Vent out your dislike/anger/ worry about Minecraft right now and Minecraft in the future.
834 replies, posted
I dislike Minecraft's lack of focus, and I wish there was more focus by the developer team to improve the game rather than add new content to a poorly polished tangle. It adds variety to gameplay, but no facet of gameplay has any depth to it aside from its main one, i.e. being a sandbox, which it does excel at. Minecraft is great for building things or constructing redstone contraptions. This works really well with creative mode. However, "survival" mode is a misnomer (to put it lightly), and I feel that it could use an official overhaul.
[B]Tech tree/length:[/B] After playing Terraria (yes I'm going to compare Minecraft to Terraria) for a bit, I can appreciate how that game has a fairly clear, yet long and evenly paced list of goals that you follow to get to the end-game. It's obvious that Terraria has a larger focus on character progression despite essentially being a sandbox, especially because the bosses and NPCs are well-defined milestones with tangible rewards. Terraria also has a much longer "tech tree" than Minecraft. I think that if Minecraft had a longer "tech tree" instead of having it so that diamonds are easy to acquire within the first 20 minutes of gameplay, it would make survival mode much more interesting. Making books require leather while reducing the requirements to enchant items was a good step to increasing the "length" of the game while reducing tedium. It also added greater importance to creating an animal farm, rather than leaving it completely optional. Another good step was adding trading to villagers, because now villagers have an actual purpose in the game.
Speaking of tedium, the gap in the tech tree between "enter the Nether to get blaze rods" and "gather ender pearls to enter the End" is HUGE. Endermen are a somewhat elusive mob, and ender pearls don't have the greatest drop rate. Finding a stronghold can also take a very long time. I personally have yet to dredge up the interest to gather pearls and find a stronghold purely in survival mode - this is a very weak link in Minecraft's character progression, even when you know exactly how to proceed.
[B]Difficulty/resources:[/B] More than a few videos I've seen have made a joke about "never leaving the house" in Minecraft ("just like real-life" is the second part, of course). As soon as you start growing wheat inside a shelter (which can take a grand total of 2 minutes), you have no real reason to ever leave the confines of your [in-game] home. This is rather ridiculous for "survival" mode - it's not particularly hard to survive. Then, you add mechanics such as infinite cobblestone generators, automatic farms, infinite experience without ever entering combat, and more, and it basically just becomes creative mode with a few restrictions. I still personally find survival in its current state to be more fun than creative because survival involves expending effort to create things, but it doesn't take [I]very much[/I] effort, although it can take very much time.
[B]Combat:[/B] I don't think anything really needs to be said here.
[B]Direction/guidance:[/B] It's probably far too late in Minecraft's life cycle to bother adding a tutorial to the PC version by this point, but if there had been one in the first place it would have been a great boon. "Check the wiki then, you ranting baboon" you would say, and I would agree - there are some things in Minecraft that are nearly impossible to discover on one's own. Crafting recipes are a borderline case between "open to experimentation" and "leaves the player in the dark," and I won't discuss them or the brewing system. What I will mention, however, are the many small details that the player needs to know, such as:
- How to prevent monsters from spawning
- How redstone and its many related parts work
- How animal breeding works
- How to disable monster spawners without destroying them
- Creating cobblestone vs creating obsidian
- The purpose of bonemeal
- The purpose of bookshelves
- How maps work
- Ways to block water and create air pockets
- How to construct golems
- How to access the Nether or the End (a rather LARGE detail)
Long-time Minecraft players probably know these pretty well. However, a new player will know none of these, and probably never will know for sure until they check the wiki. There are a few problems with relying on an external source like the wiki, though:
1. It's a wiki - it's not all official word. Some of it is unreliable. Some of it is written in a style more befitting a casual forum post than a source of information. There's always a chance that something is flat out wrong - I've corrected a few things on it myself. Videos can be even more unreliable or out of date.
2. Getting information from a wiki is not very engaging, and it's full of spoilers. Wouldn't it be better to lead a player to knowledge, rather than give it all to them like an encyclopedia? The achievements do this to some small degree, but there is a lot that the achievements most definitely do not tell you. Many things that you do in Minecraft require highly specific knowledge - again, for example, how to access the Nether. Another would be creating minecart systems, or using droppers. These mechanics basically [I]require[/I] you to look up the information, rather than learn it.
I want pigmen villagers, wandering pigmen warriors with small huts and zombie pigmen outside the nether normally.
Add some goddamn life to the world.
Bats should actually do something.
Even if they don't fight, have them drop like a bat wing or something. ANYTHING that could be useful.
The wing could be used in like, making a potion, or some crafting recipe or something.
[QUOTE=rinoaff33;40947657]
[B]Tech tree/length:[/B] After playing Terraria (yes I'm going to compare Minecraft to Terraria) for a bit, I can appreciate how that game has a fairly clear, yet long and evenly paced list of goals that you follow to get to the end-game. It's obvious that Terraria has a larger focus on character progression despite essentially being a sandbox, especially because the bosses and NPCs are well-defined milestones with tangible rewards. Terraria also has a much longer "tech tree" than Minecraft. I think that if Minecraft had a longer "tech tree" instead of having it so that diamonds are easy to acquire within the first 20 minutes of gameplay, it would make survival mode much more interesting. Making books require leather while reducing the requirements to enchant items was a good step to increasing the "length" of the game while reducing tedium. It also added greater importance to creating an animal farm, rather than leaving it completely optional. Another good step was adding trading to villagers, because now villagers have an actual purpose in the game.
Speaking of tedium, the gap in the tech tree between "enter the Nether to get blaze rods" and "gather ender pearls to enter the End" is HUGE. Endermen are a somewhat elusive mob, and ender pearls don't have the greatest drop rate. Finding a stronghold can also take a very long time. I personally have yet to dredge up the interest to gather pearls and find a stronghold purely in survival mode - this is a very weak link in Minecraft's character progression, even when you know exactly how to proceed.
[/QUOTE]
I think it might be too late to do the changes this needs without getting a part of the community extremely upset.
Like the recent health experiment in the snapshot, I personally like it but a lot of people seem upset about it.
Also, I just want to say that I love the constructive posts in this thread. Some of them really set off the imagination, and frankly I didn't think modern day Facepunch (or the Minecraft community for that matter) could make such posts. I really really enjoy reading some of these, and I'm sure (even with some of the unconstructive posts) Mojang would too.
[QUOTE=Marlamin;40954243]I think it might be too late to do the changes this needs without getting a part of the community extremely upset.[/QUOTE]
They need to stop pandering to the 12-year-olds, seriously. I have to imagine that most of the people who funded Alpha did so with their very own credit cards and were expecting a little more depth out of the end product than the toddler-friendly, shallow piece of shit we got stuck with. Somewhere along the line, Notch morphed into an obese Mister Rogers in a $500 fedora, and Notch's highbrow coding experiment morphed into Peaceful Pixel Art Simulator 3D, rated E for Everyone.
Every time a new batch of pictures from MineCon got posted somewhere I winced, because the entire floor was a sea of preteens and cargo-shorted chaperones. I may as well be into fucking Yu-Gi-Oh.
That said, the "health experiment" is another dumb mechanic the game doesn't need. Instead of making me carry around a stack of cookies or melon slices and constantly stop to top off my hunger bar, passive health regen should be removed entirely to put more focus on brewing as a necessity, instead of an afterthought.
[quote=Suttles;40954222]Bats should actually do something.[/quote]
They're perfectly fine as what they are - a flavor mob. Instead of having them drop yet another nigh-useless item (see: squid) I'd rather they used the time and effort to develop [i]more[/i] flavor mobs, like birds or fish, so the world doesn't feel so completely devoid of life. Then they can replace squid with fish in shallow water, so I don't have to watch them flop around in puddles like retards. Win/win.
1.6 looks like it's going to be the wolf update all over again.
[i]Hay everybody, after months of intense development, we bring you... horses!
Yeah, the same ones Mo' Creatures did like a year ago. Okay see you in October for the next update.[/i] -Jeb
The recent updates have made me lose my interest in the game a while back. And the modding API they promised over a year ago? Nope, still hasn't happened. When you say one thing about the modding API on MCF, you always get the "well they have to rework the API for new additions!". The thing is, if you actually worked on the API before adding more features, it would be nice and appreciated. I'm sick of waiting months upon months for my favorite mods to update. Shortly after the mod updates, another update pops out of nowhere and makes it frustrating.
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=MyBumBum;41019789]If you could add to minecraft, what would you add and why? Explain the features. For example, flavour mobs. Why?[/QUOTE]
First of all, more ores. Stone, iron, diamond, and you're done. Gold is a waste, wood is useless. Once you get a stack or so of diamonds you're "finished" in a way.
The End and Enderdragon are both tedious and stupid, with no reward beyond an egg that can only be picked up by glitching it and some XP that will get enchanted into a diamond pick that leads to a greater level of non-need for diamonds. Make the end have stuff in it, not just a wasteland full of obsidian pillars. Give it its own special treasures that can lead to special properties, perhaps teleportation/teleblockplacing technology or something.
Add uses to stuff that are not decorative OR functional(flowerpots are fine being that they are supposed to look nice and do nothing, but there's no point to saddles.).
While some may disagree with this, integrate certain common structures within Minecraft. Perhaps in some hidden chests, you can find blueprints for an altar design that you can recieve "blessings" from, which would be like enchantments, but to yourself, rather than your equipment. Not just these, though, but bigger things akin to Terraria. Say a hospital has to be a certain shape with a certain number of beds in it or something. When its recognized, it gains healing properties and you gain an extra 5 hearts beyond the maximum(overlap health bars so there's yellow 5 hearts above the 10 normal hearts) Stuff like this to motivate people to build more, rather than just making a house with a farm and being a shut-in.
Combat sucks, but with MC's simplicity it's hard to think of how it could be better without being a massive departure from MC's style of game. Maybe add some sort of controlled-slashing mechanic, so you could aim to cut a zombie's head off, or remove a skeleton's arms, along with being able to control your parrying. Fix the enemy animations so that you don't get hurt by just touching enemies(they have to do an attack animation, then it hurts) and you can actually parry skeleton shots.
Add regional loot, with its own special properties, like Terraria.
-[B]Jungle temple[/B]? A "Ghillie suit" of sorts that allows to you not be seen by mobs until you attack them, but decays with every step. Maybe some swinging vine thing, too.
-[B]Desert temple[/B]? A multi-use magical bucket. Flying carpet, maybe?
-[B]Abandoned mineshaft?[/B] A mining-helmet w/light source, that lights up the front of you(this may be too complex for Minecraft to handle.) A drill thingy, like Terraria again, that uses coal but can mine a 2x2 space at the speed of iron.
Some may think that these would complicate MC too much, and that we need to get simpler.
[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]
I like RPG Mods as well, but as none of the ones using the FTB/Technic launchers are finished...
Am I the only one who thinks that making skeletons fire the instant they saw the player and the player was within their line of fire was a terrible idea? There wasn't any "enemy spotted" sound or windup animation, a la Quake II. They would shoot at you before they even turned around to face you in some cases.
When the difficulty is set to Peaceful, mob spawners will still try to spawn mobs, and seem to succeed for brief fractions of a second before the mobs they spawn vanish. Skeletons have had a history of actually being able to shoot players on Peaceful difficulty given these few milliseconds to do so.
When the player fires a bow, he/she has to draw the bow back first in order for the shot to be effective. Did skeletons always walk around with their bows constantly drawn back all the time?
Skeletons are easily the most annoying and OP mobs in the game, IMO.
[QUOTE=E-102 Gamma;41023694]Am I the only one who thinks that making skeletons fire the instant they have seen the player and the player is within their line of fire is a terrible idea? There's no "enemy spotted" sound or windup animation, a la Quake II. They will shoot at you before they even turn around to face you in some cases.
When the difficulty is set to Peaceful, mob spawners will still try to spawn mobs, and seem to succeed for brief fractions of a second before the mobs they spawn vanish. Skeletons have had a history of actually being able to shoot players on Peaceful difficulty given these few milliseconds to do so.
When the player fires a bow, he/she has to draw the bow back first in order for the shot to be effective. Do skeletons always walk around with their bows constantly drawn back all the time?
Skeletons are easily the most annoying and OP mobs in the game, IMO.[/QUOTE]
Skeletons don't fire immediately as soon as they see the player. As of 1.5, when they spot the player and the player walks into firing range, there's a period of time before they fire to simulate drawing back the skeleton's bow. The trick here is to charge the skeleton during this time and just spam click them, because after they've fired once, they check how far away the player is from them and reduce the delay accordingly.
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.
Making a banner for this thread will be much appreciated.
One of the things that's bugged me recently is the lack of colors of wool. I mean you'd think that 16 would be enough, but with the implementation of dyeable leather armor, where you can get a ton of different colors and color combination, why can't that system be implemented for wool and hardened clay?
I wish beds could be dyed.
I wish they would hire some mod developers.
[QUOTE=Artix3;41034072]One of the things that's bugged me recently is the lack of colors of wool. I mean you'd think that 16 would be enough, but with the implementation of dyeable leather armor, where you can get a ton of different colors and color combination, why can't that system be implemented for wool and hardened clay?[/QUOTE]
Because at the moment, I'm pretty certain the different colours of wool are just 16 different textures. That's good, because people can use them for flavour blocks in texture packs, but it would be nice for the other blocks just to use an alpha map on the white block.
[QUOTE=Sombrero;41015574]The recent updates have made me lose my interest in the game a while back. And the modding API they promised over a year ago? Nope, still hasn't happened. When you say one thing about the modding API on MCF, you always get the "well they have to rework the API for new additions!". The thing is, if you actually worked on the API before adding more features, it would be nice and appreciated. I'm sick of waiting months upon months for my favorite mods to update. Shortly after the mod updates, another update pops out of nowhere and makes it frustrating.[/QUOTE]
The new launcher and resource system are a good step towards the Mod API.
I know ill sound like a bitch, but i hate how they are making the game harder in such stupid ways (multiplying zombies when you hit them, the longer you stay in a area the harder the mobs [making them hard to kill and they do more damage, it just makes me want to play the game on peaceful again.
[QUOTE=Jamsponge;41036451]Because at the moment, I'm pretty certain the different colours of wool are just 16 different textures. That's good, because people can use them for flavour blocks in texture packs, but it would be nice for the other blocks just to use an alpha map on the white block.[/QUOTE]
It still just feels like they had a great idea with dying leather armor and just dropped it once they did it.
If you're going to add carpets, why not rework the wool system while you're at it? And you're adding dyed clay as well, at the very least have the leather dying system work on [i]those[/i].
Let's go to 32x32 as standard already. All the texture packs worth a shit are 32x32, and it gives you so much more opportunity for detail - I still hate Doku's guts for arbitrarily losing interest halfway through every texture pack he's ever released, because they really do make the game come to life. Doku's RPG gave the game an actual art style, and with it, a soul.
If nothing else, at least hire Rhodox to rework the 16x16 default texture pack. It doesn't necessarily have to be Painterly, but the default textures are godawful. When they hired that pixel artist forever ago, I was hoping it'd mean an upgrade to Notch's shitty placeholder textures, and then LOL NOPE HE'LL ONLY DO ART FOR SCROLLS BECAUSE FUCK YOU THAT'S WHY.
And [i]why[/i] are player skins 8x8? Perhaps the one thing *everyone* wants to customize, and it's half the resolution of everything else, because fuck you again.
[QUOTE=Gord;41039362]And [I]why[/I] are player skins 8x8? Perhaps the one thing *everyone* wants to customize, and [B]it's half the resolution of everything else[/B],[/QUOTE]
One fourth of the resolution, actually (64 pixels vs. 256). :eng101:
[QUOTE=R-money;41038082]I know ill sound like a bitch, but i hate how they are making the game harder in such stupid ways (multiplying zombies when you hit them, the longer you stay in a area the harder the mobs [making them hard to kill and they do more damage, it just makes me want to play the game on peaceful again.[/QUOTE]
Wait, that actually happens?
[QUOTE=DJswitch;41048450]Wait, that actually happens?[/QUOTE]
In the Snapshots, Yes
[QUOTE=Artix3;41034072]One of the things that's bugged me recently is the lack of colors of wool. I mean you'd think that 16 would be enough, but with the implementation of dyeable leather armor, where you can get a ton of different colors and color combination, why can't that system be implemented for wool and hardened clay?[/QUOTE]
Had a problem with this a week or so back when I was making some rather simplistic pixel art (hidden deep beneath a frozen lake and marked by a mysterious torch for my friends to stumble upon later). I didn't have enough shades of red and ended up using nether brick and netherrack. Looks terrible in the default Minecraft textures, but it was alright in the texture pack I was using.
Having a huge color palette for leather armor seems kind of pointless, since leather is relatively hard to acquire and is very weak, but applying it to wool would elevate art in Minecraft to a whole new level.
[QUOTE=Artix3;41038920]It still just feels like they had a great idea with dying leather armor and just dropped it once they did it.
If you're going to add carpets, why not rework the wool system while you're at it? And you're adding dyed clay as well, at the very least have the leather dying system work on [i]those[/i].[/QUOTE]
Minecraft is chronic for implementing features but never systems
[i]Horses[/i] are breedable for enhanced statistics, when really this should be a full system for all animals
[i]Leather armor[/i] is dye-mixable, when really this should be a full system for all dyeable objects
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
I still like Minecraft because I don't know how to make these complicated auto-farming creature killing doodads. Once a month I load up a Hardcore Survival, only load a few mods like Thirst for a little extra difficulty (It's really nothing more than a 2nd, more annoying hunger bar) and Simple Ores and I'm good to go. It's kind of sad that I enjoy it because I probably just suck at it when it comes to the more advanced stuff. I'd like to see some interesting Human npc's and Quests in Survival, that'd be neat. More blocks like Simple Ores too
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=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]
Go for it. I vote that you use shitloads of multiblock structures, because they're cool.
[QUOTE=Weiss;41072552]Go for it. I vote that you use shitloads of multiblock structures, because they're cool.[/QUOTE]
Eh I don't know, I'm only one guy. Then again so was Notch.
I really hate how when you open chests, the top of the chest bleeds through the wall behind it. It's a really small thing, but it bothers me sooo much, just makes it feel awkward
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