I've recently added some new commands into a .mcfunction, since 1.12 is now out. What I wanted was that if the player ran directly into a block, it destroys it, now that works with this command:
execute @a ~ ~ ~ detect ~1 ~ ~ minecraft:wool 7 setblock ~1 ~ ~ minecraft:air 0 destroy
But my only...
@Yuuki I'm going to wait for more details about crafting.
I don't like crafting systems where you have to carefully plan what materials you need, then go out of your way to do specific actions to get the right materials.
I prefer crafting systems where you get everything you need naturally from doing the main fun game loop.
For example: Minecraft diamond equipment. Diamonds are pretty much used just for tools and armor or an enchanting table. To get them, you need to go to the lowest possible levels and get close to lava
Similarly, to craft legendary equipment in WoW, you need to do a small quest chain that takes you to 3 dungeons and 3 zones
Because that's part of what I disliked about Warlords: the crafting has barely any effort involved: you don't need reputation or special items to buy certain recipes, you just craft an item 5X, trade it to a vendor, then just do cooldowns. Nothing special. Every time before that, the least you had to do was go to a special vendor and get rep with them
Games should figure out what their core fun gameplay loops are (most games have only one, but it's certainly not impossible to have more than one), and make sure that every system in the game serves to benefit that or benefit from that.
In Skyrim the core loop is exploring and finding cool new stuff, so the way alchemy works in that actually doesn't bother me because picking flowers is easy and you're walking past them anyway during your exploration.
In MMOs the core loop is more about gear progression and combat, so going out of your way to pick up crafting materials takes away from time doing the fun stuff.
@Nzall Even if it is, it's too far removed from the core loop. You pick up things so you can craft gear so you can be more powerful during the fun bits.
It doesn't directly benefit the fun part, it indirectly benefits it.
@DanmakuGrazer I know next to nothing about it; I heard about it 5 minutes ago. All I said is I'm going to wait for more details before I decide whether I'm going to try it.
@Beedrill Yeah, but you're not meant to just do crafting to get more powerful. You're meant to get more powerful through doing the fun bits, and crafting gear can help you if the fun bits don't give you anything
@Beedrill Yeah, but from a game longevity perspective, you can't always have the fun bits give you everything you want, especially in MMOs and games focused on loot. Otherwise the player gets what they want and leave
@Nzall I'm not saying it has to have 100% return on exactly what you want 100% of the time. But the game should reward you the most for playing the game in the most fun way.
And if you can't have it give you everything you want, you either need random drops (which can lead to certain pieces being weaker) or some kind of currency system (which becomes predictable and leads to everyone finishing at the same time
Most people are always going to play games in the most profitable way, so the game designer's job is to make sure the most profitable way is also the most fun way.
You shouldn't specifically design things to be less fun.
What I'm saying is that you need to identify the core fun gameplay loop of your game and make sure that everything in the game services that loop directly.
If combat is the main loop, then don't add things to your game that don't help the player have fun in combat.
@Beedrill If Blizzard did that, then WoW would never have pet battles, which many players are enjoying thoroughly but isn't the core fun gameplay loop for many players
@Beedrill It depends on what kind of game and how your loot works. if you have predestined loot that goes "you always get item X at place Y if you do Z", then players can plan their loot accordingly (1/2)
If your loot is randomly generated and a player cannot predict when they're getting gear or even if they're getting gear, then they need a way to compensate for lack of effect in certain slots
I completed all of the playthroughs in NieR: Automata and when going through the quests that I had missed through chapter select, I accidentally found a new move (R1 + X) where the pod kind of spins you in a circle and then throws you in the direction you are pointing. Is there a purpose for this...
and that's what I'm trying to get at: in a random loot system, a crafting system can give players a fallback in case they don't get what they want from the loot boxes
@Beedrill yes, I agree with that as well, but if you have crafted items that are of really high quality, I contend that they should have to go out of their way for that item
@Beedrill then it's up to the designers to make sure that the implementation makes acquiring the materials for that awesome infininitium dagger of +30 fun
and I think we can both agree on that
to summarize: a crafting system as a fallback is good in theory, but if the crafted system has top tier rewards, those rewards should require something that players have to actively search for.
@MadMAxJr but the fun is in the grind. Finally getting the plate off a specific monster is such a great achievement. Especially after you've killed it often enough to defeat it blindfolded.
@MBraedley For me it winds up making it less secure because my new password is invariably going to be easy to remember since I have to make it up on the spot.
At my old job I think I had to change every 6 months. Here it's every 2 years.
Specifically, it concerns parts of the constitution that isn't normally considered important for teaching in a con law class, but is now important given Trump.
I want to write a very long summary (+20 pages) about a game, including walkthrough.
I'm asking for a site where I can do that for free. I'm looking for something like pastebin but cuter. Also, I don't want people to write comments (just like pastebin, it is public but you can't make any comment...
I would like to ask how to make a resident with a custom trade who will sell enchanted books? For example, for 18 emeralds to sell a book with enchantment sharpness?
I noticed that the food that occurs most frequently is the food that gives the lowest JP, regardless of where the food is located on the list. I know this to be true because I leveled up my Oran Berry to have more JP than my Sitrus Berry and then suddenly the Sitrus Berries occurred more frequent...
How do you use Peacock on the keyboard? I use the keyboard and the only controls I know are the canon and the poke thing, can someone please tell me how to use Peacock on Skullgirls moves on the keyboard
I wanted to play Minecraft with my friends . so i start up Minecraft put it in full screen and here's what happened
I've tried restarting my game and changing the resolution.
I've noticed an influx in minecraft-commands questions recently where the questions do not have any kind of code. Take this question and this question for example.
Now, on StackOverflow, there is a flag/close reason for these kind of questions:
Questions seeking debugging help ("why isn't t...
@Ronan for me, whether a game is good depends on whether I'm good at it. One constant with every difficult game I played so far, including Rogue Legacy, is that I get frustrated by the lack of progress
@DanmakuGrazer Well, essentially, something I've been looking for a long time without much success is a game where the core of the game is having a persistent element between levels that serves both as a hub between levels and a measure of progression through the game
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