The Meaning of Life, the Universe, and Everything.
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jamescoolcraft
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Many Minecraft veterans have probably noticed that old Minecraft is a lot more... Earie than newer Minecraft. I am also of this opinion. There's a lot of things in newer Minecraft that make it a lot harder to actually get a good spook. In this post, I'll be giving some feedback and general ideas on what I think can happen to make the game a bit more spooky like it was in its prime.
If there's one thing I really liked about old Minecraft, it was the nighttime experience. In old Minecraft, players scrambled to build a shelter in the 10 minutes they had to prepare. Hiding in a small cave in a mountain while you hear noises from outside or looking out a window and seeing all of the mobs wandering around was legitimately scary. In modern MC, however, beds are extremely easy to find. Part of this is because of just how common villages are. Villages were always quite common, but they didn't originally spawn with beds in them until 1.14. Now, villages, don't just have one bed, but they have a whole lot of them. Mojang also introduced a mob, the Phantom, which quite literally spawns and attacks you if you don't sleep. This means that not only is it extremely easy to skip the night, but the game actually encourages you. I don't know if beds should be removed entirely, but there definitely needs to be some sort of punishment for using the bed, or beds themselves should be harder to obtain or use.
The atmosphere of Minecraft should also have some tweaks in my opinion. First off, fog should have a bit of a comeback. There should be an option in the settings to have render distance have fog like it did in old MC versions. Certain biomes, such as caves and swamps, should also have different levels of fog not necessarily to be scarier, but just for a better atmosphere in general. Maybe the fog can also be different colours as well, like swamps would have a thick layer of green fog while caves would just look like normal mist. Maybe any biome (minus hot biomes) could also have mist appear when you first wake up from a bed. One thing I also find strange is the way darkness works in Minecraft. I've found that caves can become pitch black, but never night time. I think with brightness on the lowest option (which should be the default if it isn't already) night times should be basically pitch black and you can't see a thing without light sources.
Finally, I have ideas for mobs and any structures associated with them. Villages themselves should become rarer, not only would this give a better feeling of isolation but it would also make beds harder to obtain. Traps in jungle temples, which themselves should be revamped, should be completely improved and made actually dangerous. Players should get a great sense of dread when entering the building about whether they might accidentally activate a hidden trap, only to meat their demise. As for mobs themselves, I don't really know of anything specific, but I think there's a great recipe here which could actually scare the s--t out of players.
1. Don't mention the mob in the changelog or show it any update teasers.
2. Make it a very rare spawn.
3. Make it only spawn for a very short amount of time.
I think if we got a few new mobs that followed that formula across the span of updates it would be really great for the community as they would get to discover the content for themselves and have a few scares. Just imagine if Phantoms followed that formula. A flying mob with a creepy skin that rarely spawns, and only there for a bit. You read the new updates changelogs and when it comes out you hop into a game. You hear a shriek and when you look above you something flys around and then goes out of view. You don't remember reading anything about it in the update, and when you go to see where it went, it's gone. Now I think that, would make for some great gameplay!
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Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
As far as fog goes, they can easily add a slider to adjust the fog start distance, where versions prior to 1.7 started at 0.25 and 1.7 and later start at 0.75, with fog density linearly increasing to 100% at the render distance in either case; I personally think the 1.6 fog is bad and have always used Optifine, and later my own mods (with my own version of "Optifine" built-in) to increase it. The same goes for void fog, which is even worse, especially when you can't even appreciate the enormous caves in my own mods, and in a proper "cave update", which are so vast that even "far" render distance fails to show the entire cave (as it is in vanilla, which is only 10 chunks from 1.3-1.6 due to the internal server view distance.
Here are some examples:
This is from my own mod, which adds some features based on Optifine's due to being incompatible with it; "fog distance" is a slider which can be set from 0 to 0.9, then off:
Fog start = 0.0:
Fog start = 0.9 (the default is 0.8 and ranges from 0-0.9, then off. Optifine, at least the 1.6.4 version, only has 0.2, 0.4, 0.6, 0.8):
No fog:
With and without void fog; vanilla isn't quite as thick since I lowered lava level from 11 to 4 but it is still significant:
E.g. an enormous cave which required increasing the render distance to 12 to clearly see across - with void fog (this is just render distance fog) it would be impossible to see more than a few blocks (depending on altitude) regardless of render distance:
Note that the cave fades away into darkness on the right (It is lit up by hidden by fog):
The first screenshot is at a render distance of 8; the other end goes into unloaded chunks, while the second is at 12, with some fog still visible in the furthest recesses:
That said, fog could be increased in certain biomes or weather conditions (e.g. rain); I don't know if this is a thing in vanilla but I made the underwater fog denser in swamps (this is independent of render distance fog; actually, they are the same thing with water overriding the settings):
Fog in the Nether should also scale with render distance above 12 so higher distances are usable (the render distance used for fog calculations is limited to min(distance, 192) * 0.5 or 96 blocks even if the render distance is higher than 192 blocks or 12 chunks; according to this bug report (WAI) it still affects the latest version, unless you use Optifine).
Uh, I do not approve with what you propose. I do not like the prospect of adding unannounced mobs at all. I sometimes do reconnaissance at various worlds, and do not see villages all that often, despite actively seeking them.
If you want to have a desolate, untamed place, I think you'd be better off with simply turning generated structures off.
Fog is something that IMO should be a legitimate weather I approve on the other hand. It doesn't have to be evil or really scary, maybe situational at night.
I'd rather see fearsome climate being biome-centered, with things akin to void fog, preferably no use of beds, mobs being actually dangerous...
Upcoming Deep Dark caves seem something like it.
We could alternatively use to have wasteland'y biomes with unnatural foliage colors and more unwelcoming mob spawning and structure generation.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Many Minecraft veterans have probably noticed that old Minecraft is a lot more... Earie than newer Minecraft. I am also of this opinion. There's a lot of things in newer Minecraft that make it a lot harder to actually get a good spook. In this post, I'll be giving some feedback and general ideas on what I think can happen to make the game a bit more spooky like it was in its prime.
If there's one thing I really liked about old Minecraft, it was the nighttime experience. In old Minecraft, players scrambled to build a shelter in the 10 minutes they had to prepare. Hiding in a small cave in a mountain while you hear noises from outside or looking out a window and seeing all of the mobs wandering around was legitimately scary. In modern MC, however, beds are extremely easy to find. Part of this is because of just how common villages are. Villages were always quite common, but they didn't originally spawn with beds in them until 1.14. Now, villages, don't just have one bed, but they have a whole lot of them. Mojang also introduced a mob, the Phantom, which quite literally spawns and attacks you if you don't sleep. This means that not only is it extremely easy to skip the night, but the game actually encourages you. I don't know if beds should be removed entirely, but there definitely needs to be some sort of punishment for using the bed, or beds themselves should be harder to obtain or use.
The atmosphere of Minecraft should also have some tweaks in my opinion. First off, fog should have a bit of a comeback. There should be an option in the settings to have render distance have fog like it did in old MC versions. Certain biomes, such as caves and swamps, should also have different levels of fog not necessarily to be scarier, but just for a better atmosphere in general. Maybe the fog can also be different colours as well, like swamps would have a thick layer of green fog while caves would just look like normal mist. Maybe any biome (minus hot biomes) could also have mist appear when you first wake up from a bed. One thing I also find strange is the way darkness works in Minecraft. I've found that caves can become pitch black, but never night time. I think with brightness on the lowest option (which should be the default if it isn't already) night times should be basically pitch black and you can't see a thing without light sources.
Finally, I have ideas for mobs and any structures associated with them. Villages themselves should become rarer, not only would this give a better feeling of isolation but it would also make beds harder to obtain. Traps in jungle temples, which themselves should be revamped, should be completely improved and made actually dangerous. Players should get a great sense of dread when entering the building about whether they might accidentally activate a hidden trap, only to meat their demise. As for mobs themselves, I don't really know of anything specific, but I think there's a great recipe here which could actually scare the s--t out of players.
1. Don't mention the mob in the changelog or show it any update teasers.
2. Make it a very rare spawn.
3. Make it only spawn for a very short amount of time.
I think if we got a few new mobs that followed that formula across the span of updates it would be really great for the community as they would get to discover the content for themselves and have a few scares. Just imagine if Phantoms followed that formula. A flying mob with a creepy skin that rarely spawns, and only there for a bit. You read the new updates changelogs and when it comes out you hop into a game. You hear a shriek and when you look above you something flys around and then goes out of view. You don't remember reading anything about it in the update, and when you go to see where it went, it's gone. Now I think that, would make for some great gameplay!
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
As far as fog goes, they can easily add a slider to adjust the fog start distance, where versions prior to 1.7 started at 0.25 and 1.7 and later start at 0.75, with fog density linearly increasing to 100% at the render distance in either case; I personally think the 1.6 fog is bad and have always used Optifine, and later my own mods (with my own version of "Optifine" built-in) to increase it. The same goes for void fog, which is even worse, especially when you can't even appreciate the enormous caves in my own mods, and in a proper "cave update", which are so vast that even "far" render distance fails to show the entire cave (as it is in vanilla, which is only 10 chunks from 1.3-1.6 due to the internal server view distance.
Here are some examples:
Fog start = 0.0:
Fog start = 0.9 (the default is 0.8 and ranges from 0-0.9, then off. Optifine, at least the 1.6.4 version, only has 0.2, 0.4, 0.6, 0.8):
No fog:
With and without void fog; vanilla isn't quite as thick since I lowered lava level from 11 to 4 but it is still significant:
E.g. an enormous cave which required increasing the render distance to 12 to clearly see across - with void fog (this is just render distance fog) it would be impossible to see more than a few blocks (depending on altitude) regardless of render distance:
Note that the cave fades away into darkness on the right (It is lit up by hidden by fog):
The first screenshot is at a render distance of 8; the other end goes into unloaded chunks, while the second is at 12, with some fog still visible in the furthest recesses:
That said, fog could be increased in certain biomes or weather conditions (e.g. rain); I don't know if this is a thing in vanilla but I made the underwater fog denser in swamps (this is independent of render distance fog; actually, they are the same thing with water overriding the settings):
Fog in the Nether should also scale with render distance above 12 so higher distances are usable (the render distance used for fog calculations is limited to min(distance, 192) * 0.5 or 96 blocks even if the render distance is higher than 192 blocks or 12 chunks; according to this bug report (WAI) it still affects the latest version, unless you use Optifine).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I do not think beds should be punished, just made riskier to obtain.
Uh, I do not approve with what you propose. I do not like the prospect of adding unannounced mobs at all. I sometimes do reconnaissance at various worlds, and do not see villages all that often, despite actively seeking them.
If you want to have a desolate, untamed place, I think you'd be better off with simply turning generated structures off.
Fog is something that IMO should be a legitimate weather I approve on the other hand. It doesn't have to be evil or really scary, maybe situational at night.
I'd rather see fearsome climate being biome-centered, with things akin to void fog, preferably no use of beds, mobs being actually dangerous...
Upcoming Deep Dark caves seem something like it.
We could alternatively use to have wasteland'y biomes with unnatural foliage colors and more unwelcoming mob spawning and structure generation.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Making another mob spawn only at night, but one with a late game use, could motivate players to explore at night.
Maybe the telescope would provide some other reason too.