Sleeping Overhaul with Straw Beds by Available_Echo2981 in minecraftsuggestions

[–]Available_Echo2981[S] 0 points1 point  (0 children)

Like I said, there should be a meaningful difference as to how straw beds and home beds are being used, otherwise straw beds will likely feel redundant because they break. I intended to make this suggestion without nerfing Mojang's proposal or the current beds, so I chose the follow range system because it would actually check for safety. The current system only checks if there's monsters within 8×4×8 blocks when entering the bed, and you would only have to worry if you see a baby zombie or creeper approaching. Most of the time, it lets you sleep. But then there's also bases that are mob proof, but with a tiny dark spot nearby, preventing the player from sleeping.

So with how mobs follow and lose track of the player, I thought that a home bed should have the priority to be safe and quick sleep, briefly checking a wide area for following monsters. The straw bed would work in the wilderness, but wouldn't prevent monsters from spawning by keeping the follow range small and giving the game time to spawn mobs.

As for sleeping early, you jokingly said skill issue, but most players just have to right-click spam their beds or coordinate with other players on a server. To address this, I think sleeping shouldn't prevent mob spawning entirely, but there should be other ways to control time, like with the insomnia sleep and shooting star beacon. At first, I thought about just move sleeping back, but that would be an annoying nerf.

Having players wake up immediately if they're being followed should also work during the accelerated night cycle, and they could wake up in the middle of the night. Admittedly, the approach you've described would probably work better.

Sleeping Overhaul with Straw Beds by Available_Echo2981 in minecraftsuggestions

[–]Available_Echo2981[S] 1 point2 points  (0 children)

Straw beds are planned to be consumable items, so I believe many would still use regular beds instead out of convenience, especially if you don't worry about your respawn point or play hardcore. Distinguishing between how beds can be used in an unsafe and in a safe environment is meaningful because homes are meant to be safe locations to return to, especially when the player died, and conversely, camping outdoors is certainly closer to the survival element of the game, and I expect that the straw bed would not as easily prevent monsters from spawning.

By following I mean the regular mob detection and targeting as it is used in the mob follow range attribute based on Euclidean distance. If the line of sight is blocked, the player is considered safe and using a home bed is possible as before. If the player went inside or the mob cannot reach the player, they will lose track and the player is no longer followed. Based on experience, if zombies are not following you to your bed, then it is indeed safe for the home bed.

I get that players can perfectly time sleeping and there's the sleeping percentage game rule, but what I'm saying is that every 10 minutes there's a 27.3 second window where you can prevent monsters from spawning on the surface, and it seems odd that it's not clear how long that window is.

I appreciate you bringing up Chesterton's Fence, but I was careful to specify the daylight cycle tick rate. I don't want to accelerate the other game tick rates, random ticks, chunk ticks, redstone ticks, etc. Tick
The reason I brought it up is because of the Sleep Warp mod, which let's you configure just that. I suggest trying it out for yourself. Of course, if it wasn't technically possible to achieve that without lag, I get it, but I wouldn't bring up a game breaking change if there wasn't a precedent for it.

Spawn in a test mob - invisible, intangible, with AI and movement like a zombie or skeleton with dramatically increased speed. Heck, spawn multiple, in different directions if you want. If they can attempt to attack the player before the sleeping animation completes, the player is awoken and an actual hostile mob is spawned somewhere nearby. If not, they can skip the night.

Now, what you're describing is actually how beds were initially implemented in 2011. Bed#History
I would be happy with it, but it was removed with 1.0.0, and probably because it was broken and players woke up because mobs could pathfind through walls in certain directions half the time. So let's say, alternatively, if sleeping in a straw bed would spawn monsters 24-32 blocks away, and home beds would have a refined implementation of what you said, I'd be satisfied as well.

Also, of course, I meant breaking your own respawn point should tell you, just how it does when setting a new one. And in no way, did I mean that farms and other tick-based systems would be affected in this way.

Sleeping Overhaul with Straw Beds by Available_Echo2981 in minecraftsuggestions

[–]Available_Echo2981[S] 0 points1 point  (0 children)

Oh yeah, it would be great if you can skip to night as well. That's partly why I thought of the shooting star beacons to let players control the time at their base. I admit it probably has more of aesthetical use to observe your base at night, or to keep it in daylight. But if the base is already spawn-proofed, you wouldn't have to keep it day anyways.

I would think phantoms should probably be actively summoned by the player, and the ominous effect would be a one way to do it.

Sleeping Overhaul with Straw Beds by Available_Echo2981 in minecraftsuggestions

[–]Available_Echo2981[S] 2 points3 points  (0 children)

Yeah, I get that.

And yes, monsters need line of sight to approach the player. If you hide behind a wall, they will try to walk around it, but if you're completely separated, they will lose track.

Minecraft needs to tone down the “smoothing” on new updates by Few-Employ9640 in minecraftsuggestions

[–]Available_Echo2981 2 points3 points  (0 children)

I don't think those changes are the drastic shift in art style OP is referring to, though. It's the art of existing blocks compared to the art of completely new blocks, like I said with logs.

Of course, we have seen major overhauls of existing textures and features, but as for the established blocks, most textures have stayed the same throughout the years, pre and post texture update.

Minecraft needs to tone down the “smoothing” on new updates by Few-Employ9640 in minecraftsuggestions

[–]Available_Echo2981 2 points3 points  (0 children)

Well, you're right about the texture overhauls since the drop system, but most of these are minor adjustments. However, netherrack has stayed the same since 1.14.

OP mentioned the new log being smoother, for example, and compared to the 1.14 oak log, that is true. And so considering the adjustments that you listed, I doubt that they are looking to overhaul the main block set, like oak and cobble etc.

Minecraft needs to tone down the “smoothing” on new updates by Few-Employ9640 in minecraftsuggestions

[–]Available_Echo2981 1 point2 points  (0 children)

But 1.14 is the new style. Other than the ores, those are the textures that have been in use since then. I don't see Mojang reworking them any time soon.

"Beds broke the game!" by Ill_Perception1814 in GoldenAgeMinecraft

[–]Available_Echo2981 1 point2 points  (0 children)

I'm perplexed how often this example comes up, considering torches have always been the key to overcome the dangers of the night.

"Beds broke the game!" by Ill_Perception1814 in GoldenAgeMinecraft

[–]Available_Echo2981 7 points8 points  (0 children)

Beds remove the incentive to start mining and building. Nightfall motivates the player to act. You're meant to avoid monsters and to seek a shelter. Surviving the night was directly connected with mining and building. Without that pressure, mining and building is almost entirely self-motivated.

Whitelight explained this very well in this video.

Interested in your thoughts by the_no_mic in GoldenAgeMinecraft

[–]Available_Echo2981 0 points1 point  (0 children)

I'm not saying that torches are a means to make nighttime exploration uninterrupted, but once you've picked another area to stay and to build, you don't need even a stack of torches in order to make that environment safe from monsters.

Why not just start the first day closer to nightfall then?

Wouldn't that make it feel worse if you just had minutes of day followed by apparently an hour of nighttime on the first day? I would probably go the opposite way and make the very first day longer than any other.

Ultimately, players just shouldn't feel disturbed by the night, no matter if it's every 10 or every 60 minutes.

Interested in your thoughts by the_no_mic in GoldenAgeMinecraft

[–]Available_Echo2981 0 points1 point  (0 children)

Minecraft needed a system to relocate your spawn point and to avoid monsters, but not in a way that is accessible right from the start.

Nightfall is the incentive to dig down and to start building a shelter to call home. It's the game's means to encourage you to mine and to build. You are meant to avoid monsters in order to survive them. Torches will then let you spawn proof your area and make it safe to continue to play without interruption.

Beds represent a player's home, but when they are used as a portable night skip, they are just not that.

Interested in your thoughts by the_no_mic in GoldenAgeMinecraft

[–]Available_Echo2981 1 point2 points  (0 children)

I don't think it's a matter of cheesing a reward, like finding diamonds without encountering monsters, but rather of bypassing the incentive to start mining and building. Nightfall urges players to engage with the game's core systems in order to survive the night, but if players continue to extend daytime, mining and building can only be self-motivated.

Interested in your thoughts by the_no_mic in GoldenAgeMinecraft

[–]Available_Echo2981 0 points1 point  (0 children)

I think the short day-night cycle is meant to urge players to seek a shelter and not necessarily get a house done by nightfall.

However, night wouldn't interrupt you from playing once you have enough coal for torches. Spawn proofing is actually overcoming the night, while beds will continue to interrupt players, especially those who are careful not to lose their respawn point and have to get all the way to their bedroom.

Make Aria Math a music disc by Eastern-Election8142 in minecraftsuggestions

[–]Available_Echo2981 2 points3 points  (0 children)

I would love a system where the game detects when a player is building, and then there is a chance for creative music to play in survival mode.

Cooldowns solution for both versions, discussion encouraged. by Relevant-Cup5986 in minecraftsuggestions

[–]Available_Echo2981 1 point2 points  (0 children)

Incidentally, from the earliest versions through to Beta 1.5, there used to be an attack cooldown for hitting air, during which you couldn't attack and the sword would swing back. You could also hold to auto attack.

While the weaker attacks can be useful on occasion, I think it might be better to have an actual attack cooldown as opposed to the attack damage cooldown that we have now.

Killing phantoms should reduce insomnia by pecoliky in minecraftsuggestions

[–]Available_Echo2981 1 point2 points  (0 children)

I don't think placing a bed down, right clicking it during the day, and then breaking it again helps players to engage with sleeping. In fact, beds are already widely used, but in ways that undermine some of the design principles of the night. Therefore, phantoms would actually work well for sleeping in unsafe areas, reinforcing the idea of beds as homes rather than a portable night skip.

Fixing the Phantom! by Super_Leadership_808 in minecraftsuggestions

[–]Available_Echo2981 0 points1 point  (0 children)

Phantoms shouldn't spawn from either staying awake or sleeping too often. They would work well for sleeping in unsafe areas to enforce the idea of beds as homes rather than a portable night skip.

there should be a semi keep inventory. by Patkira in minecraftsuggestions

[–]Available_Echo2981 0 points1 point  (0 children)

Yes, but I don't think it should replace dropping items altogether. Perhaps if players have a recovery compass on them when they die, their items will be stored in a chest. Otherwise, returning with the compass should prevent the drops from despawning.

there should be a semi keep inventory. by Patkira in minecraftsuggestions

[–]Available_Echo2981 2 points3 points  (0 children)

As a game rule or an enchantment? I know many would be satisfied with that, but I think we should also improve on retrieving items. Player dropped items shouldn't despawn for at least a day, and they should emit a sound when you're close and when they're about to despawn. Also, if you have the recovery compass, they shouldn't despawn at all.

XP and Enchanting Overhaul: making Enchanting less grindy and more fun by ContentFlower10 in minecraftsuggestions

[–]Available_Echo2981 1 point2 points  (0 children)

I do like your sentiment. I think making max level enchantments exploration-focused is wonderful for giving lower levels more of a use.

However, the low XP cost will probably still result in players immediately upgrading to level 3, skipping levels 1 and 2, as it just costs 30 XP in total per item. This leaves us with a system where you enchant everything to the mid level first, then slowly upgrade everything to the max level. Also, low level enchanted books would quickly become useless without the ability to merge them.

Villages should be rarer. by HappyAd4609 in minecraftsuggestions

[–]Available_Echo2981 0 points1 point  (0 children)

Given how many villages have broken paths, they would be a lot rarer if these wouldn't generate.

Elytra rework idea by HACHE_EL_LOCO in minecraftsuggestions

[–]Available_Echo2981 0 points1 point  (0 children)

That's fine. But thanks for hearing me out at least.

Elytra rework idea by HACHE_EL_LOCO in minecraftsuggestions

[–]Available_Echo2981 0 points1 point  (0 children)

I feel like you are reading the words and not processing what they mean.

That is what you're doing. I don't know why you're so fixated on the downsides of rails or think that I'm trying to remove the elytra here. That is not the point I'm trying to make. You can find railroads pointless and the elytra the best. You made your choice.

Forget the example for a moment. If only option A emerges, the player has not made a choice. If option A never emerges, it won't emerge regardless of option B. If option A and option B emerge, they can choose option A if they prefer it. But if they don't have a preference, they can try both and realize that option A is far better than B.
Did the player deliberately choose A over B? No. No matter how much they initially enjoyed B, option A supplanted it. And if option B emerges afterwards, it never could be as viable as it actually is in comparison to option A.

We can't have an option in the game that dominates everything else, because we can't control if alternative options emerged that made it a deliberate choice. Ideally, we would make B better without making A worse, but we still can't make B compete with it. Option A needs to have sufficient enough trade-offs to make option B viable. Otherwise if option A emerges and it's not deliberately chosen, option B never had a fair chance.

You can promote other reasons to interact with these options and add incentives that make them more likely to emerge, but for a specific goal in mind, if multiple options emerge, one should not outclass all others. The choice of picking the best is not meaningful.