• 0

    posted a message on Bookshelf Upgrade
    Why not just give the player the ability to right-click on bookshelves to open up a UI showing slots where there may be books? It would be simple since there wouldn't be the need for a new block.
    Posted in: Suggestions
  • 0

    posted a message on Week 17 Snapshot - Writable Books - New Half Slabs - Chat Options
    Thank you for this video. I can't wait until the Minecraft 1.3 update is released! And I agree that books should be able to be stored in bookshelves giving them a practical use outside of enchanting.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on What's your favorite mob?
    Peaceful:
    Wolf

    Hostile:
    Blaze
    Posted in: Discussion
  • 0

    posted a message on This took me forever o;
    I think that a randomizer block should be added for redstone circuitry.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Utopia
    In a utopian society, everyone would have to love doing something productive to the community so that instead of being paid for work you may or may not enjoy, you love your work so much that you don't need pay. After all, contrary to the popular adage "money doesn't buy you happiness," people work to make money to spend on something that will hopefully bring them happiness. In a utopian civilization, everyone would be helping others simply for the joy of doing whatever they do to help out.

    For example, a farmer grows crops and gives them out for free because he loves farming. When he needs a service to be done for him, the service provider will do it free of charge because it is what they enjoy doing most. That service provider's establishment was designed by an architect for free and was built by a construction worker who sees his job as anything but tedious labor and therefore doesn't want pay. If the cycle makes a full circle, it will eliminate any need for an established currency.

    That would be just one of an infinite number of requirements for a complete Utopia.
    Posted in: General Off Topic
  • 0

    posted a message on Best years of our lives?
    I just hate school because of its social environment. I'm so shy that I feel like a prisoner in my own body.
    Posted in: General Off Topic
  • 0

    posted a message on What fascinates you about space?
    What fascinates me is what could be outside the universe. And also, I like visualizing how incredibly small the room I'm in is and realizing how there are much greater events occurring beyond us such as quasars releasing unfathomable amounts of energy while most of us are simply minding our own business and trying to solve problems seemingly insignificant when compared to the cosmos. Also, we tend to forget how lucky we are to exist considering that according to chaos theory, if a small meteor's trajectory had a one degree difference from what it actually had 5 billion years ago, the course of humanity could be drastically different.
    Posted in: General Off Topic
  • 0

    posted a message on New World Type:Fully Settled
    This is a great idea, and kind of like the natural reserve you mentioned, there should be a full fledged biome region every once in a while (preferably as often as villages are in non-settled worlds). However, I think that it should look like it was built on normal terrain and not just be a giant flat city. You would still have mountains and deserts and oceans, but the villages would be built specifically for that area.
    Posted in: Suggestions
  • 0

    posted a message on My ideas to make minecraft seas interesting.
    I don't agree with #3, because oceans should be bigger but for the rest: yes.
    Posted in: Suggestions
  • 0

    posted a message on 1.1 Smallest Village Ever
    It would be funny if the village were just a gravel path or a random unattended farm.
    Posted in: Seeds
  • 0

    posted a message on Experience Jar
    Quote from Kairo

    Quote from RyanML

    Furthermore, having to craft a block just for this seems unnecessary at the very least. Wouldn't it just be easier to be careful, or to plan ahead by getting all the xp you need first and enchanting whatever it is you're saving xp for, and then building something? And how would you stop the people who store xp so that they have no risk when going out to fight? In my opinion, there are just too many implications from this that would have to be considered before releasing this feature.



    There are alternatives to making a single block, such as the vial idea proposed by Korea. Having singular, carry-able items seems a bit more overpowered than a stationary block that you place and can't break. Having it be stationary isn't unnecessary; it's the foundation of it.

    Stopping people from storing exp every time they go out to fight is directly relative to their ability to obtain rare materials. Possibly not diamonds, as people have expressed dissent toward that. However, as applied to the entire jar earlier, have a stopper made from ender pearls would be a rare enough thing to have as a preventative toward that situation.

    Also, although it seems like I'm contradicting your ideas a lot of the time, I appreciate your continued input a lot; it's inciteful information from the other end of the spectrum.


    My main point in this paragraph was that storing xp would either be either too easy for people who actually risked their lives when they had a lot of xp at stake (making the game unbalanced), or much too difficult and impractical for those who did not have any serious threat but wanted to take precautions for the worst case scenario (rendering the xp jar useless).

    Quote from Themus

    Well, that all depends upon your perspective. Saying having a way to store XP removes any incentive to keep yourself alive is completely dismissive of this idea and also completely wrong. There is another but consequence to death (assuming that you are of course not playing in hardcore mode which would negate this idea entirely): inventory loss.

    Now, what did Notch decide to add to counteract this harsh penalty? The chest. This proposal follows along the exact same lines as a chest in almost every way, albeit a very end-game addition. This proposed "XP" jar would allow you to store excess levels so that you do not waste additional experience once you hit the level you are looking for. This would allow you to dump your XP bar similar to the way we dump our inventories after a long day in the quarry. Another quality would be that you can protect these levels similarly to how we protect our diamonds, iron, lapis and other goodies. If you are to tell me that taking these rare commodities out of our inventories ruins the spirit of survival, then that is just silliness. Finally, this would make multiplayer much more interesting as levels become a currency rather than having some kind of bukkit plugin, slimeballs or other such commodity acting as cash.

    You could still take your chances up until the point you are able to make such an experience jar, although I feel that once you have the capability to make one you've earned a safe location to store your experience.

    Quote from invisifly2

    For those saying it eliminates the incentive to live, think of it like this.
    ---------------------------

    A chest allows you to store your most valuable items, so, unless your doing something rather difficult, you don't have them on your person very often. This eliminates the incentive to survive as I no longer have to worry about loosing my diamond pickax, golden apples, etc... if I die. I had them all safely in my chest when I fell while I was building my mob spawn-er 64 blocks up. So, even though I died, I still have all of the items I worked for hours to get.

    By keeping valuables in my chest, I no longer care if I die and can simply let myself starve and get free food/health as I will be able to keep all of my items anyway.

    This is why we should eliminate chests, and other forms of storage from the game, because they eliminate the need to survive and make the game to easy.

    ---------------------------

    Would you support this? No, of course not. But this is basically your reasoning for saying no to xp jars. All this does is make the game a bit easier, and what is wrong with that? Isn't mine-craft about having fun, not grinding xp for an hour and then dying because a creeper fell off a cliff next to you and loosing it all? Hell, even if you DO legitimately grind xp without an xp farm for about an hour, unless you hit the mob mother-load you're not going to level up that much. That only makes it all the worse if you die afterwords before you could make it to your enchanting table.

    Seriously if you want to challenge yourself in Minecraft, play hardcore mode.



    EDIT: the comment above me basically makes this same argument, I didn't read it before posting though, so sorry for the repetition.


    Chests are for more than preventing inventory loss. Most Minecrafters don't have the room in their inventory to store all of their items, and consequently they craft chests. They also drastically improve organization of supplies if used properly. For the sake of argument however, let's ignore those functions and focus on the inventory-loss prevention you both mention.

    Enchanting is just a complement to what you have, a bonus, whereas materials such as iron are essential for development. Therefore, it is understandable that these materials can and should be able to be stored. XP definitely helps, but it should require much more effort on the player's part simply because it is a privilege and not a necessity.

    invisifly2, you say that Minecraft is about having fun and "not grinding xp for an hour and then dying because a creeper fell off a cliff next to you and loosing it all" as if grinding xp for an hour but having it saved is more fun. Sure, it's more secure, but definitely no more fun. You then proceed to say that "even if you DO legitimately grind xp without an xp farm for about an hour, unless you hit the mob mother-load you're not going to level up that much. That only makes it all the worse if you die afterwords before you could make it to your enchanting table." Honestly, it sounds like you have more of a problem with the process of acquiring and applying xp rather than not being able to store. After all, if you spent an hour doing something unenjoyable and then unfortunately have nothing to show for it, there is no reward whatsoever. If it were a fun process, at least you'd be willing to try again because there's always that push to go higher and higher in return for a reward. And if you were having fun, having something that 100% ensures your success will take some of the "adrenaline" out of it.
    Posted in: Suggestions
  • 0

    posted a message on Experience Jar
    Quote from Kairo

    Quote from RyanML

    Remember, XP is a bonus meaning that it's for people who go the extra mile because they can handle it to get something that isn't needed, but helps a bit in the long run. It's how the whole reward system works in video games; low risk --> low reward, high risk --> high reward. Don't you love it when you enchant your diamond sword with 30 XP knowing that your hard work finally paid off and that you were successful despite all of the risks involved?

    In short, this idea of storing XP conflicts with tried and tested video game design. It sounds nice and might make some players feel better, but the game shouldn't be that easy because it makes the game have that much less of a rewarding feeling.



    It's not about making the game easier; if you want to make the game easier, you play on peaceful and kill animals for exp. If you want it harder, there's difficulty levels.

    Saying that the other demographic doesn't got he extra mile is a bit harsh, and saying that we're the casual community is as well. I play this game a lot; and I mean a lot. Although I appreciate how you feel about the reward system, some of us actually put ourselves at our own risk because of our projects for aesthetic appeal. It doesn't feel good losing levels because, for once in our lives, we forgot to make a decent way down from our high buildings.


    In that case, if I am interpreting this correctly, the function of this proposed XP jar is simply to negate any fatally careless mistake done by a player with a lot of XP. Not wanting to have potentially hours of fighting lost because of a key slip or otherwise careless mistake is reasonable. What is not reasonable, in my opinion, is the amount of effort needed in order for this to work in a balanced but practical way.

    First of all, Jeb will need to figure out someway to code this and test this new feature. This will be more difficult than one might first think considering the following: The amount of xp points required to graduate one level increases as the level the player is at increases.

    You can calculate how many xp points are required to progress to the next level from the one you are currently at with the simple equation, 7x=p, where x is equal to the level to be reached next and p is the amount of points required to reach that level from the preceding level. So in order to reach level 1, you need to gain 7 points (7*1=7). In order to go from level 1 to level 2 you need 14 points (7*2=14) and to go from level 9 to level 10 you need 70 points (7*10=70).

    Considering this trend, it clearly is much faster and easier to gain levels when you don't have many to begin with as opposed to gaining levels at higher levels such as 9. Now, what would happen if you stored 10 levels in your jar and were back at 0? Would you just get another ten levels and add it on to your jar and have twenty levels for less effort than if you had to go straight from 1 to 20?

    Furthermore, having to craft a block just for this seems unnecessary at the very least. Wouldn't it just be easier to be careful, or to plan ahead by getting all the xp you need first and enchanting whatever it is you're saving xp for, and then building something? And how would you stop the people who store xp so that they have no risk when going out to fight?

    In my opinion, there are just too many implications from this that would have to be considered before releasing this feature.
    Posted in: Suggestions
  • 1

    posted a message on Cocoa Bean plants for Minecraft Vanilla
    Yes, I support this, but unlike apples, the beans should be the seeds (or saplings) of the cocoa trees.
    Posted in: Suggestions
  • 1

    posted a message on Starting Over... Again DX
    Quote from Ovus

    Honestly, I love this game, but it's killing us having to wipe all the progress we make and start over every couple weeks.

    Speak for yourself. You don't have to create a new world every time the terrain generator updates. If it really kills you, just use MCedit to move your stuff to a new world.
    Posted in: 1.1 Update Discussion
  • 0

    posted a message on Snapshot really isn't that good...
    I was about to rant on how it's only a snapshot and it's only been about a week. The jungles are intense. I just wish they blended better with the surrounding biomes (this goes for all biomes, not just jungles).
    Posted in: 1.1 Update Discussion
  • To post a comment, please .