• Vent out your dislike/anger/ worry about Minecraft right now and Minecraft in the future.
    834 replies, posted
I miss the old full-block chests. The change was completely unnecessary and rather un-Minecraft-ish, and the new chests are annoying. I'll often get them stuck open (by right-clicking on them twice really fast) on purpose just to get them to stop making that obnoxious creaking noise. And I kinda miss the old chest glitch where you could place more than two chests adjacent to each other if you placed the chest on a liquid. They fixed that one back in Beta 1.5. [img]http://facepunch.com//fp/emoot/frown.gif[/img]
[QUOTE=MyBumBum;41019789]Just asking, but which one do you people like more: -The "back to basics" NostalgiaFP-style vintage MC gameplay (press agree to vote) -The current gameplay, but with hunger and world tweaks (press disagree to vote) -Tekkit 4ever (press friendly) -Terraria-style RPG (useful) And another question: If you could add to minecraft, what would you add and why? Explain the features. For example, flavour mobs. Why?[/QUOTE] Going to list a couple of things. [B]Ender fortresses,[/B] I've mentioned this before, and I'm using this post to expand on it. I've always thought, that the End was under-utilized by Mojang, and shoved to the side once it was released. So my idea was to add a reason to come back to the End and explore it. To start with, the fortress would obviously be built out of "Ender Bricks", Endstone-like bricks, along with fences and a new type of door. Nether fortresses would also get a door. The shape of the fortress would be less super-extendy bridges everywhere, and more of a vertical building. Think along the lines of [URL="http://twilightforest.wikispaces.com/file/view/New%20Twilight%20Forest%20Dark%20Tower.png/416268644/720x377/New%20Twilight%20Forest%20Dark%20Tower.png"]Twilight Forest's Dark Towers.[/URL] Interiors would be very tall and thin and claustrophobic, tight corridors and stairwells, fitting the Endermen's motif. Along with the main fortress itself, this would add small walkways between some of the obsidian towers from the End Dragon fight. Lootwise, obvious ideas are some sort of Ender Wart(perhaps purple, with blue-eye things on the top) that when brewed with an Awkward Potion would become a "Potion of Displacement". All arrows that would hit you otherwise teleport off, and any creeps that hit you get teleported a sort distance away. Corrupting the potion could either give you a "Potion of Teleport-itis", which would randomly teleport you around, or a "Potion of Water Weakness", where standing in water will damage you. Both of these are playing off the Enderman's main attributes: the fact that they can teleport, and the fact they really fucking hate rain. Perhaps special loot wise, stuff that could only be found in a chest in the fortresses, is a special.. not sure what to call it, but for now let's say "Ender Resonator". When placed on top of Ender bricks in the shape of a Stronghold End Portal, and supplied with a Eye of Ender, it will create a portal to the End. Perhaps the resonator could be a super rare Overworld dungeon loot as well. A less serious idea popped into my head lootwise while writing this... End clams! Place them in a pool of water and harvest them every now and then for a free ender pearl! Only available by a Ender Fortress chest, though, so RNG will be your bitch. There's probably much more that could be done, and this was always a little bit of a "if i got off my arse and learned to code, I'd do this" thing, but I figure I might as well post it.
[QUOTE=Rayboy1995;41070145]All these ideas in this thread make me want to make a whole new game. :v: I already have a voxel engine like Minecraft that is mutliplayer and uses chunks. Just need to make it procedural and add lighting.[/QUOTE] c++ minecraft that's properly coded and has real fleshed out concepts alright i'm just getting optimistic here
[QUOTE=Agent Fedora;41081297]c++ minecraft that's properly coded and has real fleshed out concepts alright i'm just getting optimistic here[/QUOTE] Its in Java. Though from what I've seen from Notch's code I'm doing a lot better surprisingly. I would do it in C++ but that would take a lot longer. I've only really done C++ programming in the Source engine and I hated it, though that could be because I had to learn the engine. Anyways enough rambling it should be more optimized than Notch's code, especially the net code. I don't know how Notch did his net code but I know that its awful, I sometimes get stuck when I lag. My clientside my player moves but serverside I'm miles back. Its so annoying I plan on making sure the net code is ship shape.
[QUOTE=Artix3;41024945]Although personally I hate that when they fire more quickly the arrow damage is identical, while the player needs to draw it back all the way to deal full damage.[/QUOTE] That's not true, it is actually at reduced damage. Specifically, arrows (regardless of who fires them) only damage based on two things: How fast the arrow was moving upon hitting the target, and if it's critical (fully charged). Skeletons can never shoot critical arrows, for reference. Source: The game's code. And also I was one of the people to test it out before the snapshot with said feature went live with Dinnerbone and a few other people, and he told me this specifically. [editline]19th June 2013[/editline] [QUOTE=Weiss;41054651][i]Horses[/i] are breedable for enhanced statistics, when really this should be a full system for all animals[/QUOTE] Agreed, but what stats would a pig need? Or a chicken? Though, thinking on it I suppose you could make it so they use the damage field to say how plump the meat is and stuff, but then it'd screw up stacking which'd also piss people off. [QUOTE=Weiss;41054651][i]Leather armor[/i] is dye-mixable, when really this should be a full system for all dyeable objects[/QUOTE] That's actually a technical limitation. Wool blocks and the like actually use block metadata, which is 4 bits, thus limited to 16 colours. That may be resolved later when block metadata is removed and replaced with a KV store, and if so you'll have the same kind of specific coloring as armor. [QUOTE=Weiss;41054651]Hell, even the light propagation through slabs is still fucking broken, because they kept trying to implement it as part of the slab rather than [i]fixing the fucking lighting system[/i] and even then when they did fix it, because people with shit computers (it still ran fine on my laptop, which is running a quite outdated discrete GPU) complained about performance issues and for some reason they're still fixated on making Minecraft work on everything back to the TI calculators they [i]rolled it back[/i] And I'd bet you a lick of a squirrel's nuts that the system for placing blocks upside down is implemented separately on slabs and stairs rather than simply creating a type of block that is placeable in this way to unify the code and make it not a goddamn pain to maintain I hate to bash these people for being bad programmers but if the game's design is a symptom of how it's programmed they're all fucking terrible[/QUOTE] Yeah, the code is fucking horrible. That's why they are trying to rewrite it to not be retarded. Also, it's implemented separately, but for decent reasons: Slabs have to check for existing slabs to make sure they can form double slabs, for example. Stairs and logs each have different code because they do different things with the metadata: Stairs use all 4 bits because there are a total of 8 positions they can be in, while logs only use 2 for the orientation because they use the other 2 bits for what kind of wood it is. That said, this is because of technical limitations: When the new KV stuff comes in that issue'll be gone. [editline]19th June 2013[/editline] [QUOTE=Rayboy1995;41081502]Anyways enough rambling it should be more optimized than Notch's code, especially the net code. I don't know how Notch did his net code but I know that its awful, I sometimes get stuck when I lag. My clientside my player moves but serverside I'm miles back. Its so annoying I plan on making sure the net code is ship shape.[/QUOTE] The netcode was hacked together and is horrible. That said, feel free to rewrite it: If you are successful, release it as a mod and email Grum with it, explaining the changes you made.
[QUOTE=ShaRose;41094438] The netcode was hacked together and is horrible. That said, feel free to rewrite it: If you are successful, release it as a mod and email Grum with it, explaining the changes you made.[/QUOTE] Oh sorry I wasn't talking about Minecraft, I was talking about my own voxel engine that I'm writing. I'm making sure the net code is better than Minecraft's because I hate it. :v:
I honestly think if they don't get their shit together, they're going to start seeing a decline in players if that hasn't happened already. I know there was a HUGE surge when Minecraft first got into the mainstream but now I definitely feel like it's peetering out.
[QUOTE=ShaRose;41094438] Agreed, but what stats would a pig need? Or a chicken? Though, thinking on it I suppose you could make it so they use the damage field to say how plump the meat is and stuff, but then it'd screw up stacking which'd also piss people off. [/QUOTE] Assume 'fair point' on the other two responses, although technical limitations is a fairly poor argument when you have access to the whole codebase (laziness is the real argument there - they should have been working on the K/V store instead, and they've never been shy about hacky code before) But to the above: Pigs could drop more porkchops, and also bacon (presuming a cooking system which would be a natural fit with better farming systems, to give making better food a point) Cows could drop more steaks; plumper cows would also produce more milk Chickens could lay eggs more often... this would of course require that eggs have a use other than breeding more chickens Sheep could regrow more wool in less time, and drop more meat PLEASE MAKE MUTTON A THING, MOJANG, SHEEP DEATHS ARE USELESS AND SAD NOW :( You could also potentially do more animals, like oxen that work similar to horses but instead of getting more speed they can carry more items in oxen packs (potentially drawn cart weight if a good method could be found for linking carts?) Breeding these should of course be a very slow process, otherwise it's just another tiny distraction to stave off boredom for a few minutes. These are of course things that are in my "ideal" version of Minecraft, not necessarily things I think would fit with vanilla; I think horse breeding should be abstracted to differing breeds with differing stats alone, like old school chocobo breeding.
[QUOTE=Weiss;41104205]Assume 'fair point' on the other two responses, although technical limitations is a fairly poor argument when you have access to the whole codebase (laziness is the real argument there - they should have been working on the K/V store instead, and they've never been shy about hacky code before)[/QUOTE] They 'are' working on it. The K/V store and such is all part of the mod api and renderer rewrite project, so chances are this'll come at the same time as that project. [QUOTE=Weiss;41104205]Pigs could drop more porkchops, and also bacon (presuming a cooking system which would be a natural fit with better farming systems, to give making better food a point) Cows could drop more steaks; plumper cows would also produce more milk Chickens could lay eggs more often... this would of course require that eggs have a use other than breeding more chickens Sheep could regrow more wool in less time, and drop more meat PLEASE MAKE MUTTON A THING, MOJANG, SHEEP DEATHS ARE USELESS AND SAD NOW :([/QUOTE] Sure for the pigs and cows dropping porkchops / steaks: How the hell would cows give more milk when they are already infinite? Chickens drop more than enough eggs as it is, just set up some hoppers and enjoy double chests full in a short time. I want the mutton thing too, as well. All of these are however very small things and I have no doubt that if mojang added them to the next snapshot they'd be shat on, again, as usual for adding useless features. [QUOTE=Weiss;41104205]You could also potentially do more animals, like oxen that work similar to horses but instead of getting more speed they can carry more items in oxen packs (potentially drawn cart weight if a good method could be found for linking carts?) Breeding these should of course be a very slow process, otherwise it's just another tiny distraction to stave off boredom for a few minutes. These are of course things that are in my "ideal" version of Minecraft, not necessarily things I think would fit with vanilla; I think horse breeding should be abstracted to differing breeds with differing stats alone, like old school chocobo breeding.[/QUOTE] They were getting called off for adding HORSES, which are actually a good addition (late game fast transport). You want to add oxen, which pack mules already support?
People aren't talking about Minecraft like they used to... Or maybe the "magic" is gone and the shiny finish has worn off. I blame a lack of direction in current development, are they going to finish the stuff they promised a while ago, like the API? Remember how long it was until slimeballs were useful? Are they going to add more stuff on top of each other like always and go back later? The latter seems to be the most likely, and it's kind of annoying after a while to see ideas that simply weren't approached correctly, like villages. Right now I've piled mod on top of mod and different .minecraft folders for different game styles, and once Minecraft updates next week it's going to be a slow process updating all the mods to 1.6.
A big part of the "magic" is gone mainly because I feel people overplayed the when the game didn't have much to it, mainly in alpha and early beta. I suppose it was also said in that type of topic but I hate how you need to do workaround stuff to make stuff to should be in the game already by now. Want a table and chair? well no you have to use fences and pressure plates for a table that don't work and stairs for chairs that also don't work. Also I hate how things that need to be put into the game take so long to be in: look at the coal storage block for example.
I honestly don't play anymore, the game use to be an infinite world that I could explore forever. But they've added so much unnecessary stuff that I've lost interest, there was just too much. With all the extra stuff that made things confusing, the End which was pointless, Brewing and Enchanting which don't really serve too much purpose. Some of the new features I like, some of the new structures and animal breeding. But their new terrain generator feels less magical. I remember me and a friend thought we were on a tiny archipelago surrounded by nothing, then we sailed west for all but 30 seconds and found a mountain, and the bottom was hollow, so we made a second base under this hollow mountain. And then we made an underground rail back to home base. But we don't have stuff like that anymore. Sure the ravines, rivers and oceans are kind of cool, but what about floating island fortresses? I think with biome colors everything's a dull dead grey/green now, not nearly as bright and colorful. I personally loved infinite fire, I remember lightin a tree on fire with my new flint and steel, and when I looked out my window later, the fire had spread right up to the walls of my castle and there were no longer any trees. My performance has been taking hits with every update, optifine doesn't help me either, it's probably a hardware issue, but still, it doesn't hurt to reiterate that the game doesn't have great performance. Especially online, a friend and I tried to play together but I always lagged like hell to the point of unplayability. I'd be way behind where I thought I was and would be killed by mobs that were still 15-20 blocks away.
Motherfucking MAGIC and shit. Mythical creatures, the ender shit, the nether shit. Enchanting and shit. Shit shit shit shit shit. I want to play survival where it is realistic and difficult, not a fantasy RPG.
[QUOTE=Zombinie;41153216]Motherfucking MAGIC and shit. Mythical creatures, the ender shit, the nether shit. Enchanting and shit. Shit shit shit shit shit. I want to play survival where it is realistic and difficult, not a fantasy RPG.[/QUOTE] Creepers.
The combat system still sucks up to this day.
We have slabs that are half the height of a block. I wouldn't mind having a block half the height of a slab. Kind of like the snow block that's accumulated on top of a normal block
[QUOTE=Zombinie;41153216]Motherfucking MAGIC and shit. Mythical creatures, the ender shit, the nether shit. Enchanting and shit. Shit shit shit shit shit. I want to play survival where it is realistic and difficult, not a fantasy RPG.[/QUOTE] I remember getting chewed out [I]hard[/I] for saying stuff like this when the enchanting and potion brewing systems were first being added. Guess I was just ahead of my time... [SUB](For the record, I was never offended over the changes being made to Minecraft. The one time that I implied that I was offended was an accident.)[/SUB]
[QUOTE=E-102 Gamma;41160970]I remember getting chewed out [I]hard[/I] for saying stuff like this when the enchanting and potion brewing systems were first being added. Guess I was just ahead of my time... [SUB](For the record, I was never offended over the changes being made to Minecraft. The one time that I implied that I was offended was an accident.)[/SUB][/QUOTE] The problem with MC is that: 1. Nothing is fleshed out as it should be. 2. People played it too much and it oversaturated the Internet. The game is not significantly worse than it used to be, it just lost the "new game magic" because everyone and their mother played it and couldn't stop talking about it.
I personally like enchanting and brewing. Maybe not as much in survival, but I play more game modes than just survival, and from my perspective it adds another dimension to the game. The combination between technology and magic just isn't a downside to me. Definitely agree with a lot of the other things mentioned in this thread though.
[QUOTE=AeroSinthetic;41161060]I personally like enchanting and brewing. Maybe not as much in survival, but I play more game modes than just survival, and from my perspective it adds another dimension to the game. The combination between technology and magic just isn't a downside to me. Definitely agree with a lot of the other things mentioned in this thread though.[/QUOTE] enchanting and brewing were, in my eyes, steps in the right direction while i feel straight up hardcore survival is a great concept to base a game around, there is nothing wrong with twisting that idea around a universe where magic exists that being said, as i said above, neither are fleshed out as they should be, like the rest of the game isnt, and it turns into a hashmash of simplistic, non-complex, over-powered systems that just add another boring rung to the ladder of MC's nonexistent learning curve
They should have added more punctuated progression, like you how you can't mine diamond without steel. but on a way larger scale. In a way that would make it challenging AND rewarding to get top tier items. Kind of like Tekkit, with production facilities, but not as complicated. Just like needing to make a wood mill to make wood strong enough to use with steel pickaxes, or a metal refining block that needed fuel and time to refine metals. Something to actually put inside a base/house to make it practical and look cool. Right now you can make everything you need to make end game items in a 5x5 space or less.
Somehow I've always thought metal alloys would be a lot more interesting of an idea than brewing.
[QUOTE=TheTalon;41154970]We have slabs that are half the height of a block. I wouldn't mind having a block half the height of a slab. Kind of like the snow block that's accumulated on top of a normal block[/QUOTE] Carpets? that's coming in 1.6.
[QUOTE=OxiBoost.;41170086]Somehow I've always thought metal alloys would be a lot more interesting of an idea than brewing.[/QUOTE] they would, for sure, but that doesnt mean properly done brewing (with the huge combination list as the original idea entailed) cant be good herbalism is a huge part of survival
I use cauldrons for toilets. Not to say it's bad, though, I didn't care for the exact way it was implemented.
I'm tired of pre-releases. Mojang says it's to make players find bugs and give opinions but we all know there won't be any change at the release. I'm also tired of waiting 3 months for a bunch of things that could've be done in one. I rather have each new thing added one per one when they're finished.
[QUOTE=StoneRabbit;41191851]I'm tired of pre-releases. Mojang says it's to make players find bugs and give opinions but we all know there won't be any change at the release. I'm also tired of waiting 3 months for a bunch of things that could've be done in one. I rather have each new thing added one per one when they're finished.[/QUOTE] Pre-releases actually help mod makers update their mods early since it's usually the same jar that will be the eventual release version if no major bugs are found.
[QUOTE=StoneRabbit;41191851]I'm tired of pre-releases. Mojang says it's to make players find bugs and give opinions but we all know there won't be any change at the release. I'm also tired of waiting 3 months for a bunch of things that could've be done in one. I rather have each new thing added one per one when they're finished.[/QUOTE] 3 months for things that have already been done in mods and in much less time.
I was just about to say, wasn't horses a mod from like 2 or 3 years ago?
[QUOTE=wallyroberto_2;41210406]I was just about to say, wasn't horses a mod from like 2 or 3 years ago?[/QUOTE] Mojang takes almost everything from mods. Enderchest, pistons, horses... Even the giant oak trees were originally a mod that Notch liked and put into his game.
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