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    posted a message on A New Way of Learning With Minecraft
    I kind of see how this can work. Teamwork. Redstone logic for basic scripting, architecture maybe. Possibly basic geometry.

    But humanities / algebra / science / geography/ french / german / chinese/ PE? No way that would work out.. it's too impractical. There's more effective methods. I mean, sure, you can make structures of civilizations, but that would take too long, and you can learn the same amount in a more efficient way.

    Minecraft can be a useful educational tool. But not so dramatic as what the site says. Not enough to overhaul the entire curriculum of a school.
    Posted in: Minecraft News
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    posted a message on Accumulative difficulty
    Edited the main post. Would like some comments and constructive criticism. Thanks. :smile.gif:
    Posted in: Suggestions
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    posted a message on Accumulative difficulty
    Quote from Dicemage

    It was not against you. I was just talking at common level and based on experience of other games. You know. When you get on level 30 in Fallout 3 suddenly all giant rad scorpions are changed for albino rad scorpions. Well how would those animals suddenly be aware that some human in somewhere far away is toucher than week ago? :smile.gif: It breaks immersion.


    I think I understand what you're talking about.

    But I still think that days of survival ≠ strength. It seems logical: The monsters mount a raid, fail, prepare better, go on another attack, and so on.
    And living for long doesn't necessarily mean getting stronger. Difficulty doesn't go parallel with your strength and level.

    But yes, I guess if you move far enough, there *could* be monsters unaware of your impacts and thus weaker, but I don't know if that's even possible (or practical considering memory) via. programming.)
    Posted in: Suggestions
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    posted a message on Accumulative difficulty
    Quote from Dicemage

    Most annoying thing in some games is that monsters follows your level or are changed to bigger monsters and only reason is your character. That makes the whole idea of leveling worthless. Wolf should be wolf forever and zombie should be zombie forever. When we get more level and stuff we should just be able to kill harder monsters, different monsters, get better treasure etc. Not to kill same boring things just like at beginning.


    I don't know if this is against me of with me. o_O

    The character doesn't directly affect the monsters: it's the amount of days you survived. I don't see how stronger monsters make leveling worthless: it's still going to be a challenge, innit? If it's annoying, hey, it's a difficulty setting.

    "Not to kill same boring things just like at the beginning" and "wolf forever and zombie forever" seems to contradict. Clarification please?

    Quote from GabberDaan

    You can just change the difficulty after a few days like:
    day1-3 = Easy
    day4-6 = Normal
    day 6+ = Hard

    Or just something like that, would maybe even be more fun if hardcore mode is enabled.


    True, maybe it's just me, but I want more aspects of difficulty:

    -Damage
    -Health of monsters
    -Spawn rate
    -Mobility
    -Skeleton shoot distance / Creeper blast radius
    -Increase in rare occurances (Jockeys, PigZombies, etc)
    -Aesthetics (Not really difficult, but I want to see monsters developing against me, that's one of my big points)
    -Spawning of new mobs (Endermen may spawn at later dates, because 20 health is big to a newcomer)

    Whereas in the current difficulty, there is only:
    -Damage
    Posted in: Suggestions
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    posted a message on Accumulative difficulty
    Quote from CO_Amadeus

    While there is merit to this idea I feel you can easily employ a measure of this on your own by simply altering the difficulty (Save for hardcore mode which locks you on hard as it should). Getting even harder that it normally is on hard though seems interesting. Even at the hard difficulty little there is to stand in the way of mighty Steve with full diamond and (If you are 1.9) enchantments!


    That's definetely true. But the same happened to hardcore mode, so why not? :tongue.gif:

    My main idea around this suggestion was, do you know PvZ (Plants vs. Zombies)? At the beginning, it starts with zombies. Soon, the zombies will do literally anything to get to your home, and they get better equips and ups as you get stronger with your own plants.

    Similarly to the idea, the monsters first come, fail. Come again with better things, fail again. So on, until it's literally war, and with potions, enchantments, and good weaponry, I say it'd be very interesting. Only times I felt that "adrenaline" was in the "Super Hostile" adventure maps.


    Quote from FoxRacer30

    I don't see how this would correlate into SMP.
    hundreds (+) of days pass before servers get reset/corrupted/lost in some manner, and not everyone dies at the same time (well... unless something horrible goes wrong)
    You could always turn your difficulty to hard, or hardcore.
    I'm not against the idea, I just don't see how it would work.


    Unfortunately I've thought of the same problem too. Will think for a sec.
    Posted in: Suggestions
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    posted a message on Accumulative difficulty
    I don't even know how to call this, so I'm not sure if something similar exists. Still, here goes.

    So I've been thinking, that in the beginning, monsters were really hard. 1 creeper can kill your dirt house, zombies hit hard, etc.
    But then, once you've got a bow and lots of arrows, monsters are easy to take out, especially with the charging bow that deals 5 hearts.

    So my suggestion is that the difficulty accumulates over time. The following changes over time:

    -Damage
    -Health of monsters
    -Spawn rate
    -Mobility (spiders jump higher, zombies move faster)
    -Skeleton shoot distance / Creeper blast radius
    -Increase in rare occurances (Jockeys, PigZombies, etc)
    -Aesthetics (Not really difficultly, but I want to see monsters developing against me)
    -Spawning of new mobs (Endermen may spawn at later dates, because 20 health is big to a newcomer)

    Say, in day 1, it's the regular zombies and spiders and skeletons, maybe dealing less damage and easier to kill.
    Later, in day 5, zombies get leather helmets and armor, like in survival test, to boost their defense. Spiders start to climb walls.
    In day 10, everything hit harder and skeletons shoot harder, zombies get iron armor. Creepers have a larger blast radius. Endermen start to appear.
    In day 15, jockeys are more common, and pigs may randomly mutate to PigZombies in the overworld. Pigmen and zombies get better swords to kill. Spawn rate increases.
    and so on.

    Of course, the "days" reset after death, so if the monsters are too strong they don't have to be strong forever.

    This way, beginners may have an easier time, while veterans can try to stay alive for as long as possible, while surviving the monsters as it goes stronger each day.

    What are your thoughts about it? :smile.gif:
    Posted in: Suggestions
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    posted a message on 1.8 Mountains: A complaint
    Quote from bigjeep

    i think mountain ranges with similar generation to rivers could be cool.


    Actually, that does sound like a good idea. Mountains stretching over the horizon like the Alps..

    I do think mountains could be improved. They are cool, and they form good generations, but some of them look like chunks are torn off them, leaving a bunch of 10 block floating islands and dismantled mounds below. It looks weird to me.
    Posted in: Survival Mode
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    posted a message on NachoCraft

    IGN: Superboop
    Age (optional): 13
    What rank do you want? Admin/Mod: Admin, mod, normal player, doesn't matter. I'll be willing to help in any of them.
    Are you trustworthy?: I guess so. I have been admin in 4-5 servers, and I don't want to be some jerk anyway, otherwise I would go to a non-whitelisted server.
    Will you be on the server alot?: It's busy this week, but when I'm free I'll be on a lot :smile.gif:
    Have you ever been banned, If so why?: Nope.
    Have you had any experience of being an Admin/Mod?: Yes, 4-5 servers.
    Pictures of Buildings (If you can): I'm working on an adventure map, here's one town: http://i.imgur.com/tEvgT.jpg

    Posted in: Minecraft Survival Servers (archive)
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    posted a message on GREIFERS ON SINGLEPLAYER?
    Endermen aren't really as annoying as creepers.
    Endermen take blocks one by one, while Creepers just blow things up.

    Personally, though, I've never seen an Endermen take any of my stuff, so I don't know.
    The only problem I've heard of was when Endermen took chests, where the stuff contained would be deleted.
    Posted in: Survival Mode
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    posted a message on Revenge
    First, you have to realize that what you did was bad. Griefing work, blaming it on someone else, griefing for revenge. You know, make up for the griefing you done.
    What will happen if you take revenge? Do you think they'll unban you? No.. they'll hate you more.

    So, own up (make a structure for them to import to their server, for example) in a way or so, and if they still hate you, then make some other friends. Fine, they might have taken your joke (of blowing the cannon) a bit too serious. But if they're going to hate you even if you make it up, they're childish, and not true friends.

    ..although I suspect they're in Elementary (I'm in Middle School and believe me, I'm nowhere near like that attitude o_O), but ah well.
    Posted in: Survival Mode
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    posted a message on "Scrolls" Lawsuit Goes To Court
    You know, Scrolls is still a codename for an upcoming project. It's not even confirmed whether it will have that name when it will be available for commercial release.
    And that means it's just as easy to change the name, too.
    Posted in: Minecraft News
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    posted a message on I really hate the hunger system
    I think the reason behind the hate for the hunger is because you're kind of "forced" to.

    Many other concepts were hated, but they could be avoided.
    Hate the new biome system? Why not find an alpha map?
    Hate beds, because they seem like a cheat method of spawn reset and night passing? Heck, don't make one at all!
    Hate wolves because of their evil pathfinding and them taking up time for mojang when they could implement something better?
    (tbh, Flowerchild had a good point about wolves though) Don't tame wolves! Kill them at first glance!
    Hate the NPC idea? Turn off the toggle!
    But, in this case, it's unavoidable. You don't want hunger because it's a nuisance? Too bad, you must have it with you at all times.
    Some people do want the adventure mode with the hunger gone / less annoying.
    Not that I hate hunger. I don't think it's *too* much of a nuisance.

    Solution: Toggle feature / Mod that gets rid of hunger, as someone stated before.
    Posted in: Survival Mode
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    posted a message on These biomes are to big!
    I thought 1.8 biomes were OK. But then again, everyone has their PoV.
    Posted in: Survival Mode
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    posted a message on hMod?
    I did see a thread in Canarymod (Which is the same thing as hMod, but updated to Beta) with the hMod plugins. Don't know if all is present, but I'll see for a sec.
    Posted in: Server Support and Administration
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    posted a message on These biomes are to big!
    Well, I do agree about the 45 minute oceans. It doesn't have to be THAT big. o_O

    Even if it's realistic, the fastest method possible of movement in minecraft is like 29km/h (in a minecart), while a car can go 160km/h.
    Posted in: Survival Mode
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