Unofficial Minecraft Thread #89

Post » Thu Jul 12, 2012 2:31 pm

Allan please add details
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adame
 
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Post » Fri Jul 13, 2012 1:51 am

I posted this on TESFan but I'll repost here:

I think it would be far easier on Gamemasters if Akjosch made certain ores only available in certain biomes (in high densities and low commodity of course), rather than generate no ore and have it be hand placed by Gamemasters.
We all know that the moment a hand made ore vein is discovered it would be stripped clean within the hour.
Not only that but they'd be really hard to find unless you made them suitably common or really obvious, yet again putting strain on Gamemasters who'd likely rather be building dungeons.

I also don't think wood or dirt should be a limited resource, it merely reduces our ability to generate varied and interesting biomes such as oases, equatorial jungle and swamp.
It sounds like Akjosch has this mostly figured out so we should probably just do whats easiest for him so that his designs can be realised.
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cassy
 
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Post » Thu Jul 12, 2012 9:36 am

I posted this on TESFan but I'll repost here:

I think it would be far easier on Gamemasters if Akjosch made certain ores only available in certain biomes (in high densities and low commodity of course), rather than generate no ore and have it be hand placed by Gamemasters.
We all know that the moment a hand made ore vein is discovered it would be stripped clean within the hour.
Not only that but they'd be really hard to find unless you made them suitably common or really obvious, yet again putting strain on Gamemasters who'd likely rather be building dungeons.
Agreed.
I also don't think wood or dirt should be a limited resource, it merely reduces our ability to generate varied and interesting biomes such as oases, equatorial jungle and swamp.
It sounds like Akjosch has this mostly figured out so we should probably just do whats easiest for him so that his designs can be realised.
Disagreed. The moment we make things like wood and dirt readily available, food is bountiful, shelter is easily made, and survival is a cakewalk. I'd far rather have these things concentrated in isolated areas, which makes finding them actually rewarding.
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Fam Mughal
 
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Post » Thu Jul 12, 2012 3:22 pm

Wood isn't the problem (it's a renewable resource, but you also need to use it up for tools and other stuff, so it has to be). Dirt and grass are: If you kill all your grass, your sheep won't regrow any wool and you won't be able to create flowers, long grass and seeds by using bone meal on it anymore. If you manage to kill all your dirt in an area, this area is "dead" for a lot of purposes, but the most important is: No more new wood, you have to import it, import the dirt (which will usually still lose you on the grass), or move on.

This is why my idea for a future expansion of the desert map (way after the map itself works) is to make sure retaining dirt is not automatic, by adding desertification simulation for areas not near the water table (aquifier), not protected by hedges or trees and so on. But that's just a bunch ideas for the future.
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Jennifer May
 
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