This is all code that I've written that is similar to the java programming language, but not in it. The syntax is slightly different, but you get the general idea.
Is Mojang slow? Yes. Are they lazy? Hell no.
Whenever trying to find a bug in a program, they need to sift through all of the stuff above (not java, but very similar syntax) to try and find what went wrong, and they need to fix it without causing too many more bugs to pop up in the process (I don't think it's possible to fix one bug and not have another one when you're done).
Since you obviously can't read the FIRST SENTENCE of my last post, YOU are the one who was making assumptions when assuming that I was referring to you. I was revealing pre-anger that you were so infuriating I needed to talk myself out of exploding.
I am leaving this topic before I say something too incendiary. Enjoy being upset over something you have no control over. I, however, have every option to leave the conversation. BYE!
Bro, why are you raging? This is a game that we're talking about, lol. Calm your beans.
Anyway, I think Mojang is releasing updates at a fine pace. It's weekly, which I would consider pretty fast. If they really were to release the big updates such as Mod API, they'd probably have to put aside everything else they've been working on just to focus on that specific update. I think they should keep doin' what they do.
I'd reply to this thread with a witty comment, but I'm too lazy
The Dinnerbone hath spoken!
On a side note. I would like to see the OP re-write minecraft's lighting engine and make it completely bug free then what they have to say might be a bit more valid.
Rollback Post to RevisionRollBack
Humanity is the creation of Logic and Emotion, Calculation and Imagination, Cold Analysis and Blind Faith. This is why I believe it is a strange Human that would prize one while shunning the other. For a calculator can do math just as well as you, but a calculator can not use math to make the world a better place.
As a project grows there tend to be points in time when adding new features is a really simple task and others where what you want to add requires large rewrites of already existing code and extensive testing to make sure that what was added doesn't break anything that was previously there. When the program gets released to the public bugs that didn't get caught in testing will appear as use cases that weren't considered show up.
Assuming that all of the developers time is not spent trying to isolate and fix already existing bugs then adding new content that is substantially the same as the old content becomes really easy. Adding new content that is substantially different from the existing content requires both having the idea, coming up with some way of implementing it, making sure it doesn't break the existing game in either a software sense or in a gameplay sense, and fixing the bugs in the idea. Meaning it is quite easy to make new ore blocks, or new mobs that are nearly the exact same as the old mobs, or machines that largely do what previous machines did; balancing those with the existing game to make sure that everything is usefull and fun makes it a little bit harder; however adding content that is different from what was previously done may require quite a bit more work.
Minecraft has pulled many of the ideas from the modding community, which is great. However, many of the common community ideas either don't fit with the feel of the base game, or largely break the game in some regard (like make the monsters nearly irrelevent with new armor or makes tools that never wear out). Modders don't have to consider the feel of the game, many try to consider balance in some regard but they aren't required to, nor do they have as much testing in terms of how many people are using the game and what "features" are acceptable. Further, if you stopped to think about it the situation isn't anything like what some have made it out to be. I have some 66 mods on my minecraft, that means (at minimum) that 66 people work spent a few months developing the mod and spend a week or two after an update getting the mod working again. Even if there were just 66 people invovled in doing this that is still more developement time then the entire mojang team puts into an update, and in many of the mods there are more people working on it then there are people working at Mojang.
To meet the update schedule that some people want Mojang would have to hire a much larger number of people. If they were to hire a large number of people then we might expect work to stop on Minecraft 1 and them to work on Minecraft 2, which would be fully parrel, focus heavily on server and multiplayer content, as well as the common things of updated mobs, better graphics, tweaked mechanics, etc but which would require everyone to repurchase the game and would probably find someway of having players continue to pay for the game. Instead, we have a small team that is slowly fixing bugs in the current game, adding new content, and has already added, and is continuing to add, features which pretty much any other gaming company that wasn't running Minecraft as a MMO would have put in Minecraft 2.
In my honest opinion, I think that the updates are coming out really slow. Over the course of a year, there have only been 3 updates for this javascript game. And now people are predicting that 1.5 is near, which is a shame, since the amount of content in this update, could have been made in a week by this community.
Wrong sir!
1) Javascript != Java and Java is what the game was written in.
2) There may have only been 3 larger updates, but there have been tons of small ones, not including the snapshots. Remember when we were going through update madness? Yeah, people yelled down Mojang's throats. Imagine if this was all the time...
3) Snapshots.
However, when they go to update, the have zero consideration for those people who use servers.
The snapshots also provide links to Server jar's. What they don't consider is people using other people's software- such as Bukkit servers. But that is another entity's product- not theirs, and not their responsibility.
They should be giving the finished jar file to bukkit until they have a working, RB.
This is what snapshots are for. There will be at least a week between the final snapshot of a given version and the release of that version through the launcher.
It just does not make sense, two bodies which work in such close association
They don't work in close association. Dinnerbone, Grum, and EvilSeph work for Mojang. Any participation with Bukkit is entirely voluntary, and any work at creating a Bukkit Release or Beta build has to be done in their spare time. In the meantime, there are plenty of Bukkit contributors that could create a reasonable release build between a version pre-release and the update being pushed through the launcher. If you want Bukkit to update faster, you should become a contributor.
yet one is killing the other all the time. yes, mod api, whatever. Mojang is dumb.
The Bukkit for 1.4.7, if memory serves, came out on the same day as 1.4.7; same with 1.4.6 and many of the previous releases. At this point it is guaranteed that Bukkit- and mod authors- will have an entire week to update to a new version before it is pushed from the launcher. if nothing else, that is still a week's headstart from what it used to be, and since snapshots are more public, there is no longer a moral anti-competition going on as before, where only prominent projects got "prerelease" builds of the game.
Several people who worked for bukkit now work for mojang(I don't know the exactitudes and don't are to(Ie: I skipped reading your post, as I can guess what it says)), it's kind of clear based on a large quantity of people playing servers that it should be the focus and it's just not, which is stupid. Argue it however you like, minecraft is run incorrectly. Don't mean to start some sort of..I don't know, quote war? But too many people get outright bothered by the way they do things, I happen to be one of them.
*Sigh* <<-----(I seem to be doing a lot of this lately)
You don't listen to a person yet respond to them. That does not help any discussion. That's the opposite of discussion.
You might be bothered by how Mojang does things but that doesn't mean that it is justified. As BC_Programming said, it is not Mojang's responsibility to help another entity's product. However, the last few Bukkit builds have apparently been released the same day as the update due to Mojang releasing "pre-release" snapshots.
As a programmer, I can say that they are most definitely not lazy. Each feature has to be made so it doesn't interfere with a single other feature, which is really hard, considering how many there are already.
Several people who worked for bukkit now work for mojang
Yes. I even mentioned them. Dinnerbone started Bukkit to begin with- he works for Mojang. As do Grum and EvilSeph; the latter of whom I believe has been passed the baton for managing Bukkit. Bukkit contributors being hired by Mojang does not make Bukkit Mojang's responsibility anymore than Microsoft hiring a OSS dev makes Microsoft responsible for that Library (eg. NuGet). Those that Work for the company can decide whether they want to keep contributing to the project- Such as EvilSeph, in this case, who is still active- or focus on their new Job (such as Dinnerbone).
it's kind of clear based on a large quantity of people playing servers that it should be the focus and it's just not, which is stupid.
Mojang cannot take over bukkit. Do Mojang Employees contribute to bukkit? Yes. Microsoft Employees contribute to the Linux Kernel, and Google Employees contribute code to projects on Microsoft's CodePlex. Bukkit is a separate 'product' that is maintained in people's free time. Mojang could, arguably, make a effort and have their employees add features to bukkit- but that still is a bit silly, since they could just as easily work on the game itself to add similar features. For example, Dinnerbone could have added his features for scoreboards and enhanced death messages to Bukkit, but it's pointless- Fundamentally, Bukkit is downstream, and Minecraft itself is the upstream, so features added in the main game will become part of bukkit itself. That, and there are actually more bukkit contributors than Mojang employees anyway makes the point a bit moot.
Argue it however you like, minecraft is run incorrectly.
Stamping your feet and saying "it's not run properly" is far less effective than, you know- legitimate arguments. The latter of which, unfortunately, requires some understanding of how OSS actually works and how corporate entities can actually contribute to it, which is evidently the lacking point here. I don't mean that in an insulting way- the ways corporate entities can safely contribute to Open Source projects is hardly obvious, it's a bit of a nest.
What we have are two separate entities. We Have Minecraft itself- run by Mojang, and for which features are added by Mojang employees. Then we have Bukkit, which was created by Dinnerbone in the interest of having an easily extendable Server framework. The important thing is that these are two separate concerns. Dinnerbone, Grum, etc are paid to work on Minecraft- not on Bukkit. This is because Bukkit is it's own entity, with it's own direction. Could Mojang influence how it goes forward? of course! Most of the lead devs of Bukkit now work for Mojang. But the problem is, that is actually called "corporate meddling". Even so, I believe Mojang employees are making noteworthy contributions to the bukkit project on their own time. But Consider this- It is no question that one of the premier Open Source Projects available today is Linux itself.
But you know who was the biggest contributor to the Linux Kernel over the last few years? Microsoft. Does this mean Microsoft controls the direction of Linux Kernel development? Of course not! Imagine the call to arms THAT would cause! Instead, the project is guided on it's own- as an independent entity. For Linux, it's obvious that Microsoft's design ideas would not be in the interest of the Linux Kernel as a whole. Bukkit and Mojang are both working towards different goals, by and large. Bukkit already exists, so many people consider, "well, they should just make Bukkit the API" or some variation thereof. But that is suggesting that Mojang "Swallow" Bukkit as an entity. They cannot do this anymore than Microsoft can take over the Linux Kernel- even if their employees are the biggest contributors to the project, it doesn't give them ownership of it.
Don't mean to start some sort of..I don't know, quote war? But too many people get outright bothered by the way they do things, I happen to be one of them.
That fair enough. I'm not convinced, however, by the arguments you've presented. They seem to ignore the reality in play with regards to corporate meddling in Open Source Projects.
"Strong Pokémon. Weak Pokémon. That is only the selfish perception of people. Truly skilled Trainers should try to win with the Pokémon they love best."
Allright, I won't deny it; Mojang may not have been run as well as it could have in 2012. We did have lots of random disconnected features that are STILL unpolished (some polishing was done for villages and enchanting but that's about it).
However, the Redstone update (and to a lesser extent, the Pretty Scary update, though the Scary side was somewhat disconnected) seems like a step in the right direction. Not to mention that 1.5 came out in roughly the time it took for a beta update to come out, possibly a little longer. And, of course, we can't forget that Mojang wasn't exactly efficient in the past. Notch seemed to have a love for vacations, and the Adventure Update took ages and had to be released in 3 parts (1.7, 1.8, and 1.0) even though there wasn't too much content in total and some of the features were highly unnecessary and a waste of time (I'M LOOKING AT YOU TERRAIN).
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Enchanting, potions, the End, mushroom biome, terrain changes, experience system... These features are all waste of development time. What could we get in their place? A more advanced crafting system? A more complex mining system (different types of rocks, more minerals, various ore setups in various places)? It's Minecraft after all.
The time spent on the terrain could have been spent on polishing some of the existing (or to be added) features. For an example, instead of Notch ruining the terrain, he could have worked on making the End suck less. Or, as you said, a better mining system as the current one is pretty simplistic. But, in general, the best way for Mojang to have gone about things would be to cut down on the contriversal/bad features and polish the other ones.
Too late now, though, as we'd need a "polishing" update or something for all the things that need polishing.
(The potion system could also be made MUCH better by reverting to the old cauldron system and polishing that...)
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
data.type-2D
data.type-1D
data.type-0D
public(void)
SECTION1
spelluse1.lclass===
create(graphicentity1)
move(graphicentity)===playerdirection=15sec*
if(enemyentity)=in radius(5%)of graphicentity1
change(enemyentity(health))===-15%
SECTION2
spelluse2.lclass===
create(graphicentity2)
move(graphicentity)===playerdirection=15sec*
if(enemyentity)=in radius(5%)of graphicentity2
paralyze@(enemyentity)===5sec
SECTION3
spelluse3.lclass===
create(graphicentity3)
move(graphicentity)===playerdirection=15sec*
if(enemyentity)=in radius(5%)of graphicentity3
change(enemyentity(health))===-25%
SECTION4
spelluse4.lclass
create(graphicentity4)
move(graphicentity)===playerdirection=15sec*
if(enemyentity)=in radius(5%)of graphicentity4
change(enemyentity(health))===-30%
SECTION5
spelluse5.lclass
create(graphicentity5)
move(graphicentity)===playerdiretion=15sec*
if(enemyentity)=in radius5%of graphicentity5
change(enemyentity(health))===-40%
SECTION6
itemuse1.lclass
create(graphicentity6)
move(graphicentity)===playerdirection=5sec*
if(enemyentity)=in radius15%of graphicentity6
change(enemyenttiy(health))===-20%
SECTION7
itemuse2.lclass
create(graphicentity7)
move(graphicentity)===playerdirection=5sec*
if(enemyentity)=in radius15%of graphicentity7
change(enemyenttiy(health))===-25%
SECTION8
itemuse3.lclass
create(graphicentity8)
move(graphicentity)===playerdirection=5sec*
if(enemyentity)=in radius15%of graphicentity8
change(enemyenttiy(health))===-40%
SECTION9
itemuse5.lclass
create(graphicentity9)
move(graphicentity)===playerdirection=10sec*
if(enemyentity)=in radius15%of graphicentity9
change(enemyentity(health))===-45%
SECTION10
itemuse6.lclass
create(graphicentity10)
move(graphicentity)===playerdirection=10sec*
if(enemyentity)=in radius15%of graphicentity10
change(enemyentity(health))===-50%
This is all code that I've written that is similar to the java programming language, but not in it. The syntax is slightly different, but you get the general idea.
Is Mojang slow? Yes. Are they lazy? Hell no.
Whenever trying to find a bug in a program, they need to sift through all of the stuff above (not java, but very similar syntax) to try and find what went wrong, and they need to fix it without causing too many more bugs to pop up in the process (I don't think it's possible to fix one bug and not have another one when you're done).
Eᴠᴇʀʏ 60 sᴇᴄᴏɴᴅs ɪɴ Aғʀɪᴄᴀ, ᴀ ᴍɪɴᴜᴛᴇ ᴘᴀssᴇs. Tᴏɢᴇᴛʜᴇʀ ᴡᴇ ᴄᴀɴ sᴛᴏᴘ ᴛʜɪs. Pʟᴇᴀsᴇ sᴘʀᴇᴀᴅ ᴛʜᴇ ᴡᴏʀᴅ
Bro, why are you raging? This is a game that we're talking about, lol. Calm your beans.
Anyway, I think Mojang is releasing updates at a fine pace. It's weekly, which I would consider pretty fast. If they really were to release the big updates such as Mod API, they'd probably have to put aside everything else they've been working on just to focus on that specific update. I think they should keep doin' what they do.
Haha
The Dinnerbone hath spoken!
On a side note. I would like to see the OP re-write minecraft's lighting engine and make it completely bug free then what they have to say might be a bit more valid.
Assuming that all of the developers time is not spent trying to isolate and fix already existing bugs then adding new content that is substantially the same as the old content becomes really easy. Adding new content that is substantially different from the existing content requires both having the idea, coming up with some way of implementing it, making sure it doesn't break the existing game in either a software sense or in a gameplay sense, and fixing the bugs in the idea. Meaning it is quite easy to make new ore blocks, or new mobs that are nearly the exact same as the old mobs, or machines that largely do what previous machines did; balancing those with the existing game to make sure that everything is usefull and fun makes it a little bit harder; however adding content that is different from what was previously done may require quite a bit more work.
Minecraft has pulled many of the ideas from the modding community, which is great. However, many of the common community ideas either don't fit with the feel of the base game, or largely break the game in some regard (like make the monsters nearly irrelevent with new armor or makes tools that never wear out). Modders don't have to consider the feel of the game, many try to consider balance in some regard but they aren't required to, nor do they have as much testing in terms of how many people are using the game and what "features" are acceptable. Further, if you stopped to think about it the situation isn't anything like what some have made it out to be. I have some 66 mods on my minecraft, that means (at minimum) that 66 people work spent a few months developing the mod and spend a week or two after an update getting the mod working again. Even if there were just 66 people invovled in doing this that is still more developement time then the entire mojang team puts into an update, and in many of the mods there are more people working on it then there are people working at Mojang.
To meet the update schedule that some people want Mojang would have to hire a much larger number of people. If they were to hire a large number of people then we might expect work to stop on Minecraft 1 and them to work on Minecraft 2, which would be fully parrel, focus heavily on server and multiplayer content, as well as the common things of updated mobs, better graphics, tweaked mechanics, etc but which would require everyone to repurchase the game and would probably find someway of having players continue to pay for the game. Instead, we have a small team that is slowly fixing bugs in the current game, adding new content, and has already added, and is continuing to add, features which pretty much any other gaming company that wasn't running Minecraft as a MMO would have put in Minecraft 2.
Wrong sir!
1) Javascript != Java and Java is what the game was written in.
2) There may have only been 3 larger updates, but there have been tons of small ones, not including the snapshots. Remember when we were going through update madness? Yeah, people yelled down Mojang's throats. Imagine if this was all the time...
3) Snapshots.
bukkit and Mojang are two disparate entities.
The snapshots also provide links to Server jar's. What they don't consider is people using other people's software- such as Bukkit servers. But that is another entity's product- not theirs, and not their responsibility.
This is what snapshots are for. There will be at least a week between the final snapshot of a given version and the release of that version through the launcher.
They don't work in close association. Dinnerbone, Grum, and EvilSeph work for Mojang. Any participation with Bukkit is entirely voluntary, and any work at creating a Bukkit Release or Beta build has to be done in their spare time. In the meantime, there are plenty of Bukkit contributors that could create a reasonable release build between a version pre-release and the update being pushed through the launcher. If you want Bukkit to update faster, you should become a contributor.
The Bukkit for 1.4.7, if memory serves, came out on the same day as 1.4.7; same with 1.4.6 and many of the previous releases. At this point it is guaranteed that Bukkit- and mod authors- will have an entire week to update to a new version before it is pushed from the launcher. if nothing else, that is still a week's headstart from what it used to be, and since snapshots are more public, there is no longer a moral anti-competition going on as before, where only prominent projects got "prerelease" builds of the game.
*Sigh* <<-----(I seem to be doing a lot of this lately)
You don't listen to a person yet respond to them. That does not help any discussion. That's the opposite of discussion.
You might be bothered by how Mojang does things but that doesn't mean that it is justified. As BC_Programming said, it is not Mojang's responsibility to help another entity's product. However, the last few Bukkit builds have apparently been released the same day as the update due to Mojang releasing "pre-release" snapshots.
Next time, don't use that kind of font. Its really annoying. And Mojang already has tons of money.
I do not think they're lazy at all.
Yes. I even mentioned them. Dinnerbone started Bukkit to begin with- he works for Mojang. As do Grum and EvilSeph; the latter of whom I believe has been passed the baton for managing Bukkit. Bukkit contributors being hired by Mojang does not make Bukkit Mojang's responsibility anymore than Microsoft hiring a OSS dev makes Microsoft responsible for that Library (eg. NuGet). Those that Work for the company can decide whether they want to keep contributing to the project- Such as EvilSeph, in this case, who is still active- or focus on their new Job (such as Dinnerbone).
Mojang cannot take over bukkit. Do Mojang Employees contribute to bukkit? Yes. Microsoft Employees contribute to the Linux Kernel, and Google Employees contribute code to projects on Microsoft's CodePlex. Bukkit is a separate 'product' that is maintained in people's free time. Mojang could, arguably, make a effort and have their employees add features to bukkit- but that still is a bit silly, since they could just as easily work on the game itself to add similar features. For example, Dinnerbone could have added his features for scoreboards and enhanced death messages to Bukkit, but it's pointless- Fundamentally, Bukkit is downstream, and Minecraft itself is the upstream, so features added in the main game will become part of bukkit itself. That, and there are actually more bukkit contributors than Mojang employees anyway makes the point a bit moot.
Stamping your feet and saying "it's not run properly" is far less effective than, you know- legitimate arguments. The latter of which, unfortunately, requires some understanding of how OSS actually works and how corporate entities can actually contribute to it, which is evidently the lacking point here. I don't mean that in an insulting way- the ways corporate entities can safely contribute to Open Source projects is hardly obvious, it's a bit of a nest.
What we have are two separate entities. We Have Minecraft itself- run by Mojang, and for which features are added by Mojang employees. Then we have Bukkit, which was created by Dinnerbone in the interest of having an easily extendable Server framework. The important thing is that these are two separate concerns. Dinnerbone, Grum, etc are paid to work on Minecraft- not on Bukkit. This is because Bukkit is it's own entity, with it's own direction. Could Mojang influence how it goes forward? of course! Most of the lead devs of Bukkit now work for Mojang. But the problem is, that is actually called "corporate meddling". Even so, I believe Mojang employees are making noteworthy contributions to the bukkit project on their own time. But Consider this- It is no question that one of the premier Open Source Projects available today is Linux itself.
But you know who was the biggest contributor to the Linux Kernel over the last few years? Microsoft. Does this mean Microsoft controls the direction of Linux Kernel development? Of course not! Imagine the call to arms THAT would cause! Instead, the project is guided on it's own- as an independent entity. For Linux, it's obvious that Microsoft's design ideas would not be in the interest of the Linux Kernel as a whole. Bukkit and Mojang are both working towards different goals, by and large. Bukkit already exists, so many people consider, "well, they should just make Bukkit the API" or some variation thereof. But that is suggesting that Mojang "Swallow" Bukkit as an entity. They cannot do this anymore than Microsoft can take over the Linux Kernel- even if their employees are the biggest contributors to the project, it doesn't give them ownership of it.
That fair enough. I'm not convinced, however, by the arguments you've presented. They seem to ignore the reality in play with regards to corporate meddling in Open Source Projects.
Praise be to Spode.
However, the Redstone update (and to a lesser extent, the Pretty Scary update, though the Scary side was somewhat disconnected) seems like a step in the right direction. Not to mention that 1.5 came out in roughly the time it took for a beta update to come out, possibly a little longer. And, of course, we can't forget that Mojang wasn't exactly efficient in the past. Notch seemed to have a love for vacations, and the Adventure Update took ages and had to be released in 3 parts (1.7, 1.8, and 1.0) even though there wasn't too much content in total and some of the features were highly unnecessary and a waste of time (I'M LOOKING AT YOU TERRAIN).
The time spent on the terrain could have been spent on polishing some of the existing (or to be added) features. For an example, instead of Notch ruining the terrain, he could have worked on making the End suck less. Or, as you said, a better mining system as the current one is pretty simplistic. But, in general, the best way for Mojang to have gone about things would be to cut down on the contriversal/bad features and polish the other ones.
Too late now, though, as we'd need a "polishing" update or something for all the things that need polishing.
(The potion system could also be made MUCH better by reverting to the old cauldron system and polishing that...)