One thing I DO disagree with is the cursed enderman thing. I hate saying it this way, as I know it's rather inarticulate, but it seems a bit much. I'm not sure if any one mob should have such complex behavior in such a focused and... Linear way. It seems like something tha would nit fit well in a sandbox game. Just my thought.
Yeah haha, it is quite a bit, but it's something that's still avoidable (Don't look at Endermen). It's also something that's post-End. I plan to fill in a lot more of the game in between, so the game won't be as lacking in content in between "overworld" and "End".
Skeletons seem to decide not to shoot at you if they can't reach you nowadays, if their on a island and looking at you, they just stare at you as if they couldn't comprehend shooting you. It's stupid! They should target you whenever you're in range
They do? I wasn't aware of this- that feels more like a glitch than anything, though, so obviously it should be fixed either way.
Another thing is if a mob gets shot when its not locked onto some one, it really should take evasive action. Like cmon, you can't be that stupid.
Mobs should react more to actually getting hit, yeah. They should at least look around for the player, and if they can't find them, run in a random direction.
Skeletons used to strafe the player instead of just walking towards the player and saying "look at me, come kill me while I sit perfectly still and occasionally shoot you". This again, is stupid. Skeletons should strafe while fireing, or perhaps this could be another "difficulty" feature?
Normal difficulty sounds fine- if people want to avoid it, they can choose easy.
As mentioned in your previous thread by some one, walking backwards should be considerably slower. This would for e combat to be more strategic instead of just "spam click and s key".
Oh yeah! Moving backwards really ruins the idea of fighting. It just turns it into "who can kite the best".
Wolf packs should be much more aggressive. There is few things more terrifing than a large aggro'ed wolf pack. It's not particularly realistic, but perhaps this could be another "difficulty setting" on easy they act like the do now, only get pissed of if you Aggro them. Normal, perhaps they could get aggressive if you try and steal their food. For instance, kill a chicken right next to them. They claim it, and you have to fight them for it. And in hard, they should have a territory. If you intrude, you're dead.
I always felt that wolves and dogs should have been separate- the current "wolves" should be more spread out and just be considered dogs (also have more variety in their looks), then have actual feral wolves which act as (mostly) passive mobs. Of course, if you stay around them for too long or do things like you said (Taking their food, going in a pre-set "territory"), they'd become hostile, and have a pack mentality.
I love everything about this post except the section about textures.
One reason I love Minecraft is because of the artstyle: it reminds me of the old retro games I used to play. It's simple, charming, and I just generally love it. While I love Wind Waker (we have similar taste in games, I guess. I play Valve games and Terraria as well), I don't think mving the graphics in a Wind Waker direction would be good. This is just purely my opinion, but honestly if they added your suggestions about graphical enchancments, it'd be enough for me to quit Minecraft.
Otherwise, the post is lovely and I love the suggestions.
I love everything about this post except the section about textures.
One reason I love Minecraft is because of the artstyle: it reminds me of the old retro games I used to play. It's simple, charming, and I just generally love it. While I love Wind Waker (we have similar taste in games, I guess. I play Valve games and Terraria as well), I don't think mving the graphics in a Wind Waker direction would be good. This is just purely my opinion, but honestly if they added your suggestions about graphical enchancments, it'd be enough for me to quit Minecraft.
Otherwise, the post is lovely and I love the suggestions.
Oh, I'm not saying "Completely copy Wind Waker's graphics", and such. I'm saying go more towards its direction. Besides, that's certainly what texture packs are for, no? It'd just be nice to have an actually intentional art style, and not programmer art for default. They really could use a step towards an intended artstyle.
and I must say (as a side note) you have the absolute BEST grammar I have ever seen. I always look out for people's grammar on forums, doubly so if their spelling is in the right order, and I found absolutely no grammatical mistakes.
While that does not make you points correct, I'm behind you nearly in all these changes...except for one thing.
Someone mentioned the use of another game mode...that seems the best approach for this. Or, even better in my opinion, make a mod of this. We have accepted that Minecraft has a way to go, so why try to convince them if they are not willing (or able!) to listen?
I don't know you capabilities, but I know that Minecraft has an amazing collection of modders, and you could easily find a group of dedicated individuals to make this dream possible.
Now, one more thing before all this blank space and loose collections of paragraphs bothers you further. There was a mod, and I apologise as i can not remember the name of it, that utterly and completely overhauled the AI of the Minecraft mobs...pre 1.8. I don't know if that makes it a feat of coding or not, but I do know that its development stopped.
This AI was brilliant: Creeper would blow up your house to get to you (allowing other mobs to pore inside), mobs would maneuver around lava and water to get at you with all their pieces still in working order, AND mobs could see through windows.
To finish this post, I agree (will probably edit later, as I have to run)
Someone mentioned the use of another game mode...that seems the best approach for this. Or, even better in my opinion, make a mod of this. We have accepted that Minecraft has a way to go, so why try to convince them if they are not willing (or able!) to listen?
Yeah, I'm not entirely against the idea. Either that, or make creative mode more capable of giving you choices like optional health, etc. A lot of the people who seem to be diehard fans of the game "as is" use the argument of "Play how you want, and just make use of the willpower not to abuse things like the difficulty changer", so I figure it can't possibly be a bad thing to expand the part of the game that offers the most freedom.
I don't know you capabilities, but I know that Minecraft has an amazing collection of modders, and you could easily find a group of dedicated individuals to make this dream possible.
Well aware! Some people have contacted me already, actually. I don't want to bug people, though- I'd rather let them come to me of their own accord. This is especially preferable because if they hate the majority of what I have to say in this thread, I honestly wouldn't want to work with them on a mod.
Now, one more thing before all this blank space and loose collections of paragraphs bothers you further. There was a mod, and I apologise as i can not remember the name of it, that utterly and completely overhauled the AI of the Minecraft mobs...pre 1.8. I don't know if that makes it a feat of coding or not, but I do know that its development stopped.
This AI was brilliant: Creeper would blow up your house to get to you (allowing other mobs to pore inside), mobs would maneuver around lava and water to get at you with all their pieces still in working order, AND mobs could see through windows.
Oh man, that sounds awesome. I've not heard of it, but that sounds fantastic.
A friend of mine suggested allowing creepers to see through walls- this would make it so you'd need to stay away from walls when they're nearby, or reinforce your stronghold with at least a 2-block wide wall. I think it'd be pretty neat, especially considering that creepers wouldn't spawn aboveground anymore.
You mean Deadly Mobs (aka SurvivalCraft)? There is also a mod called Zombie Awareness which allows the mobs to see and track you from a very long distance away.
Yes!...I think...
WoW...I need to change my banner...*nudge nudge, hint hint*
You've my support once again though I have to say I preferred your portrayal in the previous thread. Not the whole rude bit but rather just the way your ideas were explained.
I pm'd you the other day about how heartily I agreed with you - in fact, I've never agreed with a forum opinion more in my entire time reading it, which is considerably longer than the time since I made a profile to message you!
Hope I didn't come off as creepy. Lol
I have given thought to how weapons and combat overall should be improved, though mostly in reaction to my rather shallow experiences in PvP. In its current state, it basically amounts to "run at each other clicking and jumping as fast as we can, and may he who has better armor/weapons win". There is really no balancing occurring, no way to counter a fully outfitted diamond warrior except to field one of your own, and if you don't have one, screw you. I agree that there should multiple considerations for armor types, affecting mobility and/or agility, and perhaps hunger depletion rate. Due to heavier stuff, and whatnot.
There should also be maybe two or three different weapons with clearly defined roles and abilities. A spear with limited damage capabilities, but with potentially indefinite area denial capabilities - a swordsman would be unable to get at the spearman if he kept it extended at the opponent, requiring him to either retreat or utilize a different weapon or strategy, such as getting backup from a ranged fighter. This could encourage individual specialization in groups, like a devoted unit of spearmen, protecting a unit of archers, with a mobile group of swordsmen to go wherever needed. Actual strategy could come into play. It makes me drool to think about it. Actual battle formations? BD
One of my other ideas was a throwable net, that could immobilize a player for however long it took them to hack out of the net, removing all knockback and leaving them wide open to be swarmed by opponents, who could quickly needle him with attacks to murder him decisively.This could be a viable counter to even a full-diamond wearer, especially if you are underequipped compared to your enemy.
SMP thoughts aside, mobs should also be more difficult to fight. Although I think the enderman curse is a bit much, I do like the idea of making them angry after slaying their dragon lord. It smells of fantasy.
I love the fact that there is no tutorial. It makes the game more mysterious. I liked starting off and taking forever to learn things on my own. It felt like an accomplishment.
I also think the textures are fine the way they are. I love most of the textures, and if I don't I just make a new texture over the ones I don't like. I'm lagging how it is so I don't want any new shaders or anything implemented that would cause more lag. I have a pretty decent computer, too. It's just that my world is so huge that it lags me.
I also strongly disagree that progress is slowing down. I remember around september 2010 when I started playing, updates took forver. They seem to be much quicker these days and with more content. I think the past few months have had so much progress with new biomes, blocks, mobs, and etc.
It wasn't a valid point though or at least it ended up being invalid. It started as a good thread but degenerated into a well constructed whine/bash thread.
And now he has rendered it quite completely civil. So your complaint no longer holds any weight.
Well, insurrection, you've won me over. I was very critical of your original thread, but this one sits right with me.
I agree on most every point, and I have this to add; make another survival mode.
Make what we have now called "Classic Survival" And the one with your features "Survival."
That way everyone gets what they want, and we get a better game for it.
Do you like this idea?
Hey! Insurrection! Good to see you made a new thread, I was a bit angered by the attitude of this forum's moderation staff when it was closed (I still am, but I'm glad you are willing to perservere).
I had a little thing I felt I shoudl add to your rant, I thought it would add a nice touch to Minecraft, hear me out.
Food items, there are so friggin' many of them, but they all do the exact same thing, you can either eat beef to restore hunger, eat chicken, to restore hunger, or eat bread, to restore hunger. With the introduction of cocoa beans as a farmable plant next version we run dead into the fact that cookies are worthless, there is no reason to have them, they have almost no saturation, they are just as hard to make as bread, which as saturation, while being a much bigger pain in the ass to get. Cookies aren't even the only one, what is mushroom soup used for? besides being a practically useless food item that is. I suggest short term buffs gained from certain types of food to incentivise farming them.
Cookies: would provide a short burst of speed, I'm thinking, a 10% movement speed boost for 5-10 seconds after eating one.
Mushroom Soup: Increases swing speed by 10% for 30 seconds after eating, this means faster mining, digging, and in general block breaking.
Spider Eye: Gives temporary ability to see in the dark to the player, with the further option of using spider eye in a potion for the same effect, only longer, and without being poisoned from using it.
Melon: (not the melon slices, I'm saying change the full melon block, crafted with 9 melon slices into a food item) Gives a 5-10% boost in damage reduction for 30-60 seconds
Other than that, I feel other food items should have buffs, but those are the ones that are aching for reasons to even exist, every other food item in the game covers it's own niche, fish help you tame ocelots, and are a simple to get food item that can be obtained literally anywhere with water. All of the meats serve as easy to farm, and their existence incentivises things like farming chickens for feathers, since you also get the chicken meat for some food on the side, with the notable exception being porkchops, which could use a buff associated with it, but I can't think of one.
Anyways, big fan of your rants, keep it up, and tell me what you think.
Edit: thinking about it now, it'd probably make more sense to give the damage reduction buff to buckets of milk, and maybe give the negative effect nullification to melon slices.
Thats why I like multiplayer with pvp, because then it is actually really hard to survive with all the clans and factions out to get you and your crew XD
It's nice to see someone who put effort into their posts. Do you know Industrialcraft coffee? It gives a speed buff. I really think that Mojang should take inspiration from modders, and maybe hire some more. Bukkit was a good step.
I agree that there should multiple considerations for armor types, affecting mobility and/or agility, and perhaps hunger depletion rate. Due to heavier stuff, and whatnot.
I feel as though hunger depletes at a rather fast rate as it is- It could use a pretty big overhaul. Probably should have put that in the OP, but it's not a HUGELY major point (still needs improvement, though). Either way, I intend to fix up hunger so it works a lot more fluidly than it does now.
There should also be maybe two or three different weapons with clearly defined roles and abilities. A spear with limited damage capabilities, but with potentially indefinite area denial capabilities - a swordsman would be unable to get at the spearman if he kept it extended at the opponent, requiring him to either retreat or utilize a different weapon or strategy, such as getting backup from a ranged fighter. This could encourage individual specialization in groups, like a devoted unit of spearmen, protecting a unit of archers, with a mobile group of swordsmen to go wherever needed. Actual strategy could come into play. It makes me drool to think about it. Actual battle formations? BD
I love the idea of actual battle groups in MC, instead of "Alright we all got diamond? Cool let's go dump buckets of lava". I don't want to go TOO far into the "tactics" region (as I said, I don't intend to turn MC into a tactical battle game), but having variance in weapons where some are better than others can indeed lead to people making specialized battle groups. Of course, weapons would need to be balanced, but yeah.
One of my other ideas was a throwable net, that could immobilize a player for however long it took them to hack out of the net, removing all knockback and leaving them wide open to be swarmed by opponents, who could quickly needle him with attacks to murder him decisively.This could be a viable counter to even a full-diamond wearer, especially if you are underequipped compared to your enemy.
I like this idea. It should be a little easy to avoid (travels in the air slowly), so you can actually jump out of the way, but yeah. This also makes me think of either giving a similar ability to spiders (webbing you up), or a variant of spiders (goes with the "creepy forest full of spiders" idea).
Although I think the enderman curse is a bit much, I do like the idea of making them angry after slaying their dragon lord. It smells of fantasy.
Yeah. I like the idea that they actually hunt you back after defeating the dragon- plus, it gives the game more of an "Endgame+" sorta deal, instead of being like "Whelp, I beat it, now what?".
I love the fact that there is no tutorial. It makes the game more mysterious. I liked starting off and taking forever to learn things on my own. It felt like an accomplishment.
Oh, there'd still be elements you can learn within the game- like I said, just allow the player to learn the basics. It wouldn't guide you through fighting your first creeper, or tell you how you find your first diamond, haha. I don't even think it'd get to telling you where to get iron. There'd still be plenty of things to learn, but you'd have the tools to actually do it instead of going in completely blind.
There's mystery, and then there's completely unnecessary lack of information. Sherlock Holmes isn't a good novel series because Sir Arthur Conan Doyle chose to leave out a lot of rather necessary details.
I'm lagging how it is so I don't want any new shaders or anything implemented that would cause more lag. I have a pretty decent computer, too. It's just that my world is so huge that it lags me.
I used the word "optional" multiple times for a reason. You'd be able to disable shaders and such, so it wouldn't lag your computer.
A lot of Minecraft's lag comes from ticks rather than rendering, though.
I also strongly disagree that progress is slowing down. I remember around september 2010 when I started playing, updates took forver. They seem to be much quicker these days and with more content. I think the past few months have had so much progress with new biomes, blocks, mobs, and etc.
Exactly, around 2010 progress slowed immensely. Yeah, they're putting in more content now, but is it good content? Is it content that fixes the flaws I pointed out?
Make what we have now called "Classic Survival" And the one with your features "Survival."
That way everyone gets what they want, and we get a better game for it.
Do you like this idea?
A lot of people are suggesting this. I don't think it's a bad idea, although modifying creative mode would do virtually the same thing.
Hey! Insurrection! Good to see you made a new thread, I was a bit angered by the attitude of this forum's moderation staff when it was closed (I still am, but I'm glad you are willing to perservere).
Actually, they were pretty good about it. They PM'd me and talked it out with me- it was pretty reasonable. They were getting a lot of reports, and I'll be honest, there was a lot of flaming/flamebait going on (myself adding to it to an extent). Be angry at the community, not the moderation staff.
Food items, there are so friggin' many of them, but they all do the exact same thing, you can either eat beef to restore hunger, eat chicken, to restore hunger, or eat bread, to restore hunger.
Somewhat- there IS the hidden saturation stat, but yeah I agree. It's especially annoying when you have food that's effectively the same but worse (Chicken, mushroom soup, etc).
I suggest short term buffs gained from certain types of food to incentivise farming them.
I like this idea, as long as they're slight buffs, and not as drastic as some of the potion making buffs. I was considering making potion buffs limited to one at a time, but other non-potion effects (or negative potion effects) could still stack. It's kinda overpowered having multiple stacking potion effects, so yeah. With that, and the "slight buffs from food" thing, this could work out pretty nicely.
Spider Eye: Gives temporary ability to see in the dark to the player, with the further option of using spider eye in a potion for the same effect, only longer, and without being poisoned from using it.
Eating a raw spider eye seems a little... nonsensical, but I do agree that it should give different potion effects. Cave Spiders are poisonous, not regular spiders... anyway, I was thinking they give the "Potion of Nausea" effect (in the game, but unused) instead of poison. It should just be inedible, since yeah, as I said, silly.
Melon: (not the melon slices, I'm saying change the full melon block, crafted with 9 melon slices into a food item) Gives a 5-10% boost in damage reduction for 30-60 seconds
Sounds pretty nice.
As for the other food items, they could still fill more uses- maybe make it so that there's a variable eating time? Chicken should recover a lot more hunger, but have fairly low saturation, and take awhile to eat (it's a whole chicken, so yeah). Steak could take a little while to eat, but... well basically how it is now lolol. Basically, add in variable eating time, then re-balance food with it in mind.
Edit: thinking about it now, it'd probably make more sense to give the damage reduction buff to buckets of milk, and maybe give the negative effect nullification to melon slices.
I kinda dislike that milk magically gets rid of poison, and stuff. I'd like to see stuff such as antidote potions, which also give you immunity (useful before fighting, say, cave spiders) after drinking.
It's nice to see someone who put effort into their posts. Do you know Industrialcraft coffee? It gives a speed buff. I really think that Mojang should take inspiration from modders, and maybe hire some more. Bukkit was a good step.
Haven't actually played Industrialcraft- it looks nice, but they seem to just add a lot of things rather than necessarily improving gameplay. I like the idea of more automation and content, of course, but yeah.
And yeah- they need to look at modders way more. Preferably, though, not the ones who just add a lot of content in one direction (IE: tons of mobs just because "lol tons of mobs").
I am not sure why this thread exists; you made your opinion known in the other thread and this is in the wrong section. You have done nothing more here than create an egregiously loquacious suggestion post.
A retort, however, is supplied:
Minecraft is so enormously successful in how simply unique, and minimal it is. The game is as big or as small as you want it to be, as involved or casual as possible. I don't understand why people want to change minecraft into a complex amalgamation of other games and ideas. As it was said in the thread several times, it is pretty obvious the intent of survival mode is not to survive but to thrive.
Your view on the community is flawed as well; you are not really any different than anyone else who posts suggestions. The only difference is that your suggestions are annoyingly center-aligned, and expanded upon by using redundant language as examples. What's more, If I had a dollar for every post that was "HEY JEB IMPLEMENT <MOD> IT R GR8" I wouldn't have to work two jobs to feed my wife, kid, and dog.
And by the way, your romantic view on what a creeper should be (based on your idea of original intent) is apparently misinformed. Creepers are named creepers not because they are creepy or stalkers, but because they started as a erroneous model for the pig, and it looked creepy...
But your points are all valid. +1
Oh yeah, whoop. Well, I did mention tree variety- which there certainly needs to be. 4 trees is nice, but there can be more.
Yeah haha, it is quite a bit, but it's something that's still avoidable (Don't look at Endermen). It's also something that's post-End. I plan to fill in a lot more of the game in between, so the game won't be as lacking in content in between "overworld" and "End".
They do? I wasn't aware of this- that feels more like a glitch than anything, though, so obviously it should be fixed either way.
Mobs should react more to actually getting hit, yeah. They should at least look around for the player, and if they can't find them, run in a random direction.
Normal difficulty sounds fine- if people want to avoid it, they can choose easy.
Oh yeah! Moving backwards really ruins the idea of fighting. It just turns it into "who can kite the best".
I always felt that wolves and dogs should have been separate- the current "wolves" should be more spread out and just be considered dogs (also have more variety in their looks), then have actual feral wolves which act as (mostly) passive mobs. Of course, if you stay around them for too long or do things like you said (Taking their food, going in a pre-set "territory"), they'd become hostile, and have a pack mentality.
One reason I love Minecraft is because of the artstyle: it reminds me of the old retro games I used to play. It's simple, charming, and I just generally love it. While I love Wind Waker (we have similar taste in games, I guess. I play Valve games and Terraria as well), I don't think mving the graphics in a Wind Waker direction would be good. This is just purely my opinion, but honestly if they added your suggestions about graphical enchancments, it'd be enough for me to quit Minecraft.
Otherwise, the post is lovely and I love the suggestions.
Oh, I'm not saying "Completely copy Wind Waker's graphics", and such. I'm saying go more towards its direction. Besides, that's certainly what texture packs are for, no? It'd just be nice to have an actually intentional art style, and not programmer art for default. They really could use a step towards an intended artstyle.
and I must say (as a side note) you have the absolute BEST grammar I have ever seen. I always look out for people's grammar on forums, doubly so if their spelling is in the right order, and I found absolutely no grammatical mistakes.
While that does not make you points correct, I'm behind you nearly in all these changes...except for one thing.
Someone mentioned the use of another game mode...that seems the best approach for this. Or, even better in my opinion, make a mod of this. We have accepted that Minecraft has a way to go, so why try to convince them if they are not willing (or able!) to listen?
I don't know you capabilities, but I know that Minecraft has an amazing collection of modders, and you could easily find a group of dedicated individuals to make this dream possible.
Now, one more thing before all this blank space and loose collections of paragraphs bothers you further. There was a mod, and I apologise as i can not remember the name of it, that utterly and completely overhauled the AI of the Minecraft mobs...pre 1.8. I don't know if that makes it a feat of coding or not, but I do know that its development stopped.
This AI was brilliant: Creeper would blow up your house to get to you (allowing other mobs to pore inside), mobs would maneuver around lava and water to get at you with all their pieces still in working order, AND mobs could see through windows.
To finish this post, I agree (will probably edit later, as I have to run)
Yeah, I'm not entirely against the idea. Either that, or make creative mode more capable of giving you choices like optional health, etc. A lot of the people who seem to be diehard fans of the game "as is" use the argument of "Play how you want, and just make use of the willpower not to abuse things like the difficulty changer", so I figure it can't possibly be a bad thing to expand the part of the game that offers the most freedom.
Well aware! Some people have contacted me already, actually. I don't want to bug people, though- I'd rather let them come to me of their own accord. This is especially preferable because if they hate the majority of what I have to say in this thread, I honestly wouldn't want to work with them on a mod.
Oh man, that sounds awesome. I've not heard of it, but that sounds fantastic.
A friend of mine suggested allowing creepers to see through walls- this would make it so you'd need to stay away from walls when they're nearby, or reinforce your stronghold with at least a 2-block wide wall. I think it'd be pretty neat, especially considering that creepers wouldn't spawn aboveground anymore.
Yes!...I think...
WoW...I need to change my banner...*nudge nudge, hint hint*
Hope I didn't come off as creepy. Lol
I have given thought to how weapons and combat overall should be improved, though mostly in reaction to my rather shallow experiences in PvP. In its current state, it basically amounts to "run at each other clicking and jumping as fast as we can, and may he who has better armor/weapons win". There is really no balancing occurring, no way to counter a fully outfitted diamond warrior except to field one of your own, and if you don't have one, screw you. I agree that there should multiple considerations for armor types, affecting mobility and/or agility, and perhaps hunger depletion rate. Due to heavier stuff, and whatnot.
There should also be maybe two or three different weapons with clearly defined roles and abilities. A spear with limited damage capabilities, but with potentially indefinite area denial capabilities - a swordsman would be unable to get at the spearman if he kept it extended at the opponent, requiring him to either retreat or utilize a different weapon or strategy, such as getting backup from a ranged fighter. This could encourage individual specialization in groups, like a devoted unit of spearmen, protecting a unit of archers, with a mobile group of swordsmen to go wherever needed. Actual strategy could come into play. It makes me drool to think about it. Actual battle formations? BD
One of my other ideas was a throwable net, that could immobilize a player for however long it took them to hack out of the net, removing all knockback and leaving them wide open to be swarmed by opponents, who could quickly needle him with attacks to murder him decisively.This could be a viable counter to even a full-diamond wearer, especially if you are underequipped compared to your enemy.
SMP thoughts aside, mobs should also be more difficult to fight. Although I think the enderman curse is a bit much, I do like the idea of making them angry after slaying their dragon lord. It smells of fantasy.
I also think the textures are fine the way they are. I love most of the textures, and if I don't I just make a new texture over the ones I don't like. I'm lagging how it is so I don't want any new shaders or anything implemented that would cause more lag. I have a pretty decent computer, too. It's just that my world is so huge that it lags me.
I also strongly disagree that progress is slowing down. I remember around september 2010 when I started playing, updates took forver. They seem to be much quicker these days and with more content. I think the past few months have had so much progress with new biomes, blocks, mobs, and etc.
And now he has rendered it quite completely civil. So your complaint no longer holds any weight.
I agree on most every point, and I have this to add; make another survival mode.
Make what we have now called "Classic Survival" And the one with your features "Survival."
That way everyone gets what they want, and we get a better game for it.
Do you like this idea?
I had a little thing I felt I shoudl add to your rant, I thought it would add a nice touch to Minecraft, hear me out.
Food items, there are so friggin' many of them, but they all do the exact same thing, you can either eat beef to restore hunger, eat chicken, to restore hunger, or eat bread, to restore hunger. With the introduction of cocoa beans as a farmable plant next version we run dead into the fact that cookies are worthless, there is no reason to have them, they have almost no saturation, they are just as hard to make as bread, which as saturation, while being a much bigger pain in the ass to get. Cookies aren't even the only one, what is mushroom soup used for? besides being a practically useless food item that is. I suggest short term buffs gained from certain types of food to incentivise farming them.
Cookies: would provide a short burst of speed, I'm thinking, a 10% movement speed boost for 5-10 seconds after eating one.
Mushroom Soup: Increases swing speed by 10% for 30 seconds after eating, this means faster mining, digging, and in general block breaking.
Spider Eye: Gives temporary ability to see in the dark to the player, with the further option of using spider eye in a potion for the same effect, only longer, and without being poisoned from using it.
Melon: (not the melon slices, I'm saying change the full melon block, crafted with 9 melon slices into a food item) Gives a 5-10% boost in damage reduction for 30-60 seconds
Other than that, I feel other food items should have buffs, but those are the ones that are aching for reasons to even exist, every other food item in the game covers it's own niche, fish help you tame ocelots, and are a simple to get food item that can be obtained literally anywhere with water. All of the meats serve as easy to farm, and their existence incentivises things like farming chickens for feathers, since you also get the chicken meat for some food on the side, with the notable exception being porkchops, which could use a buff associated with it, but I can't think of one.
Anyways, big fan of your rants, keep it up, and tell me what you think.
Edit: thinking about it now, it'd probably make more sense to give the damage reduction buff to buckets of milk, and maybe give the negative effect nullification to melon slices.
I feel as though hunger depletes at a rather fast rate as it is- It could use a pretty big overhaul. Probably should have put that in the OP, but it's not a HUGELY major point (still needs improvement, though). Either way, I intend to fix up hunger so it works a lot more fluidly than it does now.
I love the idea of actual battle groups in MC, instead of "Alright we all got diamond? Cool let's go dump buckets of lava". I don't want to go TOO far into the "tactics" region (as I said, I don't intend to turn MC into a tactical battle game), but having variance in weapons where some are better than others can indeed lead to people making specialized battle groups. Of course, weapons would need to be balanced, but yeah.
I like this idea. It should be a little easy to avoid (travels in the air slowly), so you can actually jump out of the way, but yeah. This also makes me think of either giving a similar ability to spiders (webbing you up), or a variant of spiders (goes with the "creepy forest full of spiders" idea).
Yeah. I like the idea that they actually hunt you back after defeating the dragon- plus, it gives the game more of an "Endgame+" sorta deal, instead of being like "Whelp, I beat it, now what?".
Oh, there'd still be elements you can learn within the game- like I said, just allow the player to learn the basics. It wouldn't guide you through fighting your first creeper, or tell you how you find your first diamond, haha. I don't even think it'd get to telling you where to get iron. There'd still be plenty of things to learn, but you'd have the tools to actually do it instead of going in completely blind.
There's mystery, and then there's completely unnecessary lack of information. Sherlock Holmes isn't a good novel series because Sir Arthur Conan Doyle chose to leave out a lot of rather necessary details.
Right, but if they can look even better... why not? Again, it's programmer art. Even if you like how it is, surely it's not the best?
I used the word "optional" multiple times for a reason. You'd be able to disable shaders and such, so it wouldn't lag your computer.
A lot of Minecraft's lag comes from ticks rather than rendering, though.
Exactly, around 2010 progress slowed immensely. Yeah, they're putting in more content now, but is it good content? Is it content that fixes the flaws I pointed out?
A lot of people are suggesting this. I don't think it's a bad idea, although modifying creative mode would do virtually the same thing.
Actually, they were pretty good about it. They PM'd me and talked it out with me- it was pretty reasonable. They were getting a lot of reports, and I'll be honest, there was a lot of flaming/flamebait going on (myself adding to it to an extent). Be angry at the community, not the moderation staff.
Somewhat- there IS the hidden saturation stat, but yeah I agree. It's especially annoying when you have food that's effectively the same but worse (Chicken, mushroom soup, etc).
I like this idea, as long as they're slight buffs, and not as drastic as some of the potion making buffs. I was considering making potion buffs limited to one at a time, but other non-potion effects (or negative potion effects) could still stack. It's kinda overpowered having multiple stacking potion effects, so yeah. With that, and the "slight buffs from food" thing, this could work out pretty nicely.
I think a boost as slight as that would be alright for ~1 minute. As long as it can stack with Potion of Swiftness.
Same as above- 30 seconds is better, though.
Eating a raw spider eye seems a little... nonsensical, but I do agree that it should give different potion effects. Cave Spiders are poisonous, not regular spiders... anyway, I was thinking they give the "Potion of Nausea" effect (in the game, but unused) instead of poison. It should just be inedible, since yeah, as I said, silly.
Sounds pretty nice.
As for the other food items, they could still fill more uses- maybe make it so that there's a variable eating time? Chicken should recover a lot more hunger, but have fairly low saturation, and take awhile to eat (it's a whole chicken, so yeah). Steak could take a little while to eat, but... well basically how it is now lolol. Basically, add in variable eating time, then re-balance food with it in mind.
I kinda dislike that milk magically gets rid of poison, and stuff. I'd like to see stuff such as antidote potions, which also give you immunity (useful before fighting, say, cave spiders) after drinking.
Haven't actually played Industrialcraft- it looks nice, but they seem to just add a lot of things rather than necessarily improving gameplay. I like the idea of more automation and content, of course, but yeah.
And yeah- they need to look at modders way more. Preferably, though, not the ones who just add a lot of content in one direction (IE: tons of mobs just because "lol tons of mobs").
A retort, however, is supplied:
Minecraft is so enormously successful in how simply unique, and minimal it is. The game is as big or as small as you want it to be, as involved or casual as possible. I don't understand why people want to change minecraft into a complex amalgamation of other games and ideas. As it was said in the thread several times, it is pretty obvious the intent of survival mode is not to survive but to thrive.
Your view on the community is flawed as well; you are not really any different than anyone else who posts suggestions. The only difference is that your suggestions are annoyingly center-aligned, and expanded upon by using redundant language as examples. What's more, If I had a dollar for every post that was "HEY JEB IMPLEMENT <MOD> IT R GR8" I wouldn't have to work two jobs to feed my wife, kid, and dog.
And by the way, your romantic view on what a creeper should be (based on your idea of original intent) is apparently misinformed. Creepers are named creepers not because they are creepy or stalkers, but because they started as a erroneous model for the pig, and it looked creepy...