Talk:Tutorials/The second day

SuperArticle?
If you wanted, I could create a superarticle for the first few days.

Or, we could work on an article with a "Choose your own adventure" style. There would be different paths to take.

It's your article, I'm giving you the choice.

-7 05:29, 10 March 2011 (UTC)

That's a really good idea, the choose your own adventure style. I was the creator of this article, but it doesn't make it mine, though. We need a collaborative agreement for this.

Perhaps we could make different paths like:

- very defensive

- very offensive

- mining camps

- underwater

- floating

etc.

Anyway the idea of a choose your own adventure is a great idea. Thanks for bringing it up.Hope we can get more people to agree. R0cketor - Talk 21:51, 15 March 2011 (UTC)
 * We could make a project, recruit people to help. You up for it? -7 22:01, 15 March 2011 (UTC)

Yeah. Well actually if we make the pages now it's not like we're going to get blocked for it. at the worst case scenario they'll be delete and we'll be told not to do it. You can create the page, then set up discussion and we'll talk about which things we'll do. R0cketor - Talk 22:24, 15 March 2011 (UTC)
 * I'll start on it now. 7.png  23:02, 15 March 2011 (UTC)

K thanks. Post a link here when your ready for me to edit.  RocĸetoR talk Sandbox  11:10, 16 March 2011 (UTC)

Skeletons+Doorways
Confirm/Deny the following? Skeletons can see through doorways, and as such will try to shoot you through the window. Their aim is phenomenal, but they do miss occasionally (1 in 5). However, they aim for the door crosspiece. Since arrows can go through the window panes, about 1 in 5 skeleton shots will hit you through a door. Darkid 22:07, 11 March 2011 (UTC)

It definitely has happened to me multiple times. However their accuracy is horrible via a door. Also they can only shoot through an inward facing door. Example the door is closer to the inside than to the outside when it is closed. To stop this you just place it while you are outside. I tested this out and with one skeleton, it hits me at point blank range (behind the door) every one in five shots. BUT, i have found out something. Sneaking (or squatting, whatever it is) will decrease the chance of hitting you. Since they aim for the crosspiece they are shooting upward at a big force and normally only hits 1 in 10 times (to me) R0cketor - Talk 21:57, 15 March 2011 (UTC)

Nice Article
This is Good for Newcomers i survived my first minecraft night with This! –Preceding unsigned comment was added by 69.247.50.100 (talk) at 14:08, 25 June 2013 (UTC). Please sign your posts with


 * Good! That is because the majority of the writers(including me) had just started a new map, and were typing what they were doing(including me). Meeples10 signature.png ᐸ Talk Contribs 14:57, 25 June 2013 (UTC)

Needs to address a few more issues
This is a very good article, but I think it needs to address a few more details. Because it touched on mining I believe it is important to mention how a wooden pickaxe can't mine iron ore and 'up' while a stone pickaxe can't mine redstone ore and 'up' (I consider this a reasonable sequence: coal, iron, redstone, lapis, gold, diamond, emerald). I don't think it's unreasonable to keep the possibility in mind that a new player might come into contact with redstone (or other ores) on the second day.

I also believe we should mention armor (not sure!) but at the very least we do need to address the shield because this can be a serious life saver (example: can fully block a creeper explosion).

Finally, after re-reading part one I seriously think we need to put much more attention to a chest. Right now chapter one mentions that a chest "isn't really necessary" but I seriously disagree with that. A chest will help a new player keep their items (or some of them) in the event that they get killed and can't find their death point within 5 minutes.

These are some of my first impressions and things I plan to be working on in the upcoming weeks. - ShelLuser (talk) 06:17, 8 August 2017 (UTC)

Reorganization
It's about time this page gets some large attention to be reorganized. This page is in good health but in an entirely different style from the Beginner's Guide, includes redundant information, and uses technical terms and ideas the player doesn't understand at this point of the tutorial. There are sections of the Beginner's Guide which are not fitting to be in the Beginner's Guide (about getting through the first day and night) but do not fit the style of the Second Day.

What suggestions do any of you have for reorganizing this tutorial to better fit the goals of the BGR Project: to guide the player and give them the base information they need to play the game while still allowing the player to choose how to play the game. I'll suggest a plan of my own after some days of thought and talk so that we can best reorganize this page.
 * -SuperDyl19 (talk) 05:03, 17 April 2018 (UTC)


 * Considering the changes coming in 1.13 (i.e. Phantoms and drowned) it may be best to rewrite the entire article, just using the current one sparingly as a guide for the new one. If you want i can do a simple rewrite in a sandbox over the next few days and you can take a look at it, then either use it as is or add to it. jjlr (talk) 05:19, 17 April 2018 (UTC)


 * , that would be fantastic! Thanks for the offer.
 * -SuperDyl19 (talk) 12:31, 18 April 2018 (UTC)
 * Speaking as the last person to rewrite this page (and a previous rewriter of the Beginner's Guide), a few comments: The different styles for the articles are partly a consequence of the difference between the first and second days.  For the first day, certain things need to be done in a hurry, or the player's experience will be much less fun.  So that guide focuses on "what to do next".  By the second day, the player has more choices about which goals to pursue first, and those choices are also affected by worldgen.  The second day is when you take stock of the world and start in with the three E's: Evaluation, Exploration, Exploitation.  So it the article lists various things the player will need to plan out, and then gives summaries of the various resources available (including the monsters).
 * All that said, I'll freely admit that the tutorial is a bit of a hodgepodge, without an overall structure to the article. For myself, working on wikis has long ago purged me of jealousy over my "deathless prose"... so if you think you can do better, go for it! --MentalMouse42 (talk) 00:57, 19 April 2018 (UTC)
 * ETA: A couple more points:  I don't think redundancy is a sin in a guide, indeed for important points you may need to "tell them three times".  And links can be used to let readers research any "technical terms" (just what were you thinking of?) in a new tab.  --MentalMouse42 (talk) 01:13, 19 April 2018 (UTC)

and the current sandbox page is here if you would like to look and maybe help add to the page. jjlr (talk) 01:07, 19 April 2018 (UTC)
 * I'll take a look tonight. --MentalMouse42 (talk) 01:13, 19 April 2018 (UTC)
 * Oh, I see it's still a stub. Graphical tables are all very well, but it'll be the text that makes it a guide.  I look forward to seeing what you come up with.  --MentalMouse42 (talk) 01:23, 19 April 2018 (UTC)

How much do new players really need to know
Since this guide is for players only on there second day (only 20 minutes of gameplay) it seems like they shouldn't need to know about things like saturation, loot tables, or exact drop percentages, and it could possibly make it confusing for them. Would anyone oppose these details be moved to a technical subsection at the end of each main section for people who want to read it and so that new players will not have to if they don't want to? jjlr (talk) 04:45, 19 April 2018 (UTC)