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    posted a message on Base Raids

    Is it elistist of Mojang to force the Village and Pillage changes on players? Now villagers are a lot more complex - and harder - to deal with.

    Posted in: Suggestions
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    posted a message on Base Raids

    Yes, but this is called “survival” mode. It shouldn’t be about building fancy castles, it should be about building working fancy castles.


    If you don’t want build to be destroyed, play an easier game mode. I understand you see this comment as elitist... I’d like to explain why I believe it is not.


    You are given two gamemode options at the start for Minecraft. Well, 4, but no one uses adventure or spectator. The way I see it, there are two ways to play the vanilla game- of course, this is split into tons of different play styles with everyone slightly different. But chiefly, you can build or you can fight.


    To build is to want to make things really cool. And I see the merit of saying, “I built this in survival and gathered all the resources” but in that case your sole focus is on the gathering of resources. Otherwise you might have played creative mode. Let’s be real, mobs are of no threat with enchanted diamond gear and elytra. It’s the resource gathering these players like. So, I think they should play easy mode. For builders in mind.


    To fight are those who mean to have a challenge, and all due respect I don’t think hardcore is a fun challenge. It’s scary, but beyond that your world could get deleted any second there isn’t much real surviving in place. My suggestion is for people who want that. It is for these types of players who prefer function over form. If that’s not you, no worries. I believe I have outlined the perfect place for you to play your game, if you disagree, please reply why.


    But I don’t think it is necessarily fair to immediately deny this suggestion just off the fact it doesn’t align to the same player type Minecraft has been catering towards for the past couple updates.

    Posted in: Suggestions
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    posted a message on Remove AFK Fishing

    What’s the point of using an exploit to... build more farms? And the point of building more farms is to... build more farms? Like a base building mobile game?


    I think we’ve hit a fundamental divide in what we believe Minecraft to be. Because when I see the words, “survival mode” I personally expect to play a game about surviving. But maybe I’m wrong.

    Posted in: Suggestions
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    posted a message on Remove AFK Fishing
    Quote from C1ff»


    I hate it when the other side makes these comments about my side, but I'm going to be a little hypocritical here: Why is it that everyone on this issue seems to be completely pro-AFK Fishing or completely against? I have not seen a single person on this issue say "Okay, I admit that it's unbalanced, but why just not play with them?" or "I agree that the Vanilla game is a game, and games have balance, but maybe they are balanced?"


    I think it comes from 8 pages of discussion, you become annoyed by the other side and become increasingly radical with your opinion. For example, I didn't have too much an issue with afk fish farms besides it lacking realism prior to the creation of this thread, but now, I am firmly against it. We are even starting to expand to discussions against other mob farms, which is a bit ridiculous but happening nonetheless.
    Quote from ChosenMental»
    How about we make AFK fishing a world option instead where it is automatically off. We could, therefore, please both sides. I don't want the same thing happening with 1.9, it is already a huge mistake by Mojang to implement it.

    That'd be so silly... and yet, probably the smartest option. Crazy for a game to have to ask you if you want afk farming to be acceptable. And yet given this thread, best to avoid another 1.9...

    Posted in: Suggestions
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    posted a message on Remove AFK Fishing

    People who supports this suggestion really doesn't want people to have fun, huh? So many of these supporters released the argument of getting free loot and other stuff. But that is stupid because the same can be applied to a lot of mechanic. I could say having a skeleton grinder is cheating, so should Mojang just remove it since it is essentially getting loot for "free"? Or how about trading with the villagers? I could have a very big wheat, carrot, and potato farm, wait it up until all of it grows, harvest it using water, and then sell it to a village farmer and get tons of emeralds and XP which i can use to get different stuff. And bear in mind the fact that I could just afk in order to wait for the crops to grow. Should Mojang remove crops or remove farmer villager? Or maybe based on the argument the supporter presented, Mojang should entirely remove trading entirely since it is essentially getting stuff for "free" (free as if those crops would still grow without player intervention).


    I'm completely confused by this comment. Have you read any of our arguments? We are saying afk fishing is an exploit. We're not the grinch hating on people who play differently. We are trying to stop cheating.


    Mojang created skeleton spawners on purpose. Mojang implemented villager trading on purpose. However broken they might be, they were implemented on purpose and should be patched not removed. Afk fishing was not created by Mojang. Afk fishing harms survival mode by encouraging the player to not play.


    And farms are not afking. You are supposed to be playing the game while you wait for the farm to grow. Unlike fish farms where you need a brick on your mouse.



    Some of the supporters also presents themselves as if the the game should be balanced to suit their need. As if they're balance is something absolute and does not have a bit of flaw. Fundamentally speaking, games should be fun. It is their main purpose. If you'd sacrifice people's fun for the sake of something abstract and arbitrary as "balance" then perhaps there's something wrong with you. AFK fishers do not ruin other people's fun. It does not give them a sword that reach 20 blocks that can kill anyone. It does not make their base look better. If everyone is having fun with this mechanic that some of you deem broken, why not just deal with it and leave it alone?



    It can ruin other people's fun. On servers it can give someone an advantage. This is a rather extreme example, but a true one-

    Once I was on a SMP server and there was this one guy who afk fished. No one else seemed to have the time to afk fish, but he did, and it was well known by everyone. He started owning tons of enchanted books which naturally everyone liked, so he set up a shop near spawn with all his enchanted books. Many players, including myself, went there and traded our diamond for enchanted books. He then used his diamonds to buy materials for his giant base. Unfortunately, the server shut down shortly after this and we never saw the full ramifications.

    It isn't a huge "oh my god kill the afk fisher" but there was a clear advantage he had, and now that I look back, how? Was it really fun to him? Maybe when we wake up that morning. But not when he's asleep. I agree that Minecraft should be played by anyone, and if someone wants to play with cheats so be it. But by default, the game should be set to balance. I am fine with a mod bringing it back, or heck, even a command block trick like you can do for the attack cooldown.

    But you must make the game balanced. Ask any game developer and they will agree that game balance is important. I'm not a facist. :wacko:
    Quote from Leed»

    Wow, I didn't know people could be this ignorant. You even just resorted to looking for a reddit post where someone found a extremely rare enchanted book to try and prove all of AFK fishing is way to OP. That book is only possible with the best of the best luck and circumstances.


    Please check the attachment below to see what I just got out of a night of AFK fishing.


    I already have the best fishing rod, so half of the slots are now being taken up by worthless fishing rods I don't need. Same goes with the bows.


    Saddles? Junk. I don't need one right now and I don't need the 10 I get from AFK fishing every night.


    Leather boots? Lillypads? Bones? Hooks? Nametags? Bottles? Cownfish? Rottenflesh.


    Worthless. I already have the couple name tags I need and you don't need them very often.


    I went over the books and most of them had worthless enchantments. I only took a efficiency 4 book from that entire chest. The rest of the seven hours was thrown away. The reason I have that broken fishing rod in my hotbar is because I accidentally pulled it out of the chest, so I am not lying when I say I only could salvage one thing from all of that.


    That is 1/54 slots of useful items. I often search through multiple chests and only find a mending book every couple days or so.


    Nowhere do I see diamond blocks, fully enchanted diamond gear, fully enchanted books, stacks of wood..


    Just none of that.


    Also, AFK fishing was completely intentional. No way the Devs would actually expect someone to stand at a war hole for 9 hours and manually fish in hopes for a rare book.


    Okay. So afk fishing is pointless? In that case, removing it won't be an issue. Unless you really want that efficiency 4 book... but you got that from not playing the game. Shouldn't you be getting those items legit?

    Posted in: Suggestions
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    posted a message on Remove AFK Fishing
    Quote from Leed»

    But why? even then it is simply not need to even waste time implementing that change. AFK fishing is not too powerful as outlined in the previous post and it should stay the way it is.


    Even if it were not terribly broken (which I think it is) it is still functioning as an exploit. Even if the afk farm gives you a single mending book for an entire night while you are asleep, it should be removed, because cheating is... well, bad.

    Posted in: Suggestions
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    posted a message on Base Raids

    I think you should be able to build the mansion of your dreams, all you have to remember is to build a 2 block high outer wall (most mansions have something like this irl) around your gardens. No danger to your build now. Then when the raid warning comes out, run towards your outer defenses, locate the raid, and fire on the ravager before it breaks the wall down. If the ravager manages to break the wall down, you will have to repair the wall, but it shouldn't be that big a deal. Now the ravager and pillagers are running around your lawn, kill them and it should be fine. Remember the ravager only resorts to ramming when it can't reach you any other way, so if you run around with a bow it shouldn't be too bad.

    Posted in: Suggestions
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    posted a message on Base Raids
    Quote from Agtrigormortis»

    I'm not talking specifically about the danger they pose to the players themselves, I'm talking about the structures you put together after grinding for the materials to put them together, that's your work


    I can deal with Creepers, at least it's possible to avoid them using beds or lighting sources, and of course being careful by looking around in the mornings before going about your activities. But to have the changes someone on reddit suggested be made to the ravagers would be beyond annoying, it would literally either make me want to play on easy or peaceful or stop playing altogether, if they were allowed to demolish structures unexpectedly and with no way to prevent them from doing it.


    Survival mode is about challenge and battling monsters yes, but that doesn't mean you should automatically lose everything you worked for.

    Hardcore mode provides that type of consequence already, by forcing a file deletion if you die, there's no need to force that sort of thing on every other difficulty mode. Thankfully Mojang doesn't implement those kinds of suggestions, at least not yet anyway, because they're not willing to alienate a large number of players by elitism.



    I do think illager raids shouldn't spawn inside walled bases. I think ravagers destroying blocks, however, is fine, because without this you can just build a dirt wall and be safe forever. The ravager only breaks walls when there is no other way, and it takes 30 second or so to "break" a block, which destroys about a creeper's worth of blocks (which drop as items).


    Think of it like a giant battering ram.

    Posted in: Suggestions
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    posted a message on Base Raids
    Quote from Agtrigormortis»

    That's an utterly selfish viewpoint, you're basically willing to segregate other survival players simply because they don't agree with your methods. Some survival players don't want the mobs to ruin everything they worked hard for, that's one of the reasons why hardcore mode is its own separate mode.


    If hostile mobs had the ability to destroy everything, randomly spawn in and no way to defend against it that would definitely ruin the game for some people. There are already monsters in the game that you can fight, if you want to challenge yourself then play hardcore mode, don't impose a one size fits all solution to everybody else, it's ideas like this that ruin games.



    Hardcore Mode does nothing besides deleting your world upon death. All that changes if you become more careful.


    If you cannot find enough sheep to make a bed, the first night in Minecraft is legitimately scary. You stay in your shelter as mobs are seen outside, and in hard mode, the zombies try to break your door down, creepers come and possibly explode your house, and the game feels like it is about survival.


    But after that point, the game is not very challenging. You can sleep through the night. The monsters are supposed to be scary, but the way progression works, once you get iron they are minimal threats. All the dangers lie in scattered rare structures you have to hunt out. There is little survival. It becomes an adventure mode. So if the Zombie is no longer a threat, the Illager must become the new hunter.


    Creating random raid events would be an easy way to bring back a challenge to the game.

    Posted in: Suggestions
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    posted a message on Base Raids
    Quote from Agtrigormortis»

    What should be the effect radius of the totem of defending? some people would have towns or cities consisting of thousands of blocks, not just hundreds. And having to go back to the End to keep getting more totems of defending would inconvenience them even further, especially if they had to collect 10 or 15 of them just to protect a radius of about 500 blocks.


    You also have to factor in that there is a small chance that something could go wrong with your world file and cause things to go missing, or some idiotic player on your server would remove them, accidental or otherwise.


    I'd be ok with the ravagers and pillagers spawning near your bases, ONLY IF it were still possible to keep them out by a stone wall and iron doors or something like that. Otherwise I disagree and I'm sure friends of mine would feel the same way as me about this, I play on a whitelisted server to keep griefers out of my worlds or keep it to a minimum if it ever happens at all. I don't want a hostile mob randomly spawning in ruining my builds I'd spend a long time putting together.



    I disagree... there is a reason the game is called "Survival" mode. It is meant to be a challenge. If you would like to build a massive city, play creative mode, or switch the game too easy or peaceful and don't have the raids.

    Posted in: Suggestions
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    posted a message on Potion Visual Revamp : make potions more pleasing to look at

    These changes make total sense. It is great to see so much work and art put into these ideas.


    Support.

    Posted in: Suggestions
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    posted a message on Base Raids
    Quote from Wolftopia»

    Not to mention that illagers aren't even supposed to be the main enemies in the game.



    I think they are. I do like your idea for Pigmen or other mob invasions, but pigmen and endermen- the two "late game" enemies- are neutral. Zombies would be the only ones that make sense, but they would be easily beaten, unlike Illagers.


    As for the Totem "ruining" survival, by the time you reach god-tier diamond in the end city, these raids would become less an intense battle and more an annoyance. They are completely optional to use, and if you wish you may eliminate the Totem to engage in a battle.

    Quote from xraiiny_»

    How would Minecraft detect that its a base?



    The same way Minecraft determines homes for villagers, with a door and a bed. They could also detect the player repeatedly sleeping in a single location, with it choosing an average in case you get sneaky and move your bed every night.

    Posted in: Suggestions
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    posted a message on Base Raids
    Quote from AMPPL50»

    The mechanics you propose would make it rare, but very much possible, to have to fight a raid VERY early on without being able to prevent it. I suggest making it so the Player has to call some attention to themselves, by killing a few Evokers or Ravagers first, so that either defeating a village Raid or raiding a Woodland Mansion is required.
    Putting the Totem of Defending so late into the game makes little sense, as, by then, the Player would most likely have either good enough equipment to deal with Raids and/or a base designed in order to make them easier to defeat.


    The player should be defenseless early on. That's why it is called "survival mode". I'd agree there should be some restriction to prevent a day one attack- perhaps the raid can only start once a player has passed some sort of advancement, like "isn't it iron pick". But overall earlier game players should be in constant fear of the raid.

    Posted in: Suggestions
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    posted a message on Base Raids

    Many people complain that Minecraft is "too easy". Therefore, I propose when on Normal / Hard mode, there is a chance for Illager Raids to spawn around your base, encouraging you to defend it. You don't want to live in a house where there are ravagers right outside your door. Pillagers use crossbows, so you can't just build up to avoid them. On normal mode, the Illager Raids are 0.25x less common than Village attacks, while on hard, Illager Raids are only 0.75x less common than Village attacks.


    The End City now has one extra loot, the Totem of Defending, which when used upon a block makes the surrounding area invulnerable to Illager Raids. This allows the endgame player to avoid such annoyances, but for the vast majority of the game, you will have to contend with such attacks.

    Posted in: Suggestions
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    posted a message on Remove AFK Fishing
    Quote from McNubberson»


    I would love to have you show me where Mojang has specifically said this, because... I am honestly not aware of it. If it is the case, they better fix a lot of things because of their own rule obviously. I can go to a town, and get mending books from a trader without ever punching a single piece of wood, little alone never getting diamonds. Besides, doesn't that mean if I find them in the first 10 minutes and build a diamond sword and/or pick, I should have access to mending?


    @fishg

    Mojang never said this, though if you want, I would probably dm a bedrock dev I know on discord and ask. It's common knowledge that Minecraft has a progression system. You start with wood tools and no armor, then to stone tools and maybe leather armor, then to iron tools and armor, then to diamond tools and armor, and then to enchanted diamond tools and armor. If enchanted books are meant to be super easy to get by Mojang, then why does the enchanting table require a diamond, or the anvil so much iron? I've rarely seen people with enchanted iron or below items because enchants come after diamond.


    You make mending books seem as if they are as easy to get as wood. First, you need to be lucky to find a village. Villages are rare finds. Then you need to hope that villager has a mending book, which is only 2.7% of all librarians. Last, you need to earn enough emeralds to get the mending book from the villager, so I guess you hope there's some ripoff deal from the farmer where you can just steal their crops and sell it to them for currency.

    Posted in: Suggestions
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