I can see justifications for making heavier armour consume more food. However, making it slower would ruin it. You are moving around a lot more that you fight. You need to get places. Slowing you down would just be annoying, which is an aweful mechanic. If a game is turn based, slower speed is a good trade-off. If mos of your time is spent in combat, the combat hinderence is a good trade-off. But the annoyance of running around the world in slower armour is not agood tradeoff.
Also, the situational armour idea doesn't really work well for minecraft. It take way too much inventory space to carry around multiple sets of armour for different circumstances, and when you find a situation that needs a different armour, going back to base to retreive it is not the most practical solution.
The cost of wearing heavy armour is the cost of maintaining heavier armour. Every bump and bruise you pick up hurts your armour.If you are wearing diamond armour, running around in it will ding and dent it more and hence its effective use is decreased. Is this really balanced? Not at the moment. but movement speed and jumping ability would just be annoying costs.
Your comparisons are terrible. First of all this isn't real life. It's a videogame. A more accurate real life comparison would be offering me %20 more bottled water when I have a high volume water filter in my home.
The resources to make new tools (beside diamond), are so abundant that it's not worth the time or effort to lug around old tools in hopes of combining them later. When I'm mining my inventory space is precious and 20% is not enough to make me fill up that space with old, used tools when I can just break a couple blocks and make a brand new one. My inventory is better used for lugging around the materials to make new tools.
most people take more than one pick with them when they go mining. If you don't, the extra time to make new ones on the spot, or return to base to make new ones, is an additional hassle.
Since you can craft them together on the spot, you don't need to lug around old tools in the hope of combining them.
You use one pick to about 40%
You use your second pick to about 40%
you combine them
you use your new pick.
You have now lessened the amount of time you have to spend placing your workbench, making a tool, and reharvesting the workbench. You don't need to carry 20 broken picks. That is why notch removed the repair bench from the system, that is not a good mechanic. At most, you need 1 extra tool. Most of the time, you will have at least 1 open slot. When you are getting to the point where you can't afford to devote an extra slot to a tool, you are nearly ready to return anyways, and you can sacrifice your extra repair to use up the last tool if it makes a difference. That doesn't mean you can't conviently get the extra benefit in the meantime.
Also, your comparison makes no sense. If I am offering you 20% more bottled water, you would be getting your water bottled anyways. Saying that it is like having a high volume water filter would be saying you are getting it from an entirely different source entirely. Its more like you are buying water from the store, and it only costs a penny per bottle. The bottles 10ft down the aisle cost the same, but have 20% more water, but you don't think it s worth walking the extra 10 feet to grab the bigger bottles.
You have a resource. You now have the oppurtunity to get 10-20% more value from it that you would otherwise. Your argument is "I have so much of that resource I don't care how much I spend of it."
If that is that case, getting twice the value wouldn't even be worth it. If the drain on your resource to mantain mining is so low you don't care about the efficiency, then you are nto going to care about any reduction in that cost. Who cares if pandora costs 5 dollars per year instead of 12 dollars? Sure, it is less than half the price, but the price was a hundreth of a percent of my income. If you are mining with stone picks, the extra use for each pick doesn't matter. If you are using diamond, the extra value is quite appealing.
I agree that having to count uses so you can repair it at precisely 40% durability would not be worth the effort, but you don't need to be that precise about it. As long as both tools are under half health you are still getting a bonus out of doing it.
But I agree, the system will really shine once tools are distinguishable and you are maintianing a special tool instead of trying to milk axtra uses out of generic toosl.
iron spawn rate should be dropped a lot, I can get a stack of iron within 30 minutes of making a new save
But if you are making minecart tracks that is only 170 blocks of travel, not really all that much.And you don't want to balance it so iron armour is completely infeasible if your wear armour, just slower.
However, I agree is does seem a bit too high at the moment. ores need to be rebalanced again.
Leather armor is pointless though, BECAUSE iron is so easy to get if you find a ravine / big cave.
They need to integrate leather into other crafting uses.
But iron also has the highest oppurtunity cost.24 iron per set of armour is 64 minecart tracks, for example. And the minecart tracks are a one time cost, the armour wears down and needs to be repaired/replaced, so over time mainlining iron armour has a significant oppurtunity cost. The problem with leather before was that it was unreasonably hard to get, and had to little durability it didn't pay off to use it.
Yes, iron armour is better and it is affordable. It should be. The issue should not be"I can't find enough iron to make armour, so I will settle for leather". It should be "I could use my iron for armour, but there are other things I would rather be spending it on. The diamond armour is a bit expensive for me right now, so I will use some nice and affordable leather armour and put my iron to other uses".
One ongoing inbalance in the game was leather armour. It was ironically easier to get 24 iron than to get 24 leather, making leather the worst choice due to being both inaccessible and weak.
However, now we can breed cows. A stack of wheat can lead to a herd of cows, allowing you to farm leather, and hence have a renewable supply. This shifts it from "I have iron for armour, but not leather" to "I can make leather armour easily, is it worth spending my iron for the upgrade", which is as it should be. And in turn, diamond armour is hard to get (don't tell me 24 diamond isn't hefty. Manageable, yes, but expensive) but rather powerful.
I haven't had a chance to play the second pre-release yet, but those of you who have, do you agree that leather armour is now the cheapest?
Yeah, I took a pretty long break from Minecraft, sometime around when beds were first added (and before they changed night to day). I'm used to iron being much harder to attain...now it's falling out of the sky.
I don't remember the precise timeline now, but tools also used to have much lower durability. Esp. diamond. It now has many times the use of iron. diamond stuff lasts for ages, it is well worth it now.
By the way who uses iron and diamond tools for mining anyway? I need to save my iron for other things and only use my precious diamond pick when necessary. I otherways carry a stack of logs and have essentially unlimited stone tools.
I tend to use iron or diamond exclusively. Unlesss you have a very specific plan (build a really, really long railroad, for instance), I find that the extra speed from iron tools is well worth the cost. Even when you are trying to get mass amounts, the amount of iron you actualy spend on tools is fairly low.
And diamond stuff is just awesome, and lasts long enough to make it well worth the effort.
The mere fact that you end up with multipel stacks of iron means that it is easily affordable to spend it on tools.
The whole thread isn't about eggs. Also, eggs seem missing all together. My theory is that Notch hasn't made up his mind whether he's implementing baby animals or eggs since "mating" spawns an adult animal.
Twitter has made it clear that baby animal are merely unimplemented, but planned.
The system is currently broken, as it stands you create a brand new but used item.
There needs to be another mechanic that allows you to choose which item gets repaired, especially if there are enchanted items, currently even with the bonus, would you want to lose your enchanted item for the sake of some extra uses on a mundane one.
It's just not complete yet or Notch hasn't thought it through properly.
I'm sure when it makes a difference to have them repair one instead of creating a new one it will. Maybe the bottom item will transfer all of its properties over, for instance. As it is, I wouldn't worry about it.
Makes me think of nethack. You didn't know what potions did until you tested them or identified them. You just had a description. A "Milky potion" or a "clear potion", though the clear potion was always water.
Notch tweeted that
"What it means? It means we can do item enchantments, item naming, more than "just" 65k possible maps per level, and all sorts of "
Which means that all the reasons I gave for including item repairs are now possible :smile.gif: Game design theory has predictive powers, who knew. See, Notch does operate on sensible principles. The plan is not always apparent from any given state of development,
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even exploring mineshafts, I'm not exactly pulling out stack after stack of mine cart tracks. I am using stack upon stack of them.
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Also, the situational armour idea doesn't really work well for minecraft. It take way too much inventory space to carry around multiple sets of armour for different circumstances, and when you find a situation that needs a different armour, going back to base to retreive it is not the most practical solution.
The cost of wearing heavy armour is the cost of maintaining heavier armour. Every bump and bruise you pick up hurts your armour.If you are wearing diamond armour, running around in it will ding and dent it more and hence its effective use is decreased. Is this really balanced? Not at the moment. but movement speed and jumping ability would just be annoying costs.
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Does that look awesome in motion?
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most people take more than one pick with them when they go mining. If you don't, the extra time to make new ones on the spot, or return to base to make new ones, is an additional hassle.
Since you can craft them together on the spot, you don't need to lug around old tools in the hope of combining them.
You use one pick to about 40%
You use your second pick to about 40%
you combine them
you use your new pick.
You have now lessened the amount of time you have to spend placing your workbench, making a tool, and reharvesting the workbench. You don't need to carry 20 broken picks. That is why notch removed the repair bench from the system, that is not a good mechanic. At most, you need 1 extra tool. Most of the time, you will have at least 1 open slot. When you are getting to the point where you can't afford to devote an extra slot to a tool, you are nearly ready to return anyways, and you can sacrifice your extra repair to use up the last tool if it makes a difference. That doesn't mean you can't conviently get the extra benefit in the meantime.
Also, your comparison makes no sense. If I am offering you 20% more bottled water, you would be getting your water bottled anyways. Saying that it is like having a high volume water filter would be saying you are getting it from an entirely different source entirely. Its more like you are buying water from the store, and it only costs a penny per bottle. The bottles 10ft down the aisle cost the same, but have 20% more water, but you don't think it s worth walking the extra 10 feet to grab the bigger bottles.
You have a resource. You now have the oppurtunity to get 10-20% more value from it that you would otherwise. Your argument is "I have so much of that resource I don't care how much I spend of it."
If that is that case, getting twice the value wouldn't even be worth it. If the drain on your resource to mantain mining is so low you don't care about the efficiency, then you are nto going to care about any reduction in that cost. Who cares if pandora costs 5 dollars per year instead of 12 dollars? Sure, it is less than half the price, but the price was a hundreth of a percent of my income. If you are mining with stone picks, the extra use for each pick doesn't matter. If you are using diamond, the extra value is quite appealing.
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But I agree, the system will really shine once tools are distinguishable and you are maintianing a special tool instead of trying to milk axtra uses out of generic toosl.
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But if you are making minecart tracks that is only 170 blocks of travel, not really all that much.And you don't want to balance it so iron armour is completely infeasible if your wear armour, just slower.
However, I agree is does seem a bit too high at the moment. ores need to be rebalanced again.
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But iron also has the highest oppurtunity cost.24 iron per set of armour is 64 minecart tracks, for example. And the minecart tracks are a one time cost, the armour wears down and needs to be repaired/replaced, so over time mainlining iron armour has a significant oppurtunity cost. The problem with leather before was that it was unreasonably hard to get, and had to little durability it didn't pay off to use it.
Yes, iron armour is better and it is affordable. It should be. The issue should not be"I can't find enough iron to make armour, so I will settle for leather". It should be "I could use my iron for armour, but there are other things I would rather be spending it on. The diamond armour is a bit expensive for me right now, so I will use some nice and affordable leather armour and put my iron to other uses".
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10-20% extra uses for free is not worth it? Howso? if I offered you 10-20% extra income for free you would leap at the oppurtunity.
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However, now we can breed cows. A stack of wheat can lead to a herd of cows, allowing you to farm leather, and hence have a renewable supply. This shifts it from "I have iron for armour, but not leather" to "I can make leather armour easily, is it worth spending my iron for the upgrade", which is as it should be. And in turn, diamond armour is hard to get (don't tell me 24 diamond isn't hefty. Manageable, yes, but expensive) but rather powerful.
I haven't had a chance to play the second pre-release yet, but those of you who have, do you agree that leather armour is now the cheapest?
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I don't remember the precise timeline now, but tools also used to have much lower durability. Esp. diamond. It now has many times the use of iron. diamond stuff lasts for ages, it is well worth it now.
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I tend to use iron or diamond exclusively. Unlesss you have a very specific plan (build a really, really long railroad, for instance), I find that the extra speed from iron tools is well worth the cost. Even when you are trying to get mass amounts, the amount of iron you actualy spend on tools is fairly low.
And diamond stuff is just awesome, and lasts long enough to make it well worth the effort.
The mere fact that you end up with multipel stacks of iron means that it is easily affordable to spend it on tools.
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Twitter has made it clear that baby animal are merely unimplemented, but planned.
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I'm sure when it makes a difference to have them repair one instead of creating a new one it will. Maybe the bottom item will transfer all of its properties over, for instance. As it is, I wouldn't worry about it.
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Makes me think of nethack. You didn't know what potions did until you tested them or identified them. You just had a description. A "Milky potion" or a "clear potion", though the clear potion was always water.
1
"What it means? It means we can do item enchantments, item naming, more than "just" 65k possible maps per level, and all sorts of "
Which means that all the reasons I gave for including item repairs are now possible :smile.gif: Game design theory has predictive powers, who knew. See, Notch does operate on sensible principles. The plan is not always apparent from any given state of development,