Too many caves! Game is too easy
Poll: Have you noticed that caves seem to be too common, or never-endi
Ended May 15, 2014
Poll: Do you find that it is very easy to acquire lots of materials (e
Ended May 15, 2014
Ended May 15, 2014
Ended May 15, 2014
The picture at the bottom of all the caves was taken in 1.8....
And how does this make the game any easier?
I agree. I would just love sliders and more options when creating a new world.
Congrats people.
I try and dig a 3x3 hole.
i find an abandoned mineshaft which leads to a ravine which leads to another ravine which leads to another abandoned mineshaft which leads to a cave which leads to another cave which is flooded under the ocean. I'm also taking the most obvious path meaning i'm not exploring all of the other offshoots.
Limit cave generation or at least make them smaller. Dont make them connect infinitely. Dont make me wander in the Farlands by going through a cave at my spawn point.
So people shouldn't complain about something in a game they paid for unless they want to fix it themselves? Lol what?
The OP says that you can get a full set of armour and tools and weapons within twenty minutes of the game. That's true but that'll only be possible if you only make a basic small house while gathering a lot of wood first then immediately start mining downwards.
The caves make mining harder because you'll have to light up your surrounding areas more while keeping your back against mobs. Strip mining is easy because you only have to concentrate on 1 block wide lanes.
There are too many caves but they don't exactly make the game any easier.
It takes 11 of your base material to create a full set of tools (hoe included). To make a full set of armor, it takes 24 of your base material. This results in a total of 35 of the original material to create a full set of tools plus armor. You can usually find 35 iron fairly quickly, and can easily do it within 20 minutes of starting the world if you don't hop around and sprint everywhere like I do. The easiest way to find 35 iron safely would be to find a ravine that is exposed to the surface. It is likely (not guaranteed) that you will be able to get a good amount of iron from these, and the sunlight will protect you.
I don't usually get as much loot as the OP claims, but I tend to make shorter trips while waiting for farming-type things to happen. For example, right now, I'm in a cycle of breeding cows, waiting for cows to grow, breeding more cows, and when the pen gets too full, breed the cows once more then slaughter all the adults (working on an enchanting room). While waiting for cows to grow, I can work on removing ores from the abandon mineshaft near my base. It's quite a pain to remove all the ores since it branches everywhere, though.
In any case, I think the best solution to this problem would be a slider, because a lot of people are satisfied with the number of caves, but still, a significant number of people think it's too much.
Sliders won't work. We want to keep MC as random as possible. they just need to make a terrain do-over.
You could ofc have a slider for the amount of iron in the world, or a slider for resources in general so that diamond and gold is lowered or increased in relative amounts., but I'm not sure if that would fix anything.
There is one part of Minecraft that is lacking and that's the relative usefulness of minecart systems in mining operations. It costs too much to build compared to the help you get from it. If minecart systems instead were almost required, then I think the current iron levels would even be too low. And it would be impossible to balance those things against the idea of "survival". A word I personally think is very misplaced on a game like Minecraft.
Survival was a word Notch added because he had plans to create a Rogue like game. Something that never happened because the game became far too popular as a lego set. Turning Minecraft into a difficult survival rpg would have killed both growth and popularity.
It's still possible to get what you seek, but you must accept that it requires modding.
We need more uses for the ores we find. The tripwires was a start, but we need more, much more.
I'm just saying I believe sliders still make things pretty predictable. I've never used Wedge or any slider mod so I still have little knowledge about them. It's just that Minecraft's world generation direction is (or was) so that everything is unpredictable. For example, I keep seeing sliders as this:
Mountains: 0-100
Caves 0-100
etc
But what does this set? The frequency or the size? Can there be options for both? If I set the supposed cave-size to 50% will all caves be like that? If I set cave frequency to 50% will I say "There's bound to be a cave soon, I set it to 50%."
And no, seeds don't make things less random. They introduce seed-sharing and enhance exploration. "gargamel" may or may not have similar-same features as "garga-****", but it's up to you to explore to find out.
And finding something totally unexpected and unpredictable due to the randomness motivates inspiration a lot. Which is why I don't want sliders or....
if sliders are introduced, they better as hell come with a "random" button for each option. And by that I don't mean it should select a random number off the slider, but just random. But if this random gives me terrain like we have now, I'd rather have Mojang work on the terrain all over again.