You're misinterpreting effect with special effect.
But it is something you see. You don;t see effects, you see special effects. He also said it doesn't work to great in screenshots, which also implies that it is not only visual, but animated.
Hmm... I'm not sure I'd like an addiction system, any more than I'd like my character to get sick of eating the same food over and over again, or perhaps mercury poisoning from too much fish. Yes, such a system would be "realistic" but personally, I'd prefer it just being another tool you can use infinitely. Just my opinion.
Its more like the oppisite of an addicition system. An addiction system would lock you into using potions once you get addicted, and have a hard time breaking away. This is more of a toxicity system, to discourage excessive potion use.
let's put a toxicity bar in lol
I'd approve, but only if there were some ingredients that could reduce it, and maybe naturally some of the more powerful ones increase it, if we were allowed more than 6 ingredients then the harder recipes maybe could be lower toxicity, better balance or something. idk, it's a neat idea, but what would the negative effect be? I'd think just layering a nausea/poison/blindness would work well x]
Waves of naseua, a shaking cursor, intermediate slow effects. You would recover overtime if you abstained from potions, but continuing ot drink potions would make theepisodes more frequent. the base level would jsut have one episode, so if it happens you know you need to lay off the juice.
Maybe their needs to be a downside to excessive potion use? A potion here or there is fine, but if you are downing htem left and right,it will start to take its toll.
his openess has been one of the great things about minecraft. If people want to be surprised about updates and be gleefully ignorant of what is ocming, they don't have to listen to him. many of us like to get previews of what is coming. it also provides a conduite for more immedite feedback as to what they are doing, and ideas for things that are not yet implemented.
he said it's something you will probably never notice, so it isn't void fog, it's an effect, so it isn't oil, I don't think we've got any decent ideas going on here... lol
That is the tweet about black magic. Itis in a response to Jeb saying he didn't tweak the performance, which is a response to notch commenting that his performance improved.
Basically, the performance improved, no one issure why, and daniel jokely called it black magic.
I don't think you know what "effect" means. Effect is when you cause something to happen. Notch never said it was a dynamic effect. So I gotta agree with what people have already said, it looks like tar. Why would they add tar? Well we don't have an efficient fuel source and things will eventually go out. It will probably occur naturally.
So, from what I hae gleaned from twitter, combined with my own technical knowledge, is this:
There are multiple ways to craft any given potion. A potion crafted differently ends up with different data, and becomes unstackable. This is becasue the stack size is a single variable, not a collection of individual objects. Even if it was a collection, you would lose the ability to select which element of it you need to use, so stacks must be of identical objects. Since you need to be able to use an existing potion as a base for future upgrades, the precise details of the meta-data are important, and hence cannot be simplified. This means your can create identical potions(identical as far as effect goes) that will not stack, which Jeb considers to be an interface issue. He has tried to simplify teh system to avoid these duplicates from existing, but has failed. He is now trying to determine how he wants to handle this.
And that is the current state of potions, as I understand it.
What is illegitimate about mob grinders, they are playing smart not hard. The investment is in the planning and execution. You don't just magic up a mob grinder hell in most cases unless you build it on a spawner they don't even make a decent return on investment.
The fun is in the planning and building stages same with complex redstone.
Or you could look at it this way, you can either choose to hunt for your supper or you can set traps and let your supper come to you.
Mind you I still enjoy running around actively slaughtering things and like I said most of the fun in grinders is the planning, I have built several and enjoyed every singe one.... once I'm finished I almost never bother checking them. Still every once and a while when I find myself running low on supplies a grinder has come through with a few extra arrows or some "animal products".
If anything I'd be concerned that it sounds like some potions will be infinitely dilutable so you only have to make them once and poof infinite (insert series of effects here)
Its not so much that they are illegitimate, as that they are unbalanced. It is because they are legitimate that this is an issue. In particular, skeletons. Arrows especially. One downside to the bow is supposed to be limited ammo. In normal gameplay, skeletons do not drop enough arrows for you to use the bow as your main weapon. If that is an edge you want, you have to put forth the time to harvest flint, harvest fatehrs, and create stacks of arrows. A mob grinder completely circumvents that. It may have a high start-up cost, but when you can leave the game running for a month and get more arrows that you know what to do with, the investment/return ratio flips. Suddenyl ,bows are essentially free to use, deal awesome damage, at range, and all downsides flit away in the wind.
Don't get me wrong, I'm all for encouraging creativity and turning opposition into an advantage. I'm not even really against mob grinders. Its just that mob grinders provide access to high volumes of resources that should be limited. Lets suppose minecraft does get bosses. a clever player may set up a tnt cannon to assualt the boss with. Now, that is creative and I have no problem with it. But normally, a TNT cannon would be a significant resource investment. You would have to kill a lot of creepers, and build up a sizeable pile of gunpowder. Doable, but it takes effort. Its not something you will do casually. however, once you have built a mob grinder, gunpowder is no longer a limiting factor. Sure, it may have been easier just to kill the creepers to make the one TNT cannon. but now, you aren't just limited to making one. You can use TNT everywhere, easily.
In a short-term game, the high startup cost of a grinder could balance it against gathering the resources by hand. That would be perfectly reasonable. However, minecraft is not a short-term game. it is a long-term game, and in the long run, resources without an incremental cost are unbalanced.
Some resources are meant to be farmable. Reeds, wheat, meat, cacti... you are meant to be able to get them in large quantities. It is not unbalancing to the game to do so. However, other resources are, and they are not naturally farmable. It is grinders that take the resource and move it into the farmable category, and hence create the disruption.
This will be even more true if people start farming potion ingredients. Those ingredients are meant to be a reward for combat. After going out and defeating a variety of enemies, you can convert them into temporary buffs. If those resources are no longer limited, you lose the cap on potions, and end up with semi-permament buffs as you always have the potion efffect in play.
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So?
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But it is something you see. You don;t see effects, you see special effects. He also said it doesn't work to great in screenshots, which also implies that it is not only visual, but animated.
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Its more like the oppisite of an addicition system. An addiction system would lock you into using potions once you get addicted, and have a hard time breaking away. This is more of a toxicity system, to discourage excessive potion use.
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Waves of naseua, a shaking cursor, intermediate slow effects. You would recover overtime if you abstained from potions, but continuing ot drink potions would make theepisodes more frequent. the base level would jsut have one episode, so if it happens you know you need to lay off the juice.
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I'm sorry?
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Sugar rush?
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Yeah, we are all pretty much clueless.
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Kappische Daniel Kaplan
@jeb_ @notch used black magic?
That is the tweet about black magic. Itis in a response to Jeb saying he didn't tweak the performance, which is a response to notch commenting that his performance improved.
Basically, the performance improved, no one issure why, and daniel jokely called it black magic.
Have I explained the joke enough now?
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I'm not doing serious research, so its plenty reliable for the purpose.
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Effect. As in "special effect".
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It was a joke about why performance improved, not a new feature. Move along.
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There are multiple ways to craft any given potion. A potion crafted differently ends up with different data, and becomes unstackable. This is becasue the stack size is a single variable, not a collection of individual objects. Even if it was a collection, you would lose the ability to select which element of it you need to use, so stacks must be of identical objects. Since you need to be able to use an existing potion as a base for future upgrades, the precise details of the meta-data are important, and hence cannot be simplified. This means your can create identical potions(identical as far as effect goes) that will not stack, which Jeb considers to be an interface issue. He has tried to simplify teh system to avoid these duplicates from existing, but has failed. He is now trying to determine how he wants to handle this.
And that is the current state of potions, as I understand it.
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Its not so much that they are illegitimate, as that they are unbalanced. It is because they are legitimate that this is an issue. In particular, skeletons. Arrows especially. One downside to the bow is supposed to be limited ammo. In normal gameplay, skeletons do not drop enough arrows for you to use the bow as your main weapon. If that is an edge you want, you have to put forth the time to harvest flint, harvest fatehrs, and create stacks of arrows. A mob grinder completely circumvents that. It may have a high start-up cost, but when you can leave the game running for a month and get more arrows that you know what to do with, the investment/return ratio flips. Suddenyl ,bows are essentially free to use, deal awesome damage, at range, and all downsides flit away in the wind.
Don't get me wrong, I'm all for encouraging creativity and turning opposition into an advantage. I'm not even really against mob grinders. Its just that mob grinders provide access to high volumes of resources that should be limited. Lets suppose minecraft does get bosses. a clever player may set up a tnt cannon to assualt the boss with. Now, that is creative and I have no problem with it. But normally, a TNT cannon would be a significant resource investment. You would have to kill a lot of creepers, and build up a sizeable pile of gunpowder. Doable, but it takes effort. Its not something you will do casually. however, once you have built a mob grinder, gunpowder is no longer a limiting factor. Sure, it may have been easier just to kill the creepers to make the one TNT cannon. but now, you aren't just limited to making one. You can use TNT everywhere, easily.
In a short-term game, the high startup cost of a grinder could balance it against gathering the resources by hand. That would be perfectly reasonable. However, minecraft is not a short-term game. it is a long-term game, and in the long run, resources without an incremental cost are unbalanced.
Some resources are meant to be farmable. Reeds, wheat, meat, cacti... you are meant to be able to get them in large quantities. It is not unbalancing to the game to do so. However, other resources are, and they are not naturally farmable. It is grinders that take the resource and move it into the farmable category, and hence create the disruption.
This will be even more true if people start farming potion ingredients. Those ingredients are meant to be a reward for combat. After going out and defeating a variety of enemies, you can convert them into temporary buffs. If those resources are no longer limited, you lose the cap on potions, and end up with semi-permament buffs as you always have the potion efffect in play.