• 0

    posted a message on Blood moon/Harvest moon mobs.

    I had an idea, normally I am told these are best left skull capped but here is one anyway.


    My idea is to add a Blood/Harvest moon cycle into the game. When this happens passive mobs will turn evil.

    Cows turn to bulls and attack

    Sheep turn to Goats and attack

    Chickens turn to seagulls and steal food

    Horses to some demon steed and attack

    Pigs turn to boars destroy food plots and attack

    Maybe even a chance one villager could turn into a warewolf..


    during this period new drops can be acquired from the mobs:

    • Bulls drop horns(new brewing material) and Tbone steaks(better health return) and also enchanted leather(a leather armor piece or book crafted from enchanted leather will have an enchantment)
    • Goats drop horns (new brewing material) and cheese
    • Seagulls drop nothing.
    • Demon steeds will remain demon if tamed and tagged, but also drop enchanted leather(a leather armor piece or book crafted from enchanted leather will have an enchantment)
    • Boars will drop a better version of pork and pork rinds
    • A warewolf will drop a emeralds

    What do you think?

    Posted in: MCPS4: Discussion
  • 0

    posted a message on 1 spot open on survival hard seed. (18+ /w MIC)

    We currently have one map open on our seed, looking to fill with an ambitious builder.


    We like to build big, and efficient. Both redstone and structures.


    We have: 1200 ingot p/hour golem farm, multiple over mob grinders, enderman farm, zombie pig-man/gold farm, Wither boss nullifier, half slabbed nether and more.


    We are looking for mature gamers who can laugh(at themselves also). Players with mics. no flids.


    Comment here or message me on PS4, we'll bring you into chat, see if the glove fits.

    Posted in: MCPS4: Looking For
  • 0

    posted a message on Too Luck-Based?
    Quote from Darthescar»

    You've been saying that all I'm asking is for the game to be easier, which I'm not. You're honestly the one who was being rude first. I was simply stating my opinion on the luck factor in Minecraft, and tried to see who agreed. Then, you came along and started talking trash.


    The fact also remains that a 100% common item drop chance can still also have same drop as common items do now. For example, skeletons, on average, drop one arrow and one bone. The sometime drop 2, and sometime none, but on average it's one. If every skeleton dropped one bone and one arrow, everybody would still have the same amount of average bones and arrows per skeleton kill.


    I wasn't meaning to be rude, but then again, an opinion that doesn't agree is often construed as rude.


    For example, skeletons, on average, drop one arrow and one bone. The
    sometime drop 2, and sometime none, but on average it's one. If every
    skeleton dropped one bone and one arrow, everybody would still have the
    same amount of average bones and arrows per skeleton kill.

    :blink:


    So your asking for a change that would effect nothing? correct?

    "everybody would still have the same amount of average bones per skeleton kill."

    Read that to yourself.

    Not bones your worried about though, it is rarer resources like ender pearls, redstone and whither skulls. Rarer

    Rarer.

    100% drop of rare drops = not rare, common drop.

    If everything was common, it would EASIER to collect these items.

    Title of topic is Too luck based, what you proposed (in regards to mob drops) was the complete removal of luck, drop chance. Which.....would ....make....the...game......easier.


    Do you now understand why I don't agree?

    Posted in: MCPS4: Discussion
  • 2

    posted a message on Ps4 vs PC

    Its basically the difference between a burger(ps4) and a bacon cheese burger(PC).

    Posted in: MCPS4: Discussion
  • 0

    posted a message on Too Luck-Based?

    The PVP on minecraft was not intended to compete versus other games. You ever noticed there is no KD/R, no leader boards for player kills/deaths. It's just there as a fun element. I believe that's all it ever will be.


    Mob farms are fast to make, bucket of water, and a pick, will make you a spider spawn farm.


    If I'm really a player who just wants things to be easy, you could
    easily stomp me in a 1v1. If you can, then do it. If not, then I win.

    No idea how you got here, but I'll put it down to an ego to suppress insecurities. That or puberty.

    Your asking for a guaranteed drop system, You are looking for the removal of failure.. You may have yourself convinced otherwise, fact remains 100% drop chance only serves to make the game easier.


    The game is very random when you allow it to be, The game is also very easy to manipulate, making randomness a non factor.

    Posted in: MCPS4: Discussion
  • 0

    posted a message on Too Luck-Based?

    Best competitors? Terraria?.. lost me there.



    Anyway, if you go in creative you can just spawn mobs, not get hurt and also drop all the items you need, guessing thats how easy your wanting it.

    Posted in: MCPS4: Discussion
  • 0

    posted a message on Too Luck-Based?
    Quote from Darthescar»

    Yeah, iron may be easy to farm, but an iron farm is really grindy to set up. With the most efficient designs, you have to have villagers in the sky. Making something less grindy, can only possibly make it ever so slightly easier, but a whole lot more fun. I can guarantee that almost every player standing in front of a mob farm, is doing it to get items or experience. If you somehow think it is fun, you can say so HERE.


    Is there even much point in playing PvP if any match against a similarly-skilled player is decided by a RNG? Winning in hunger games or PvP survival only means that you might have been better than the players you killed. There is barely any pride to take in that. To think that there are actually people who have hunger game and UHC tournaments. Not that I have a problem with that, but I see no point.


    Golem farms are not efficient if the villagers are in the sky, thats an outdated method. As i say the ability to make the game less of a grind is there, if you know how. If its fun you seek you must find the right people. We have done a great job filtering our seeds players, and because of that we have fun, spend a lot of the time laughing to the point of tears.


    This also effects PVP, we are not looking for pride, we are looking for fun. You are responsible for your fun in minecraft.

    Posted in: MCPS4: Discussion
  • 0

    posted a message on Too Luck-Based?

    Wither..... I killed the wither wearing no armor, using an iron sword. Make the game work for you, if your running around 'grinding' then your doing it wrong. Iron is easy to farm as are villagers, its easy. As i say you are looking for a challenge by removing any challenge there is.....This game offers minimal challenge challenge to begin with, and the amount of grinding you do is based upon your own efficiency. For me, I have everything I want with ease. minimal grinding.

    Posted in: MCPS4: Discussion
  • 0

    posted a message on Too Luck-Based?
    Quote from Darthescar»

    For a spider farm, you need a spider spawner. For a skeleton farm you need a skeleton spawner.For endermen and zombie pigman farms, you need a whole lot of redstone and pistons. It is not at all hard to get any of those that do the grinding for you, but you have to do a whole lot of grinding to get them in the first place (excluding the spawners because you can get lucky (oh yeah, there's luck you have to rely on)). To acquire any of those thing, there is only one thing you have to do. Go caving. The question of the day is: When is going caving a challenge, excluding no regen mode?


    You give me a seed, and I'll play it on hard mode. You give me a challenge, and I'll do it if, it's not too grindy for a video. If you want to 1v1, I'm available Friday and Saturday night.


    Finding spawners is easy, as is strip mining. Does not take very long at all to get the materials, our server is not that old yet someone on there has 22 beacons...

    Nothing is a challenge on minecraft, other than figuring out that frickin golem farm. A more numerous mob count would not add challenge, and the 100% drop rate would easy mode the game furthermore. What you suggest to you may sound like a difficulty increase, but in reality it would be same ol' same ol' but quicker results. More mobs that always drop = easy mode.


    Maybe increase movement speed and damage on all mobs by double, create crazy happenstances, like full moon madness, when all creatures including passives become extremely aggressive. The challenge is not bland due to number, it is bland due to ease. Which you want to enhance.

    Posted in: MCPS4: Discussion
  • 0

    posted a message on Too Luck-Based?
    Quote from Darthescar»

    Mobs are easily killable, so making their drops more numerous would just make the game less grindy. More mobs also equals more challenge, and players who don't like that have lower difficulties. Same with chest. If there are more mobs, chests will be harder to get to in the first place, but they will be more rewarding if you do manage to get them. Nothing bad comes out of having a balanced game or a game suitable for competitive play. look at CoD, Halo, CS and Mortal Kombat.


    If i need spider eyes or string, I go to the spider farm. Arrows, bones(bonemeal), bows and armor Skeleton farm, Iron Golem farm, 1000+ ingot per hour. Gold, zombie pigman farm etc etc etc. On minecraft you can make the game do your grinding. I can go from 0-30 in under a minute. More mobs will only increase our already efficient machines. More chests = more rare items, which will devalue them in trades.

    You not asking for balance you asking for the game to be easier in regards to mobs and drops.

    If you're over 18 and have a mic add me (covan2306) We have a survival hard seed that will make you laugh at your own argument. We also run survival PVP, and we are close to starting the builds on mini games in our main survival seed. I'm on EST evenings.

    Posted in: MCPS4: Discussion
  • 0

    posted a message on Too Luck-Based?

    1st off you wanted mobs spawns to be more numerous and their drops to be 100%... not a challenge

    Chests either more chests or better(concentrated drop list) drops. not a challenge


    As for accuracy, you're fighting lag for one, which means sometimes your on target shot was never on target. skilled or not. The one or two arrows can be effected by many things, not just by damage dealt. As I see it pvp is fine. It's not supposed to be some high strung game, It's meant to be fun, if your sword hits for 1 heart less which basically hands your foe the win, laugh it off.

    Trying to start the balance crap on minecraft is just missing the point.

    Posted in: MCPS4: Discussion
  • 0

    posted a message on Too Luck-Based?

    Enchantments, doing 1 pick or 2 picks at a time, it can be annoying and random. Build an efficient exp grinder and this is really a non issue, I have a lot of good picks on the server I play on. Normally enchant 5-10 at a time.

    Bows, once again exp grinders, make a good skeleton farm, combine those which are worth while, lava for the rest.

    Ultimately you should only be enchanting books and iron with lvl1 enchants on survival, anything more is pointless(With the exception of building boots and diving helms).


    "As for things in the combat system, firstly, I don't think enchantments such as, sharpness should have randomized outputs. Some things that normally 1 or 2-hit KO take an extra hit to do so. That may not seem like much, but there are a lot of swordfights that come down to the last hearts and that difference will normally be the decider for a win or a loss. With bows it's even more unfair, because in a fight where both players have equal gear, a lucky player can win with 1 or 2 less hits than the opponent needs to hit. For example, if they have power V bows and a little leather or iron armor, an accurate guy can hit an opponent and not kill meaning he needs 2 hits (consecutive if they have healing items), but the other guy just needs 1 (when the other guy needs 2 consecutive hit and the other just needs one, that is a really unfair and unintended advantage). the bow, enchanted or not is even random, because the arrow travels at a random angle from the shooting point. From close, it doesn't normally factor, but from far, where bows are supposed to be used, you will have to rely on that arrow going in the right direction. This has been tested. Even with perfect accuracy, the arrow's random direction can make you miss. To fix this, all damage-related things should have set values and arrows should travel at the same angle every time."


    I fully diagree, Sharpness should add X amount more damage, not up to X amount.

    The random damage from arrows happens in real life too when distance and angle are added, and so is missing when you think your on target. No issue here. All this "set damage" seems more like a salty pvp loss, as apposed to a real concern.



    Chests are fine, random is random. THE END


    MOBS are fine, as are their drops. Witches are rare, their drops are terrible so even a guaranteed drop isn't worth worrying about. Endermen are rare... Until you open the end portal, no change needed in my opinion.


    There would be a lot more of a skill factor with these changes and they'd help all types of PvP be more competitive and survival will be more skill-based. I've seen and done a lot of rage quits in Minecraft because of being unlucky when I was being skillful. I've quit playing Destiny for good because I was so unlucky even though I was very skilled (sorry for bragging), and I would not want Minecraft to be that way. Players should be rewarded for skill more than luck.


    PVP would be bland, same "set values" isn't the way, the strong survive. Your not asking to be rewarded for being good. What you are wanting is an earned edge in PVP to be subdued, and survival to be easy.

    • All mobs always drop stuff
    • Chests are everywhere and full of awesomeness
    • weapons are easy(easier than now) to enchant
    • weapons do the same if if they're not the same, or the player using them is using obvious advantages(healing etc.)

    All in all you want any challenge to be removed from a game that offers very little challenge(other than very advanced redstone), I'm guessing you got beat in pvp, and it obviously wasn't your fault, you weren't outskilled, the game was just made bad.


    get gud

    Posted in: MCPS4: Discussion
  • 0

    posted a message on Minecract PS4 Survival

    There is a recruiting sub forums.


    Also check your post, the word "an" is used incorrectly just about every time.


    Finally, your seed and rules sounds like a nightmare, so many silly restrictions

    Posted in: MCPS4: Discussion
  • 0

    posted a message on Survival world

    There is a specific recruiting area....

    Posted in: MCPS4: Discussion
  • 0

    posted a message on My Mansion (incomplete) on survival please give me suggestions

    looks like a multi storey parking lot

    Posted in: MCPS4: Show Your Creation
  • To post a comment, please .