• Vent out your dislike/anger/ worry about Minecraft right now and Minecraft in the future.
    834 replies, posted
Minecarts in general need a pretty good revamp, powered carts are pretty much totally useless in the wake of powered rails. Only thing I can think they'd be good for is moving large amounts of storage carts, but you can't connect them together, and they lack the balls to push that mass up steep slopes.
The sheer amount of Minecraft Youtubers is totally ridiculous, too. Everyone with more than 100 subscribers and plays Minecraft seemingly is either a pretentious cockbag or someone who just tries WAYY too hard to be funny, especially if they are ~18 years old and have a fanbase that mostly exists of 20's children. I don't want fucking Minecraft on my Youtube frontpage, I stopped playing two months ago because of this shit. Go away.
They added "adventure" and gave it no substance. For example, the mobs are the same everywhere you go. "but oh no spooky silverfish in the stronghold!" silverfish bring nothing new to the table. they're smaller zombies with a new skin slapped on. If you want to bring an RPG element into a game, you cant do it halfway and forget to give it some depth. I have two examples for this. Terraria (an infinitely better mining game), and as much as I hate to say this, Skyrim. (i would use oblivion but to be fair skyrim has some better storytelling elements.) Not only do these two games provide situational enemies, but they add substance to them. There are NPCs which actually talk to you, not a bunch of mumbling squidwards in their bathrobes. The adventure actually seems exciting and whimsical, rather than a chore to get loot. There's also only a small handful of actual adventurous places. A stronghold, an entirely empty pyramid, and a jungle temple that goes for like ten feet arent adventures, they're just boring. the traps are obvious and you'd see the same damn zombies youd see anywhere else. rather than copying and pasting mobs from everywhere, why not give the temples and pyramids some depth and adventure? the abandoned mine shafts actually go places and have tight corners. why cant we have some actual Egyptian style tombs in out pyramids? why not make the temples more like those in the Indiana Jones films? why dont pyramids have mummies? why dont temples have jungle themed mobs? it's boring. not only is it boring, but these two examples hardly ever even have enough space to actually spawn mobs. they feel barren and empty, and they're just so goddamn small. why isnt there any risk to my reward? why are the rewards always the same damn shit you can find after ten minutes of digging? Where is the fun in that? EDIT: To add onto this, Why is the entire world so goddamn barren if there's actual settlements? settlements are found in clusters. you'll notice that there's more city around the east coast of the united states than in the center? That's because the east coast was more desirable when English settlers were coming to America, and that they hadnt explored very far inwards due to native American tribes. also noteworthy that the coast has more fresh water and better living conditions than the center of the U.S. so why is it that the squidwards are found in the weirdest places and settlements are never near each other? Why arent there gravel paths around the world as there would be in more medieval settings? there arent even any deer trails to be seen. there's nothing there to tie the idea that "yes the world is settled and there are people here" together. it just feels like someone sprinkled villages across the map and thought "yeah, that looks good". and the villages themselves have no variance. they always follow the same cookiecutter layout and the buildings are just plain boring. Also, why do trees look like big bushes? when I'm in a forest I expect towering redwoods or a roof of oak with trees that fan out like mushrooms, not.... big bushes.... I do have one or two ideas to fix a load of these problems but I could use help thinking of more. Maybe add more adventurous zones? like haunted mansions appearing in the center of a Victorian-style village? and the mansion is filled with ghosts that only appear in mansions? maybe the pyramids have descending tombs with traps much like there was in ancient Egypt? could the tombs have mummies found nowhere else in the world? Could villages have NPCs that have personality and do more than just buy and sell for emeralds? maybe you could have a blacksmith do things for your armor and weapons that you couldnt do yourself? maybe he could sell armor to you? maybe a librarian could sell spellbooks? [B]TL;DR Minecraft is a half assed adventure game with no substance or depth to the attempted RPG elements[/B]
[QUOTE=ikes;45602169]They added "adventure" and gave it no substance. For example, the mobs are the same everywhere you go. "but oh no spooky silverfish in the stronghold!" silverfish bring nothing new to the table. they're smaller zombies with a new skin slapped on. If you want to bring an RPG element into a game, you cant do it halfway and forget to give it some depth. I have two examples for this. Terraria (an infinitely better mining game), and as much as I hate to say this, Skyrim. (i would use oblivion but to be fair skyrim has some better storytelling elements.) Not only do these two games provide situational enemies, but they add substance to them. There are NPCs which actually talk to you, not a bunch of mumbling squidwards in their bathrobes. The adventure actually seems exciting and whimsical, rather than a chore to get loot. There's also only a small handful of actual adventurous places. A stronghold, an entirely empty pyramid, and a jungle temple that goes for like ten feet arent adventures, they're just boring. the traps are obvious and you'd see the same damn zombies youd see anywhere else. rather than copying and pasting mobs from everywhere, why not give the temples and pyramids some depth and adventure? the abandoned mine shafts actually go places and have tight corners. why cant we have some actual Egyptian style tombs in out pyramids? why not make the temples more like those in the Indiana Jones films? why dont pyramids have mummies? why dont temples have jungle themed mobs? it's boring. not only is it boring, but these two examples hardly ever even have enough space to actually spawn mobs. they feel barren and empty, and they're just so goddamn small. why isnt there any risk to my reward? why are the rewards always the same damn shit you can find after ten minutes of digging? Where is the fun in that? EDIT: To add onto this, Why is the entire world so goddamn barren if there's actual settlements? settlements are found in clusters. you'll notice that there's more city around the east coast of the united states than in the center? That's because the east coast was more desirable when English settlers were coming to America, and that they hadnt explored very far inwards due to native American tribes. also noteworthy that the coast has more fresh water and better living conditions than the center of the U.S. so why is it that the squidwards are found in the weirdest places and settlements are never near each other? Why arent there gravel paths around the world as there would be in more medieval settings? there arent even any deer trails to be seen. there's nothing there to tie the idea that "yes the world is settled and there are people here" together. it just feels like someone sprinkled villages across the map and thought "yeah, that looks good". and the villages themselves have no variance. they always follow the same cookiecutter layout and the buildings are just plain boring. Also, why do trees look like big bushes? when I'm in a forest I expect towering redwoods or a roof of oak with trees that fan out like mushrooms, not.... big bushes.... I do have one or two ideas to fix a load of these problems but I could use help thinking of more. Maybe add more adventurous zones? like haunted mansions appearing in the center of a Victorian-style village? and the mansion is filled with ghosts that only appear in mansions? maybe the pyramids have descending tombs with traps much like there was in ancient Egypt? could the tombs have mummies found nowhere else in the world? Could villages have NPCs that have personality and do more than just buy and sell for emeralds? maybe you could have a blacksmith do things for your armor and weapons that you couldnt do yourself? maybe he could sell armor to you? maybe a librarian could sell spellbooks? [B]TL;DR Minecraft is a half assed adventure game with no substance or depth to the attempted RPG elements[/B][/QUOTE] Obviously Minecraft isn't an in-depth adventure game because [B]it's not meant to be an adventure game[/B]. You actually can actually add simplistic RPG elements, because, as it turns out, not every game that uses another genre's mechanics has to actually be a game of that genre. Minecraft is a game about collecting resources, building structures, and exploring environments. If these RPG elements, in their simplistic state, improve how these core concepts work, then there's no reason they should be changed in order to fit your concept of an adventure game. You should be concerned about what makes a good game, not what makes a good "adventure game". For some reason you also seem to be under the impression that adventure game = RPG, despite adventure games being their own genre that have nothing to do with RPG's, which makes everything you're saying very confusing.
[QUOTE=Zero-Point;45601197]Minecarts in general need a pretty good revamp, powered carts are pretty much totally useless in the wake of powered rails. Only thing I can think they'd be good for is moving large amounts of storage carts, but you can't connect them together, and they lack the balls to push that mass up steep slopes.[/QUOTE] Snapshot 14w17a brought some good changes to the minecart system, but because the game's engine had issues, they reverted it. 14w17a buffed the Powered Cart and almost made it useful. They even made it so it can pull up to four other carts by shunting them with the Powered Cart then reversing it's direction. Sadly because of the revert, that functionality is now broken as shit. Sadly I really don't see Mojang working to get that fixed any time soon.
[QUOTE=Mort Stroodle;45603110]Obviously Minecraft isn't an in-depth adventure game because [B]it's not meant to be an adventure game[/B]. You actually can actually add simplistic RPG elements, because, as it turns out, not every game that uses another genre's mechanics has to actually be a game of that genre. Minecraft is a game about collecting resources, building structures, and exploring environments. If these RPG elements, in their simplistic state, improve how these core concepts work, then there's no reason they should be changed in order to fit your concept of an adventure game. You should be concerned about what makes a good game, not what makes a good "adventure game". For some reason you also seem to be under the impression that adventure game = RPG, despite adventure games being their own genre that have nothing to do with RPG's, which makes everything you're saying very confusing.[/QUOTE] You cant logically slap an adventure logo on a major update, incorporate loads of adventure and RPG elements, and then claim that your game hasnt become something of an attempt at an adventure game. [B]that's fucking illogical and stupid.[/B] and even if your argument were true, a huge amount of my points would still stand. you cant take a popular concept that works because of the way it's built, strip it down to one part of itself and still expect it to be sensible. Many of minecrafts attempts and incorporating adventure elements also take inspiration from elements from RPG games such as those from the elder scrolls series. they tried to make minecraft a sandbox/RPG-Adventure game but only half-completed all of the elements that were necessary to build the atmosphere they were striving for.
[QUOTE=ikes;45603887]You cant logically slap an adventure logo on a major update, incorporate loads of adventure and RPG elements, and then claim that your game hasnt become something of an attempt at an adventure game. [B]that's fucking illogical and stupid.[/B] and even if your argument were true, a huge amount of my points would still stand. you cant take a popular concept that works because of the way it's built, strip it down to one part of itself and still expect it to be sensible. Many of minecrafts attempts and incorporating adventure elements also take inspiration from elements from RPG games such as those from the elder scrolls series. they tried to make minecraft a sandbox/RPG-Adventure game but only half-completed all of the elements that were necessary to build the atmosphere they were striving for.[/QUOTE] You don't have to make the focus of the game on adventure-RPG elements just because they're present. That's fucking illogical and stupid. The presence of wood in Minecraft doesn't mean it has to become lumberjack simulator 2014, it's just another element to make the game a little more interesting. If you think the game itself is half-assed, so be it, but the point is that including simple content into the game that's not as in-depth as another game that uses a similar mechanic doesn't actually detract from the game.
Minecraft is populated by annoying 12ies recording themselves playing trying to be the next PewdiePie. Lame. Minecraft sucks.
[QUOTE=AnonTakesOver;45604515]Minecraft is populated by annoying 12ies recording themselves playing trying to be the next PewdiePie. Lame. Minecraft sucks.[/QUOTE] If you don't like the community, why not just play with friends or other small communites (e.g. facepunch)? I've noticed way too many facepunchers use the argument "x sucks because the community/fanbase sucks." You shouldn't stop yourself from enjoying a game (or any other form of media for that matter) just because the general community or fanbase is bad. For example, gmod's community doesn't stop people from enjoying it, even though it's arguably worse than minecraft's. Nobody's forcing you to watch the awful "LET'S PLAY MINECRAFT" people that youtube has been flooded with, and you shouldn't say "the game sucks" as a result.
[QUOTE=Mort Stroodle;45604193]You don't have to make the focus of the game on adventure-RPG elements just because they're present. That's fucking illogical and stupid. The presence of wood in Minecraft doesn't mean it has to become lumberjack simulator 2014, it's just another element to make the game a little more interesting. If you think the game itself is half-assed, so be it, but the point is that including simple content into the game that's not as in-depth as another game that uses a similar mechanic doesn't actually detract from the game.[/QUOTE] wood is a key element of a mining/resource gathering game. [B]RPG and Adventure are not important[/B]. Notch and other devs have pushed the idea of adventure on to the game without providing any actual substance. and you're missing the point entirely. Why put in adventure and RPG elements and make them no fun? Why put them in if they're only taking that atmosphere halfway? loads of games have expanded out of their original settings and dont half ass it the way minecraft does. Minecraft obviously doesnt know what it wants to be, but the only way to find that out is if it actually pays good mind to what it's incorporating. And I'm not talking about the mechanics, they're there and they work fine. I'm talking about [B]the way they are presented and how that effects the overall feel of the game.[/B] As is, the adventure/RPG aspect of the game feels disjointed and clunky, as if it were forced. the only way to fix this is to immerse it into the minecraft atmosphere, something that has yet to be done. EDIT: [T]http://img.wonderhowto.com/img/21/76/63451271738030/0/rundown-new-features-minecraft-1-8.w654.jpg[/T] when the devs released this screenshot, it was especially remarkable because the stronghold [I]actually merged with the world itself, and therefore felt as though it had place in it[/I]. this is because it's present in the visible world gen and isnt something you come across in a mining escapade. having changed this in the official release, rather than finding the stronghold as an adventure, finding it became tedious and random. wherever i found one would never feel like it belonged or like it was an achievement, it would just be a surprise followed by annoying silverfish hunts.
The stronghold generator doesnt even work properly, it integrates really badly into the world and most pieces of the stronghold arent even connected I've even seen it just generate a portal room in the middle of an ocean with nothing connected to it Same applies to mineshafts, they just replace a bunch of blocks with wood without giving a shit about what its actually doing [editline]6th August 2014[/editline] I doubt that screenshot is even of a generated structure, they've never made anything worldgen structure related work properly
[QUOTE=xNickston;45601647]The sheer amount of Minecraft Youtubers is totally ridiculous, too. Everyone with more than 100 subscribers and plays Minecraft seemingly is either a pretentious cockbag or someone who just tries WAYY too hard to be funny, especially if they are ~18 years old and have a fanbase that mostly exists of 20's children. I don't want fucking Minecraft on my Youtube frontpage, I stopped playing two months ago because of this shit. Go away.[/QUOTE] There are plenty of valid reasons to stop playing a game, but stopping because the community that you aren't obligated to be a part of is shitty is not one of them.
[QUOTE=ikes;45607265]wood is a key element of a mining/resource gathering game. [B]RPG and Adventure are not important[/B]. Notch and other devs have pushed the idea of adventure on to the game without providing any actual substance. and you're missing the point entirely. Why put in adventure and RPG elements and make them no fun? Why put them in if they're only taking that atmosphere halfway? loads of games have expanded out of their original settings and dont half ass it the way minecraft does. Minecraft obviously doesnt know what it wants to be, but the only way to find that out is if it actually pays good mind to what it's incorporating. And I'm not talking about the mechanics, they're there and they work fine. I'm talking about [B]the way they are presented and how that effects the overall feel of the game.[/B] As is, the adventure/RPG aspect of the game feels disjointed and clunky, as if it were forced. the only way to fix this is to immerse it into the minecraft atmosphere, something that has yet to be done. EDIT: [T]http://img.wonderhowto.com/img/21/76/63451271738030/0/rundown-new-features-minecraft-1-8.w654.jpg[/T] when the devs released this screenshot, it was especially remarkable because the stronghold [I]actually merged with the world itself, and therefore felt as though it had place in it[/I]. this is because it's present in the visible world gen and isnt something you come across in a mining escapade. having changed this in the official release, rather than finding the stronghold as an adventure, finding it became tedious and random. wherever i found one would never feel like it belonged or like it was an achievement, it would just be a surprise followed by annoying silverfish hunts.[/QUOTE] You only seem to be making arguments about the strongholds, which perplexes me because strongholds are completely optional content that you're rarely going to experience unless you go looking for them yourself. I can hardly see how something like that actively detracts from the experience. Could it have been better? Absolutely. Are they somewhat disappointing? Sure. Do they actively [I]detract[/I] from the atmosphere? Of course not, if you don't like strongholds it's not like they'll suddenly move into your base and start hogging mining space, you just don't go search them out. And if you do want to find them, searching for them is hardly tedious, eyes of ender make them easy and relatively quick to find. It honestly sounds like you heard the word "Adventure", immediately raised your expectations of what content ought to be included, and then got mad when they didn't provide it. Maybe they shouldn't have hyped it up as much, but I still fail to see how strongholds honestly make the game any worse than it was before. Mineshafts you could make a much more convincing argument for, as those are pretty common, and cave spiders are obnoxious. I still enjoy exploring them, but I could see why one would dislike their presence. Anyway, if your point is missed potential, I can totally see where you're coming from, as there was a lot of cool stuff that could have made searching out and exploring the adventure update content much more interesting. However, the idea that because they could have done more with some content, the game is worse than it was before the content was added, doesn't really make any sense, as that content is a diversion at best, and of no consequence at worst.
[QUOTE=Mort Stroodle;45610129]You only seem to be making arguments about the strongholds, which perplexes me because strongholds are completely optional content that you're rarely going to experience unless you go looking for them yourself. I can hardly see how something like that actively detracts from the experience. Could it have been better? Absolutely. Are they somewhat disappointing? Sure. Do they actively [I]detract[/I] from the atmosphere? Of course not, if you don't like strongholds it's not like they'll suddenly move into your base and start hogging mining space, you just don't go search them out. And if you do want to find them, searching for them is hardly tedious, eyes of ender make them easy and relatively quick to find. It honestly sounds like you heard the word "Adventure", immediately raised your expectations of what content ought to be included, and then got mad when they didn't provide it. Maybe they shouldn't have hyped it up as much, but I still fail to see how strongholds honestly make the game any worse than it was before. Mineshafts you could make a much more convincing argument for, as those are pretty common, and cave spiders are obnoxious. I still enjoy exploring them, but I could see why one would dislike their presence. Anyway, if your point is missed potential, I can totally see where you're coming from, as there was a lot of cool stuff that could have made searching out and exploring the adventure update content much more interesting. However, the idea that because they could have done more with some content, the game is worse than it was before the content was added, doesn't really make any sense, as that content is a diversion at best, and of no consequence at worst.[/QUOTE] i think simply the fact that much of the content necessary or heavily useful to progress to the endgame is required through adventuring, where the adventure simply isnt fun, is an asinine way to make your game. but yeah, i was generally talking about missed potential. but simply because something isnt necessary for the game doesnt mean you should half-ass it
[QUOTE=ikes;45611374]i think simply the fact that much of the content necessary or heavily useful to progress to the endgame is required through adventuring, where the adventure simply isnt fun, is an asinine way to make your game. but yeah, i was generally talking about missed potential.[/QUOTE] Frankly I think the problem with that was constantly calling it The End, and trying to push that "No really guys this is the endboss", despite there being harder fights later on with better loot. Minecraft isn't really a game that ought to have an end, and I don't think the Ender Dragon really amounts to one. I can't fathom how deluded Mojang was to consider the Ender dragon to be a fight warranting the title of endboss. They should have, for lack of a better word, marketed it as a small challenge, rather than some kind of huge, important fight. The poem thing at the end suggests that they seriously thought that the ender dragon is actually a serious challenge, which is rather hilarious.
Here is yet another thing I hate about Minecraft, instead of giving people the long over due mod API, Mojang decides to add in butt-ugly, watered down, basically useless mod items to base game (redstone lamps, ender chests, hoppers, and now armor stands). Seems the only things that get added to Minecraft are these types of things: 1. Items only redstone masters will know how to use. 2. Items only for map makers. 3. Features to increase the difficulty of the game across the board (anything set above "Peaceful" mode is 50 deaths on your first night). 4. Items that serve no purpose other to just clutter things up (such as Diorite, Andisite, course dirt, and the infamous Podsoil). 5. Butt-ugly, watered down, practically useless mod items (some listed examples above). Someone needs to light a fire under Jeb's ass and get him to realize that people want to be able to customize the game how they want and not have useless junk crammed down their throats (hopefully the fire also burns off his goatee, since his head is up his ass already).
[QUOTE=LazerRay;45620912](anything set above "Peaceful" mode is 50 deaths on your first night).[/QUOTE] what Look, I get it, Mod API needs to happen. It's the one thing that Minecraft most desperately needs. But honestly the ways people try to justify the Minecraft is becoming more terrible with each update are pathetic. Ender Chests are super useful, they let you safely transport all your valuables between bases. New stone items can be used to create better-looking buildings, and can look really good if used correctly. Podzol has margin gameplay benefit (unless you [I]really[/I] want a mushroom farm) but it really adds to the aesthetics of the taiga. Really, with stuff like the witches in the game, why are you complaining about some of the nicer additions to the game? [editline]7th August 2014[/editline] [QUOTE=LazerRay;45620912]Someone needs to light a fire under Jeb's ass and get him to realize that people want to be able to customize the game how they want and not have useless junk crammed down their throats (hopefully the fire also burns off his goatee, since his head is up his ass already).[/QUOTE] well that's just rude
[QUOTE=LazerRay;45620912]Here is yet another thing I hate about Minecraft, instead of giving people the long over due mod API, Mojang decides to add in butt-ugly, watered down, basically useless mod items to base game (redstone lamps, ender chests, hoppers, and now armor stands). Seems the only things that get added to Minecraft are these types of things: 1. Items only redstone masters will know how to use. 2. Items only for map makers. 3. Features to increase the difficulty of the game across the board (anything set above "Peaceful" mode is 50 deaths on your first night). 4. Items that serve no purpose other to just clutter things up (such as Diorite, Andisite, course dirt, and the infamous Podsoil). 5. Butt-ugly, watered down, practically useless mod items (some listed examples above). Someone needs to light a fire under Jeb's ass and get him to realize that people want to be able to customize the game how they want and not have useless junk crammed down their throats (hopefully the fire also burns off his goatee, since his head is up his ass already).[/QUOTE] 1. Is useful, your fault for not knowing how to use them. I'm shit with redstone but I still make things with the new redstone things occasionally. 2. Also useful, map makers need tools to make cool content for the users. 3. Only if you're really, really bad at Minecraft. 4. Building materials. It's nice to have more options when building things. 5. Your above examples suck, so I'm going to assume the rest will too.
I wish that there was a bit of variety in the mechanics, a bit of challenge. I wish that to achieve some thing, you would need to specialize in that thing somehow. In multiplayer mode you would normally want some social interaction going on for trading or teamwork, but seeing as how easy it is for everyone to get everything, there's no real incentive to work together other than just because. It would be cool if somehow there were incentives for focusing on mostly fishing, or mostly alchemy, or mostly hunting, or mostly mining. Maybe obtaining a super set of armor would somehow prohibit you from making potions, or vice versa. Maybe spending more time on fishing and farming would give you certain things locked off from people who usually mine, who in turn get access to diamond, lapis, and redstone. Though maybe that would just lead to the game being too rpg-like. Point is I dislike how little challenge there is in the game as a whole, and I wish that when you approached endgame (which can be done in inside of 2 hours, mind you,) it wasn't a big cookie-cutter "everyone has mega enchanted diamond armor" fest. I want some flavor, some variety.
[QUOTE=SGTNAPALM;45645858]I wish that there was a bit of variety in the mechanics, a bit of challenge. I wish that to achieve some thing, you would need to specialize in that thing somehow. In multiplayer mode you would normally want some social interaction going on for trading or teamwork, but seeing as how easy it is for everyone to get everything, there's no real incentive to work together other than just because. It would be cool if somehow there were incentives for focusing on mostly fishing, or mostly alchemy, or mostly hunting, or mostly mining. Maybe obtaining a super set of armor would somehow prohibit you from making potions, or vice versa. Maybe spending more time on fishing and farming would give you certain things locked off from people who usually mine, who in turn get access to diamond, lapis, and redstone. Though maybe that would just lead to the game being too rpg-like. Point is I dislike how little challenge there is in the game as a whole, and I wish that when you approached endgame (which can be done in inside of 2 hours, mind you,) it wasn't a big cookie-cutter "everyone has mega enchanted diamond armor" fest. I want some flavor, some variety.[/QUOTE] I've never thought of this, but at the same time it has to be one of the reasons I don't enjoy MP as much. I instantly think of Wurm when I read this, that was great. everything took time and it wasn't as easy to get everything by doing it alone. it encouraged towns, trading, etc. it's both good and bad, as I had to stop playing Wurm when it proved to be more time consuming than a job. I think I spent about 24+ hours just digging out a hillside and making my house + mine with 4 other guys. if only Minecraft was somewhere in the middle, or if there was an option to create a more hardcore experience like Wurm, then I believe the multiplayer portion of the game would have a lot more weight behind it. Minecraft is simply too easy, and Wurm is too time consuming. something in the middle would be fantastic. creating a town or a nice house isn't an achievement at all in my book since it's way too easy
Really the trouble is that making it more difficult to do everything so that people would have to specialize would that the game would either become unbelievably mundane,(imagine playing a game completely devoted to fishing, jesus) or require a complete revamp of most of the mechanics in the game, which is hugely impractical.
The major problem I see with my idea is that it could easily be just more of a grindfest, because people will try to master everything anyway. It would be hard to pull off without just making things take longer which is the worst sort of artificial difficulty.
[QUOTE=SGTNAPALM;45645858]I wish that there was a bit of variety in the mechanics, a bit of challenge. I wish that to achieve some thing, you would need to specialize in that thing somehow. In multiplayer mode you would normally want some social interaction going on for trading or teamwork, but seeing as how easy it is for everyone to get everything, there's no real incentive to work together other than just because. It would be cool if somehow there were incentives for focusing on mostly fishing, or mostly alchemy, or mostly hunting, or mostly mining. Maybe obtaining a super set of armor would somehow prohibit you from making potions, or vice versa. Maybe spending more time on fishing and farming would give you certain things locked off from people who usually mine, who in turn get access to diamond, lapis, and redstone. Though maybe that would just lead to the game being too rpg-like. Point is I dislike how little challenge there is in the game as a whole, and I wish that when you approached endgame (which can be done in inside of 2 hours, mind you,) it wasn't a big cookie-cutter "everyone has mega enchanted diamond armor" fest. I want some flavor, some variety.[/QUOTE] Have you looked at Terrafirmacraft recently? Its still doable in sp, but more focoused rolls do tend to form in mp.
A rant directed more towards non-vanilla Minecraft: Heavily Autistic mod authors. DRM and game-breaking mechanics are ruining the modding community. Just heard that Thaumcraft, one of the more fun mods that I absolutely LOVED to play with, has addded a "Warp" feature, basically as a direct response to how DW20 breaks the fuck out of TC. So just because DW20 is a power-gaming turbo-sperg, Thaumcraft is being modified to single-handedly make it one of the more obnoxious mods to play by adding effects that disrupt research and give you all sorts of negative buffs if you research too much. A mod that punishes you for progressing through it. SOUNDS LIKE FUN HAHAHA RIGHT?!
I just want to throw out that the Minecraft community is literally the only place where I find Adfly.
[QUOTE=SGTNAPALM;45650780]I just want to throw out that the Minecraft community is literally the only place where I find Adfly.[/QUOTE] and that everyone seems to think a mirror means a direct link instead, leaving you with no mirrors when their mod uploaded to dropbox inevitably closes due to high traffic
I really like the magic aspect they added to the game, with enchantments and potions. The only issue I have though is how long it takes to get XP, and how much you loose when you die. Like how it takes hours to build up a good 30 XP, but then I die, and I get 6 back. If there was a way to make a bottle of XP in survival and use it as a form of storage, that would be perfect
They took out the "F8" smoothing hotkey, which was useful for a lot of people, and added in a twitch tv hotkey..
Looks like even in a thread about the distruction of Minecraft, there are still Jeb-culters out there to attack you any time you say something negitive about that insane devoloper who steals mod items and takes all the credit for them, and slowly rips the modding community apart with crap updates. (As of this posting, I have put two Jeb-culters on my ignore list, and I will add more as they atempt to attack) To help clearify things here is my signiture from another forum that I had, before that site was taken over by Jeb-culters: I am not a map maker, I am not a redstone master, I don't play super insane difficulty, I RUN MOD HEAVY SURVIVAL AND HAVE BEEN DOING THIS SINCE BETA 1.7.3!!
[QUOTE=LazerRay;45670635]Looks like even in a thread about the distruction of Minecraft, there are still Jeb-culters out there to attack you any time you say something negitive about that insane devoloper who steals mod items and takes all the credit for them, and slowly rips the modding community apart with crap updates. (As of this posting, I have put two Jeb-culters on my ignore list, and I will add more as they atempt to attack) To help clearify things here is my signiture from another forum that I had, before that site was taken over by Jeb-culters: I am not a map maker, I am not a redstone master, I don't play super insane difficulty, I RUN MOD HEAVY SURVIVAL AND HAVE BEEN DOING THIS SINCE BETA 1.7.3!![/QUOTE] Map makers exist and there's nothing wrong with adding minor features to benefit them. The world does not revolve around you. Redstone can be used to make simple and useful contraptions if you have the most basic level of critical thinking skills. Minecraft combat is fucking easy. Everything that you're complaining about is benign at worst.
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