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    posted a message on Windmill MOD [future] MSFT

    fits in vanilla


    Be careful what you say fits in vanilla. The OP's idea would take Minecraft drastically in a new direction, as it adds a thing that can't even be done in the current engine: rotating blocks. You could make it into an entity, but then you're blurring the line between blocks and entities, and the game would have to be re-written to manage groups of blocks as entities while still allowing the player to change their build as if they were blocks.

    It would NOT fit in vanilla.
    Posted in: Suggestions
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    posted a message on The Trash Button

    It's called fire, lava, and cactus. Also you can throw stuff somewhere you don't normally travel and forget about it until it despawns.

    Posted in: Suggestions
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    posted a message on Balance the Mending Enchantment

    Currently, there is an imbalance with Mending. It works really well with armor but very poorly with tools. The way it works is simple: sometimes when you get experience, all of your equipment which is currently equipped or in use will be partially repaired. This includes all armor pieces and anything selected or in the off hand. It doesn't work very well for tools because most tool actions don't result in experience gain, and most experience-gaining actions don't repair the tools since they aren't selected. Your sword or bow can do just fine because you're usually using them while gaining experience. Armor has it even better: it's repairing no matter what you're doing as long as you get experience from it. Armor is repairing when you're doing combat with hostile mobs, but it's also repairing when you collect ore or pull stuff from the furnace.


    I set mending on all of my equipment. It is all diamond and has Unbreaking II or III. In practice, I find that my armor repairs itself much faster than it gets damaged even in direct combat. It even manages to stay in good repair during combat which causes the armor to take heavy damage, such as when I'm fighting silverfish or guardians. My sword and bow also repair themselves just fine. But my pick, axe, and shovel seem to gain almost nothing at all from mending during normal use. Even when I'm caving and ores are the majority of what I'm gathering, my pick repairs barely faster than it breaks. Things I use the axe or shovel for never yield experience. I set up an experience farm which I use to repair my tools, but as I can only repair one at a time (whatever I put in the off hand), it winds up being very tedious and I get so many enchantment levels by the time even one tool is repaired that I finally just spend diamonds to repair the others on the anvil. My level will easily go into the 50s before even one tool is repaired.



    One possible solution to this is to make everything with Mending on the hotbar repair from experience, so that your tools and armor alike will constantly gain from it even if you don't have the tools selected at all times. I like that solution but I'd like to go deeper. The issue then would be that mending is perhaps too powerful, as everything would generally stay repaired as long as you're gaining experience on a regular basis. When combined with Unbreaking, it would become trivially easy to maintain your tools, weapons, and armor. My solution is to reduce the rate of repair overall but have it be increased in certain situations. Weapons and armor would repair best from experience gained through combat, while tools would repair best when you gather experience from breaking blocks. Since the vast majority of experience from blocks comes from pick blocks, the three tools (pick, axe, shovel) should all gain the full bonus from all block experience. The overall difference this would make to Mending is as follows:

    1.) armor would repair the same in combat, but less from breaking blocks

    - armor repairs a bit less overall

    2.) weapons would repair the same in combat, but now can also repair when you break blocks

    - weapons repair slightly more overall

    3.) tools would repair more overall, but especially when you're gaining experience through breaking blocks

    - tools repair a lot more overall


    I would also make it a bit harder to fit enchantments on equipment. I currently have unbreaking 3, efficiency 3 or 4, and mending on all three tools plus each has an extra attribute: fortune 3 on the pick, silk touch on the shovel, and sharpness 3 on the axe. My armor has unbreaking 3 (2 on the helmet) along with a protection attribute. In addition to this my helmet has respiration 3, and my boots have depth strider 3 and feather falling 4. They all have mending. My sword has sharpness 4, unbreaking 2, looting 2, and mending. I haven't worked any of these to their max level yet. It seems like there's room to have pretty much perfect equipment in every slot. I'd definitely make some of these enchantments cost more levels, at least that way if you have unbreaking with mending, you have to give something else up. That would further balance mending by making it cost more than finding your third librarian who sells the book virtually indefinitely for 20 emeralds each.

    Posted in: Suggestions
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    posted a message on Balance The Hunger System
    Quote from Wolftopia»
    You don't have problem getting wood if you spawn in a desert, and that is because you just go on to the nearest forest biome.

    With default spawn settings, deserts actually have trees along the riverbanks. You can demonstrate this by setting a world to desert biome only and leaving all other settings default. The rivers will spawn enough trees that you won't have to walk very far before you find wood.
    Posted in: Suggestions
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    posted a message on Mojang is adding too much to minecraft
    Quote from TheMasterCaver»

    IMO, they did this to remove luck from battles - it isn't fair if your opponent wins because their weapon happened to deal the maximum randomized damage at the same time your armor offered the minimum randomized protection.

    They could just put a small range on each weapon and not have sharpness increase the range very much. A small range doesn't make the fights highly luck-based, but it adds room for small changes to weapon strength to make a difference. In PvP combat it can be balanced further by getting players to use more hits before a winner is had. If players have to hit each other 10+ times to win a combat, it's already pretty balanced even without damage variance, but a small variance won't really throw that off anyway.
    Posted in: Recent Updates and Snapshots
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    posted a message on Any way to get rid "fish eye" with FOV?

    You can't get rid of the "fisheye effect" because it isn't an effect. What you see IS what it really looks like. You can't squeeze more stuff into your visible range without squishing things to make room for it.


    The illusion is caused by displaying a 3D world on a flat screen. It is a composite product of how the image is written onto the screen and then how our brain interprets the screen image and it is present at all view angles even if you don't notice.


    You can train yourself to stop seeing it simply with practice. I play on 90º view angle and it looks fine to me now because I've been playing on it for many hours. I still occasionally notice that objects are a different apparent size depending what direction I look at them, but most of the time I don't notice. Your brain is constantly adjusting what you see into a satisfactory image. You see in strong "fisheye" effect at all times since you have a peripheral view of around 160º, but your brain gets used to it and so you don't notice it. It's particularly difficult to notice it with our own eyes because we've never seen our own vision any other way, so we have nothing to contrast it with. All you're noticing is that the game doesn't look the same on a screen as it would in real life. It just takes time to adjust.

    Posted in: Discussion
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    posted a message on Mojang is adding too much to minecraft
    Quote from TheMasterCaver»

    The same goes for weapons; another annoying thing about 1.9 is that Sharpness V diamond sword is just a bit too weak to kill zombies in two hits unless one is critical (they effectively have 20.3 HP when armor penetration is factored in while the sword deals 10 damage. Why not make Sharpness add 0.75 damage per level (instead of 0.5 + level * 0.5) for 10.75 damage? Smite would still be better against armored mobs).

    They actually made a point about that. They made diamond sword faster than other swords because they were reducing its damage so that it didn't easily reach 10 damage, which kills stuff in 2 hits. They made it so at maximum sharpness you can kill creepers and skeletons in 2 hits, but zombies still take 3. That way there's more reason to use the axe, which never kills in 1 hit--they also increased axe speed and reduced its damage so that it didn't reach 20 damage crits. In the original 1.9 development build when they first released the weapon changes, you could kill zombies in 2 hits with a sword non-crit or creepers and skeletons in one hit with an axe crit.

    I'd rather see damage variance. The current static damage means that a sharpness V sword is WAY better than a sharpness IV sword in many cases, while the difference between sharpness IV and III often makes zero actual difference. If we got damage variance, then instead of it being a binary matter of either always killing in 3 hits or always killing in 2 hits, it would be that you could kill in 2 hits with a weaker weapon, but each higher damage increment means your chances of killing in 2 hits are increased.
    Posted in: Recent Updates and Snapshots
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    posted a message on Balance The Hunger System
    Quote from NinjaDogDB»

    Also, I think the saturation thing would probably help me understand saturation a bit more because I am still not sure how it works.


    Saturation works the same as hunger. You have twenty drumsticks, but you can only see ten of them, and you aren't allowed to eat anymore once the first ten are full. The invisible ten are also filled by eating, and are drained before the visible drumsticks. Each food gives a certain amount of hunger, and a certain amount of saturation. Usually they give more saturation than hunger, also you can't get more saturation than hunger, so the extra saturation is best used when you still have some hunger drumsticks left but the saturation is fully ran out.

    Posted in: Suggestions
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    posted a message on Bedrock Armor
    Quote from fishg»

    I see your point, and for a while I was looking for a new name. (If anyone thinks they have a better name, please tell me)

    Howabout endtanium? It's from an idea I have about armor with lower stats than diamond but the durability is several times as high. The important and relevant part would be that endtanium would be a strong metal only found in The End, serving two purposes:
    1.) adding a new material for a new armor
    2.) giving a natural mineral to The End

    I invented the term "endtanium" but you can use it if you want.
    Posted in: Suggestions
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    posted a message on Ocean Improvements Part 2/3: Sea Content (Updated)
    Quote from ItsSuperNova»

    Yeah, but are sharks, whales, and Undead Sailors supposed to have more damage than the Wither? On the hard difficuly? Not something smaller like a half-heart more damage than them, but several hearts more damage than a Wither. I think you should definitely tone it down some bit.

    You've got to consider the attack speed. I figure the undead sailor has a fast attack so it should probably be weaker, but the whale could be fine if it attacks very slowly.
    Posted in: Suggestions
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    posted a message on I can make circles and domes for you!

    A couple years ago I discovered I can free-hand build a dome with higher accuracy than apparently a computer can. (Partly because people don't know how to use the computers.) I've been drawing circles out of pixels for most of my life, but the first time I tried a dome I discovered it wasn't even very difficult for me.


    I built this dome in Starmade:


    Unfortunately I can't show you the finished product as I forgot to screenshot it.


    I made another organic rounded shape in Minecraft once:


    It's pretty small so there's not much to show off, but it shows a bit of rounding.



    Anyway, I felt like making something round, but I'm not sure what I want to make. So if any of you have a server where you want a rounded building, just tell me where and how big, and I'll see about making a basic structure for you to work from. I'm not going to decorate it but I can give you a cool dome or something.



    P.S.: There's a flaw in that Starmade dome design. I discovered it later in the project and fixed it. The finished piece looks even better.

    Posted in: Discussion
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    posted a message on Ocean Improvements Part 2/3: Sea Content (Updated)
    Quote from Wolftopia»

    On a completely unrelated note, how do you think I could format this suggestion into a more readable post? I've noticed only a few people have read it, or at least commented on it. I think it might be because it's borderline wall-of-text.



    It's very readable. Most people here are either lurkers or don't read other posts, they just want to submit their own ideas. Best way to get a lot of responses is get someone to find fault with your post and try to argue with you about it, so the constant posting continuously bumps it to the top of the suggestions page.

    When I make a new post and I want replies to it, I think about how others probably feel the same way, so I go to the forum and respond to other people's post, especially anything that has very few or no responses so far. If we all do that, we'll all get more replies to our topics.

    Posted in: Suggestions
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    posted a message on Podzol spread *now with poll*
    Quote from Pixeltyp»

    I'd say Podzol should spread but only in the biomes it naturally generates in and if there is at least one leaf block in a 3x100x3 area above it


    That's a good idea.

    There are parts of biomes in which grass is unable to propagate across dirt--or at least there was once before coarse dirt was in the game, and there might still be. There could be places like that where podzol is able to propagate, while in most places it can't.
    Posted in: Suggestions
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    posted a message on So there's good news, and then REALLY concerning news...
    Quote from Talysman»

    Let's explain it another way:

    A company has two products, but some of their customers can't (or won't) use both products. X dollars is the amount of money spent yearly on Product 1 by people who don't buy Product 2.

    The company adds microtransactions to Product 2. Let's say the potential profits from Product 2 microtransactions (Y dollars) is huge compared to the profits from Product 1. Total profits are X dollars + Y dollars.

    The company now kills Product 1, because Y > X. Total profits are now (X + Y) -X, or Y dollars.

    Is X+Y greater than Y?

    You did your math wrong.

    We're talking about a case of a company killing X as part of a strategy to make Y bigger. Let's say they can make Y 10% more profitable by doing something that deliberately hurts X. They know that X will lose 50% profit but die-hard fans will continue to support it no matter what the company does to it. If Y = 10x, that's a loss of 0.5X and a gain of 0.1Y. It's a net gain of 0.05Y or 0.5X. And I was using a weaker example to demonstrate how even a minor success in a potent market can make completely screwing over a dry market financially worthwhile. Many times these companies have done exactly that, sometimes for not even that big of a net gain, but just because they were confident there would be any gain at all. Apparently how we the players feel about it these changes isn't very important to them--most likely because the biggest money comes from kids who don't know the history of these games, and they've already stopped paying so much by the time they realize how to tell what isn't actually a good purchase.
    Posted in: Discussion
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    posted a message on So there's good news, and then REALLY concerning news...
    Quote from lehjr»

    Never underestimate the power of microtransactions. Rockstar made a half a billion dollars on microtransactions.

    EA Games routinely trashes their games with game-breaking pay-to-win microtransactions and it makes the game so bad everyone quits. What do they do? They buy the next game, fall for the microtransactions, and end up paying way more than the sticker price for a game they enjoy for a way below average amount of time.

    "You'd think EA would learn from their mistakes."
    Posted in: Discussion
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