How Minecraft has became to Easy, and the reasons for it. (Compared to Alpha 1.26)
1.) Caves were less common, meaning you dug your own mines MORE often. It's not minecraft now, it's Cave Explorer Craft. If caves were super rare, you'd dig your own mines, which makes sense, because it is "mine" craft. When is the last time you dug your own mine? Chances are you didn't, or if you are like me, very few.
2.) Iron was NOT plentiful. You had to search and mine around for it, not just walk through a cave and come out with 64 iron. This made you treat it with respect, you didn't just make tons of iron tools all willy nilly like. This also made leather armor actually useful, since iron was hard to come by.
3.) Armor damage reduction was based on remaining durability, meaning as your armor took damage and lost durability, it protected you less, requiring more materials to make fresh armor more often, Now a set of iron will last you for several days to weeks. And it doesn't get weaker as it loses durability.
4.) Mobs were in greater numbers, and density, if you think a zombie is weak, your right. But 3 zombies, 2 skeletons and a creeper, in a small cave, that's no so easy anymore.
5.) Food wasn't stack-able, now it is and you can auto heal, actually I like the food bar feature because it makes lots of food a necessity. But I will not say it makes it harder, it does make it easier. Food should NOT be stack-able.
Differences from Beta
1.) Beds had to be inside a secure house, you couldn't just stick one outside. Now you can just kill the mobs around, and sleep outside, ridiculous. It was once about building a shelter and surviving, but now you can sleep out side? Ruins the flow and feel of the game. Makes the "threat" from the outside world feel like a joke.
2.) It used to be the mine-craft thing, that you'd walk outside and get blown up by a creeper. So we made defenses against it. Now it's pointless, because that never happens but very rarely now.
3.) Certain blocks took longer to mine, Obsidian, Redstone ore, Bricks, Stone Bricks, this made them "feel" more durable. Now everything mines a bit faster, which makes the game go along too quickly.
My alpha world, that I still have. If I travel back to my first home and walk around, there were like zero caves near by. I dug my first mine in the back of my small home, slowly but surely till I found a cave, explored it, and began to mine more on my own.
ANYWAY!
What was the first thing you liked about the game? When I first played, it was "whoa you can build stuff? Sweet!"
When night time came along... it was "Holy **** what is that!"
I feared mobs and the darkness up until 1.8. That's when it all started going down hill and becoming easy.
Come on people, the creeper, we used to fear the green dude! Walk outside, BOOM. Now? Mobs are considered a joke, "oh look some mobs, kill em"
The game used to be dangerous as hell, armor was weaker and grew weaker as it took damage, it was unforgiving. But that key fact is what made the game feel good. It felt good to have a gold fireplace, since it was extremely difficult to find gold and to make it out alive.
I'm currently playing alpha 1.26 to discover any more differences I may Not remember.
So yeah, minecraft isn't as good as it used to be, all those threads most of you hate.
They are right.
There is no reason for the game not to be very difficult. Notch originally wanted the game to be difficult.
Which is very important for a game like minecraft, where you work and survive to get materials.
Rollback Post to RevisionRollBack
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
How Minecraft has became to Easy, and the reasons for it. (Compared to Alpha 1.26)
1.) Caves were less common, meaning you dug your own mines MORE often. It's not minecraft now, it's Cave Explorer Craft. If caves were super rare, you'd dig your own mines, which makes sense, because it is "mine" craft. When is the last time you dug your own mine? Chances are you didn't, or if you are like me, very few. Well, caves are pretty dangerous, but if there are almost no caves then there will be tons of mobs on the ground's surface. I dig my own mineshaft every single time I play.
2.) Iron was NOT plentiful. You had to search and mine around for it, not just walk through a cave and come out with 64 iron. This made you treat it with respect, you didn't just make tons of iron tools all willy nilly like. This also made leather armor actually useful, since iron was hard to come by. We do have too much iron. To those who say we need it for railroad: go to a mineshaft and collect some.
3.) Armor damage reduction was based on remaining durability, meaning as your armor took damage and lost durability, it protected you less, requiring more materials to make fresh armor more often, Now a set of iron will last you for several days to weeks. And it doesn't get weaker as it loses durability. Since armor defense doesn't degrade anymore, I say they half the defense.
4.) Mobs were in greater numbers, and density, if you think a zombie is weak, your right. But 3 zombies, 2 skeletons and a creeper, in a small cave, that's no so easy anymore. I started in 1.8 so I probably never experienced this, but I would like to.
5.) Food wasn't stack-able, now it is and you can auto heal, actually I like the food bar feature because it makes lots of food a necessity. But I will not say it makes it harder, it does make it easier. Food should NOT be stack-able. I think not being able to stack food is rather annoying, I already don't have that much inventory.
Differences from Beta
1.) Beds had to be inside a secure house, you couldn't just stick one outside. Now you can just kill the mobs around, and sleep outside, ridiculous. It was once about building a shelter and surviving, but now you can sleep out side? Ruins the flow and feel of the game. Makes the "threat" from the outside world feel like a joke. I really do miss that, even if it had some big glitches sometimes.
2.) It used to be the mine-craft thing, that you'd walk outside and get blown up by a creeper. So we made defenses against it. Now it's pointless, because that never happens but very rarely now. I don't really know.
3.) Certain blocks took longer to mine, Obsidian, Redstone ore, Bricks, Stone Bricks, this made them "feel" more durable. Now everything mines a bit faster, which makes the game go along too quickly. I think some should keep the quick mining, like redstone, but the rest should be reverted back.
My alpha world, that I still have. If I travel back to my first home and walk around, there were like zero caves near by. I dug my first mine in the back of my small home, slowly but surely till I found a cave, explored it, and began to mine more on my own.
ANYWAY!
What was the first thing you liked about the game? When I first played, it was "whoa you can build stuff? Sweet!"
When night time came along... it was "Holy **** what is that!" The first mob I ran into was in the demo at day time. I walk into a cave and hear a zombie and it scared me, considering I didn't know minecraft had mobs at the time. Yes, I miss the scary nighttime.
I feared mobs and the darkness up until 1.8. That's when it all started going down hill and becoming easy.
Come on people, the creeper, we used to fear the green dude! Walk outside, BOOM. Now? Mobs are considered a joke, "oh look some mobs, kill em" Only complete noobs still fear the creeper, the same complete noobs who want 1.0 armor back(the glitched armor).
The game used to be dangerous as hell, armor was weaker and grew weaker as it took damage, it was unforgiving. But that key fact is what made the game feel good. It felt good to have a gold fireplace, since it was extremely difficult to find gold and to make it out alive. I'm starting to find tons more gold then regular, gold has become more useful now though.
I'm currently playing alpha 1.26 to discover any more differences I may Not remember.
So yeah, minecraft isn't as good as it used to be, all those threads most of you hate.
They are right.
There is no reason for the game not to be very difficult. Notch originally wanted the game to be difficult.
Which is very important for a game like minecraft, where you work and survive to get materials. Jeb!! Please!!!! ..and wasn't the dragon meant to be hard too? They said the tester was getting his ass kicked, what happened?
How Minecraft has became to Easy, and the reasons for it. (Compared to Alpha 1.26)
1.) Caves were less common, meaning you dug your own mines MORE often. It's not minecraft now, it's Cave Explorer Craft. If caves were super rare, you'd dig your own mines, which makes sense, because it is "mine" craft. When is the last time you dug your own mine? Chances are you didn't, or if you are like me, very few. Ehh, I agree. Well, at least with mineshafts. Regular caves just need to have dead ends more often. Mineshafts are just plain too common and too vast, you could explore for hours with still areas new to explore.
2.) Iron was NOT plentiful. You had to search and mine around for it, not just walk through a cave and come out with 64 iron. This made you treat it with respect, you didn't just make tons of iron tools all willy nilly like. This also made leather armor actually useful, since iron was hard to come by. Yeah, we got too much iron now.
3.) Armor damage reduction was based on remaining durability, meaning as your armor took damage and lost durability, it protected you less, requiring more materials to make fresh armor more often, Now a set of iron will last you for several days to weeks. And it doesn't get weaker as it loses durability. Dunno what to say. I'm mix-opinioned on that.
4.) Mobs were in greater numbers, and density, if you think a zombie is weak, your right. But 3 zombies, 2 skeletons and a creeper, in a small cave, that's no so easy anymore. I never noticed a bigger spawnrate.
5.) Food wasn't stack-able, now it is and you can auto heal, actually I like the food bar feature because it makes lots of food a necessity. But I will not say it makes it harder, it does make it easier. Food should NOT be stack-able. Keep it stackable, but lower the stack size to 16.
Differences from Beta
1.) Beds had to be inside a secure house, you couldn't just stick one outside. Now you can just kill the mobs around, and sleep outside, ridiculous. It was once about building a shelter and surviving, but now you can sleep out side? Ruins the flow and feel of the game. Makes the "threat" from the outside world feel like a joke. I agree, BUT ALL THOSE BUGS NEED FIXED. Beds never worked for me in my house design.
2.) It used to be the mine-craft thing, that you'd walk outside and get blown up by a creeper. So we made defenses against it. Now it's pointless, because that never happens but very rarely now. Yep, this is the main reason why. They never seem to spawn near your door anymore...
3.) Certain blocks took longer to mine, Obsidian, Redstone ore, Bricks, Stone Bricks, this made them "feel" more durable. Now everything mines a bit faster, which makes the game go along too quickly. I disagree. I think they're fine. You realize how hard it is to replace your brick/stone brick house with another material? I didn't like the stone brick in my house in 1.8, SO IT TOOK ME TWO HOURS TO CHANGE IT TO WOOD. That's... just too much of a hassle.
My alpha world, that I still have. If I travel back to my first home and walk around, there were like zero caves near by. I dug my first mine in the back of my small home, slowly but surely till I found a cave, explored it, and began to mine more on my own.
ANYWAY!
What was the first thing you liked about the game? When I first played, it was "whoa you can build stuff? Sweet!"
When night time came along... it was "Holy **** what is that!"
I feared mobs and the darkness up until 1.8. That's when it all started going down hill and becoming easy.
Come on people, the creeper, we used to fear the green dude! Walk outside, BOOM. Now? Mobs are considered a joke, "oh look some mobs, kill em"
The game used to be dangerous as hell, armor was weaker and grew weaker as it took damage, it was unforgiving. But that key fact is what made the game feel good. It felt good to have a gold fireplace, since it was extremely difficult to find gold and to make it out alive.
I'm currently playing alpha 1.26 to discover any more differences I may Not remember.
So yeah, minecraft isn't as good as it used to be, all those threads most of you hate.
They are right.
There is no reason for the game not to be very difficult. Notch originally wanted the game to be difficult.
Which is very important for a game like minecraft, where you work and survive to get materials.
How Minecraft has became to Easy, and the reasons for it. (Compared to Alpha 1.26)
1.) Caves were less common, meaning you dug your own mines MORE often. It's not minecraft now, it's Cave Explorer Craft. If caves were super rare, you'd dig your own mines, which makes sense, because it is "mine" craft. When is the last time you dug your own mine? Chances are you didn't, or if you are like me, very few. I agree, I loved stumbling across a cave, now they are few
2.) Iron was NOT plentiful. You had to search and mine around for it, not just walk through a cave and come out with 64 iron. This made you treat it with respect, you didn't just make tons of iron tools all willy nilly like. This also made leather armor actually useful, since iron was hard to come by. I remember when I did find huge veins I was super happy, now it is like, oh iron, iron iron
3.) Armor damage reduction was based on remaining durability, meaning as your armor took damage and lost durability, it protected you less, requiring more materials to make fresh armor more often, Now a set of iron will last you for several days to weeks. And it doesn't get weaker as it loses durability.
4.) Mobs were in greater numbers, and density, if you think a zombie is weak, your right. But 3 zombies, 2 skeletons and a creeper, in a small cave, that's no so easy anymore. Agreed with this
5.) Food wasn't stack-able, now it is and you can auto heal, actually I like the food bar feature because it makes lots of food a necessity. But I will not say it makes it harder, it does make it easier. Food should NOT be stack-able.
Differences from Beta
1.) Beds had to be inside a secure house, you couldn't just stick one outside. Now you can just kill the mobs around, and sleep outside, ridiculous. It was once about building a shelter and surviving, but now you can sleep out side? Ruins the flow and feel of the game. Makes the "threat" from the outside world feel like a joke. I like the kill all enemies feature, but I like when enemies spawned inside and woke you up, yet that never happens anymore
2.) It used to be the mine-craft thing, that you'd walk outside and get blown up by a creeper. So we made defenses against it. Now it's pointless, because that never happens but very rarely now. well this is probably because the noobs of the community complained so much, another reason why the enderman was nerfed. People were being babies
3.) Certain blocks took longer to mine, Obsidian, Redstone ore, Bricks, Stone Bricks, this made them "feel" more durable. Now everything mines a bit faster, which makes the game go along too quickly. once again the communities fault, crying and complaining.
My alpha world, that I still have. If I travel back to my first home and walk around, there were like zero caves near by. I dug my first mine in the back of my small home, slowly but surely till I found a cave, explored it, and began to mine more on my own.
ANYWAY!
What was the first thing you liked about the game? When I first played, it was "whoa you can build stuff? Sweet!"
When night time came along... it was "Holy **** what is that!"
I feared mobs and the darkness up until 1.8. That's when it all started going down hill and becoming easy.
Come on people, the creeper, we used to fear the green dude! Walk outside, BOOM. Now? Mobs are considered a joke, "oh look some mobs, kill em"
The game used to be dangerous as hell, armor was weaker and grew weaker as it took damage, it was unforgiving. But that key fact is what made the game feel good. It felt good to have a gold fireplace, since it was extremely difficult to find gold and to make it out alive.
I'm currently playing alpha 1.26 to discover any more differences I may Not remember.
So yeah, minecraft isn't as good as it used to be, all those threads most of you hate.
They are right.
There is no reason for the game not to be very difficult. Notch originally wanted the game to be difficult.
Which is very important for a game like minecraft, where you work and survive to get materials.
@catlover: I think the food stack of 16 would be great, it would still be a stack but if you get too many then it would be inefficient to bring too much food. I think it's a good balance.
@creative: Stone does mine pretty fast, I've always used it for mining, kind of sad considering it's the second-tier tool.
@catlover: I think the food stack of 16 would be great, it would still be a stack but if you get too many then it would be inefficient to bring too much food. I think it's a good balance.
@creative: Stone does mine pretty fast, I've always used it for mining, kind of sad considering it's the second-tier tool.
16 stack food, works for me. Yeah, again, things go too fast, they shouldn't take forever, but just a tad bit longer.
Rollback Post to RevisionRollBack
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
How Minecraft has became to Easy, and the reasons for it. (Compared to Alpha 1.26)
1.) Caves were less common, meaning you dug your own mines MORE often. It's not minecraft now, it's Cave Explorer Craft. If caves were super rare, you'd dig your own mines, which makes sense, because it is "mine" craft. When is the last time you dug your own mine? Chances are you didn't, or if you are like me, very few.
I agree to an extent, but caves increase the exploration value and are often quite small.
2.) Iron was NOT plentiful. You had to search and mine around for it, not just walk through a cave and come out with 64 iron. This made you treat it with respect, you didn't just make tons of iron tools all willy nilly like. This also made leather armor actually useful, since iron was hard to come by.
I agree. The spawnrate of Iron has gone up a lot since Beta 1.7 and is now too high. Finding iron used to be an event, but now it seems as common as coal was.
3.) Armor damage reduction was based on remaining durability, meaning as your armor took damage and lost durability, it protected you less, requiring more materials to make fresh armor more often, Now a set of iron will last you for several days to weeks. And it doesn't get weaker as it loses durability.
The durability thing didn't make much sense and was basically a glitch. Anyway, they've balanced out the armour in 1.1 now.
4.) Mobs were in greater numbers, and density, if you think a zombie is weak, your right. But 3 zombies, 2 skeletons and a creeper, in a small cave, that's no so easy anymore.
As far as I know aggressive mob spawnrates have not been altered. It's probably just because you're used to Minecraft now and find fighting easier.
5.) Food wasn't stack-able, now it is and you can auto heal, actually I like the food bar feature because it makes lots of food a necessity. But I will not say it makes it harder, it does make it easier. Food should NOT be stack-able.
Being able to regenerate health instantly was more difficult than taking two or three seconds to eat and then slowly regenerating your health? No. They had to balance it out. Perhaps, 64 is too much, but not making food stackable would be harsh.
Differences from Beta
1.) Beds had to be inside a secure house, you couldn't just stick one outside. Now you can just kill the mobs around, and sleep outside, ridiculous. It was once about building a shelter and surviving, but now you can sleep out side? Ruins the flow and feel of the game. Makes the "threat" from the outside world feel like a joke.
I agree to an extent, but the old system had so many glitches.
2.) It used to be the mine-craft thing, that you'd walk outside and get blown up by a creeper. So we made defenses against it. Now it's pointless, because that never happens but very rarely now.
I've often been blown up by Creepers right outside my house.
3.) Certain blocks took longer to mine, Obsidian, Redstone ore, Bricks, Stone Bricks, this made them "feel" more durable. Now everything mines a bit faster, which makes the game go along too quickly.
Mining these blocks was incredibly boring. I'm very glad of the changes.
While I do agree with some of your points, I think the main reason you find Minecraft easier is that you have become used to it and know the best way to kill mobs etc.
1/4 less caves, would result in the lower tier weapons, and leather armor, being more useful. If it took a long time dig your own mines in search of materials, it would feel good. Exploring would be encouraged since you may want to search for a good cave, they'd be much fewer in numbers, so you travel to other biomes in search of them
I did this in alpha and beta, I would travel in seach of a good cave, and when I found one, I'd make a outpost, and a minecraft system back to home base, now caves are just all over the place.
Too many caves = Too fast, and Too easy
Rollback Post to RevisionRollBack
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
I agree with most parts. Except the caves, making a mineshaft is a lot more boring than exploring a cave, and you never see mobs in your own mineshaft if you light it correctly. I will say that I would like some caves to be smaller, and have some dead ends, but I wouldn't want the cave density to change.
I agree with most parts. Except the caves, making a mineshaft is a lot more boring than exploring a cave, and you never see mobs in your own mineshaft if you light it correctly. I will say that I would like some caves to be smaller, and have some dead ends, but I wouldn't want the cave density to change.
I did think about that, your right. I'd still reduce it, but that brings back another cool thing!
You would explore the world around you to find good caves, I did that back in beta, I had my Northern Camp, my Snow Mine, and my Desert Outpost, 3 super caves/mines.
We need less super caves all over the place, then you'd explore more and such.
Rollback Post to RevisionRollBack
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
How Minecraft has became to Easy, and the reasons for it. (Compared to Alpha 1.26)
1.) Caves were less common, meaning you dug your own mines MORE often. It's not minecraft now, it's Cave Explorer Craft. If caves were super rare, you'd dig your own mines, which makes sense, because it is "mine" craft. When is the last time you dug your own mine? Chances are you didn't, or if you are like me, very few.
I dig my own mine because I branch mine. I do everything efficiently, and I try and try to be more efficient. My mining method is still more efficient than cave spelunking. I have no mobs to worry about because of the fact I make my mines. I light them every step of the way.
2.) Iron was NOT plentiful. You had to search and mine around for it, not just walk through a cave and come out with 64 iron. This made you treat it with respect, you didn't just make tons of iron tools all willy nilly like. This also made leather armor actually useful, since iron was hard to come by.
Iron was always pretty plentiful, tbh if you can't get 64 iron within an hour tops by making your own mine you probably actually benefit from the increased amounts in caves and that doesn't bother me. It is just more plentiful now. Mobs ARE getting better AI, you will indeed need that iron soon enough.
3.) Armor damage reduction was based on remaining durability, meaning as your armor took damage and lost durability, it protected you less, requiring more materials to make fresh armor more often, Now a set of iron will last you for several days to weeks. And it doesn't get weaker as it loses durability.
1.0 armor was amazing for pvp enabled servers. No joke two people with diamond armor, even with/without enchants made the fight last for a good 3 minutes if both were good players. It actually made potions useful, you didn't have a lot of time to make wrong choices BUT you had the time to at least try to get some buffs in or throw a debuff, etc. I have Prot IV armor, Sharpness V, knockback II, fire aspect II, looting III sword. Even people in protection II armor literally melt when I start hitting them. Add in my MCMMO stats and the balance is gone. I literally serrated strike the guy with my 904 sword skill, then get my axe out and skull split. The guy doesn't exist within a maximum of 10 hits. He has no time to pop in a potion or try to strafe or attempt to do anything other than get as many hits as he can on me before he doesn't exist anymore. PVE should not be the balancing point for armor. They should've just buffed mobs 20 fold.
4.) Mobs were in greater numbers, and density, if you think a zombie is weak, your right. But 3 zombies, 2 skeletons and a creeper, in a small cave, that's no so easy anymore.
Caves were easy as **** always. Skeletons couldn't shoot you if you made a quick 1x2 tunnel back a few blocks. The zombies and creepers would fumble around trying to enter it at the same time while you just pick away at them...
5.) Food wasn't stack-able, now it is and you can auto heal, actually I like the food bar feature because it makes lots of food a necessity. But I will not say it makes it harder, it does make it easier. Food should NOT be stack-able.
You can't autoheal. The health regen with full hunger is a joke when it comes to pvp situations. You are completely forgetting that this game has a multiplayer aspect as well. So it needs to be balanced in both respects without ruining it for either mode. Either that or they should make it more option-based. You want non-pvp but PVE then armor is 1.7. You want pvp + pve you get 1.0 armor with buffed mobs. You want pvp no pve 1.0 armor weak mobs. Something along that line. Bottom line is that you singleplayer guys who are trolling the forums more than you play your actual game are ruining the balance for us on multiplayer. Multiplayer is actually a hefty majority if not THE majority of MC players anymore, excluding pocket edition and so forth. So if you want to role play yourself on singleplayer than guess what, you HAVE the ability to do so.
Differences from Beta
1.) Beds had to be inside a secure house, you couldn't just stick one outside. Now you can just kill the mobs around, and sleep outside, ridiculous. It was once about building a shelter and surviving, but now you can sleep out side? Ruins the flow and feel of the game. Makes the "threat" from the outside world feel like a joke.
Don't CARE I play multiplayer we don't EVER SKIP NIGHT. You have the option to, which IMO should be completely removed. There you go, problem solved. NO night skipping. Bye bye 1 item from the game, bye bye multiple uses of other items affected by lack of this use. Happy?
2.) It used to be the mine-craft thing, that you'd walk outside and get blown up by a creeper. So we made defenses against it. Now it's pointless, because that never happens but very rarely now.
I didn't make defenses. I would just light up a 128x128 radius on the surface, and make mob traps because the PVE in this game is dumb. You can manipulate creepers, you always could. If they were outside your house, you went down through your back door/underground exit. Oooooh soo dangerous.
3.) Certain blocks took longer to mine, Obsidian, Redstone ore, Bricks, Stone Bricks, this made them "feel" more durable. Now everything mines a bit faster, which makes the game go along too quickly.
Redstone took too long, to the point where if you weren't good with redstone you didn't really find an urge to mine it and put time into learning it. New players will mine a bunch up and have to work with it or dump it in lava. Means more time learning more facets of the game. Obsidian time was nerfed by 3 seconds? Oooooh. Stonebricks and bricks take more time to make, and just like with obsidian by the time you are working with this stuff it is pretty much end game level. You have diamond, end game.
My alpha world, that I still have. If I travel back to my first home and walk around, there were like zero caves near by. I dug my first mine in the back of my small home, slowly but surely till I found a cave, explored it, and began to mine more on my own.
There were many large cave systems in 1.7 and ****. Who cares? The problem was that I personally would've rather there been 0 caves because to me all they = is less resources. The space they take up could be filled in with more ores that my branch mining will get me.
ANYWAY!
What was the first thing you liked about the game? When I first played, it was "whoa you can build stuff? Sweet!"
When night time came along... it was "Holy **** what is that!"
Everything pretty much. Learning, having to read to learn some stuff that you very likely wouldn't have figured out without, it was more time spent immersing myself in learning efficiency. Making the world, and my playstyle, or at least my personal habitat all about efficiency.
I feared mobs and the darkness up until 1.8. That's when it all started going down hill and becoming easy.
Never feared mobs. Was able to take quarter inv of mushroom soup or cakes and full heal myself instantly even if low.
Come on people, the creeper, we used to fear the green dude! Walk outside, BOOM. Now? Mobs are considered a joke, "oh look some mobs, kill em"
No. It's AI always sucked. The only time I or you or anyone got owned by it was when we were noobs and made dumb mistakes.
The game used to be dangerous as hell, armor was weaker and grew weaker as it took damage, it was unforgiving. But that key fact is what made the game feel good. It felt good to have a gold fireplace, since it was extremely difficult to find gold and to make it out alive.
Gold = golden apples which were nerfed heavily and are now obtainable but not godly items. The game has more content, and more to do. It is a sandbox man, you personally either make it hard or you make it easy. go play survival island or skyblock or adventure maps, etc. After 2 months tops of playing the singleplayer I just didn't care anymore, if it wasn't for multiplayer Minecraft would've been uninstalled and out the door dude. It gets boring and repetitive as ****, and I like pvp/factions/mcmmo because it gives reason to stick around. You MIGHT lose your whole base and get murdered over and over by other players. Not mobs but other players with real intelligence, capable of being a step ahead of you if you are less experienced.
I'm currently playing alpha 1.26 to discover any more differences I may Not remember.
So yeah, minecraft isn't as good as it used to be, all those threads most of you hate.
They are opinions*. <-- Fixed that. Look at your + reputation. Out of the how many millions of users your rant/reasoning has solicited 1 thumbs up. Enjoy reality, which is simply that your opinion is not = to fact, nor is mine.
There is no reason for the game not to be very difficult. Notch originally wanted the game to be difficult.
Which is very important for a game like minecraft, where you work and survive to get materials.
Dear me... I apologies for the delayed response; I am rather busy today.
1.) Caves were less common, meaning you dug your own mines MORE often. It's not minecraft now, it's Cave Explorer Craft. If caves were super rare, you'd dig your own mines, which makes sense, because it is "mine" craft. When is the last time you dug your own mine? Chances are you didn't, or if you are like me, very few.
A 1.) This I will have to disagree on. The very first multi-player server I joined was back in 1.2, small community, relatively new. Within the first couple of days, all space within a few hundred blocks of spawn was devoid of resources.
This caused people to disperse over vast regions of land, so they would have enough space for their own extensive branch mines. This not only divided the server population, but also relegated everyone to the tedious task of tunneling a 1x2 hole for large amounts of time just for equipment. Now? You and a few friends can venture through a large cave network; on an island just off one of your settlements, and each come out of the trip with enough resources to have made the trip ‘worth it’.
I believe in this aspect; the Adventure Update is working as intended. In anything more then a single player game; the environmental changes and greater availability of resources are in my opinion, a good thing.
2.) Iron was NOT plentiful. You had to search and mine around for it, not just walk through a cave and come out with 64 iron. This made you treat it with respect, you didn't just make tons of iron tools all willy nilly like. This also made leather armor actually useful, since iron was hard to come by.
A 2.) I do not recall the exact patch, 1.4? 1.5? When Iron generation was increased. However; even in the days when it was rarer the ‘good players’ still had far and above more then they would use. The issue was; the middle of the road player didn’t. Infact; several ‘middle of the road players’ on my aforementioned first multi-player game couldn’t reliably use iron pick axes! They simply could not obtain the quantity of materials necessary to maintain those tools.
And finally; leather armor was never a viable armor, except in very rare outlier cases. Leather was the armor you wore because you happened to have leather from cows constantly spawning in an area and just haphazardly killed them as you moved through. My suggestion? Drastically increase the leather drop rate from cows. With the animal being non-spawning post world creation as it is; the 0 - 3 drop rate (unverified) is abhorrent, and the main factor holding the use of leather back.
3.) Armor damage reduction was based on remaining durability, meaning as your armor took damage and lost durability, it protected you less, requiring more materials to make fresh armor more often, Now a set of iron will last you for several days to weeks. And it doesn't get weaker as it loses durability.
A 3.) This mechanic in itself was nothing more then immensely frustrating, and expensive limiter to armor. I despised the old system because of the waste it cased, more so because fall damage used to reduce the durability on armor. Each little slip or misstep would cost you iron, combined with its at-the-time rarity made for a fairly limited resource. And the boxes of 3/4ths used up armor... it got to the point where we had to ritualistically burn damaged armor because it was so worthless; and piling up everywhere.
4.) Mobs were in greater numbers, and density, if you think a zombie is weak, your right. But 3 zombies, 2 skeletons and a creeper, in a small cave, that's no so easy anymore.
A 4.) For any good player, the above mentioned quantity of mobs was child’s play to deal with. As I mentioned in another thread: machine gun arrow the creeper 2-3 times to weaken it and charge in. The creeper dies in a single to two hits, strafe left / right around the zombies to exploit their slow turning. This motion also puts you outside of the skeleton’s target tracking, meaning you leave this encounter easily with zero damage taken. You lose nothing from combat if you play ‘properly’. Armor in all its forms; regardless of its resource cost was effectively worthless to the player who never got hit in the first place.
These days; you will at least lose some hunger if you manage to not get hit. The creeper can still be taken out easily with one drawn arrow, and one to two followup swipes. Zombies still have trouble tracking strafing targets; but their reach is 1 to 1.5 blocks longer then it was, meaning escaping combat without getting hit is rare. And as we all know; at some point every last skeleton took a summer course in precision sniping, they also can actually hit you now.
5.) Food wasn't stack-able, now it is and you can auto heal, actually I like the food bar feature because it makes lots of food a necessity. But I will not say it makes it harder, it does make it easier. Food should NOT be stack-able.
A 5.) The changes made to food were to compensate for the addition of hunger, and changes to food mechanics in general. Limiting food stacks only accomplishes containing characters to smaller radius of their home base due to an already restrictive inventory system.
Differences from Beta
1.) Beds had to be inside a secure house, you couldn't just stick one outside. Now you can just kill the mobs around, and sleep outside, ridiculous. It was once about building a shelter and surviving, but now you can sleep out side? Ruins the flow and feel of the game. Makes the "threat" from the outside world feel like a joke.
A 1.) Beds in general need a review, and if nothing else a mechanic update. Personally I’m more a fan of the 1.8 version of beds then the new one. For reasons also outlined (and passed over) on the first page of that particular discussion thread.
2.) It used to be the mine-craft thing, that you'd walk outside and get blown up by a creeper. So we made defenses against it. Now it's pointless, because that never happens but very rarely now.
A 2.) I can provide screen shots to back up the fact that every blasted morning I have to shoo 1-2 creepers off my damn front porch every sun rise. With the addition of zombie and skeleton AI seeking shade when the sun rises; its going to be like a blasted frat party crashed under my awning each morning.
3.) Certain blocks took longer to mine, Obsidian, Redstone ore, Bricks, Stone Bricks, this made them "feel" more durable. Now everything mines a bit faster, which makes the game go along too quickly.
A 3.) I will agree to an extent here. I like the faster mining because building with those materials was tedious if you made a mistake or simply wanted to re-structure a building made of them. However, I can also see the value of blocks that ‘feel’ more secure and stronger then others. (Even if in truth: they have equal blast resistance to other, faster mined blocks.)
My alpha world, that I still have. If I travel back to my first home and walk around, there were like zero caves near by. I dug my first mine in the back of my small home, slowly but surely till I found a cave, explored it, and began to mine more on my own.
[I wish I still had the 1.2 world. It was a heart wrenching day when we were struck by irrecoverable server corruption. Damn you update 1.7.3.]
ANYWAY!
What was the first thing you liked about the game? When I first played, it was "whoa you can build stuff? Sweet!"
When night time came along... it was "Holy **** what is that!"
[Personally, I’m drawn to the game because it promotes creative though, and inventive game-play within the bounds of a simple world. Its easily accessible, and difficult to master. Two signs of a great; long living game.]
I feared mobs and the darkness up until 1.8. That's when it all started going down hill and becoming easy.
[I’m the exact opposite, I did not ‘fear’ mobs until 1.8. Because it was at this point that we gained hunger. Regardless of my gameplay I lost resources on each encounter; even if i didn’t take damage. Where as before, every perfectly executed attack was nothing more then pure profit: I never had to slow down unless _I_ messed up.]
Come on people, the creeper, we used to fear the green dude! Walk outside, BOOM. Now? Mobs are considered a joke, "oh look some mobs, kill em"
[I can only speak for myself; but creepers weren’t scary the moment I discovered a bow. And especially not-scary since sprint-attacks were introduced.]
The game used to be dangerous as hell, armor was weaker and grew weaker as it took damage, it was unforgiving. But that key fact is what made the game feel good. It felt good to have a gold fireplace, since it was extremely difficult to find gold and to make it out alive.
[This section heavily implies that the player ever actually took damage in the first place. These were also the days when you could lower the ceiling over a skeleton spawner to a 2-tall room and they were flat out incapable of hitting you.]
So yeah, minecraft isn't as good as it used to be, all those threads most of you hate.
They are right.
[I do not agree with the above, at all; sorry.]
There is no reason for the game not to be very difficult.
[Un-intelligant enemies for one. The power of human ingenuity for another.]
Notch originally wanted the game to be difficult.
[Do you have a source on that? I do not believe that was his intention at all.]
Which is very important for a game like minecraft, where you work and survive to get materials.
[Remember; minecraft was originally a creative-only game. Survival mode was an evolution over time, and is still changing.]
You sir, are very strange, 1.0 armor was completely ridiculous. You could swim in lava!
Minecraft is a single-player game, with multilayer, it should focus on the singleplayer first, and then multilayer.
And this right here is where our views differ.
I believe that it was a great single player development platform (creative), that evolved into a multiplayer game. I personally do not see the draw of single player survival; and as such, believe multiplayer should be the top priority.
Minecraft is a single-player game, with multilayer, it should focus on the singleplayer first, and then multilayer.
No it's not. The whole POINT of Minecraft is the multiplayer component. I don't even know why single player exists, aside maybe for testing purposes in creative mode. I can't even comprehend why some people play SSP and complain about SSP specific issues.
The whole POINT of Minecraft is the multiplayer component. I don't even know why single player exists
Maybe this would be true, if servers were easier to create and access. But as it is now, you have to browse online for AGES, looking for a server that fits all of your preferences, and that can take hours. Not only that, but servers can fill up quickly, and whitelisting is a hassle. The whole system is whack. So, even if multiplayer can be more fun, SSP is much more reliable.
I can't even comprehend why some people play SSP and complain about SSP specific issues.
What? They would complain about SSP issues because they play SSP...
Rollback Post to RevisionRollBack
Fighting ignorance and false information one post at a time.
For the record if I correct you it's not meant maliciously, but if you whine about it I AM laughing at you.
Maybe this would be true, if servers were easier to create and access.
I personally don't find Minecraft servers any more difficult to setup then any other game server. Jot up a quick .bat file for your parameters, set your server properties / mods, and run it.
Unless some people are getting hung up on port forwarding or sending out the proper IP address... I just don't know.
But as it is now, you have to browse online for AGES, looking for a server that fits all of your preferences, and that can take hours.
Perhaps, and I don't mean to be rude and apologize if this comes across in the wrong manner; but just maybe you are being to picky. You have to have some leniency with the server environment for any game that has exclusively player-run servers. (IE: The company doesn't run 'official' servers, they are all hosted by end users or paid services outside of Mojang.)
Not only that, but servers can fill up quickly, and whitelisting is a hassle. The whole system is whack. So, even if multiplayer can be more fun, SSP is much more reliable.
Well... of course. I mean this comment left me scratching my head for a moment. Of course the servers fill up quickly; they are usually setup for small groups of friends to play with each-other on. Even larger open server communities that go through paid services often don't realize what types of expenses come with trying to run a large server. Between the service, the grade of connection and hardware that is needed for 20+ people is rather steep. White lists are very important for user-run servers. It provides a rather simple and effective way to filter out anyone you don't want to be on your server which; lets face it, there are a lot of people out there who you don't want in your sandbox.
Which leads into the last part of this here; the servers are run by people. There are no dedicated servers like some FPSs, no massive world servers like MMOs, what you are going to get is smaller tight-knit rings of users that will configure the environment to their personal tastes. They have no obligation to tailor themselves and their experience to your whims.
If it is really as bad as you say; perhaps try setting up your own server? The server support section is immensely welcoming and helpful for most potential new hosts.
1.) Caves were less common, meaning you dug your own mines MORE often. It's not minecraft now, it's Cave Explorer Craft. If caves were super rare, you'd dig your own mines, which makes sense, because it is "mine" craft. When is the last time you dug your own mine? Chances are you didn't, or if you are like me, very few.
2.) Iron was NOT plentiful. You had to search and mine around for it, not just walk through a cave and come out with 64 iron. This made you treat it with respect, you didn't just make tons of iron tools all willy nilly like. This also made leather armor actually useful, since iron was hard to come by.
3.) Armor damage reduction was based on remaining durability, meaning as your armor took damage and lost durability, it protected you less, requiring more materials to make fresh armor more often, Now a set of iron will last you for several days to weeks. And it doesn't get weaker as it loses durability.
4.) Mobs were in greater numbers, and density, if you think a zombie is weak, your right. But 3 zombies, 2 skeletons and a creeper, in a small cave, that's no so easy anymore.
5.) Food wasn't stack-able, now it is and you can auto heal, actually I like the food bar feature because it makes lots of food a necessity. But I will not say it makes it harder, it does make it easier. Food should NOT be stack-able.
Differences from Beta
1.) Beds had to be inside a secure house, you couldn't just stick one outside. Now you can just kill the mobs around, and sleep outside, ridiculous. It was once about building a shelter and surviving, but now you can sleep out side? Ruins the flow and feel of the game. Makes the "threat" from the outside world feel like a joke.
2.) It used to be the mine-craft thing, that you'd walk outside and get blown up by a creeper. So we made defenses against it. Now it's pointless, because that never happens but very rarely now.
3.) Certain blocks took longer to mine, Obsidian, Redstone ore, Bricks, Stone Bricks, this made them "feel" more durable. Now everything mines a bit faster, which makes the game go along too quickly.
My alpha world, that I still have. If I travel back to my first home and walk around, there were like zero caves near by. I dug my first mine in the back of my small home, slowly but surely till I found a cave, explored it, and began to mine more on my own.
ANYWAY!
What was the first thing you liked about the game? When I first played, it was "whoa you can build stuff? Sweet!"
When night time came along... it was "Holy **** what is that!"
I feared mobs and the darkness up until 1.8. That's when it all started going down hill and becoming easy.
Come on people, the creeper, we used to fear the green dude! Walk outside, BOOM. Now? Mobs are considered a joke, "oh look some mobs, kill em"
The game used to be dangerous as hell, armor was weaker and grew weaker as it took damage, it was unforgiving. But that key fact is what made the game feel good. It felt good to have a gold fireplace, since it was extremely difficult to find gold and to make it out alive.
I'm currently playing alpha 1.26 to discover any more differences I may Not remember.
So yeah, minecraft isn't as good as it used to be, all those threads most of you hate.
They are right.
There is no reason for the game not to be very difficult. Notch originally wanted the game to be difficult.
Which is very important for a game like minecraft, where you work and survive to get materials.
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
It honestly makes me feel better to have you 2 dudes here on the forums
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
1.) Caves were less common, meaning you dug your own mines MORE often. It's not minecraft now, it's Cave Explorer Craft. If caves were super rare, you'd dig your own mines, which makes sense, because it is "mine" craft. When is the last time you dug your own mine? Chances are you didn't, or if you are like me, very few.
I agree, I loved stumbling across a cave, now they are few
2.) Iron was NOT plentiful. You had to search and mine around for it, not just walk through a cave and come out with 64 iron. This made you treat it with respect, you didn't just make tons of iron tools all willy nilly like. This also made leather armor actually useful, since iron was hard to come by.
I remember when I did find huge veins I was super happy, now it is like, oh iron, iron iron
3.) Armor damage reduction was based on remaining durability, meaning as your armor took damage and lost durability, it protected you less, requiring more materials to make fresh armor more often, Now a set of iron will last you for several days to weeks. And it doesn't get weaker as it loses durability.
4.) Mobs were in greater numbers, and density, if you think a zombie is weak, your right. But 3 zombies, 2 skeletons and a creeper, in a small cave, that's no so easy anymore.
Agreed with this
5.) Food wasn't stack-able, now it is and you can auto heal, actually I like the food bar feature because it makes lots of food a necessity. But I will not say it makes it harder, it does make it easier. Food should NOT be stack-able.
Differences from Beta
1.) Beds had to be inside a secure house, you couldn't just stick one outside. Now you can just kill the mobs around, and sleep outside, ridiculous. It was once about building a shelter and surviving, but now you can sleep out side? Ruins the flow and feel of the game. Makes the "threat" from the outside world feel like a joke.
I like the kill all enemies feature, but I like when enemies spawned inside and woke you up, yet that never happens anymore
2.) It used to be the mine-craft thing, that you'd walk outside and get blown up by a creeper. So we made defenses against it. Now it's pointless, because that never happens but very rarely now.
well this is probably because the noobs of the community complained so much, another reason why the enderman was nerfed. People were being babies
3.) Certain blocks took longer to mine, Obsidian, Redstone ore, Bricks, Stone Bricks, this made them "feel" more durable. Now everything mines a bit faster, which makes the game go along too quickly.
once again the communities fault, crying and complaining.
My alpha world, that I still have. If I travel back to my first home and walk around, there were like zero caves near by. I dug my first mine in the back of my small home, slowly but surely till I found a cave, explored it, and began to mine more on my own.
ANYWAY!
What was the first thing you liked about the game? When I first played, it was "whoa you can build stuff? Sweet!"
When night time came along... it was "Holy **** what is that!"
I feared mobs and the darkness up until 1.8. That's when it all started going down hill and becoming easy.
Come on people, the creeper, we used to fear the green dude! Walk outside, BOOM. Now? Mobs are considered a joke, "oh look some mobs, kill em"
The game used to be dangerous as hell, armor was weaker and grew weaker as it took damage, it was unforgiving. But that key fact is what made the game feel good. It felt good to have a gold fireplace, since it was extremely difficult to find gold and to make it out alive.
I'm currently playing alpha 1.26 to discover any more differences I may Not remember.
So yeah, minecraft isn't as good as it used to be, all those threads most of you hate.
They are right.
There is no reason for the game not to be very difficult. Notch originally wanted the game to be difficult.
Which is very important for a game like minecraft, where you work and survive to get materials.
@creative: Stone does mine pretty fast, I've always used it for mining, kind of sad considering it's the second-tier tool.
16 stack food, works for me. Yeah, again, things go too fast, they shouldn't take forever, but just a tad bit longer.
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
I did this in alpha and beta, I would travel in seach of a good cave, and when I found one, I'd make a outpost, and a minecraft system back to home base, now caves are just all over the place.
Too many caves = Too fast, and Too easy
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
I did think about that, your right. I'd still reduce it, but that brings back another cool thing!
You would explore the world around you to find good caves, I did that back in beta, I had my Northern Camp, my Snow Mine, and my Desert Outpost, 3 super caves/mines.
We need less super caves all over the place, then you'd explore more and such.
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
Minecraft is a single-player game, with multilayer, it should focus on the singleplayer first, and then multilayer.
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
1.) Caves were less common, meaning you dug your own mines MORE often. It's not minecraft now, it's Cave Explorer Craft. If caves were super rare, you'd dig your own mines, which makes sense, because it is "mine" craft. When is the last time you dug your own mine? Chances are you didn't, or if you are like me, very few.
A 1.) This I will have to disagree on. The very first multi-player server I joined was back in 1.2, small community, relatively new. Within the first couple of days, all space within a few hundred blocks of spawn was devoid of resources.
This caused people to disperse over vast regions of land, so they would have enough space for their own extensive branch mines. This not only divided the server population, but also relegated everyone to the tedious task of tunneling a 1x2 hole for large amounts of time just for equipment. Now? You and a few friends can venture through a large cave network; on an island just off one of your settlements, and each come out of the trip with enough resources to have made the trip ‘worth it’.
I believe in this aspect; the Adventure Update is working as intended. In anything more then a single player game; the environmental changes and greater availability of resources are in my opinion, a good thing.
2.) Iron was NOT plentiful. You had to search and mine around for it, not just walk through a cave and come out with 64 iron. This made you treat it with respect, you didn't just make tons of iron tools all willy nilly like. This also made leather armor actually useful, since iron was hard to come by.
A 2.) I do not recall the exact patch, 1.4? 1.5? When Iron generation was increased. However; even in the days when it was rarer the ‘good players’ still had far and above more then they would use. The issue was; the middle of the road player didn’t. Infact; several ‘middle of the road players’ on my aforementioned first multi-player game couldn’t reliably use iron pick axes! They simply could not obtain the quantity of materials necessary to maintain those tools.
And finally; leather armor was never a viable armor, except in very rare outlier cases. Leather was the armor you wore because you happened to have leather from cows constantly spawning in an area and just haphazardly killed them as you moved through. My suggestion? Drastically increase the leather drop rate from cows. With the animal being non-spawning post world creation as it is; the 0 - 3 drop rate (unverified) is abhorrent, and the main factor holding the use of leather back.
3.) Armor damage reduction was based on remaining durability, meaning as your armor took damage and lost durability, it protected you less, requiring more materials to make fresh armor more often, Now a set of iron will last you for several days to weeks. And it doesn't get weaker as it loses durability.
A 3.) This mechanic in itself was nothing more then immensely frustrating, and expensive limiter to armor. I despised the old system because of the waste it cased, more so because fall damage used to reduce the durability on armor. Each little slip or misstep would cost you iron, combined with its at-the-time rarity made for a fairly limited resource. And the boxes of 3/4ths used up armor... it got to the point where we had to ritualistically burn damaged armor because it was so worthless; and piling up everywhere.
4.) Mobs were in greater numbers, and density, if you think a zombie is weak, your right. But 3 zombies, 2 skeletons and a creeper, in a small cave, that's no so easy anymore.
A 4.) For any good player, the above mentioned quantity of mobs was child’s play to deal with. As I mentioned in another thread: machine gun arrow the creeper 2-3 times to weaken it and charge in. The creeper dies in a single to two hits, strafe left / right around the zombies to exploit their slow turning. This motion also puts you outside of the skeleton’s target tracking, meaning you leave this encounter easily with zero damage taken. You lose nothing from combat if you play ‘properly’. Armor in all its forms; regardless of its resource cost was effectively worthless to the player who never got hit in the first place.
These days; you will at least lose some hunger if you manage to not get hit. The creeper can still be taken out easily with one drawn arrow, and one to two followup swipes. Zombies still have trouble tracking strafing targets; but their reach is 1 to 1.5 blocks longer then it was, meaning escaping combat without getting hit is rare. And as we all know; at some point every last skeleton took a summer course in precision sniping, they also can actually hit you now.
5.) Food wasn't stack-able, now it is and you can auto heal, actually I like the food bar feature because it makes lots of food a necessity. But I will not say it makes it harder, it does make it easier. Food should NOT be stack-able.
A 5.) The changes made to food were to compensate for the addition of hunger, and changes to food mechanics in general. Limiting food stacks only accomplishes containing characters to smaller radius of their home base due to an already restrictive inventory system.
Differences from Beta
1.) Beds had to be inside a secure house, you couldn't just stick one outside. Now you can just kill the mobs around, and sleep outside, ridiculous. It was once about building a shelter and surviving, but now you can sleep out side? Ruins the flow and feel of the game. Makes the "threat" from the outside world feel like a joke.
A 1.) Beds in general need a review, and if nothing else a mechanic update. Personally I’m more a fan of the 1.8 version of beds then the new one. For reasons also outlined (and passed over) on the first page of that particular discussion thread.
2.) It used to be the mine-craft thing, that you'd walk outside and get blown up by a creeper. So we made defenses against it. Now it's pointless, because that never happens but very rarely now.
A 2.) I can provide screen shots to back up the fact that every blasted morning I have to shoo 1-2 creepers off my damn front porch every sun rise. With the addition of zombie and skeleton AI seeking shade when the sun rises; its going to be like a blasted frat party crashed under my awning each morning.
3.) Certain blocks took longer to mine, Obsidian, Redstone ore, Bricks, Stone Bricks, this made them "feel" more durable. Now everything mines a bit faster, which makes the game go along too quickly.
A 3.) I will agree to an extent here. I like the faster mining because building with those materials was tedious if you made a mistake or simply wanted to re-structure a building made of them. However, I can also see the value of blocks that ‘feel’ more secure and stronger then others. (Even if in truth: they have equal blast resistance to other, faster mined blocks.)
My alpha world, that I still have. If I travel back to my first home and walk around, there were like zero caves near by. I dug my first mine in the back of my small home, slowly but surely till I found a cave, explored it, and began to mine more on my own.
[I wish I still had the 1.2 world. It was a heart wrenching day when we were struck by irrecoverable server corruption. Damn you update 1.7.3.]
ANYWAY!
What was the first thing you liked about the game? When I first played, it was "whoa you can build stuff? Sweet!"
When night time came along... it was "Holy **** what is that!"
[Personally, I’m drawn to the game because it promotes creative though, and inventive game-play within the bounds of a simple world. Its easily accessible, and difficult to master. Two signs of a great; long living game.]
I feared mobs and the darkness up until 1.8. That's when it all started going down hill and becoming easy.
[I’m the exact opposite, I did not ‘fear’ mobs until 1.8. Because it was at this point that we gained hunger. Regardless of my gameplay I lost resources on each encounter; even if i didn’t take damage. Where as before, every perfectly executed attack was nothing more then pure profit: I never had to slow down unless _I_ messed up.]
Come on people, the creeper, we used to fear the green dude! Walk outside, BOOM. Now? Mobs are considered a joke, "oh look some mobs, kill em"
[I can only speak for myself; but creepers weren’t scary the moment I discovered a bow. And especially not-scary since sprint-attacks were introduced.]
The game used to be dangerous as hell, armor was weaker and grew weaker as it took damage, it was unforgiving. But that key fact is what made the game feel good. It felt good to have a gold fireplace, since it was extremely difficult to find gold and to make it out alive.
[This section heavily implies that the player ever actually took damage in the first place. These were also the days when you could lower the ceiling over a skeleton spawner to a 2-tall room and they were flat out incapable of hitting you.]
So yeah, minecraft isn't as good as it used to be, all those threads most of you hate.
They are right.
[I do not agree with the above, at all; sorry.]
There is no reason for the game not to be very difficult.
[Un-intelligant enemies for one. The power of human ingenuity for another.]
Notch originally wanted the game to be difficult.
[Do you have a source on that? I do not believe that was his intention at all.]
Which is very important for a game like minecraft, where you work and survive to get materials.
[Remember; minecraft was originally a creative-only game. Survival mode was an evolution over time, and is still changing.]
And this right here is where our views differ.
I believe that it was a great single player development platform (creative), that evolved into a multiplayer game. I personally do not see the draw of single player survival; and as such, believe multiplayer should be the top priority.
2. Caves are awesome.
Other than that, I agree. Minecraft is way too easy right now.
No it's not. The whole POINT of Minecraft is the multiplayer component. I don't even know why single player exists, aside maybe for testing purposes in creative mode. I can't even comprehend why some people play SSP and complain about SSP specific issues.
Maybe this would be true, if servers were easier to create and access. But as it is now, you have to browse online for AGES, looking for a server that fits all of your preferences, and that can take hours. Not only that, but servers can fill up quickly, and whitelisting is a hassle. The whole system is whack. So, even if multiplayer can be more fun, SSP is much more reliable.
What? They would complain about SSP issues because they play SSP...
For the record if I correct you it's not meant maliciously, but if you whine about it I AM laughing at you.
I personally don't find Minecraft servers any more difficult to setup then any other game server. Jot up a quick .bat file for your parameters, set your server properties / mods, and run it.
Unless some people are getting hung up on port forwarding or sending out the proper IP address... I just don't know.
Perhaps, and I don't mean to be rude and apologize if this comes across in the wrong manner; but just maybe you are being to picky. You have to have some leniency with the server environment for any game that has exclusively player-run servers. (IE: The company doesn't run 'official' servers, they are all hosted by end users or paid services outside of Mojang.)
Well... of course. I mean this comment left me scratching my head for a moment. Of course the servers fill up quickly; they are usually setup for small groups of friends to play with each-other on. Even larger open server communities that go through paid services often don't realize what types of expenses come with trying to run a large server. Between the service, the grade of connection and hardware that is needed for 20+ people is rather steep. White lists are very important for user-run servers. It provides a rather simple and effective way to filter out anyone you don't want to be on your server which; lets face it, there are a lot of people out there who you don't want in your sandbox.
Which leads into the last part of this here; the servers are run by people. There are no dedicated servers like some FPSs, no massive world servers like MMOs, what you are going to get is smaller tight-knit rings of users that will configure the environment to their personal tastes. They have no obligation to tailor themselves and their experience to your whims.
If it is really as bad as you say; perhaps try setting up your own server? The server support section is immensely welcoming and helpful for most potential new hosts.