I don't understand your point. 1.8 isn't RPG at all. It's nothing like WOW-- it's like minecraft with ruins to explore.
You are a difficult person to please if one feature can take away your desire to play a game.
True, there are some bugs that need to be worked out. But that's always the case when adding something new to a game. It doesn't change the fact that the features needing to be bug fixed still greatly enhance the game.
(And besides, the possibility of happening upon an enderman in a cave just makes cave-diving that much more exciting. ^^)
Please don't take my minor criticisms the wrong way. I think 1.8 has been great and all its new features are incredible. The new lighting engine in particular has me giving Notch and crew a pat on the back.
And hasn't Minecraft's history been mostly fixing bugs the previous patches make. :smile.gif:
Agreed, though I must say that 1.8 really needs some tweaking to take it from a good update to a really amazing update.
Hunger's the worst offender, mostly because it's disruptive to gameplay if you don't like standing around accomplishing nothing for long periods of time. (AKA getting ganked by a creeper or a couple of skellies and having to hide in a 3x1 hole for a couple of minutes. It adds up pretty quickly if you come into contact with a lot of mobs.)
Mineshafts are cool, but too damn common; there's no sense of accomplishment from finding one.
Strongholds are an epic idea, but suffer from 3 issues. Firstly, they're too damn rare (3 per world? You have a better chance of finding enough gold to build a four-story mansion out of gold blocks than you have of running into one, let alone all of them.) Secondly, they just don't provide enough of a reward to justify their rarity (really, all they do is make potentially nice housing, if not for issue number 3), and finally, they're too often disrupted by mineshafts and ravines (finding out an area you wanted to make a living room in has been cut in half by a HUGE-ASS HOLE is.... frustrating, to put it mildly.)
Endermen need new sounds, but other than that, no complaints from me.
Agreed, though I must say that 1.8 really needs some tweaking to take it from a good update to a really amazing update.
Hunger's the worst offender, mostly because it's disruptive to gameplay if you don't like standing around accomplishing nothing for long periods of time. (AKA getting ganked by a creeper or a couple of skellies and having to hide in a 3x1 hole for a couple of minutes. It adds up pretty quickly if you come into contact with a lot of mobs.)
Mineshafts are cool, but too damn common; there's no sense of accomplishment from finding one.
Strongholds are an epic idea, but suffer from 3 issues. Firstly, they're too damn rare (3 per world? You have a better chance of finding enough gold to build a four-story mansion out of gold blocks than you have of running into one, let alone all of them.) Secondly, they just don't provide enough of a reward to justify their rarity (really, all they do is make potentially nice housing, if not for issue number 3), and finally, they're too often disrupted by mineshafts and ravines (finding out an area you wanted to make a living room in has been cut in half by a HUGE-ASS HOLE is.... frustrating, to put it mildly.)
Endermen need new sounds, but other than that, no complaints from me.
3 Excellent points. The hunger thing isn't too bad, but I see how people might not work with it well.
Agreed, though I must say that 1.8 really needs some tweaking to take it from a good update to a really amazing update.
Hunger's the worst offender, mostly because it's disruptive to gameplay if you don't like standing around accomplishing nothing for long periods of time. (AKA getting ganked by a creeper or a couple of skellies and having to hide in a 3x1 hole for a couple of minutes. It adds up pretty quickly if you come into contact with a lot of mobs.)
Mineshafts are cool, but too damn common; there's no sense of accomplishment from finding one.
Strongholds are an epic idea, but suffer from 3 issues. Firstly, they're too damn rare (3 per world? You have a better chance of finding enough gold to build a four-story mansion out of gold blocks than you have of running into one, let alone all of them.) Secondly, they just don't provide enough of a reward to justify their rarity (really, all they do is make potentially nice housing, if not for issue number 3), and finally, they're too often disrupted by mineshafts and ravines (finding out an area you wanted to make a living room in has been cut in half by a HUGE-ASS HOLE is.... frustrating, to put it mildly.)
Endermen need new sounds, but other than that, no complaints from me.
I agree that having only 3 per world is pretty rare, but as Jeb has already said that 1.9 will eliminate any numerical limit on stronghold generation (allowing you to potentially find more than 3 in your enormous world) I think this is just to test the generation code.
They definitely changed the game. Combat is completely revamped, and I'm OK with a little bit of a challenge. The only thing I don't really like about 1.8 is its terrain. It's either the badlands or Kansas (with some forests).
Can't you try the creative mode? From my experience, creative mode seems very similar to Pre-1.8 Minecraft. Just restrict your item usage in some way to make it more similar to the older minecraft if you want. Also, I mean, can't you just turn off the buildings in the world and it's essentially 1.7.3 again with a few minor tweaks?
How is having damage disabled, instant-mine enabled, unlimited items, and the ability to fly any similar to 1.7.3? Some people liked acquiring resources with some obstacles without having to deal with a hunger system.
I agree that having only 3 per world is pretty rare, but as Jeb has already said that 1.9 will eliminate any numerical limit on stronghold generation (allowing you to potentially find more than 3 in your enormous world) I think this is just to test the generation code.
Like I said, needs a few tweaks, but once they are I'll have zero complaints. And even if Mojang won't fix them, the modders sure as hell will. So, it's really just a waiting game. Which is kind of ironic, because the waiting game (in regards to hunger) is my biggest complaint.
They definitely changed the game. Combat is completely revamped, and I'm OK with a little bit of a challenge. The only thing I don't really like about 1.8 is its terrain. It's either the badlands or Kansas (with some forests).
How is having damage disabled, instant-mine enabled, unlimited items, and the ability to fly any similar to 1.7.3?
True, I didn't mean that it was exactly the same. But I meant like you don't have to fly. You don't have to use the limited items. I was thinking that you could go explore and mine out say three gold and then use the unlimited items to use the three gold. Cumbersome I know, but I was trying to be helpful. Unfortunatley, I don't think suicide is the answer to deal with the no damage issue. :tongue.gif:
What you said = win.
However, chests = fail. I like that the lid opens, but I hate the size and trying to texture them.. Oh, and how they are black until you click them and are all the wrong direction.
But we have discussed the chests.
Personally my favorite part about the 1.8 update is the larger biomes and taller mountains
Hunger's the worst offender, mostly because it's disruptive to gameplay if you don't like standing around accomplishing nothing for long periods of time.
Then don't.
I've been spelunking all day. I've found more mobs on this trip than I have on any other, got into many fights, took a lot of damage... and there was only one time I had to retreat to heal, and that was from a skeleton in a waterfall, so I had to forge ahead upstream to get to it. Even then, it only took a few seconds on recovering before I could go back and finish it. Mobs are infrequent enough, and generally fairly easy individually, so there is not much of a problem continuing to explore while wounded. You will recover as you explore. I even took on a skeleton spawner, probably one of the most challenging things in the game at the moment.
The only reason you are having a problem standing around wasting time is because you are standing around wasting time. There is absolutely no need to stand around and waste time.
Then don't.
I've been spelunking all day. I've found more mobs on this trip than I have on any other, got into many fights, took a lot of damage... and there was only one time I had to retreat to heal, and that was from a skeleton in a waterfall, so I had to forge ahead upstream to get to it. Even then, it only took a few seconds on recovering before I could go back and finish it. Mobs are infrequent enough, and generally fairly easy individually, so there is not much of a problem continuing to explore while wounded. You will recover as you explore. I even took on a skeleton spawner, probably one of the most challenging things in the game at the moment.
The only reason you are having a problem standing around wasting time is because you are standing around wasting time. There is absolutely no need to stand around and waste time.
What you described was my experience exactly. I haven't had any issues so far with the time spent eating.
I have to agree with all you points and have to add one more myself;
Underground Ravines.
While some people don't like them (as they interrupt the flow of things sometimes) the underground ones I absolutely love. Especially when added with the new FOV when you get into lower levels (again some people hate that as well.)
I've always wanted to build an underground base or city but actually doing so was not only a pain but really offered no "reward" in the end. For the first time however moving under ground couldn't appeal more to me when you have the option to build on a the plateau of a massive underground ravine that stretches off into the abyss.
I've only just started building my little underground Anasazi base but I'm already in love.
Also I like the Endermen as well, even with their stealing of blocks. Since I've been underground the entire time they've not bothered me too much however they did manage to bugger a few of my paths up and when I first ran into it I actually paused wondering where my path went. Annoying as they may be to some I like the idea that they can slowly pick at your infrastructure without you ever knowing.
Then don't.
I've been spelunking all day. I've found more mobs on this trip than I have on any other, got into many fights, took a lot of damage... and there was only one time I had to retreat to heal, and that was from a skeleton in a waterfall, so I had to forge ahead upstream to get to it. Even then, it only took a few seconds on recovering before I could go back and finish it. Mobs are infrequent enough, and generally fairly easy individually, so there is not much of a problem continuing to explore while wounded. You will recover as you explore. I even took on a skeleton spawner, probably one of the most challenging things in the game at the moment.
The only reason you are having a problem standing around wasting time is because you are standing around wasting time. There is absolutely no need to stand around and waste time.
The thing is, I'm not cave-diving for adventure and mob fights. I'm cave diving for resources. I can't afford to risk it; When you're frequently ferrying around valuables, charging into the black unknown with 1-2 hearts and only painfully-slow regen to get your health back up is just ASKING to get ganked by a creeper or plugged with more arrows than the main character in Hero.
The thing is, I'm not cave-diving for adventure and mob fights. I'm cave diving for resources. I can't afford to risk it; When you're frequently ferrying around valuables, charging into the black unknown with 1-2 hearts and only painfully-slow regen is ASKING to get ganked by a creeper or plugged with more arrows than the main character in Hero.
If you're only looking to collect materials, then 'peaceful' is your friend. :smile.gif:
The only thing that really worries me is animals possibly not respawning, making me terrified of killing off cows and pigs and thus unable to get their lovely meat. This will all be fine when they add breeding but until then it feels a bit crippling.
As of right now, animals respawn plenty. They're everywhere.
If you're only looking to collect materials, then 'peaceful' is your friend. :smile.gif:
That's the thing, though; I like the challenge added by not playing peaceful.
The problem I have is, the risks magnify with 1.8, to a level I'm not entirely comfortable with handling just yet.
Really, though, the hunger issue, while being my biggest complaint, is only biggest in comparison to the others; it's not THAT huge of a deal; it's an inconvenience at worst.
The thing is, I'm not cave-diving for adventure and mob fights. I'm cave diving for resources. I can't afford to risk it; When you're frequently ferrying around valuables, charging into the black unknown with 1-2 hearts and only painfully-slow regen to get your health back up is just ASKING to get ganked by a creeper or plugged with more arrows than the main character in Hero.
I'm cave diving for resources too. I ended up with a few stacks of iron, most of a stack of gold, and over a dozen diamonds, plus so many misc. stuff that I was tossing out useful stuff so I could carry it all back home. I was so deep I spent about 15 minutes solely trying to find my way back out. On hard, with no armour. There is really no need to wait around for full health before moving again. Exercise some common sense with your exploration, be alert, if you do run into trouble with low health, retreat and recover then.
And I am serious when I said it was more mobs than I had even encountered while spelunking. It was a particularly branching and expansive cave network, with mobs spawning frequently in all directions. It was literally as dangerous as minecraft gets.
Have you tried killing them off though? People keep saying they don't really spawn back after you do, that you only get a limited amount in each chunk. I hope that isn't the case.
No, they respawn. :smile.gif:
The bedrock particles are just a new 'void effect'. There's no real purpose to them beyond aesthetics.
I'm cave diving for resources too. I ended up with a few stacks of iron, most of a stack of gold, and over a dozen diamonds, plus so many misc. stuff that I was tossing out useful stuff so I could carry it all back home. I was so deep I spent about 15 minutes solely trying to find my way back out. On hard, with no armour. There is really no need to wait around for full health before moving again. Exercise some common sense with your exploration, be alert, if you do run into trouble with low health, retreat and recover then.
And I am serious when I said it was more mobs than I had even encountered while spelunking. It was a particularly branching and expansive cave network, with mobs spawning frequently in all directions. It was literally as dangerous as minecraft gets.
You seem to have a lot better luck than me, then. So far I have been:
Blown up by a ninja-creeper, then finished off by a skeleton while madly digging a hole to heal in.
Pushed off a cliff by a zombie,, suffering massive fall damage, then finished off by a skeleton while madly digging a hole to heal in.
Shot to hell and back by skeletons, killed them all but with barely any health left, then finished off by a skeleton while madly digging a hole to heal in.
Please don't take my minor criticisms the wrong way. I think 1.8 has been great and all its new features are incredible. The new lighting engine in particular has me giving Notch and crew a pat on the back.
And hasn't Minecraft's history been mostly fixing bugs the previous patches make. :smile.gif:
Hunger's the worst offender, mostly because it's disruptive to gameplay if you don't like standing around accomplishing nothing for long periods of time. (AKA getting ganked by a creeper or a couple of skellies and having to hide in a 3x1 hole for a couple of minutes. It adds up pretty quickly if you come into contact with a lot of mobs.)
Mineshafts are cool, but too damn common; there's no sense of accomplishment from finding one.
Strongholds are an epic idea, but suffer from 3 issues. Firstly, they're too damn rare (3 per world? You have a better chance of finding enough gold to build a four-story mansion out of gold blocks than you have of running into one, let alone all of them.) Secondly, they just don't provide enough of a reward to justify their rarity (really, all they do is make potentially nice housing, if not for issue number 3), and finally, they're too often disrupted by mineshafts and ravines (finding out an area you wanted to make a living room in has been cut in half by a HUGE-ASS HOLE is.... frustrating, to put it mildly.)
Endermen need new sounds, but other than that, no complaints from me.
3 Excellent points. The hunger thing isn't too bad, but I see how people might not work with it well.
I agree that having only 3 per world is pretty rare, but as Jeb has already said that 1.9 will eliminate any numerical limit on stronghold generation (allowing you to potentially find more than 3 in your enormous world) I think this is just to test the generation code.
How is having damage disabled, instant-mine enabled, unlimited items, and the ability to fly any similar to 1.7.3? Some people liked acquiring resources with some obstacles without having to deal with a hunger system.
KEKDOT Highways & Freeways in Minecraft - Stack Interchange
Like I said, needs a few tweaks, but once they are I'll have zero complaints. And even if Mojang won't fix them, the modders sure as hell will. So, it's really just a waiting game. Which is kind of ironic, because the waiting game (in regards to hunger) is my biggest complaint.
True, I didn't mean that it was exactly the same. But I meant like you don't have to fly. You don't have to use the limited items. I was thinking that you could go explore and mine out say three gold and then use the unlimited items to use the three gold. Cumbersome I know, but I was trying to be helpful. Unfortunatley, I don't think suicide is the answer to deal with the no damage issue. :tongue.gif:
However, chests = fail. I like that the lid opens, but I hate the size and trying to texture them.. Oh, and how they are black until you click them and are all the wrong direction.
But we have discussed the chests.
Personally my favorite part about the 1.8 update is the larger biomes and taller mountains
Then don't.
I've been spelunking all day. I've found more mobs on this trip than I have on any other, got into many fights, took a lot of damage... and there was only one time I had to retreat to heal, and that was from a skeleton in a waterfall, so I had to forge ahead upstream to get to it. Even then, it only took a few seconds on recovering before I could go back and finish it. Mobs are infrequent enough, and generally fairly easy individually, so there is not much of a problem continuing to explore while wounded. You will recover as you explore. I even took on a skeleton spawner, probably one of the most challenging things in the game at the moment.
The only reason you are having a problem standing around wasting time is because you are standing around wasting time. There is absolutely no need to stand around and waste time.
What you described was my experience exactly. I haven't had any issues so far with the time spent eating.
I noticed this when I was walking straight continually on flat land. Every 5 seconds there's a stutter/pause. Awesome.
And not being able to hold down left click to auto-attack? Pure awesome.
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That's called a bug that needs to be fixed, not a new feature.
Underground Ravines.
While some people don't like them (as they interrupt the flow of things sometimes) the underground ones I absolutely love. Especially when added with the new FOV when you get into lower levels (again some people hate that as well.)
I've always wanted to build an underground base or city but actually doing so was not only a pain but really offered no "reward" in the end. For the first time however moving under ground couldn't appeal more to me when you have the option to build on a the plateau of a massive underground ravine that stretches off into the abyss.
I've only just started building my little underground Anasazi base but I'm already in love.
Also I like the Endermen as well, even with their stealing of blocks. Since I've been underground the entire time they've not bothered me too much however they did manage to bugger a few of my paths up and when I first ran into it I actually paused wondering where my path went. Annoying as they may be to some I like the idea that they can slowly pick at your infrastructure without you ever knowing.
The thing is, I'm not cave-diving for adventure and mob fights. I'm cave diving for resources. I can't afford to risk it; When you're frequently ferrying around valuables, charging into the black unknown with 1-2 hearts and only painfully-slow regen to get your health back up is just ASKING to get ganked by a creeper or plugged with more arrows than the main character in Hero.
Drat. I always forget something. Adding now. :3
If you're only looking to collect materials, then 'peaceful' is your friend. :smile.gif:
As of right now, animals respawn plenty. They're everywhere.
That's the thing, though; I like the challenge added by not playing peaceful.
The problem I have is, the risks magnify with 1.8, to a level I'm not entirely comfortable with handling just yet.
Really, though, the hunger issue, while being my biggest complaint, is only biggest in comparison to the others; it's not THAT huge of a deal; it's an inconvenience at worst.
I'm cave diving for resources too. I ended up with a few stacks of iron, most of a stack of gold, and over a dozen diamonds, plus so many misc. stuff that I was tossing out useful stuff so I could carry it all back home. I was so deep I spent about 15 minutes solely trying to find my way back out. On hard, with no armour. There is really no need to wait around for full health before moving again. Exercise some common sense with your exploration, be alert, if you do run into trouble with low health, retreat and recover then.
And I am serious when I said it was more mobs than I had even encountered while spelunking. It was a particularly branching and expansive cave network, with mobs spawning frequently in all directions. It was literally as dangerous as minecraft gets.
No, they respawn. :smile.gif:
The bedrock particles are just a new 'void effect'. There's no real purpose to them beyond aesthetics.
You seem to have a lot better luck than me, then. So far I have been:
Blown up by a ninja-creeper, then finished off by a skeleton while madly digging a hole to heal in.
Pushed off a cliff by a zombie,, suffering massive fall damage, then finished off by a skeleton while madly digging a hole to heal in.
Shot to hell and back by skeletons, killed them all but with barely any health left, then finished off by a skeleton while madly digging a hole to heal in.
Are we noticing a theme here?