• 1

    posted a message on Cows, Pigs, and the Problems with Leather Armor
    Quote from Hyur»
    This thread is outdated. Pigs now drop more food than cows, and the leather drop rate has been adjusted.

    Well I did come up with this idea two years ago, after all. Although you are wrong about the leather drop rate, it has not been adjusted. Cows still drop 0-2 leather.

    Quote from Jeffryfisher»
    Having just read all 18 pages...

    All of this is great stuff. Other people in this thread have made various similar suggestions, but all together they paint a very convincing portrait of a better balancing solution than my initial suggestion. Tbh I was aware of the issue that simply making cows drop more leather wouldn't change the fact that you'd still have to find cows, but I decided to ignore that problem because I figured on survival worlds you'd spawn in or near the appropriate biome often enough (and the challenges caused by the deficiencies of living in different kinds of biomes is part of the game), and on servers finding the animals you need is generally as easy as asking someone where some are. This was also why my preferred suggested rate was set so high; I wanted players to be able to get the leather they needed even if they only found a few cows.

    You are right, however, that setting back the progression to iron tech makes more sense. No matter how common we make leather, people are still going to forgo it in favor of iron because iron is just far too easy to acquire. I like the idea of requiring leather as a necessary step before iron (I especially love the idea of needing leather armor as a "base" on which to build iron, gold, or diamond armor), but only if it doesn't turn out as poorly as requiring leather as a necessary step toward enchanting did. But then, your second suggestion would fix that issue. Although personally, I think you didn't go far enough with that suggestion. Instead of a single leather-dropping species per biome, why not make all animals drop leather? After all, leather is simply tanned animal hide, and the type of animal doesn't particularly matter.

    Personally, I love the idea that all animals would drop a generic "hide" item of some kind, which could then be broken down into leather sections, similar to the way bones are dropped from skeletons and then turned into bonemeal. You can't exchange it between "block form" and "ingot form" like you can with ores, but it still allows you to store much more of the stuff than you otherwise would be able to as long as you refrain from breaking it down before you need to. This would also make leather a resource nearly as common as wood, which was one of my original stated goals, and I think this would be it's proper place in the tech tree. it also wouldn't significantly increase the cost or slowness of leather as a resource, as you would be able to break it down in your inventory or at any crafting station. Perhaps large animals like cows and horses would drop multiple "hide" pieces, and small animals would drop less. This could be tied into the system described by your third suggestion.
    Posted in: Suggestions
  • 128

    posted a message on Cows, Pigs, and the Problems with Leather Armor
    EDIT: After two years, this thread is no longer an entirely accurate reflection of the current state of Minecraft. The basic problem I describe here, however, still very much persists. For more current and relevant discussion of this issue, you can skip directly to page 18.

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    The basic ideas of this thread are as follows:
    • Leather armor is not easy enough to acquire to balance out it's inferior statistics. Leather itself should be a commonplace early-game resource.
    • Cows are unbalanced, in that they make pigs redundant and irrelevant by producing the same amount of identical food that pigs do in addition to other items that they don't.
    • Both of these problems can be solved by a simple tweak to the cow's item drop rates.
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    I don't know about all of you, but I've never used leather armor. I always found it to be easier to go right to iron armor; taking the time to pen in cows and breed them for leather would set me back quite a bit in game progression, and you rarely find nearby the 12-24 cows necessary to craft a full set of leather armor early enough in the game for it to be relevant for you to do so. I could better spend that time setting up a mining operation.

    In relatively short order you can have enough iron for not only armor, but other essential items as well. Going directly for iron armor serves multiple goals simultaneously, whereas obtaining enough leather for armor is a task you have to go out of your way to accomplish and serves only that single goal to the exclusion of all others. Therefore, skipping over leather and going immediately for iron instead is the more efficient path to take, and the one most players will be most likely to follow. I have seen this first-hand in at least 90% of cases on all servers I've played on. This clearly doesn't make sense, as it puts the lowest tier armor in an unfortunate crossroads of being simultaneously less effective and more time-consuming to acquire.

    Clearly, leather armor needs to be easier to obtain in order to balance it out and make it worthwhile for the player to spend time in the early game on it. So here is what I propose: make cows drop more leather, and less steak. When you think about it, cows and pigs are currently equal in terms of food value, but cows have an additional leather drop and are capable of producing milk. This makes them the clear choice for breeding, and makes pigs redundant and irrelevant. Why breed pigs when you can breed cows for the same resource cost and get much more payback for your efforts?

    If, however, cows dropped primarily leather and only dropped a small amount of steak, it would give each animal clearly-defined roles and make both important to breed. And it would make the acquisition of leather for armor easier and give leather armor back it's rightful place as the cheap and commonplace first armor set players make.

    Current Drop Rate:
    0-2 leather and 1-3 steak
    Even with the most improbable good fortune, under these rates you will need to kill a minimum of 12 cows to obtain a full set of leather armor, and potentially as many as 24 if you get only the minimum amount of leather from each cow you kill. But cows are capable of dropping no leather at all, which means that you might even need to kill more than 24 cows to obtain the leather needed for a full set of armor, with no theoretical maximum. This is absolutely ridiculous.

    Conservative Suggested Rate:
    2-4 leather and 0-1 steak
    Under this rate, you would need to kill a minimum of 6 cows to craft a full set of leather armor, and as many as 12 maximum. These numbers are improved, but not quite as much as I would hope.

    My Ideal Suggested Rate:
    3-5 leather and either remove steak, or alter it or porkchops
    With this rate the number of cows killed is now as low as 5 and as high as 8. This seems much more reasonable to me, as leather armor is primarily only relevant for a fairly small window of time in the early game, so you should obtain it as soon as possible. Either the steaks or the porkchops would be altered in terms of hunger value or saturation to make them no longer redundant and give each it's own place and use.

    Pig item drop rates would remain unchanged in all scenarios.

    An idea from a thread contributor that I very much support:
    Quote from PatDay

    4) Give leather new benefits - Make leather mechanically desirable Certainly not as much as diamond, but something people would consider using. I think the best option might be to include special non-combat enchantments only leather can get such as a Speed boost or Sneaking option (players are invisible to mobs past a certain distance while crouching). It would give people a reason to make a "work" outfit out of leather. This would seem to be only a benefit in my opinion and can't think of any drawbacks.


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    Copy and paste this code into your signature to support this rebalancing effort:
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    Posted in: Suggestions
  • 1

    posted a message on [NEW] ExCraft Vanilla Survival Server - Whitelisted
    Hmmm... it times out every time I or my brother try to log on.
    Posted in: PC Servers
  • 3

    posted a message on Snapshot 13w38a Ready For Testing!
    I wish they'd stop it with the whole "keeping the new features secret" thing. Please just tell us what the new additions are in the snapshot announcement like you used to.
    Posted in: Minecraft News
  • 3

    posted a message on Thoughts on new ocean generation?
    I liked the huge oceans, I just think that Mojang needed to do something with them to justify their existence. They should've added content to the ocean biomes that gave players a reason to travel out to sea and made it worthwhile for them to do so. People have certainly been asking for it for long enough. I hope they don't shrink the oceans too much.

    Also, they had better not be getting rid of islands. I LOVE islands.
    Posted in: Future Updates
  • 2

    posted a message on Cows, Pigs, and the Problems with Leather Armor
    Quote from zanduh

    well there you go a good amount of leather is needed for both saddles and horse armor

    Also my 2 cents: Starting fresh on a new survival world i had full leather in the span of 20 minutes killing cows on in the fields. Within the hour my brother and i swapped it out for iron armor from our first caving. The same day we had diamon swords and helmets.

    Resources aren't rare and weeping for underused lower-tier armor is silly


    >I had a good run of luck, therefore no problem exists in all possible instances.

    Good logic there, buddy. Unfortunately, you are incorrect. It's certainly possible to get enough leather early enough in the game for it to be relevant to do so, but it's more likely that you will not find enough cows early enough in the game to use for armor-making purposes, and even if you do, you are forced to either spend a good deal of time that could otherwise be spent on normal game progression on the sidetrack of penning and breeding cows, or you are forced to obliterate the herd entirely in order to get the armor in a reasonable amount of time. Let me put it in an easy-to-understand timeline form (follow the arrows):

    'Normal' game progression
    Get wood>Make pick>Get stone>Make pick>Get iron>Make iron tools/armor>Get gold/redstone/diamond,etc.

    Game progression with the leather goal added
    Get wood...........................................................................................................Make a pick...
    V...........................................................................................................................^
    Find cows>Build a pen>Coax cows into pen>Wait for enough cows to breed to make leather armor
    Posted in: Suggestions
  • 1

    posted a message on Snapshot 13w16a Ready For Testing!
    Someone who got it to work should post some screenshots of carpets and how they work. :)
    Posted in: Minecraft News
  • 1

    posted a message on Cows, Pigs, and the Problems with Leather Armor
    Quote from skgr

    I think they should drop your "ideal suggested rate" but they should still drop normal amounts of steak. If you think about it cows did drop just enough steak for it to be a balanced food source. Leather does not equal food and food does not equal armour. So raising leather's drop rate and keeping the steak drop rate the same would be balanced in my opinion. (If porkchop drop rate is raised)
    The point of my suggested changes is to solve two imbalancing issues with one fix; the scarcity of leather, and the redundancy of cows and pigs.

    Quote from ThizBoss

    I like the idea of the more leather drop rate, but I don't think that leather is hard to aquire. If you land in the plains than you find a BUNCH of cows. You can also have a farm for them. Leather armor is very weak, but since they added dyed armor I think that it is more useful for design, because the armor itself doesn't protect you that much at all and is very weak.
    Yes, if you spawn in a plains biome you might find enough cows to make a suit of leather armor. But even then, you'll have to simply slaughter entire herds in order to get it in a semi-reasonable amount of time in the early game. If you want to do it in a sustainable way, without wasting all those cows, it'll take you a lot longer; you'll need to collect enough wood to pen them all in, then you'll need to grow wheat, which means you need to start a wheat farm before even beginning to work on your cattle ranch, you'll need to build the pen and actually drag each cow inside it, and then you'll have to breed/slaughter a minimum of 12 times and possibly more than 24 times until you have your first basic armor set - all of which assumes you'll even find enough cows in the first place, which doesn't happen that often.

    On the other hand, you could just grab some wood, make a pick, collect some stone, make better tools, find a cave, and start mining iron. You'll get a better set of armor much quicker, and you'll be closer to finding other necessary materials as well.

    My point with this thread is that leather armor isn't worth the trouble to which you currently need to go to acquire it.
    Posted in: Suggestions
  • 1

    posted a message on Cows, Pigs, and the Problems with Leather Armor
    Quote from PatDay

    4) Give leather new benefits - Make leather mechanically desirable Certainly not as much as diamond, but something people would consider using. I think the best option might be to include special non-combat enchantments only leather can get such as a Speed boost or Sneaking option (players are invisible to mobs past a certain distance while crouching). It would give people a reason to make a "work" outfit out of leather. This would seem to be only a benefit in my opinion and can't think of any drawbacks.
    This is a very good idea that I hadn't considered. Incentivizing people to use leather instead of iron or diamond would complete the goal of giving leather it's own useful place in the crafting tree, and making it the true 'light armor' with stealth and speed benefits would be an excellent way to accomplish that. I think I'll add your post to the OP.
    Posted in: Suggestions
  • 3

    posted a message on What is in store for us in 1.6?
    For the love of whatever god(s) you believe in, underwater content needs to be the next update. It's so far overdue at this point it's not even remotely funny.
    Posted in: Future Updates
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