, something like say a grapple hook would make the game much more enjoyable even if it's not a direct combat item.
More interesting mobs:
My biggest complaint with the mobs is that they have basically a cut and paste of the AI from the others. None of them are smart or have any real interesting tricks to them. With the exception of the creeper they either shoot something at you or (much more commonly) touch you for damage. None of the monsters are particularly hard to kill or require much strategy except for the creeper (MAYBE). None of the mobs can interact with doors, levers, buttons, etc. None of the mobs try to ambush the player (I know sometimes it feels like they do, but that's more dumb luck than any programming genius). None of the mobs have special abilities(Bar the enderman's teleport and block carrying ability), all have exactly one attack that they use over and over if it's not the typical touch for damage. And finally, none of the mobs try to navigate around traps, all march directly to the player oblivious of lava, gravity, fire, and other such methods of killing mobs. While I can understand why some mobs do this, all of them is a totally different subject.
Less mechanics that are 'Add because they looked cool' then ignored for long periods of time or simply don't fit the game:
A fairly annoying issue is that rather than get a feature nailed down right the first time notch seems to put stuff in at a very very basic form and leave it that way for months on end and after that only expanding on it slightly before ignoring it yet again. We saw this with the nether, it's pretty featureless and even with the new stuff from 1.9 there's little reason to invest in mining operations or exploring past your first strong hold. Villages are also in a similar state, they just were cool to add and that's about it. They really add next to nothing to the game other than to give the player a "Oh cool" moment before figuring out that's all to it and going back to making their skull fortress or whatever.
Does the forum goers agree with any of what I said? Any feedback would be welcome, so long as it doesn't amount to a flame/bash with absolutely no substance. -
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Cave_Johnson posted a message on Only 14 year olds?Please in the nicest way possible... shutup.Posted in: Discussion
We have beaten this horse to death, people.
once again,
AGE ISN'T THE REAL ISSUE
The issues in the start of the topic, started with age...
but they are really about maturity, and server security.
Please let's not kid ourselves.
Some people don't act their age, some do. <--- that is the given
But
People really should be debating about how to handle the lil immature bastards... (I prefer handcuffs, broken rusty rake, bed-springs, and a car battery)
Are we really going back and forth on the age issue? Really people?
Let's talk about handling immaturity, while being mature...
Stomp the fights, damn, or do I have to use the car-battery rake on someone?
Cave Johnson, we're done here. - To post a comment, please login.
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1) How old are you? 30+
2) What is your in-game name? Jay_Ox
3) How did you find out about Jackals Den? Minecraft Forum
4) Have you read the rules and agree to follow them? Yes
5) Tell us a little about yourself.
Hi, I'm Jay, I'm in my 30's and live in the US. I've been playing for several years now and enjoy building and chatting with other players. I prefer to play on vanilla SMP servers that are adults only, usually with some form of lockette or grief protection in place.
*edit* copy/paste wasn't working properly so I had to retype everything.
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I'm with many other people who agree it should be redstone and not diamonds used to form firework trails. Furthermore, fireworks are single use items that last but a moment once used. It would be nice to see a greater reward for our efforts like OP suggested, each crafted firework making 4 or 8 sounds far more reasonable. As it stands now I think many of us will be faced with the option of crafting a beautiful fire work, or a mediocre one, depending on how willing we are to spend our diamonds crafting them.
*edit* I never used a looting enchanted sword before and I realized that it balances out the drop rate on leather that I was complaigning about.
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