• 1

    posted a message on Horses Break Minecraft Design "Rules"
    Quote from oCrapaCreeper

    Unless there's a documented list by Mojang, or official word, there were never "rules" to begin with.


    Prior to the release of horses, everything kind of fit together. Horses deviate from previously established conventions. To say otherwise is akin to saying that horses have always been in Minecraft, which, well... you go on thinking that.
    Posted in: Recent Updates and Snapshots
  • 5

    posted a message on 5 Reasons why saddles NEED a crafting recipe!
    I already threw down my opinion on craftable saddles way back there, (and I'm sticking to it) but for the sake of productive discussion, strictly hypothetically, what if you had to acquire a saddle in a dungeon in order to be able to craft it?

    Or what if you had to decraft XX saddles in order to be able to "learn" the crafting recipe?

    Crazy, I know. I don't particularly feel it's an ideal solution, but there's something to chew on. The biggest problem with this idea, I feel, is that it's not in line with the mechanics that are already in place, and accommodating it would most likely require a fair bit of work. Too much for just one item, most likely. At the same time, laying down the infrastructure for this kind of thing could prove to be very useful for modders latter on down the line. (Adding hooks for recipe learning, and so on. You'll get me if you get me, or you'll feel violently opposed to anything I'm saying if you're under twelve.) This could make it a worthwhile investment, but as I expressed earlier, it's too much of a sore thumb with regards to the rest of Minecraft's mechanics.

    Another odd solution. What if crafting them cost experience? Game mode could determine prices or something. Other items could be brought in line with this mechanic fairly quickly as well. Balance issues could be tweaked with increased experience rates or whatever.
    Posted in: Suggestions
  • 3

    posted a message on 5 Reasons why saddles NEED a crafting recipe!
    The (saddle) recipe is an artifact of porting code from the Mo' Creatures mod. It was never an intended feature. If you're so set on crafting one early, just spawn in a village and reroll your village blacksmith until he sells them. Or find them in chests. You can find them in chests even with structures turned off if you go to the Nether and raid a Fortress for loot.
    Posted in: Suggestions
  • 3

    posted a message on Saddles should be craftable
    Quote from Kiviar
    Just reroll your butcher until you get one with cooked porkchops or steak as the refresh. Its not like its hard to get stacks and stacks of emeralds with enough charcoal.

    Heck with hoppers fully automating your charcoal maker its even easier.


    Good, so the clever kids get their stacks of saddles, and the whiners cry about all the toys they aren't being given for free. I don't see what the problem is.
    Posted in: Suggestions
  • 2

    posted a message on Upcoming dungeon loot
    Quote from Debugman18

    I'm curious about the nether chests mentioned by Jeb.
    I hope they have a nether-skinned theme to them.
    Posted in: Future Updates
  • 2

    posted a message on :Petition: keep saddles craftable. Jeb ruining horses and pigs at the same time.
    Can I antisign? Someone make an antipetition to counter this movement.
    Posted in: Future Updates
  • 1

    posted a message on 1.5.2 Pre-Release and...a Snapshot Too?
    Here's hoping the new zombie horde spawning behavior will get it's own cool animation with new undead clawing themselves from nearby earth.
    Posted in: Minecraft News
  • 2

    posted a message on Pigs are useless now (NOT a hate thread on horses)
    Oh hey, this has been suggested before, but maybe taking your pig out on a leash could ocasionally yield some mushrooms or something?
    Posted in: Suggestions
  • 4

    posted a message on Pigs are useless now (NOT a hate thread on horses)
    The ability to fatten pigs is morbid, but also hilarious. I hope the dev team considers this.

    ...To make pigs interesting perhaps it would be worth considering pig men.
    Posted in: Suggestions
  • 1

    posted a message on Regional Difficulty?
    I'm okay with this change, I guess. I think it would be cool if they dropped more spawners all over the world as well. So clearing an area of spawners would be the first step in building a community.

    Quote from DragonHeroBlaze

    You know, if you think about it, this realistically makes sense.
    The enemy knows where you are; the weaker troops they have tried using against you didn't succeed.
    You've presented them with a challenge, so they will now give everything they have got in order to kill you.

    I don't see how that "realistically makes sense." The enemies aren't an organized militia or anything, and I don't think the undead can be emotionally stirred to try harder. If you'd have suggested that over time you're simply weeding out the weaklings, or that they're otherwise adapting in some way, that would have made sense.

    Also, Dinnerbone has expressed that he doesn't want mobs to have different stats, so difficulty is probably going to be tied to the equipment they're sporting. In this scenario, it could be explained that in places where people reside for a long time there's a better chance for the undead mobs to find loose gear to wear.

    Quote from TVflea

    Difficulty<Gameplay>Realism.


    I don't understand what you're trying to illustrate with this post.
    Posted in: Recent Updates and Snapshots
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