I personally feel that in the latest updates, the game is more complex, and like a lot of mods were added. I've felt this way gradually more and more with each update, ever since 1.10. It's not just that more stuff has been added in the updates; some of the features actually feel weird, like they aren't a part of vanilla (even though they are)... How do you guys feel about Minecraft in its current state? Does it feel like the old days? Or does it feel too mod-like to you?
Same. In 1.8 when I started out everything had the theme of 'ancient'. The game felt like very tool and every block was from the ancient times. But now, things get more and more complicated. What's the point of socialization and self-discovery if you add the recipe book? There are many other examples.
Seems like the only way to keep yourself to the standard Minecraft that people used to know is to play an older version. This is not beneficial, as many servers are moving away to the newer versions.
It has all started in 1.9 in my opinion. The PVP thing sucked. 80% of the community will agree on me.
Then stuff got added in 1.12, 1.13, and now 1.14 with the fletching table, cartography table etc.
Wish Minecraft would keep this 'ancient'-based feeeling.
yes it feels weird with all of the features being added its probably because its new and your not used to it yet guardians being added took me a while to get used to but now its normal to me being there
On one hand, yes, it may feel less like what "vanilla" was in earlier versions... but on the other hand, it's sort of like having a few mods, which are all updated along with the game so that you don't have to wait for months or longer for them to be updated before you can upgrade to the next version while keeping the "mods" that you use.
So, I don't know how I feel about it, but I definitely don't feel negative about it.
The observer was a great addition and shulkers were a nice end game convenience whereas llamas (which could have been a great early game shulker-like thing were a disappointment).
Woodland mansions seemed very much an RPG-esque addition (particularly since they lack a continuing utility like ocean monuments).
Exploror maps may have been useful, but seem like a cliché imported from paper-and-pencil RPGs… as do totems and curses.
[The mansions, maps, and totems had the signal advantage of being easily and completely ignorable (without penalty) by those not wishing to follow this style of play.]
Entity cramming may have broken some things, but had suficient use to be no worse than a neutral addition. [It certainly avoided some badly laggy situations as well.]
1.12:
Probably the least controversial of recent updates: concrete was rather disappointing in its blast resistance and non-renewable dependant recipe and the recipe book removed a longstanding part of play (but is quite convenient for large scale crafting).
Otherwise, 1.12 seems to have added general content without subtracting (which is a mark of a good update) and avoided adding one-defined use 'things' (something that makes MC feel like a railroad-y RPG). [That some of the additions were of limited utility eg parrots is of lesser import.]
1.13:
Despite some very serious problems with lag and an initial water-griefing that was eventually nerfed there was a lot of good content added.
Unfortunately the railroad-y RPG material (most notably the Mojang Orbiting Bed Bully and associated mechanics) largely eclipse the appreciated additions to the MC sandbox.
(Ruins and wrecks, maps and following dolphins to treasure all smack of RPG style "While you are all gathered in the tavern the town mayor approaches you with an adventure…")
1.13 also messed with mob spawn mechanics in ways that broke the established physics of the game ie mid-air and mid-water spawning. (The mid-water drowned spawning was particularly strange as it largely removed the utility of the much touted ability to use partial blocks without generating air bubles; builds are no longer uglified by air bubles, but the fencing and lighting matrices make them near impossible to appreciate if built survival-friendly…)
This ignoring of previous rules of the world smacks of the common (and widely hated) paper-and-pencil RPG practice of continually introducing new rule breaking additions top counteract any advantages players obtain via hard work and cleverness. In contrast to the 1.11 RPG-like additions, the changes to mob spawning and some mechanics were/are unavoidable.
1.14:
Still too buggy for a proper appraisal, but
There have already been multiple cycles of rules being changed to invalidate new builds not conforming to the official line on TheOneTrueWay to play.
The deliberate breakage of longstanding mechanics integral to a particular (but officially dis-favored) playstyle continues (again reminiscent of changes to paper-and-pencil RPGs in response to various ParentsAgainstUnregulatedFun groups).
Much of the signature material feels like it would have been better suited to spin-off as a seperate official adventure mod-pack "Save the Village and Become a HERO!"
(To some extent pushing the villager complexity/AI is commendable, but writing a set of as-yet-to-be-proved-doable changes into the mainline product [and making a certain range of interaction the apparent (& apparently unavoidable) centerpiece of MC] is anything but… )
Taken as a whole, the last two releases (and the apparently still planned 'world tour' with another set of biomes being 'improved' with each update) also seems to parellel the paper-and-pencil RPG practice of the monthly 'splat-book', with new material and continuing changes to basic mechanics introduced on a schedule set by marketing considerations rather than a desire to maintain the loyalty of the customer base.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Also the stupid texture changes, might as well remove all the original textures and replace them with a bad HD texture mod and call it "official and original look of minecraft".
Also the stupid texture changes, might as well remove all the original textures and replace them with a bad HD texture mod and call it "official and original look of minecraft".
Its not forced and the texture still look the same but revamped a little
Same. In 1.8 when I started out everything had the theme of 'ancient'. The game felt like very tool and every block was from the ancient times. But now, things get more and more complicated. What's the point of socialization and self-discovery if you add the recipe book? There are many other examples.
Seems like the only way to keep yourself to the standard Minecraft that people used to know is to play an older version. This is not beneficial, as many servers are moving away to the newer versions.
It has all started in 1.9 in my opinion. The PVP thing sucked. 80% of the community will agree on me.
Then stuff got added in 1.12, 1.13, and now 1.14 with the fletching table, cartography table etc.
Wish Minecraft would keep this 'ancient'-based feeeling.
I've gotten used to just the shields and attack cooldowns, and to me it isn't huge compared to everything else... but the sum of the rest of the features in 1.13/1.14 are what I find estranging- the tridents, the ocean changes, the massive texture change, the overall feel. Honestly I wish more people appreciated the simplicity of the game before 1.13/1.14, and liked it rather than just wanting 1.14 with attack cooldowns disabled.
As for 1.8, I like a balanced amount of PvP, but the multiplayer community there seems very centered around it and Factions, often even OPFactions... and there isn't a whole lot else I can find. So I'm in a bit of an odd place, playing on 1.12 for community reasons, though the playerbase has shrunk as people have switched to 1.13/1.14.
This is a good thing, because Vanilla minecraft has traditionally had less content than demonstration mockups built specifically to use at gaming conventions like E3. I personally find it embarassing that the "paid attention to" areas of Minecraft are just a small step away from the vast gravelly emptiness that was pre-1-13 oceans.
I mean, kinda, but the problem actually goes both ways. There are mods that honestly should be part of the base game, such as craftable horse armor/saddles as well as using banners as capes(by either wearing them on your torso or by crafting them with torso armor to make armor+cape).
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I feel like this has all come full circle. We went from complaining about how Minecraft doesn't have enough, to now it has too much. People will never be happy regardless of what Mojang does.
Personally I think the updates are fine, and most of the things they've added are good, but what bothers me is how quickly the game's being updated. They feel like they come out every few months, which doesn't give you enough time to mess around with the one you're currently on. last time I played Vanilla, I was still on 1.12.2 and I was waiting for 1.13. Next thing I knew 1.14 is out, and I STILL haven't tried out 1.13.
One the one hand I'm glad the game's being regularly updated, but at the same time, I don't want too much at once. (It's especially annoying if you make mods and it's going way too quick to update)
MC as I know it has offered great freedom in the manner of how one played it. The changes/additions over various versions were generally of the type that you had to go looking for if you wanted to experience them. I.e. If I wanted to fight Illagers/Evokers I needed to find me a mansion. If I wanted some aquatic warfare, I could go for an ocean monument.
Any changes that bring the adversity to beat on my head whether I want it or not are a major turn off in my book, and are reason I am not likely to go past version 12 anytime in the forseeable future.
Up to me, I would implement things this way:
Drowned: similar to Guardians, appear only around certain underwater structures (sunken ships?) which generate far from spawn area. No drowned in my backyard pool because I made it a block too deep.
Illager raids? Within 1000 blocks of a mansion, sure. Not in the village next to my base. And yeah, no phantoms, please.
We went from complaining about how Minecraft doesn't have enough, to now it has too much. People will never be happy regardless of what Mojang does.
Naw, Minecraft still doesn't have enough. It's taken a few steps in the correct direction, but at this point it's only like a couple hours into a 5-year mission.
I personally feel that in the latest updates, the game is more complex, and like a lot of mods were added. I've felt this way gradually more and more with each update, ever since 1.10. It's not just that more stuff has been added in the updates; some of the features actually feel weird, like they aren't a part of vanilla (even though they are)... How do you guys feel about Minecraft in its current state? Does it feel like the old days? Or does it feel too mod-like to you?
Same. In 1.8 when I started out everything had the theme of 'ancient'. The game felt like very tool and every block was from the ancient times. But now, things get more and more complicated. What's the point of socialization and self-discovery if you add the recipe book? There are many other examples.
Seems like the only way to keep yourself to the standard Minecraft that people used to know is to play an older version. This is not beneficial, as many servers are moving away to the newer versions.
It has all started in 1.9 in my opinion. The PVP thing sucked. 80% of the community will agree on me.
Then stuff got added in 1.12, 1.13, and now 1.14 with the fletching table, cartography table etc.
Wish Minecraft would keep this 'ancient'-based feeeling.
yes it feels weird with all of the features being added its probably because its new and your not used to it yet guardians being added took me a while to get used to but now its normal to me being there
On one hand, yes, it may feel less like what "vanilla" was in earlier versions... but on the other hand, it's sort of like having a few mods, which are all updated along with the game so that you don't have to wait for months or longer for them to be updated before you can upgrade to the next version while keeping the "mods" that you use.
So, I don't know how I feel about it, but I definitely don't feel negative about it.
Yup, yes, that's affirmative…
Working from a 1.10 base:
1.11:
The observer was a great addition and shulkers were a nice end game convenience whereas llamas (which could have been a great early game shulker-like thing were a disappointment).
Woodland mansions seemed very much an RPG-esque addition (particularly since they lack a continuing utility like ocean monuments).
Exploror maps may have been useful, but seem like a cliché imported from paper-and-pencil RPGs… as do totems and curses.
[The mansions, maps, and totems had the signal advantage of being easily and completely ignorable (without penalty) by those not wishing to follow this style of play.]
Entity cramming may have broken some things, but had suficient use to be no worse than a neutral addition. [It certainly avoided some badly laggy situations as well.]
1.12:
Probably the least controversial of recent updates: concrete was rather disappointing in its blast resistance and non-renewable dependant recipe and the recipe book removed a longstanding part of play (but is quite convenient for large scale crafting).
Otherwise, 1.12 seems to have added general content without subtracting (which is a mark of a good update) and avoided adding one-defined use 'things' (something that makes MC feel like a railroad-y RPG). [That some of the additions were of limited utility eg parrots is of lesser import.]
1.13:
Despite some very serious problems with lag and an initial water-griefing that was eventually nerfed there was a lot of good content added.
Unfortunately the railroad-y RPG material (most notably the Mojang Orbiting Bed Bully and associated mechanics) largely eclipse the appreciated additions to the MC sandbox.
(Ruins and wrecks, maps and following dolphins to treasure all smack of RPG style "While you are all gathered in the tavern the town mayor approaches you with an adventure…")
1.13 also messed with mob spawn mechanics in ways that broke the established physics of the game ie mid-air and mid-water spawning. (The mid-water drowned spawning was particularly strange as it largely removed the utility of the much touted ability to use partial blocks without generating air bubles; builds are no longer uglified by air bubles, but the fencing and lighting matrices make them near impossible to appreciate if built survival-friendly…)
This ignoring of previous rules of the world smacks of the common (and widely hated) paper-and-pencil RPG practice of continually introducing new rule breaking additions top counteract any advantages players obtain via hard work and cleverness. In contrast to the 1.11 RPG-like additions, the changes to mob spawning and some mechanics were/are unavoidable.
1.14:
Still too buggy for a proper appraisal, but
There have already been multiple cycles of rules being changed to invalidate new builds not conforming to the official line on TheOneTrueWay to play.
The deliberate breakage of longstanding mechanics integral to a particular (but officially dis-favored) playstyle continues (again reminiscent of changes to paper-and-pencil RPGs in response to various ParentsAgainstUnregulatedFun groups).
Much of the signature material feels like it would have been better suited to spin-off as a seperate official adventure mod-pack "Save the Village and Become a HERO!"
(To some extent pushing the villager complexity/AI is commendable, but writing a set of as-yet-to-be-proved-doable changes into the mainline product [and making a certain range of interaction the apparent (& apparently unavoidable) centerpiece of MC] is anything but… )
Taken as a whole, the last two releases (and the apparently still planned 'world tour' with another set of biomes being 'improved' with each update) also seems to parellel the paper-and-pencil RPG practice of the monthly 'splat-book', with new material and continuing changes to basic mechanics introduced on a schedule set by marketing considerations rather than a desire to maintain the loyalty of the customer base.
Also the stupid texture changes, might as well remove all the original textures and replace them with a bad HD texture mod and call it "official and original look of minecraft".
In a way yes I do feel like its become more mod-like, but I don't feel like its bad at all for the most part I like all these newer updates
Its not forced and the texture still look the same but revamped a little
I've gotten used to just the shields and attack cooldowns, and to me it isn't huge compared to everything else... but the sum of the rest of the features in 1.13/1.14 are what I find estranging- the tridents, the ocean changes, the massive texture change, the overall feel. Honestly I wish more people appreciated the simplicity of the game before 1.13/1.14, and liked it rather than just wanting 1.14 with attack cooldowns disabled.
As for 1.8, I like a balanced amount of PvP, but the multiplayer community there seems very centered around it and Factions, often even OPFactions... and there isn't a whole lot else I can find. So I'm in a bit of an odd place, playing on 1.12 for community reasons, though the playerbase has shrunk as people have switched to 1.13/1.14.
This is a good thing, because Vanilla minecraft has traditionally had less content than demonstration mockups built specifically to use at gaming conventions like E3. I personally find it embarassing that the "paid attention to" areas of Minecraft are just a small step away from the vast gravelly emptiness that was pre-1-13 oceans.
To me it feels moddedish mostly because of the combat which SUCKS BTW
When I thought minecraft forums was being archived I was mad I was told June 16th now its June16th and I'm still posting loL!
I mean, kinda, but the problem actually goes both ways. There are mods that honestly should be part of the base game, such as craftable horse armor/saddles as well as using banners as capes(by either wearing them on your torso or by crafting them with torso armor to make armor+cape).
I feel like this has all come full circle. We went from complaining about how Minecraft doesn't have enough, to now it has too much. People will never be happy regardless of what Mojang does.
Personally I think the updates are fine, and most of the things they've added are good, but what bothers me is how quickly the game's being updated. They feel like they come out every few months, which doesn't give you enough time to mess around with the one you're currently on. last time I played Vanilla, I was still on 1.12.2 and I was waiting for 1.13. Next thing I knew 1.14 is out, and I STILL haven't tried out 1.13.
One the one hand I'm glad the game's being regularly updated, but at the same time, I don't want too much at once. (It's especially annoying if you make mods and it's going way too quick to update)
MC as I know it has offered great freedom in the manner of how one played it. The changes/additions over various versions were generally of the type that you had to go looking for if you wanted to experience them. I.e. If I wanted to fight Illagers/Evokers I needed to find me a mansion. If I wanted some aquatic warfare, I could go for an ocean monument.
Any changes that bring the adversity to beat on my head whether I want it or not are a major turn off in my book, and are reason I am not likely to go past version 12 anytime in the forseeable future.
Up to me, I would implement things this way:
Drowned: similar to Guardians, appear only around certain underwater structures (sunken ships?) which generate far from spawn area. No drowned in my backyard pool because I made it a block too deep.
Illager raids? Within 1000 blocks of a mansion, sure. Not in the village next to my base. And yeah, no phantoms, please.
Naw, Minecraft still doesn't have enough. It's taken a few steps in the correct direction, but at this point it's only like a couple hours into a 5-year mission.