I like the current combat system, you actually use your brain instead of just having the best weapon available. (e.g: I once completely burnt down a guys base with just some enderpearls, a diamond shovel and a stone sword. One of his turrets was pointing at his tree, and it was filled with fire charges, I also stole some of the firecharges and burnt him to death, while he tried to kill me with his bow (by whacking me with it.))
Indeed, vanilla PVP is amazing, especially once you both have at least decent weapons and items. It really is a battle of wits and preparation.
I'm more talking about PvE combat, which feels more like a battle of one with wits against the witless.
Agreeing on that. I mostly play solo as well, and fighting enemies is just plain dumb. Not to mention the way they spawn is kind of weird. Especially for cave exploration, it's just kind of a blind crawl forward without any real game play element to it other than trial and error.
Agreeing on that. I mostly play solo as well, and fighting enemies is just plain dumb. Not to mention the way they spawn is kind of weird. Especially for cave exploration, it's just kind of a blind crawl forward without any real game play element to it other than trial and error.
I've been toying with an idea, to solve the sort of "spontaneous generation" problem. What if monsters only spawned in darker environments, but had a much higher sight radius? It would make them coming at you much more "them coming at you" then "them having spawned nearby" [also lines of sight and hearing would help, IE monster can see 64 blocks[only in line of sight] and can hear ]walking from 20 blocks, and maybe can hear you getting hurt from 40 blocks. Can hear sneaking from either something small like 5 or simply can't hear you sneaking. Skellies should also wind up their bows, and release based on how close you are. [the further you are, they feel like they have more spare time, so they wind up all the way]
So what you're saying is that any other aspect of the game has player imposed difficulty except combat, and yet you admit that it is possible to have self imposed difficulty (fishing rod combat)? Dafuq? Since you seem to only care bout difficulty play on hard, don't use armour, and put your dukes up when in combat and you'll find the game has a whole new level difficulty. But don't impose, try to impose, or try to try to impose this difficulty on those who don't want it.
Look, I'll admit the game is sometimes too damn easy. But the best way I can think of solving this problem in the game is to have higher levels of difficulty than hard mode. Anything else is going to make some people rage quit the game.
Try this, go back and play some old maps with the latest version, things get better and better.
How so exactly?
As for the topic, yes Minecraft lacks direction. What you're seeing is a direct result of the experiment that is its very creation. A game that went to market in its alpha stage. Practically unheard of. The development therefore becomes an evolutionary process determined by the largest test group a game's ever had - millions of kids with disgusting entitlement mentalities screaming "we want this, we want that!" Minecraft was hijacked and its developers held to ransom by its own fanbase. Normal stages in a game's development didn't happen. Core elements, things which the developers would have focussed on in a normal development, were negelcted in favour of whimsical gimmicks at the behest of the screaming masses. Whimsical gimmicks then become the core and the soul of the game is forever altered.
Minecraft is a deeply troubled child that refused to eat its veggies and hung around with the wrong kids. Now approaching adulthood, the parents are almost completely powerless to change the nature of the child for its own good. Like all parents, they meant well. They just didn't know how to balance the child's needs and wants. As with all troubled kids, it is left to other people to try to pick up the pieces and steer the kid onto the right path...
Yup. A big issue here. Minecraft tries to be lots of different game types, but it doesn't very well at any type. It's just a crappy way to please all the players, and it fails at doing that.
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"I admit that I can often sound VERY angry, when infact, I have a face similar to this: =J" - TrueChaoS
So what you're saying is that any other aspect of the game has player imposed difficulty except combat, and yet you admit that it is possible to have self imposed difficulty (fishing rod combat)? Dafuq? Since you seem to only care bout difficulty play on hard, don't use armour, and put your dukes up when in combat and you'll find the game has a whole new level difficulty. But don't impose, try to impose, or try to try to impose this difficulty on those who don't want it.
Look, I'll admit the game is sometimes too damn easy. But the best way I can think of solving this problem in the game is to have higher levels of difficulty than hard mode. Anything else is going to make some people rage quit the game.
Hmm? I just wanted the option for more difficulty. Also, can't they play on normal or easy?
Not for it to be imposed upon everyone.
I actually already do play hard mode without armor 24/7. 'Cept when I feel like being lazy about combat, then I put on my iron.
There's also a difference between player imposed difficulty by limiting yourself and player imposed difficulty by essentially what you can imagine/what you can build. With building, you're setting the ceiling higher than it was before, you're trying to make something bigger, or better, or smaller and more compact, essentially you're outdoing yourself. Most building challenges don't involve "making something using no repeaters" or "making something without redstone torches" .. they involve creating something beyond what you've done before with all the tools at your disposal.
As far as combat goes, it's so easy that there really isn't that kind of thing. As someone has said, combat is just something that gets in your way, and really doesn't contribute to the game at all. I want it to be so that, in the harder difficulties, combat is actually an interesting part of the game that doesn't simply "get in your way" but is fun in itself.
More interesting? Certainly a desired feature by most.
Harder or easier? I wouldn't recommend that kind of change without due cause.
Anyways, yeah you could just as well change the difficulties while in game no matter what new levels of difficulty are added. But then it's simple enough to make a difficulty lock option that keeps you from changing the difficulty lower than what you signed up for.
Says somebody who quite likely has never even played a tech demo.
I tend to see things being added that don't actually effect how the game plays at all, like new crops or a new skeleton (woo hoo). No real new, game play effecting features.
What's your point?
The whole idea at fixing combat was half completed,
How so? Seems pretty complete to me. Complete being subjective. Personally, I don't want it to have any sort of combat focus, just a usable implementation. Pre 1.8 even for that purpose it was a bit deficient.
they added blocking and then never went on to make it useful.
I use it all the time. It's prevented several dozen deaths. It's particularly useful against creepers when you can't leave their fuse range in time.
Shouldn't they make an actual combat system rather than the placeholder they have now before adding more and more enemy's?
enemies*.
"Actual combat system" is evidently subjective. A lot of people look at Minecraft's combat system, and make suggestions like this, often with things like "They should do X, sort of like Skyrim" and draw comparisons to other games. The thing is that the games they compare to are often combat centric. I mean, Skyrim would be pretty crappy with a bad combat system simply because that is part of the core gameplay.
I just worry that the game is stretching itself far too far when it doesn't have any idea where it's going, and it doesn't have the resources to handle what it's putting in.
I think it has a perfect idea where it's going, and your complaint highlights it. The thing is, you just disagree with that. The combat system is worse than many other games, but if they were to change it again they would be focussing on the wrong element. Minecraft is first about Building, then it's about survival. PvP is merely a fringe effect of allowing the ability to damage mobs and entities affect other players. Focussing gameplay elements on that is focussing on a niche, particularly when improving building and adding various similar items contributes to the combat situation too; for example, Enderpearls could be considered primarily useful for exploring, but they are also an effective combat tool. Same for sprinting potions, as well as other potions, many of which can be used in combination with other things to form something of a "combo"; for example, against a player with only a sword and a few seconds preparation, you can quaff a fire resist potion and put lava directly under yourself; as the lava spreads, your opponent will not be able to attack without going into the lava, and you can pelt them with arrows, and depending on how you place the lava you might even get them on fire from the lava, as well.
Basically, the combat system needs to complement the other elements of the game, not become it's own subsystem. The way it's currently implement already does this; you are provided with what could be considered relatively basic abilities, but you supplement those with abilities provided by various items that aren't typically considered combat-related.
More weapons? No, I don't want ten types of swords all made out of a weird and rare material.
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Why not!? I for one think it would be pretty cool to have more weapons that do different things for different scenarios. But not just swords, maybe bow staffs or some sort of rock that can be thrown. But that's just my opinion, what's yours?
I don't want to be in an arguement, and im not going to argue, but minecraft has little purpose. After you get to have a few diamonds, a few potions, BAM. The game gets easy. You want a city? Just a grind, not a challenge. You want to build a cool redstone contraption? You need some wits and a lot of time. You want more potions? Grind and get the materials. It isn't a challenge, it's just a time-consuming thing to do.
Combat is too easy as well. If you have Iron armour and a sword, you can kill any mob. If you have a bow, it's twice as easy. Guarding just made surviving creepers twice as easy when you start out. The only challenging thing is killing the wither, and I can only do that so many times. I don't know who said this, but they said they take off their armour when they kill mobs to make it harder. You shouldn't have to MAKE it harder on yourself, it should be atleast somewhat challenging.
Several additions seem pointless. Carrots. Cool story bro, control pigs and eat more. Expand your farm. More grinding. Potatoes. Cool. Moar food. Expand your farm and grind a bit more. Wonderful.
Some things are good ideas but don't really help you do much more in the game. Item frames, for example, are a great idea. They are done nicely and can be used insted of signs, like a previous poster said. But how does this help give the game direction? You can make an extra item that does nothing to continue the game.
Some other things make life easy. Anvils can get you a god pickaxe, a god sword, anything and you can repair things. It's slightly costly, but who cares when you mine 10 blocks per second and get 3 drops per block? More grinding.
Minecraft has little direction and challenge after a certain point. It just gets easier and easier until you have 1000 blocks/items of every single thing. Building is great, and servers are cool, but it's boring. The only time i have fun anymore is when I'm PVPing with my cousin/friends, (things are always more fun with friends,) and having base wars. I'm only having fun because I'm with friends. Only reason why.
I don't want to be in an arguement, and im not going to argue, but minecraft has little purpose.
Of course. It's a Sandbox game/Software toy. Purposes and goals are set by the player, not the game itself. With most games, tasks follow a story, and what you need for the next task determines purpose. Minecraft has no story to follow and there is no "goal"; even the end goal of beating the Ender Dragon is just for some sense of closure and something to work towards for those that are heavily goal oriented and have very little imagination.
After you get to have a few diamonds, a few potions, BAM. The game gets easy.
If Minecraft has no purpose, how can it possibly be easy? My point being, again- other games. Take Skyrim. Imagine the entire game had no quests and no story. In Minecraft, for example, what exactly get's too easy when you have a few diamonds and a few potions? Collecting Ores isn't that hard to begin with, and killing mobs even with no armour is only an issue if there are quite a few around or you are ill-prepared... or get knocked into lava.
You want a city? Just a grind, not a challenge.
It depends how one approaches it.
For example, in Chrono Trigger, if you grind for hours, you can have a very easy time with bosses. However, does that mean there is no challenge? of course not. It's merely an option- one or the other. Same in this case. For example, most people get quite a bit of building materials, so the challenge is in choosing the building materials wisely as well as planning out the building layout to make the most use of available resources. It's only a grind if somebody decides "This entire 40x40 floor is going to be lapis blocks" before hand, without assessing the resource needs. Part of the challenge is in avoiding the very grind you annotate.
You want to build a cool redstone contraption? You need some wits and a lot of time.
The challenge here can often come in making the most efficient contraption, wiring up various parts of the mechanics to respond more intelligently to inputs, as well as making the wiring "future proof" and allowing for the possibility of future additions. Of course there is no challenge if a person just duplicates what they see in a youtube video or schematic.
You want more potions? Grind and get the materials. It isn't a challenge, it's just a time-consuming thing to do.
This is actually a case of misplaced goals. Instead of having "more potions" as a goal, another, different goal should be set that will have the side effect of the other. For example, I recently went hunting for various music discs, and while I was doing that and killing mobs, I had no trouble getting to either level 30 or getting a good stack or two of gunpowder. In much the same fashion, a reasonable goal, such as mapping out and finding nether fortresses, could easily have the effect of getting various potion ingredients; as long as you don't focus on the main goal.
Another example being the prevalence of people hunting for wither skulls. I've seen many that ignore pretty much every other mob, but the fact is that blazes drop blaze rods, magma cubes drop magma cream, and pigmen drop gold nuggets; so while their primary goal is to get wither skulls, they could easily acquire a number of potion ingredients. Additionally, simply exploring a nether fortress can net many wither skulls; a task only seems difficult if a person is consistently focussed on it. Instead of hunting around specifically looking for wither skeletons, it makes sense to instead just go with the idea of wandering around a fortress- just standard exploring. Killing all mobs that you see can be another goal, simply to make more spawn space for things like wither skeletons.
Combat is too easy as well. If you have Iron armour and a sword, you can kill any mob. If you have a bow, it's twice as easy.
This I agree with. Mobs should probably be more difficult depending on player capabilities or their armaments. I wouldn't mind seeing a group of charged creepers or skeletons with speed and Power IV bows if I have diamond armour.
I don't know who said this, but they said they take off their armour when they kill mobs to make it harder. You shouldn't have to MAKE it harder on yourself, it should be atleast somewhat challenging.
Yes, I think the game should have a sort of "elastic" difficulty; if you are armoured up well, mobs spawn with equally powerful equipment type thing.
Several additions seem pointless. Carrots. Cool story bro, control pigs and eat more. Expand your farm. More grinding. Potatoes. Cool. Moar food. Expand your farm and grind a bit more. Wonderful.
A lot of people have been asking for more farming capabilities. Many of your arguments could be applied to say, Harvest Moon, but people that play it would disagree with that sentiment.
But how does this help give the game direction?
Primarily, the big draw to Minecraft is that there is no prescribed direction. in Skyrim you work towards various quests with the end goal of defeating the big bad; in Chrono Trigger you have a basic goal near the start that balloons into something much larger, but it is always the "goal"; Minecraft doesn't have any set goals, aside from doing what you want within the games provided facilities.
Some other things make life easy. Anvils can get you a god pickaxe, a god sword, anything and you can repair things. It's slightly costly, but who cares when you mine 10 blocks per second and get 3 drops per block? More grinding.
Again, this is just a misallocation of primary goals to those that should be secondary. Again, using a skyrim example, there are plenty of people that work on "grinding" their various skills, to the exclusion of any other quests or goals. This is mostly, IMO, a lack of proper time management; you can easily advance various skills simply by keeping them in mind; you get a lot of raw materials for smithing in dungeons, for example, and I've seen people sell a lot of it only to later have the goal of finding some, because they've suddenly refocussed on grinding smithing or something.
Minecraft has little direction and challenge after a certain point.
Minecraft has none of the former by design. And, as a result, it is hard to really surmise the latter. the challenge depends on the goals the player sets for themselves.
@Above Wow..... didn't see this coming. I quite agree with most things you say. I play skyrim too much and that is a good example. Thankyou sir, you have changed the way I think.
Isn't the point of it to be that it's free to do whatever you want?
That's what I think, so I don't think the game needs a specific direction. If it has a vast variety of things to do, which it does, that's good enough, isn't it?
Note on the skyrim thing.. Yes, it did have a big goal but I didn't play it like that. I was very interested in the way things worked together, which they didn't. The world was heavily scripted, townspeople all behaved in predictable patterns and didn't need to eat or trade or anything.
Minecraft on the other hand is a sandbox. But, townspeople still don't exist for any particular reason, they don't eat or farm or build or trade (except with you). The world isn't alive.
First of all, runescape's combat system is even worse than minecraft's. Who said "realistic?"
We're talking about more mechanics. Blocking was a step in the right direction, critical hits were a step in the right direction. Combat should be more than "mash m1". More interesting mob AI would also help, but might clutter the game.
Why don't we all make jokes and pass them off as arguments?
1. Good point
2. Minecraft isn't a game centered around combat, it doesn't need anything more complicated.
3. I wasn't trying to pass that off as an argument, it was a joke. Relax.
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XP Guide Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten If you want me to see your reply, make sure to quote my post in your reply.
Another 'wah wah wah' thread... just what we need.
Another 'wah wah wah' post.
Complaining is good.
A lack of complaining means a fanbase with their heads shoved so far up their asses that they don't recognize that the thing they love has problems.
Not to mention that this kind of complaining is different from "x is bad." This is more like "X could be improved. Here's why it's lacking, here's a suggestion of what should be done."
Indeed, vanilla PVP is amazing, especially once you both have at least decent weapons and items. It really is a battle of wits and preparation.
I'm more talking about PvE combat, which feels more like a battle of one with wits against the witless.
I've been toying with an idea, to solve the sort of "spontaneous generation" problem. What if monsters only spawned in darker environments, but had a much higher sight radius? It would make them coming at you much more "them coming at you" then "them having spawned nearby" [also lines of sight and hearing would help, IE monster can see 64 blocks[only in line of sight] and can hear ]walking from 20 blocks, and maybe can hear you getting hurt from 40 blocks. Can hear sneaking from either something small like 5 or simply can't hear you sneaking. Skellies should also wind up their bows, and release based on how close you are. [the further you are, they feel like they have more spare time, so they wind up all the way]
Look, I'll admit the game is sometimes too damn easy. But the best way I can think of solving this problem in the game is to have higher levels of difficulty than hard mode. Anything else is going to make some people rage quit the game.
How so exactly?
As for the topic, yes Minecraft lacks direction. What you're seeing is a direct result of the experiment that is its very creation. A game that went to market in its alpha stage. Practically unheard of. The development therefore becomes an evolutionary process determined by the largest test group a game's ever had - millions of kids with disgusting entitlement mentalities screaming "we want this, we want that!" Minecraft was hijacked and its developers held to ransom by its own fanbase. Normal stages in a game's development didn't happen. Core elements, things which the developers would have focussed on in a normal development, were negelcted in favour of whimsical gimmicks at the behest of the screaming masses. Whimsical gimmicks then become the core and the soul of the game is forever altered.
Minecraft is a deeply troubled child that refused to eat its veggies and hung around with the wrong kids. Now approaching adulthood, the parents are almost completely powerless to change the nature of the child for its own good. Like all parents, they meant well. They just didn't know how to balance the child's needs and wants. As with all troubled kids, it is left to other people to try to pick up the pieces and steer the kid onto the right path...
Before it steals a car...
Hmm? I just wanted the option for more difficulty. Also, can't they play on normal or easy?
Not for it to be imposed upon everyone.
I actually already do play hard mode without armor 24/7. 'Cept when I feel like being lazy about combat, then I put on my iron.
There's also a difference between player imposed difficulty by limiting yourself and player imposed difficulty by essentially what you can imagine/what you can build. With building, you're setting the ceiling higher than it was before, you're trying to make something bigger, or better, or smaller and more compact, essentially you're outdoing yourself. Most building challenges don't involve "making something using no repeaters" or "making something without redstone torches" .. they involve creating something beyond what you've done before with all the tools at your disposal.
As far as combat goes, it's so easy that there really isn't that kind of thing. As someone has said, combat is just something that gets in your way, and really doesn't contribute to the game at all. I want it to be so that, in the harder difficulties, combat is actually an interesting part of the game that doesn't simply "get in your way" but is fun in itself.
Harder or easier? I wouldn't recommend that kind of change without due cause.
Anyways, yeah you could just as well change the difficulties while in game no matter what new levels of difficulty are added. But then it's simple enough to make a difficulty lock option that keeps you from changing the difficulty lower than what you signed up for.
Says somebody who quite likely has never even played a tech demo.
What's your point?
How so? Seems pretty complete to me. Complete being subjective. Personally, I don't want it to have any sort of combat focus, just a usable implementation. Pre 1.8 even for that purpose it was a bit deficient.
I use it all the time. It's prevented several dozen deaths. It's particularly useful against creepers when you can't leave their fuse range in time.
enemies*.
"Actual combat system" is evidently subjective. A lot of people look at Minecraft's combat system, and make suggestions like this, often with things like "They should do X, sort of like Skyrim" and draw comparisons to other games. The thing is that the games they compare to are often combat centric. I mean, Skyrim would be pretty crappy with a bad combat system simply because that is part of the core gameplay.
I think it has a perfect idea where it's going, and your complaint highlights it. The thing is, you just disagree with that. The combat system is worse than many other games, but if they were to change it again they would be focussing on the wrong element. Minecraft is first about Building, then it's about survival. PvP is merely a fringe effect of allowing the ability to damage mobs and entities affect other players. Focussing gameplay elements on that is focussing on a niche, particularly when improving building and adding various similar items contributes to the combat situation too; for example, Enderpearls could be considered primarily useful for exploring, but they are also an effective combat tool. Same for sprinting potions, as well as other potions, many of which can be used in combination with other things to form something of a "combo"; for example, against a player with only a sword and a few seconds preparation, you can quaff a fire resist potion and put lava directly under yourself; as the lava spreads, your opponent will not be able to attack without going into the lava, and you can pelt them with arrows, and depending on how you place the lava you might even get them on fire from the lava, as well.
Basically, the combat system needs to complement the other elements of the game, not become it's own subsystem. The way it's currently implement already does this; you are provided with what could be considered relatively basic abilities, but you supplement those with abilities provided by various items that aren't typically considered combat-related.
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Why not!? I for one think it would be pretty cool to have more weapons that do different things for different scenarios. But not just swords, maybe bow staffs or some sort of rock that can be thrown. But that's just my opinion, what's yours?
Oddly enough his opinion is what you commented on.
Combat is too easy as well. If you have Iron armour and a sword, you can kill any mob. If you have a bow, it's twice as easy. Guarding just made surviving creepers twice as easy when you start out. The only challenging thing is killing the wither, and I can only do that so many times. I don't know who said this, but they said they take off their armour when they kill mobs to make it harder. You shouldn't have to MAKE it harder on yourself, it should be atleast somewhat challenging.
Several additions seem pointless. Carrots. Cool story bro, control pigs and eat more. Expand your farm. More grinding. Potatoes. Cool. Moar food. Expand your farm and grind a bit more. Wonderful.
Some things are good ideas but don't really help you do much more in the game. Item frames, for example, are a great idea. They are done nicely and can be used insted of signs, like a previous poster said. But how does this help give the game direction? You can make an extra item that does nothing to continue the game.
Some other things make life easy. Anvils can get you a god pickaxe, a god sword, anything and you can repair things. It's slightly costly, but who cares when you mine 10 blocks per second and get 3 drops per block? More grinding.
Minecraft has little direction and challenge after a certain point. It just gets easier and easier until you have 1000 blocks/items of every single thing. Building is great, and servers are cool, but it's boring. The only time i have fun anymore is when I'm PVPing with my cousin/friends, (things are always more fun with friends,) and having base wars. I'm only having fun because I'm with friends. Only reason why.
Of course. It's a Sandbox game/Software toy. Purposes and goals are set by the player, not the game itself. With most games, tasks follow a story, and what you need for the next task determines purpose. Minecraft has no story to follow and there is no "goal"; even the end goal of beating the Ender Dragon is just for some sense of closure and something to work towards for those that are heavily goal oriented and have very little imagination.
If Minecraft has no purpose, how can it possibly be easy? My point being, again- other games. Take Skyrim. Imagine the entire game had no quests and no story. In Minecraft, for example, what exactly get's too easy when you have a few diamonds and a few potions? Collecting Ores isn't that hard to begin with, and killing mobs even with no armour is only an issue if there are quite a few around or you are ill-prepared... or get knocked into lava.
It depends how one approaches it.
For example, in Chrono Trigger, if you grind for hours, you can have a very easy time with bosses. However, does that mean there is no challenge? of course not. It's merely an option- one or the other. Same in this case. For example, most people get quite a bit of building materials, so the challenge is in choosing the building materials wisely as well as planning out the building layout to make the most use of available resources. It's only a grind if somebody decides "This entire 40x40 floor is going to be lapis blocks" before hand, without assessing the resource needs. Part of the challenge is in avoiding the very grind you annotate.
The challenge here can often come in making the most efficient contraption, wiring up various parts of the mechanics to respond more intelligently to inputs, as well as making the wiring "future proof" and allowing for the possibility of future additions. Of course there is no challenge if a person just duplicates what they see in a youtube video or schematic.
This is actually a case of misplaced goals. Instead of having "more potions" as a goal, another, different goal should be set that will have the side effect of the other. For example, I recently went hunting for various music discs, and while I was doing that and killing mobs, I had no trouble getting to either level 30 or getting a good stack or two of gunpowder. In much the same fashion, a reasonable goal, such as mapping out and finding nether fortresses, could easily have the effect of getting various potion ingredients; as long as you don't focus on the main goal.
Another example being the prevalence of people hunting for wither skulls. I've seen many that ignore pretty much every other mob, but the fact is that blazes drop blaze rods, magma cubes drop magma cream, and pigmen drop gold nuggets; so while their primary goal is to get wither skulls, they could easily acquire a number of potion ingredients. Additionally, simply exploring a nether fortress can net many wither skulls; a task only seems difficult if a person is consistently focussed on it. Instead of hunting around specifically looking for wither skeletons, it makes sense to instead just go with the idea of wandering around a fortress- just standard exploring. Killing all mobs that you see can be another goal, simply to make more spawn space for things like wither skeletons.
This I agree with. Mobs should probably be more difficult depending on player capabilities or their armaments. I wouldn't mind seeing a group of charged creepers or skeletons with speed and Power IV bows if I have diamond armour.
Yes, I think the game should have a sort of "elastic" difficulty; if you are armoured up well, mobs spawn with equally powerful equipment type thing.
A lot of people have been asking for more farming capabilities. Many of your arguments could be applied to say, Harvest Moon, but people that play it would disagree with that sentiment.
Primarily, the big draw to Minecraft is that there is no prescribed direction. in Skyrim you work towards various quests with the end goal of defeating the big bad; in Chrono Trigger you have a basic goal near the start that balloons into something much larger, but it is always the "goal"; Minecraft doesn't have any set goals, aside from doing what you want within the games provided facilities.
Again, this is just a misallocation of primary goals to those that should be secondary. Again, using a skyrim example, there are plenty of people that work on "grinding" their various skills, to the exclusion of any other quests or goals. This is mostly, IMO, a lack of proper time management; you can easily advance various skills simply by keeping them in mind; you get a lot of raw materials for smithing in dungeons, for example, and I've seen people sell a lot of it only to later have the goal of finding some, because they've suddenly refocussed on grinding smithing or something.
Minecraft has none of the former by design. And, as a result, it is hard to really surmise the latter. the challenge depends on the goals the player sets for themselves.
That's what I think, so I don't think the game needs a specific direction. If it has a vast variety of things to do, which it does, that's good enough, isn't it?
I think Minecraft is a lot of fun with the survival gameplay exactly the way that it is. It's a simple game of surviving, exploring, and building.
Minecraft on the other hand is a sandbox. But, townspeople still don't exist for any particular reason, they don't eat or farm or build or trade (except with you). The world isn't alive.
At least skyrim had acceptable combat.
1. Good point
2. Minecraft isn't a game centered around combat, it doesn't need anything more complicated.
3. I wasn't trying to pass that off as an argument, it was a joke. Relax.
Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten
If you want me to see your reply, make sure to quote my post in your reply.
Another 'wah wah wah' post.
Complaining is good.
A lack of complaining means a fanbase with their heads shoved so far up their asses that they don't recognize that the thing they love has problems.
Not to mention that this kind of complaining is different from "x is bad." This is more like "X could be improved. Here's why it's lacking, here's a suggestion of what should be done."