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WatermelonOfDestiny

Muffin
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Everything posted by WatermelonOfDestiny

  1. Hi IGN: MelonDestiny (account is __Kino__ ) I would like to save my castle. I had to shave off part of the spires, but I'm pretty sure my math is right and it's under the block limit. the top corner is at 7861 / 110 / 12846 bottom corner is at 7969 / 53 / 12686
  2. This is feedback concerning a change with flying classes. With the new update, flying classes lose their immunity to fall damage if they run out of food while flying. This can very easily cause them to plummet suddenly to their deaths. This did not happen in previous iterations. I don't find this particularly compelling as a mechanic. Having a drawback to a power is not a bad thing, but the implementation is important. The suddenness of these falls make these death-dives extraordinarily frustrating. The deaths feel cheap and unwarranted. the activities affected tend to be building tall buildings and flying over large stretches of terrain, both tasks in which the player's attention is naturally drawn to other things. Randomly dying because you were decorating the outside of your tower and didn't notice your food bar is very frustrating. In basic minecraft not paying attention to the food bar will at worst cause you to very slowly take damage, and it will indicate that this is going on long before it poses a serious danger. It also stops your health from regenerating, but this, too is not something that is instantly and rapidly threatening. Point is, the food mechanic in minecraft is meant to be a long-term resource management chore. Outside of the very start of the game before you get established, the only time food in minecraft is supposed to kill you is if you neglect it repeatedly over a long period of play, often measurable in hours. This loss of the flight immunity to fall makes the food chore suddenly lethal in a span of less than a minute, far faster than it was intended. The food bar goes from being an upkeep task to the most dangerous enemy in the game, even more than the creeper. The result of this is that the game's primary survival challenge is no longer paying attention to your environment and preparing for your adventures, but a trial to see how long you can keep your attention flicking back to the food bar every 20 seconds. This task suddenly absorbs most of your time and attention, because failing even once is likely to be lethal. Instead of focusing on building and surviving, your focus becomes entirely absorbed in keeping yourself fed. The other option is, of course, to not fly, but that defeats the purpose of having classes that can fly. To summarize, the flight granted by these classes is supposed to be their primary advantage, and it is a strong one, but it is one they pay for with dramatically increased food consumption. They already must manage their food chore much more often as a result. This loss of their fall immunity swaps the chore with the primary gameplay of building/exploring/surviving. Instead of a game about those three, in which you are occasionally reminded to go feed yourself, the game becomes entirely about feeding yourself, and the other tasks become secondary. This is because the penalty for not prioritizing your food bar is so high. The player is now heavily incentivised to focus on their food bar instead of, well, every other task in minecraft. I can understand that there is a desire to create a drawback for the flight power. It is strong. This is probably not the best way to go about it, however. If the significant food cost of flight is seen as insufficient as a drawback, I might recommend these other options as alternatives to player-killing: 1. Implement a flight delay of maybe 15-20 seconds if a player falls out of the sky. Perhaps give them the fatigue status, and ensure that fatigue prevents them from flying. This keeps the spirit in which this change was made, without making the punishment so severe as to cause food management to become the primary gameplay. 2. Prevent flying players from placing or breaking blocks. This drawback may be slightly annoying at first because it also removes an ability that flying classes previously had, but it does not alter gameplay priorities or punish players for attending to tasks other than food for more than 30 seconds at a time while airborn. I don't think the intention here was to create a frustrating mechanic, it was to try to balance the power of giving players flight. The frustration and warping of gameplay priorities is an accidental side effect, but one that ought to be mitigated. Hopefully a more sound and more fun solution can be found.
  3. I just think it would be really cool seeing players build towns into the sides of cliffs and skycaves. It would be neat seeing what kind of adjustments people come up with for going about their usual survival building in such a crazy landscape.
  4. Any chance the new survival server can be made as an amplified world? It creates such awesome terrain features.
  5. Rebuilding the city around my castle, this time better than ever now that I've got experience doing it twice before.
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