• Notch reveals leveling, experience points.
    253 replies, posted
[QUOTE=Rammlied;31279809]My idea is an armor set that combines the drops from all mobs into an armor set between iron and leather called Bone Armor.[/QUOTE] Oooh, Bone Armour sounds pretty cool. Perhaps by combining Redstone Dust with Bone Meal, then smelting the resultant powder in a Furnace could yield Bloodbone (alternatively Redbone Gems if Notch still dislikes blood), a dark-red gem-like material that resonates with the essence of undeath. Crafting it into armour would yield equipment that has durability between that of Gold and Iron, but it would also have a special attribute when you wear all four pieces, a unique quirk discovered by a former resident of Coorhagen. That's right, it's what you think. Since Bloodbone resonates with the essence of undeath, wearing a full set of Bloodbone Armour would mask your living essence with an overpowering guise of undeath. Basically it makes undead enemies think that you are just another of the undead, and thus they will not attack you. Non-undead enemies like Creepers, Spiders and Slimes, as well as Necromancers (dark wizards behind the whole undead plague), will sadly not be fooled by this disguise. However, Necromancers will be less of a challenge when faced by a player in Bloodbone Armour, since they can only blap you with Entropy Waves as their undead minions won't really attack you. Nonetheless, it is advisable to destroy the Spawners in the Necromancer's Lair in case your Armour breaks and the set bonus is gone. Necromancer Lairs could be found at random in a nearby domain. Though one can easily just kill a Necromancer in the fight, you can access an alternative conclusion to the fight if you destroy all the Spawners or wear the full Bloodbone Armour. If either of these terms are met, and you get the Necromancer down to a certain number of Hearts, they will beg for mercy and offer you some Experience Orbs in exchange for them leaving their Lair and never returning to your territories. If you agree, they pack up and leave forever, meaning that the chunks around the immediate area will have less undead enemies around, permitting other types of Living mobs to move in at night. If you refuse this, however, and kill the Necromancer, they'll disintergrate and drop a random Necromancer object, some of which i'll label below. Necromancer Knife: Cannot be destroyed, deals Stone-grade damage, has an alternate function depending on what type of Gem you combine it with. Bloodbone yields a Marking ability that causes any undead to attack the marked Mob if it isn't undead, using a Ruby grants it the Entropy Wave function, dealing low damage and slowing the target. A Necromancer Knife can only be recharged or "reprogrammed" when it is out of "charges". Necromancer Robe: Indestructible Chestpiece that causes undead to ignore you, but only gives 2 units of Armour. Cannot be used to achieve set bonuses. Necromancer Phylactery: This rare item acts as an "extra life" potion, and was intended to be the Necromancer's life insurace policy. However he didn't have time to imbide it's contents before you ran him through with your sword. Despite being resurrected at your spawnpoint every time you die, it would be rather handy to have a "Continue" option. So when you drink a Phylactery you gain a Continue, which gives you the option of spawning where you died. Continues stick around until you use them, so use them wisely, since it would be unwise to respawn in the midst of a group of enemies or in a body of lava. Phylacteries can be crafted, but they are very expensive to craft, requiring quite a lot of Vitae (Gems forged from a blend of Gold Dust and Redstone Dust). In the end, depending on how you look at it, it's sometimes more worthwhile to just hunt down Necromancers. Well, I started off with a reimagined Bone Armour and then ended up with a Necromancer Boss, the prospect of crafting Gems of Power, and the possibility of Continues. Somehow I think that the Necromancer Boss and the Continues would seem a bit more appealing than (Blood)bone Armour and Gems of Power, seeing how against personal magic usage some Minecrafters are.
[QUOTE=Nonikai;31294127]And minecraft has been ruined forever I always felt that the fact that there was no leveling system in minecraft was the biggest appeal of the game[/QUOTE] I thought the adventure thing was a gamemode?
I want Notch to add a time between firing arrows with the bows.
I'm really looking forward to this. Should add some real depth to the game, although I imagine we'll need a few hotfixes because of all the bugs it'll inevitably bring.
You're a good story-teller, ironman17, but to be honest, most of your ideas are impractical and would change Minecraft's theme, and some are even un-doable altogether. Please stop suggesting adding any kind of authority behind the undead and anything relating to alchemy or witchcraft.
[QUOTE=E-102 Gamma;31294730]You're a good story-teller, ironman17, but to be honest, most of your ideas are impractical and would change Minecraft's theme, and some are even un-doable altogether. Please stop suggesting adding any kind of authority behind the undead and anything relating to alchemy or witchcraft.[/QUOTE] I respectfully disagree sir. What do you suggest instead? I guess the theory of it being an untamed horde like in 28 Days Later would be acceptable, since you don't necessarily need an evil overlord to make a horde of zombies to ravage the land, a simple experiment gone wrong is all it takes. Concerning changing the theme of Minecraft, as far as I can see there isn't much of a theme other than that of a Stranger In A Strange Land with a bad case of an Undead Infestation, and i'm pretty sure most cases of undeath are magic-based. But then again, it could be Maybe Magic, Maybe Mundane, perhaps some sort of virus, but I doubt that it's possible for any kinda virus to make something COMPLETELY SKELETAL, unless it's a virus based off of some sort of nanotechnology. Nonetheless, 8 out of 10 cases of Undeath are caused by magic in fiction. Impractical ideas are possible, but undoable ones I doubt it. Give me an example of one of my "undoable" suggestions, and I will prove you wrong. Some mods have done things that some considered "impossible". Also, I don't care much for whatever beef you have with magic. Explain what beef you have with it, and make it good. (I might be sounding hostile here, but I just want to know why you don't like it so much, and I wouldn't be too happy with reading a simple opinion that isn't backed up with reasonable explaination. If you're short on time and can't explain, be sure to explain at a later date) Despite your complaints, I do thank you for complimenting on my storytelling capabilities. It's good of you to say so. Nonetheless I do hope you give a full reply and not express your disapproving opinion with some silly icon instead. People who give a blunt and unelaborated disapproval instead of explaining their disagreements are the death of reasonable conversation. Not replying is also a terribly impolite thing to do, awfully antisocial (i've been guilty of such a crime many a time and oft, and I don't exactly feel too proud about it to be blunt). Also, just for the record so everybody sees, saying that one shouldn't dig deep into the topics is an absolutely HORRIBLE and SHAMEFUL thing to say, especially concerning this game. One of the main mechanics in this game is digging deep, and without it you can't find the valuable stuff you need.
Notch shouldn't have used the word permadeath... Too many people that stops reading when they reach that part and starts to whine about what they think he meant.
[QUOTE=ironman17;31295250]Concerning changing the theme of Minecraft, as far as I can see there isn't much of a theme other than that of a Stranger In A Strange Land with a bad case of an Undead Infestation, and i'm pretty sure most cases of undeath are magic-based. But then again, it could be Maybe Magic, Maybe Mundane, perhaps some sort of virus, but I doubt that it's possible for any kinda virus to make something COMPLETELY SKELETAL, unless it's a virus based off of some sort of nanotechnology. Nonetheless, 8 out of 10 cases of Undeath are caused by magic in fiction.[/QUOTE] The theme is you're a survivor stranded out in the middle of nowhere and you're there to stay. You have to get resources, mine, build a dwelling, and survive. A lot of MC's theme is based on mining, obviously, with an almost industrial touch to it (pistons). There is also an emphasis on making redstone circuits. Another part of MC's theme are the animals and hostile mobs. Where do the undead come from? That is a good question. I would like to believe that Minecraftia is cursed somehow. Whether it was the fault of whoever was there a long time ago (I know there were people in Minecraftia before Minecraft takes place because Notch is adding ruins.), or if the land is just unexplainably cursed for no reason, there seems to be an aura of evil about it (cave noises). I personally dislike the idea of any kind of wizard being responsible for this evilness about Minecraftia; it isn't mysterious enough, in my opinion. Minecraft is a sandbox game, and IMO, the stuff you're suggesting belongs in RPGs and adventure games (and no, the adventure update won't instantly turn MC into an adventure game). [QUOTE=ironman17;31295250]Impractical ideas are possible, but undoable ones I doubt it.[/QUOTE] An Impractical idea is one that just wouldn't be useful or worth it. Undoable ideas at least [I]should[/I] be self-explanatory; they can't be done, or at least won't be done because they'd just take too much unnecessary effort. [QUOTE=ironman17;31295250]Give me an example of one of my "undoable" suggestions, and I will prove you wrong. Some mods have done things that some considered "impossible".[/QUOTE] Several ideas of yours involve crafting certain items (I.E. Armor, knives, other tools, etc.) with gems that modify their attributes. Not only would Notch have to add a proper attribute system, but he would have to think of names for each and every single possible combination. Sounds simple, yet tedious, but that isn't the problem. The problem is that you'd end up with items that have long and/or confusing names (Bloodstone Necromancer's Knife). Most of MC's items have short names, usually no more than two short-ish (Iron pickaxe) words or one long-ish word (Netherrack). [QUOTE=ironman17;31295250]Also, I don't care much for whatever beef you have with magic. Explain what beef you have with it, and make it good.[/QUOTE] Again, it goes against MC's theme. I personally don't like the thought of cooking up potions or especially performing rituals (A.K.A. engaging in witchcraft). And curses aren't necessarily magic, at least in my opinion. They can be supernatural. [QUOTE=ironman17;31295250]Despite your complaints, I do thank you for complimenting on my storytelling capabilities. It's good of you to say so.[/QUOTE] They're disagreements, not complaints. But thank you.
FUCK YES PERMADEATH FUCKING YES YES YES YES i am so happy
[QUOTE=Antrolf;31295623]Notch shouldn't have used the word permadeath... Too many people that stops reading when they reach that part and starts to whine about what they think he meant.[/QUOTE] Permadeath is kind of an unsettling word in itself, but Minecraft has actually had a rudimentary permadeath from the start of Survival Mode, and still has to this day. Dropping all your items on death is definitely a permadeath kinda penalty, as is losing all one's XP, but it's not exactly losing the entire world. Whilst many don't really enjoy the concept of losing one's world on death, some people apparently enjoy such a concept as it adds challenge. Sure, permadeath might not be an admirable aspect of many sub-par NES games, like in some of those games you went back to the beginning of the game after dying or running out of continues (Milon's Secret Castle, Dick Tracy, The Terminator, Ghostbusters, Frankenstein, I could list so many that the Nerd has covered), with little to no checkpoints, but that was probably because those games were supposedly meant to be long, and nothing is more frustrating that getting far in a long game only to lose significant progress, ESPECIALLY if there's no save feature or continue codes. But for short games that you can easily complete quickly, where going back to the beginning isn't as much of a punishment, then permadeath isn't so bad. In things like Desktop Dungeons, Tetris, Dungeons of Dredmor (don't go, the Diggles need you), Pong, Spelunky, Bejeweled (the original), simple games that are so quick and simple you could complete them easily in a quarter of an hour or less, you don't really NEED to save your game, and permadeath isn't penalising at all. Nobody really needs to save a game of Tetris or Bejeweled since it's not some big old adventure game, like Tomb Raider or Dragon Age or The Elder Scrolls, games so big and long and epic (sounds like the contents of a gentleman's trousers) that you NEED to save your progress. Like I said before, some people ENJOY the risk of permadeath as it adds the extra thrill and danger. For simple games I understand completely, though the longer a game gets, the more a permadeath option seems a wee bit masochistic. Personally in my view I have little against permadeath. Regardless of the content of a game, a permadeath option is often like getting kicks from one's own nipples; some people like it, some people don't. But depending on the nature of the game, like it's difficulty, it's length, it's overall size, the nature of the nipple-pleasure can range vastly, starting with soft gentle stroking of the nipples with a game of Bejeweled, moving up to firm-but-fair tweaking with one's favourite roguelike, then reach a brutal pinnacle with some masochistic twisting with a wrench as one plays through a harrowing game of Diablo 2 on Hardcore Hell difficulty. I know it's a weird analogy, but it kinda makes sense since some people enjoy the risks and the thrills and the challenges of Life, Games, and Nipple Tweaking. Huh, that actually sounds like one of those diary-based novels (Angus, Thongs, and Perfect Snogging), except written about Tycho from Penny Arcade.
[QUOTE=E-102 Gamma;31296197]They're disagreements, not complaints. But thank you.[/QUOTE] I'm glad you didn't disappoint me good sir. Plenty to discuss here. [QUOTE=E-102 Gamma;31296197]The theme is you're a survivor stranded out in the middle of nowhere and you're there to stay. You have to get resources, mine, build a dwelling, and survive. A lot of MC's theme is based on mining, obviously, with an almost industrial touch to it (pistons). There is also an emphasis on making redstone circuits. Another part of MC's theme are the animals and hostile mobs. Where do the undead come from? That is a good question. I would like to believe that Minecraftia is cursed somehow. Whether it was the fault of whoever was there a long time ago (I know there were people in Minecraftia before Minecraft takes place because Notch is adding ruins.), or if the land is just unexplainably cursed for no reason, there seems to be an aura of evil about it (cave noises). I personally dislike the idea of any kind of wizard being responsible for this evilness about Minecraftia; it isn't mysterious enough, in my opinion. Minecraft is a sandbox game, and IMO, the stuff you're suggesting belongs in RPGs and adventure games (and no, the adventure update won't instantly turn MC into an adventure game).[/QUOTE] Yes, that part is truth, like a Stranger in a Strange Land stranded from civilisation, and survival is an important part of living in a strange hostile land. And though most survivors make do with what they can see, it seems that Steve is not only willing to survive, but also thrive, using what he can find to make his life even more sophisticated and easy. I think this is possibly due to the fact he can't truly ever die, since he keeps on waking up on the same beach, or in the same bed, every time he's killed, eaten, exploded, etc. Knowing that he can't really die, he's not fully-focused of surviving as a mortal man should, but remains cautious nonetheless because dying hurts and it is also a setback for whatever plans he has. Also, simply sitting around in a house all day is hardly riveting or entertaining, so he has to go out and make his own entertainment. All those things Steve does, building structures, exploring his environment, fighting against monsters, these he does to relieve boredom and keep himself relatively sane, whilst one of the number one risks of an adventure, that of dying, doesn't apply to our hero, though the risks of pain, loss, frustration, stuff like that, those still remain and are enough to encourage caution and add an all-important thrill to his experiences. But I wonder, when he succumbs to the risks, is he afraid of them or does he merely not enjoy them. Personally if I kept on coming back to life whenever I died, no worse for wear but lacking in what I had on me when an explosive Triffid blasted me into thin gruel, I wouldn't really be completely afraid, but instead I would simply not enjoy it and in some cases mourn my losses if they were significant enough, although I would've been scared due to my mortal instincts acting up despite my immortality. Second in that grouping, one important thing about stories and adventure is that the story is revealed at a steady pace. First we start with the setting and backstory, usually the prologue, then we progress gradually along the story's course until it reaches what some would consider a conclusion, even if the ending seems open. In the beginning, some things should be a mystery, whilst other things you should know. In some cases, like Amnesia: The Dark Descent, most of everything is a mystery and you have to find out what's going on, whereas in Minecraft there is currently little-to-no story, little to currently discover, but despite the absence of lore to discover, the mystery is still strong, even if it is merely apparent due to the lack of a true story. We know next-to-nothing of Minecraftia, even the land's name is a mystery so we had to name it ourselves. But that's what happens when knowledge and meaning are absent; we end up making our own instead. This is more-or-less the basis for most religions, as well as the foundation of discovery. Only time will tell what the story and meaning of Minecraft's world is, but right now all we have is speculation to share our own ideas and wonder which of ours is closest to the truth. But I agree, a limit on what we learn and know is sometimes a good thing, as it allows us freedom to imagine, freedom to believe, even if the human instinct for learning makes us want to discover the meanings and workings of everything we observe, be it what we sense or what we have inside. There has to be a balance, you see; a balance between knowing and wondering, because some things are better off known, and others are better off not known about. Sometimes ignorance is bliss, but sometimes it can be agony as well... And onto what you speak of some things belonging in RPGs and adventure games. Concerning survival, when the stakes start to rise, when things worse than Zombies or Creepers start slithering about on your front lawn with lipless mouths that quiver and slather, when your surroundings start to become more hostile and unknown, you can do one of two things; you can treat the new circumstances as a threat to your current lifestyle, or as a challenge to face. Regardless of what you view the change as, one must rise to the occassion and become more able to face what is coming, and this is what sets apart success from failure, victory from defeat, the better from the worse. As a good man once said, "When the going gets tough, the tough get going" ([URL]http://en.wikipedia.org/wiki/When_the_Going_Gets_Tough,_the_Tough_Get_Going[/URL]). When the world becomes more dangerous, Steve must even the odds. After all, he's not just a survivor, he's an adventurer, and an immortal one at that. He wouldn't sit idly by as some sort of Crawling Chaos envelops the land and threatens to make his life hard, he'd see it as something to deal with, be it as a threat or a challenge. And if combating the supernatural and dangerous means taming it and using it against the rising odds, then he'd do it. If not to merely stay alive, then to have a great adventure, or at least to have a quality of life that is identical or better than what he currently has. If in Team Fortress 2, you kept on being killed by the Sentry of a Riverdancing Engineer, would you keep on going as you were? Heck no, you'd change your tactics, be it taking a different route or choosing a different playstyle. That's what seperates the good from the bad, the bad from the good, and the ugly from both. (and vice versa) [QUOTE=E-102 Gamma;31296197]An Impractical idea is one that just wouldn't be useful or worth it. Undoable ideas at least [I]should[/I] be self-explanatory; they can't be done, or at least won't be done because they'd just take too much unnecessary effort.[/QUOTE] On that point I guess I should agree. Between the effort and the quality lies the worth, between the beginning and the destination lies the journey, between the prologue and the epilogue lies the story. If the output is low quality when the effort was large, the worth is low, but high-quality output from reasonable input can mean big worth. However skill can come into it as well, for a skilled craftsman can make great things given the time and resources, whilst one who isn't as skilled often requires more of both time and resources to make something of similar worth and/or value, although often this isn't enough and the low skill yields low quality. I just wanna state that i'm not insinuating any sentiments of Mojang developers having low-skill; perish the though, let it burn at the stake like a witch in the Bible Belt. [QUOTE=E-102 Gamma;31296197]Several ideas of yours involve crafting certain items (I.E. Armor, knives, other tools, etc.) with gems that modify their attributes. Not only would Notch have to add a proper attribute system, but he would have to think of names for each and every single possible combination. Sounds simple, yet tedious, but that isn't the problem. The problem is that you'd end up with items that have long and/or confusing names (Bloodstone Necromancer's Knife). Most of MC's items have short names, usually no more than two short-ish (Iron pickaxe) words or one long-ish word (Netherrack).[/QUOTE] Well, where to begin with this part... First off, the Gems are merely an example, think of them as crafting ingredients. I'm not suggesting any kind of "multiple augmentation slot" system for weapons and armour just yet, as there are likely other things to do, plus a slot system would likely mean a complete overhaul of how items work, and even I don't wish to ask THAT much of the developers. Personally I was merely thinking the way Gems would work would be that there's be multiple "instances" of an item that appear depending on the nature of the item. For example, there'd be the regular item, then the slotted version of the item (either that or the slotted item is the regular item), then multiple versions that act differently depending on the Gem they have in them. A "simple" example is below. (You know i'm lying though; nothing about me is simple. Sometimes things benefit from simplicity, but other times a little complexity can go a long way in a good fashion.) Bow (Standard) = Secondary shoots Arrow, infinite durability. Recipe for Bow (Empty) = Same as regular Bow, except with inclusion of Power Slot. (1 Redstone Dust, 4 Orich Ingots) Bow (Empty) = Secondary shoots Arrow, infinite durability, can be crafted with Gem to craft Bow that shoots empowered Arrows. Bow (Bloodbone) = Secondary shoots Arrow with Blackspot, Blackspot Arrow marks non-Undead Mob for Undead to attack, fired Arrows drain uses, item turns into Bow (Empty) when depleted. Bow (Thorstone) = Secondary shoots Arrow with Shock, Shock Arrow briefly stuns Mob (inadvisable against Creepers, they want Thor's power), fired Arrows drain uses, item turns into Bow (Empty) when depleted. Bow (Sunshard) = Secondary shoots Arrow with Glow, Glow Arrow generates light-source on impact, fired Arrows drain uses, item turns into Bow (Empty) when depleted. If you see what I did here, instead of using over-elaborate names of three or more words, I used a simple System (Bracketed), which shows the name of the item, then a bracketed "side-name". It's like saying "This is a Bow (by the way it has a Power Slot)". And concerning Notch adding the attribute system thing, he probably wouldn't have to do that unless Mojang planned to implement multi-slotted items, and instead merely make more items and entities in the old fashioned way, which would work for the time being until Minecraft decides to get a bit more complex in terms of attributes. [QUOTE=E-102 Gamma;31296197]Again, it goes against MC's theme. I personally don't like the thought of cooking up potions or especially performing rituals (A.K.A. engaging in witchcraft). And curses aren't necessarily magic, at least in my opinion. They can be supernatural.[/QUOTE] Well, to be honest (answering the second bit first), I kinda think that the supernatural, or supernature since it's above nature, and magic are the same but with different amounts of "freedom". Whilst the supernatural is like a force of nature, unreasoning and wild, magic is the same force but under the control of a sufficiently-advanced manipulator, whether using technology (Homo-Sen/Humans/Steve) or using thoughtforms (Ghasts, Otherworlders and possibly Porak-Sen/Pigmen). A curse would indeed be supernatural, but it would likely have started as a controlled experiment of magic, before control over it is lost and it escapes, existing freely as a supernatural force. Though there is also the chance of it being a supernatural something that formed naturally in the heart of something wild and free. Man uses technology to control and harness nature, makes it do what they want it to do, and with different technology, the power of the Furnace, the power of Redstone, the power of Orich, Steve can control and harness supernature, and make it do what he wants to do, even without the attuned thoughtforms of Otherworlders. As for the going against the theme, like I said before, Steve is an immortal (sort of) adventurer who is also a survivor, and there are forces in his world, or at least beyond (The Nether and other Otherworlds) that pose a threat to him (or a challenge, depending on his views) and the world itself. When he came here initially he was just a survivor. Then he died somewhere along the line, probably just before dawn one day, and woke up alive on the beach, now immortal to a degree. Knowing that death would never be the end for him, he could afford to take risks. He'd still face lethal risks, but at least he could face them again if they bested him. That's what happens if you are able to live again after dying, you eventually lose your fear of death, and instead start merely disliking it. Players in online games with a respawn mechanic can afford to take more risks because they can easily come back shortly afterward, and respectively, a fictional character who can't permanently die or be killed (and knows it) would take more risks than ones who are mortal. Back to what I was saying about "When the going gets tough, the tough get going", Steve is kind of tough, and when things get harder to face he doesn't try to escape or evade them; he rises to even the odds, using his innovation to craft things he needs in order to stand a chance against the looming threats/challenges. Because that is what Steve is; he is tough, and when things get tough, he's gonna get going... To face what's coming for him. I hope that covers most of it. If not, leave a reply for me when I come back in the morning. I shouldn't have been up at this hour anyway...
holy fucking shit guys breaking news guys okay guys listen minecraft... guys minecraft... is a GAME Seriously chill the fuck out and don't write an essay on shit that isn't really there.
[QUOTE=Protocol7;31299333]holy fucking shit guys breaking news guys okay guys listen minecraft... guys minecraft... is a GAME Seriously chill the fuck out and don't write an essay on shit that isn't really there.[/QUOTE] What's the issue? That people like to put thought into what they want in their games? What's so bad about that?
[QUOTE=SNNS-SEAN;31299398]What's the issue? That people like to put thought into what they want in their games? What's so bad about that?[/QUOTE] I don't have an issue with that, so much as people are trying to put an actual story to Minecraft. Why can't it just be "You're on a fucking island, go do shit?" Minecraft is perfectly fine without a story, and if Notch tried putting a story to Minecraft, well, the game would just be shit. It's an open world sandbox, no matter if he puts in dungeons or what. The entire game's premise is "do what you want" and a storyline kind of detracts from that experience.
[QUOTE=ironman17;31299236]As for the going against the theme, like I said before, Steve is an immortal (sort of) adventurer who is also a survivor, and there are forces in his world, or at least beyond (The Nether and other Otherworlds) that pose a threat to him (or a challenge, depending on his views) and the world itself. When he came here initially he was just a survivor. Then he died somewhere along the line, probably just before dawn one day, and woke up alive on the beach, now immortal to a degree. Knowing that death would never be the end for him, he could afford to take risks. He'd still face lethal risks, but at least he could face them again if they bested him. That's what happens if you are able to live again after dying, you eventually lose your fear of death, and instead start merely disliking it. Players in online games with a respawn mechanic can afford to take more risks because they can easily come back shortly afterward, and respectively, a fictional character who can't permanently die or be killed (and knows it) would take more risks than ones who are mortal.[/QUOTE] You seem to be confusing story with game mechanics. Minecraft would be no fun if whenever you died, the game says "You're dead!" and then uninstalls itself. A respawning mechanic is necessary for those who would like to progress without fear of losing everything. Steve also isn't an actual character; he is the player (much like Chell in Portal). And again, explaining a 'cursed' Minecraftia with a magic-trick-gone-wrong story ruins the mystery. What happened? Good question. You're not really supposed to find out.
[QUOTE=Biotoxsin;31275704]I really hope notch doesn't let mobs break blocks. Outside of maybe a zombie apocalypse gamemode.[/QUOTE] You know what i wish there were? More types of doors you could make, like stone doors or reinforced wooden doors. And zombies could break wooden doors down after banging on them for awhile, kinda like terraria.
As many people have said, Minecraft's theme is in it's genre. The story is up for the person to decide, with no certain goal. The fact that the game will provide you with absolutely no knowledge of where you come from or where these monsters come from is similar to how the sandbox genre provides you with no knowledge of what to do, just things to do. You can do whatever you want, you don't have to make shelter, because there is no goal, just like there in no story, people make up their own goals and achievements. And In providing strange things like creepers and redstones that don't actually exist, people are aloud to make up their own stories of where they come from and why they work. It also has a fantasy in said way. Anyway, thats what I think the theme is. (Of course it's about 1200-1500s as far as the age goes) And if I can adress this, not all content is good content. I'd rather notch be very careful with adding content, not just adding things left and right like terraria does. What it adds, has to be useful, fun, entertaining, balanced, fitting, and sustain invention (I will get into this later) As in, the powered minecarts, they aren't balanced because they're too slow, and thus it isn't useful. And it isn't all that fun. The chest minecarts are somewhat useful, for dispensers and stuff, and its fun. Pistons, dispensers, and the allocator (if it gets added) improve invention, or the science of minecraft. What this is the ability to create contraptions to help you or just be fun, like a mob trap, or TNT cannons. Adding blocks that enable many things to do (like pistons) is a simple movement usually helps this aspect a lot. But, there are a lot of things that ruin this kind of thing - for instance, the minecart boosters, there were a lot of different ways to make it, and it was all entertaining. In adding the powered rails, it didn't add all to many possibilities of invention, and gets rid of a large part of invention. Minecarts were a farely large part of the minecraft traveling system because there were so many ways to do it.
I like the idea of losing experience when you die. Why? Because I always believed Minecraft is a game where you always have the potential of losing everything. And that isn't bad because you start the game with nothing, and you build your way to a vast empire or whatever you have. Besides, you will get used to it, like accidentally burning down your wooden cabin when you first craft flint and steel.
[QUOTE=Rammlied;31308209](Of course it's about 1200-1500s as far as the age goes)[/QUOTE] The default Steve skin is wearing a light-blue tee-shirt and jeans, so I sincerely doubt Minecraft takes place back in the 1200s-1500s. :rolleyes:
I hope hunger (I assume that's what that bar in the mid-right is) and experience can be turned off. Call me anti-progress but being a long-time player of the game I prefer the 'classic' survival, which has already been changed just enough for me. Hunger and exp seems too RPG and not enough Minecraft for me. Maybe Notch is trying to make the game something it's not? Just my opinion I guess.
[QUOTE=Appolox;31248142]Oh you stupid child, you don't deserve goldmember.[/QUOTE] good job editing my quote
[QUOTE=Jon27;31323838]I hope hunger (I assume that's what that bar in the mid-right is) and experience can be turned off. Call me anti-progress but being a long-time player of the game I prefer the 'classic' survival, which has already been changed just enough for me. Hunger and exp seems too RPG and not enough Minecraft for me. Maybe Notch is trying to make the game something it's not? Just my opinion I guess.[/QUOTE] Notch is the creator of the game, not you. What you see now might only be the backbone of the game he imagined to create. Remember, he's only trying to create a game similar but simpler than Dwarf Fortress and Wurm.
Well as long as the leveling doesn't actually affect whether or not you can do stuff like mining diamonds or creating certain types of tools, I'm fine with it. After all, let's say that you were constructing something epic and you suddenly die, then you would first have to re-level to be able to obtain the blocks or something to continue your build and that would suck.
when do we get magic
Hunger shouldn't really affect your health in my opinion. Instead, slow down your general movemement and mining speed. There you've got a nice, not annoying game mechanic.
I think instead of experience XP, we should instead gain REAL experience. And I mean that by gaining experience by practicing. If I had a sword and I kept killing enemies with it, I'd slowly become better with the sword as well as fighting the types of enemies i fought. And as I kept doing that, I'd slowly gain bonuses such as increased damage and attack speed.
[QUOTE=Rammlied;31308209]As many people have said, Minecraft's theme is in it's genre. The story is up for the person to decide, with no certain goal. The fact that the game will provide you with absolutely no knowledge of where you come from or where these monsters come from is similar to how the sandbox genre provides you with no knowledge of what to do, just things to do. You can do whatever you want, you don't have to make shelter, because there is no goal, just like there in no story, people make up their own goals and achievements. And In providing strange things like creepers and redstones that don't actually exist, people are aloud to make up their own stories of where they come from and why they work. It also has a fantasy in said way. Anyway, thats what I think the theme is. (Of course it's about 1200-1500s as far as the age goes) And if I can adress this, not all content is good content. I'd rather notch be very careful with adding content, not just adding things left and right like terraria does. What it adds, has to be useful, fun, entertaining, balanced, fitting, and sustain invention (I will get into this later) As in, the powered minecarts, they aren't balanced because they're too slow, and thus it isn't useful. And it isn't all that fun. The chest minecarts are somewhat useful, for dispensers and stuff, and its fun. Pistons, dispensers, and the allocator (if it gets added) improve invention, or the science of minecraft. What this is the ability to create contraptions to help you or just be fun, like a mob trap, or TNT cannons. Adding blocks that enable many things to do (like pistons) is a simple movement usually helps this aspect a lot. But, there are a lot of things that ruin this kind of thing - for instance, the minecart boosters, there were a lot of different ways to make it, and it was all entertaining. In adding the powered rails, it didn't add all to many possibilities of invention, and gets rid of a large part of invention. Minecarts were a farely large part of the minecraft traveling system because there were so many ways to do it.[/QUOTE] So much agree, the things he adds need to be fun and kind of multi functional, so that people can continue building their own contraptions with them. I'm sad that he removed the minecart booster bug as seeing all the boosters coming off the sides of a rail makes it that much more interesting and funtional looking. Also I think if notch added in specific mobs for different biomes, each with different abilities it would encourage different work arounds in different areas ( like how people can build a rim to stop spiders climbing up walls), is this the kind of 'invention' you mean?
[QUOTE=E-102 Gamma;31308797]The default Steve skin is wearing a light-blue tee-shirt and jeans, so I sincerely doubt Minecraft takes place back in the 1200s-1500s. :rolleyes:[/QUOTE] IIRC that's just a skin he stole from an old game and the idea is you'll change it eventually. People have Tron skins, that doesn't make Minecraft a futuristic game, does it? Or maybe it does. All depends on how you set the game up visually, and that's it's charm.
If you die with permadeath, you'll have to buy a new account. Haha, imagine the outrage.
[QUOTE=zenhorse;31325507]I think instead of experience XP, we should instead gain REAL experience. And I mean that by gaining experience by practicing. If I had a sword and I kept killing enemies with it, I'd slowly become better with the sword as well as fighting the types of enemies i fought. And as I kept doing that, I'd slowly gain bonuses such as increased damage and attack speed.[/QUOTE] So a system similar to Oblivions? I don't know any other games that use that system so don't kill me.
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