I don't hate notch, but I'm kind of sad about minecraft.
I thank notch for the game, sure, it is one of the games that I've spent more hours playing, and still having fun while doing so. What makes me sad though is the almost infinite potential that we will probably never see, or make use of.
Just take a look at the mods created by the members. It saddens me that there is no easy way to play a multiplayer game using this mods, and mp is for me a great part of the fun. And I cannot depend on mods because only official content is embedded both in the client and the server. I don't know if the mod api will also allow us to easily play a modded game with our friends... if it won't, then it saddens me more.
Anyway Minecraft is that great particularly for being (also) a sandbox game, and giving us freedom to do whatever we want. But the "whatever we want" is limited by "whatever" is IN the game. And there's so much that could be in the game, that is not. Notch's 'promises' or also known as Upcoming Features are only part of it.
I keep thinking in the "better than wolves" mod and imagining that some of those things could be in vanilla, but will never be.
We could have gears mechanics and logics in the game, the same way as we have redstone. Imagine what people would build using those. Piston is kind of a gear, and it already allowed some incredible contraptions. And if you'd say that gears are not "minecrafty" then pistons also aren't, and redstone too. It falls under the argument "don't want it, don't use it", and would certainly expand the "whatever we want" characteristic of Minecraft.
Better yet, take a look at the suggestions section, and some of the most voted ones.
We could have a lot more passive, neutral and hostile mobs (alligators in the swamps for example?). We could have a lot more ores and tools (it's MINEcraft for gods sake). And again, I say, unless it also works in multiplayer, the mod api would not solve this issue, because right now only vanilla content does.
We could have more ways of transport, like hot air balloons that use different altitudes to be driven.
We could have drainage grates.
Writeable books and paper.
etc, etc, etc.
So much potential. It could be a game that kicks every other games asses a thousand mile away because of it's features. It would/could be a mix of the best things we have in sims, mmorpgs, fps, rts, all in an (almost)infinite sandbox world.
I wonder if I'll die before seeing such a game, or minecraft becoming such a game.
- Registered Member
Member for 9 years, 3 months, and 3 days
Last active Mon, Oct, 20 2014 11:25:53
- 0 Followers
- 608 Total Posts
- 104 Thanks
Oct 22, 2011Yes it is overpowered. But the point is: it is op just for a matter of seconds... while it takes ages to achieve.Posted in: 1.0 Update Discussion
See spoiler for calculations \/
0.6 seconds to break a stone block using stone pickaxe
Based on one of the most efficient branch mining designs, you'd need to mine 688 of every 2048 blocks to expose all of it's ores. This means 412 seconds (~7 minutes) of mining, without a 1-second stop.
(PS: it was proven than using stone pickaxes to mine diamonds is the most rewarding because you don't waste your resource trying to gather more of it, and stone is abundant)
Stone pickaxes have 132 uses, so you'd need to craft 5 for every 688 blocks. Crafting it could take 10 seconds, so ~1 minute for every 5.
Mining those 688 blocks at level 12/13 (proven most efficient) will provide you aprox. 2 diamonds, 10 iron, 12 redstone blocks.
So basically we have 2 diamonds for every 8 minutes mining/crafting.
You'd need 24 diamonds for a full set of armor, plus 3 diamond to mine obsidian and another 2 diamonds for the enchantment table. = 29
It would take you then 116 minutes (~2 hours) of ininterrupt mining to gather 29 diamonds. (count the extra 4 minutes as wood gathering for sticks) Leave it aside the time mining the obsidian.
You already have your set and table. Now the XP part (WITH a MOB GRINDER TO FUNNEL MOBS).
According to the equation:
Quote from darthmaulerX
P.S. from that equation above I was able to determine a way to calculate the experience required to each level from level 0.
y = 3.5x2 + 3.5x
Where y = experience points
and x = level
And that any regular overworld mob gives you 5 xp (info on the same topic as the equation)
And the enchantment data from this topic That for the enchantments:
FIRE PROTECTION IV
BLAST PROTECTION IV
on each of the 4 pieces of armor, you would have to go at least at level 41
this means that you would need 6027 XP points for each piece of armor, which means killing 1205 overworld mobs.
Let's say that you are killing mobs using IRON swords gathered in the branch mining.
Iron swords deals 4 hearts of damage. Overworld mobs have ~10 hearts
You'd need at least 3 swings to kill one. Let's say it would take us 4 seconds to kill a mob.
4 seconds per mob, 1205 mobs equals 4820 seconds = 80 minutes = 1,3 hours
1,3 hours to have XP enough to enchant A SINGLE PIECE OF ARMOR, using A MOB GRINDER.
Each Iron sword has a durability of aprox. 100 mob kills (wiki).
You'd have to make 12 new swords while killing 1205 mobs. 10 seconds per sword crafting means 2 minutes of crafting time per piece of armor.
For a full set of armor(4 pieces): 5,3 hours of mob slaughtering and sword crafting.
Considering that the enchantment system is random, it means that probably at least one time per piece you will not have the desired enchantment (protection or fire or blast), and you will have to discard that piece of armor plus the XP used. So let's consider that you'd need to enchant at least twice every piece of armor set to have them protected as you desire.
This means an increase of 24 diamonds that need to be mined = 1,6 hours of mining
And an increase of 4 x 1,3h gathering XP for the armor = 5,3 hours of slaughering
Let's sum it up:
Mining diamonds (most efficient manner): 2 + 1,6 = 3,6 hours
Killing for XP (using a mob grinder to funnel mobs): 5,3 + 5,2 = 10,5 hours
THIS EQUALS 14,1 HOURS OF ININTERRUPT LABOR
Watching the video, we can see that the guy with the enchanted armor started taking lava damage on second 0:28 and he died on 1:21 from enderman attacks.
This equals 53 seconds of incincibility.
By doing it legitimately, using a mob grinder, you would need 14,1 hours of ininterrupt labor, just for 53 seconds of invincibility.
That's the point.
Oct 22, 2011Arkhangels posted a message on Why do people act like a Pre-Release is the completed game?Posted in: 1.0 Update DiscussionQuote from Eddz0r
If they stay "ugly" as they are, it's much easier to interact with them in my opinion. Either in a peaceful way or a evil way...
Quote from CruorBlossom
I mostly agree with this post. But people should still learn to beta test in a more civil manner, something more resembling bug posting and real feedback and not mindless whining and raging.
[added in edit]: One the same note, when someone does provide good feedback, the rest of the community should be civil and discuss it, instead of the raging "ITz a B3TA!!!" replies... Overall the forums just need to mature.
I agree with both.
While complaining can be considered feedback, it's no excuse for such behavior. I believe that's why Reddit is the main source of constructive feedback for Mojang, while MC forum is more for people stating their opinions (sometimes whining/raging etc)
Oct 22, 2011Arkhangels posted a message on Why do people act like a Pre-Release is the completed game?It may not look so, but complaining is also feedback. It's just not pleasing to read.Posted in: 1.0 Update Discussion
"omg N0tch neds to fix this nou!!111!!"
That's what is expected from us, as betatesters... in the case of pre-releases, the betabetatesters: give feedback. Tell Mojang what is working and what is not, what can be made better and what is already good. And that is the exact opposite of acting like the game was completed.
Being silent and hopeful that something wrong may or may not be fixed is acting like the game was completed and you had absolutely no word on it.
But betatesters have the word. Based on their complainings that Mojang knows what the joe-minecraft-public thinks of certain features (like Villagers), and can act accordingly, by providing a reason, tweaking, or removing it entirelly. Because of them the Endermen now stopped griefing our buildings, specially on 24h servers worldwide.(just an example)
Don't think that I'm a whiner because of this post. But complainig is certainly more a betatester attitude than being silent.
Oct 21, 2011I've made this "bathroom" tiles texture, also the white cauldron and trapdoor, they look great as modern bathroom textures:Posted in: Resource Packs
EDIT: I'm doing my own texture pack, so, yeah. Removed until I post it there.
Oct 20, 2011Arkhangels posted a message on 1.9 Enchanting- tips, hints, HOW TO (don't waste xp) and more (full list)+1 rep for your hard work. But I expected more of this topic from the title. Hopefully people will contribute in making it more complete (kind of hard with the whole "random" aspect of it)Posted in: 1.0 Update Discussion
Oct 19, 2011"Do all new features HAVE to be complicated?"Posted in: 1.0 Update Discussion
No, but it is better when they allow complex outcomes once you apply time and skill. Like others said here "simple to grasp, hard to master".
This is the case of redstone, block building, pistons.
This is not yet what we have with breeding, enchantment and the new version of potions.
Breeding: use wheat to gather animals and feed them. Its like that the first and every time you breed animals. No skill involved, no time required to master.
Enchantment: have XP to use, put item in enchantment table, (use bookshelves) click randomly, have random enchantment. From level 1 up to 50 its always the same process. Again, no skill, no mastery.
New potion making system: have ingredients, place them in brewing stand (with bottles of water) to have different and singular effects. Glowstone and redstone to increase time or effect. You must use your memory, thats right, but not skill. There's absolutely no challenge in learning the current potion making.
According to the "consensus" of the majority in this topic, about simplicity allowing complexity, the old cauldron way of making potions was better (considering it should have a tooltip), because it was simpler than now -put water then ingredients in the cauldron as much times as you want- but could render amazingly complex potions with lots of effects. It did require skill to master, and the number of possible outcomes (like redstone for instance) was huge.
So we could say that it was a perfect thing (if it had a tooltip), that was simplified so much by Mojang that now it's as hard as farming wheat.
Sep 30, 2011Arkhangels posted a message on Potions and Distillation - 1.9-pre4 Reference Guide(Pics/Videos/Information!)Just when I thought we would have a new useful and cool tool for our workstations (the cauldron) which would be fun to mess around with friends in SMP, it is said that it will be replaced.Posted in: 1.0 Update Discussion
Now for the mushroom biomes that look ugly, are pointless (as it is easy to farm a lot of mushrooms using bonemeal), doesnt encourage adventure and are not that fun to explore with friends (as they all look the same), it is being kept.
It's almost like Mojang keeps cheking the minecraftforums for input on their creations, so that they can do it otherwise:
"mushroom biome is boring" - "lets keep it then!"
"cauldrons are badass!!" - "lets change it to something worse then!"
Quote from Mystify
I will gladly spend time learning a system. I will not spend time rolling dice and hopping to get all 6s.
If according to Notch it will be totally random every. single. time., then that's exactly it... you will roll a dice everytime hoping to get 6s.
Sep 23, 2011I may be wrong but after seeing the new google Doodle, I think the NPCs are some king of homage to Jim Henson (creator of the Muppets).Posted in: 1.0 Update Discussion
The extended noses (and single eyebrow) are some kind of muppet's visual trademark:
According to google, today would be his 75th birthday... and the 1.9 was pre-reseased yesterday, I don't think this is a coincidence.
compare it with this picture:
- To post a comment, please login or register a new account.
Aug 23, 2012Epicness1324 posted a message on SNAPSHOT OUT: Find ALL the hidden features! (B version released)I know it may be a little off topic, but I want to share a story with you all. This is the story of Julie, Minecraft's first Space Dog.Posted in: Future Updates
This is Julie. She had a magenta collar.
This is the portal she would go through.
Good luck, friend.
It worked! Julie successfully made it into space!
Sadly, the Ender Dragon pushed both of use off of the platform we were on :'(
RIP Julie, the first Minecraft dog in Space
Aug 21, 2012Posted in: Future UpdatesQuote from Black_Drath
You shouldn't say that until you have had a chance to test it yourself.
http://www.minecraft...st-updated-820/ Better blocks and items - better stairs.
Quote from Black_Drath
I actually think that this system will be better than having a new block to serve this purpose. Why?
If we had a corner stair block (or two, one for interior, one for exterior), then we would need a crafting recipe (what would that even look like?) to create a whole new block to clog up space in our inventories and hotbars. And if you accidentally make too many then you have wasted resources on a bunch of corner stairs, that you only needed a few of, that now take up room in your chests. Because they don't stack with regular stairs of course.
And it would be much quicker to build with this way as you don't have to swap between stairs and corners.
The only downside of the proposed system is that stairs might perhaps morph when you don't want them to, or not morph when you do want them to. But it would be a pretty easy workaround.
1. What's the problem with having two?
2. Making up a crafting recipe is the easiest part of all this.
x = material
o = nothing
o o x
x x x One quick, random recipe that requires a crafting table right there.
o o o
3. Clog up our inventories? Chests exist for a reason.
4. Accidentally crafted too many? You probably deserved it for not being careful. That can happen with every block.
5. It's true that it is quicker this way, but if they were a separate block, they would add a lot more possible patterns. Not only that, it won't ruin existing patterns people have.
6. There's no workarounds on certain stuff because they will always morph when you put 3 stairs in a L shape.
New block or don't add at all.
Aug 3, 2012Hayarotle posted a message on Terrain Poll, Is How Does 1.3.1 Compare to Beta and Alpha?As much as I enjoyed this experiment, I have to say it does not change anything about the previous comparisions between the terrain generation of alpha, beta and the latest terrain generation.Posted in: Recent Updates and Snapshots
First of all, the biomes. The fact you used a non-biome shading texture really changes everthing. Why? Well, one of the biggest complaints about the new generator is the fact it generates the height difference together with the biomes, and the biomes are not organized in any way. That means that all huge mountains are bluish-green, and do not have snow, or are green and filled with jungle trees. While the way the mountains themselves was also changed, it is generally not considered a problem, other than how cliffs no longer generate above the sea, which is not demonstrated in those pictures. Both the old and the new generator could make those kind of mountain ranges, the difference is that on the new one all mountains are like that, while the old one had variety. This can not be displayed by pictures.
The beta generator used a temperature and an humidity gradient, randomly placed from seeds. This made smooth transitions of color, and the biomes were generated separately from the altitude, allowing for huge mountains on all biomes, not exclusively bare ones and ones with jungle trees. It also had the effect of making the color changes of the grass smooth, and not rough like the new one.
Another missing part in this is the underwater bedding. The fact the beta generator did not have a pattern on the seafloor actually makes this hard to see, and that is why it was great! The old one felt more natural, so it is normal that people would not notice those details. You didn't think "Oh, this ocean is pretty because it have a smooth floor, and proper beaches". You didn't even consider the possibility of it having a pattern in the floor, because such pattern didn't exist yet.
The beaches are another problem. While the new generator do generate pretty beaches ocasionally, it once in a while drop you a patch of sand on grass, making an awkward presentation. The beta generator, instead, would have smoother beaches, with a few occasional flaws. This is the same as the underwater bedding, in that nobody really noticed it at time because they did not see how it could go bad. For the last pic, you also apparently choose a version on which the chunk errors were still present, which can be seen by the square formation on the cliffs.
By selecting only areas that could be confused, you ended up acidentally hiding those details.This is in a way similar to comparing microsoft paint and adobe photoshop by how well they can draw lines, rough brushes and text. The old generator had things that were lost in the new one, and the new one had good formations too, but also have awkward terrain. The best would really be a new generator, that was not rushed like the last one, and on which the developers actually paid attention to the community, not just reading the top tweets and petitions. The beta generator was not without it's flaws; a major part of the playerbase were supporting a terrain generation overhaul because of the problems of the swamps, and how the old generator didn't properly allow for new biomes, or features like volcanos (Which were promised by notch since around the halloween update, back on 2010). The community just said yes out of the hype generated by screenshots of swamps, and new features, and ignored the way other things were being lost in the process. That is to be expected, as we don't really value something until we see we can lose it.
The terrain generation of minecraft still have a long way to improve. There are many ideas frequently sugested by the players, and mojang itself should stop for a second to think about what minecraft really means as a game, and not be driven away by the popularity minecraft have, and what the players think (although if they are not able to take the right choices, I believe the ideas would actually be better in the hand of the player community, if it can properly get organized; just look at how many astonishing mods have been produced).
I really hope people really consider those points, and break off the bias that mojang always takes the right decisions, and what is new is always better. Thank you.
Jul 27, 2012Nerevar, put simply, what Arkhangels is trying to say is it would tilt downwards until one of the blocks hit another. so it would tilt down, and hit a block. if there is no block, but another log block has already landed, the tree would remain erect, but set to the side. the problem was YOU not understanding HIM. :Salso, back onto the topic, I think what dinnerbone is going to do here is sideways logs, and naturally generated fallen trees. falling trees themselves will not be added, I think.Posted in: Recent Updates and Snapshots
Jul 27, 2012Posted in: Recent Updates and Snapshots
Awesome idea!Quote from Moranic
Yes, I love how that dude on page 1 said that we would be able to use /say to make it tell a story or something. Let's recreate GLaDOS in Minecraft!
Quote from Treeman01
You seem to be misunderstanding what the mod API will do. It will make it extremely easy to install and toggle mods on and off with the click of a couple of buttons.
That's a great way of saying it. Have any of you played World of Warcraft and used AddOns? With WoW, you just download add-on plugins (like a new GUI, different types of maps, etc) and put them in a AddOns folder, then when you log into the game, you use checkboxes to turn certain mods off and on.
No, however, the ability might exist for servers to toggle client's mods on and off when they're logging in. I.e. if you have Mo Creatures installed and sign onto a Mo Creatures server, it could just flip that mod on. Then when you go to a different server, it woudl flip it off. Another good use of this would be for a server to automatically disable clients trying to sign on with X-ray mods installed.Quote from Arkhangels
I don't think so. Nobody in Mojang said anything about the mod API automatically downloading Mods for you.
Quote from RotomGuy
There really needs to be a /spawn [mobhere] [quantityhere] command.
That would be the most epic alternative to mob spawners.
Jul 27, 2012Posted in: Recent Updates and SnapshotsQuote from Arkhangels
Oh yeah, of course we don't want to be able to create logic gates and pulsers in a 1x1 blocks space, right... I mean, who in his right mind would want such features on a small space? Minecraft world is almost infinite, let's make everything bigger and more complex!!!
In case you didn't notice:
The beauty of minecraft is having extremely simple tools with which you can create so much more. Now I understand why it would be immensely useful, the fact is most minecraft players never touch redstone aside from a simple door or something. So taking the time to add these when a perfectly usable alternative is available seems like a waste to me.
The goal of the block is to use it in conjunction with redstone, not replace it.
Jul 27, 2012Posted in: Recent Updates and SnapshotsQuote from Treeman01
If you managed to buy Minecraft then I'm sure you'll be able to put money onto your account.
Ok I didn't mean assume that most people would be happy to pay for mods. I'm sure mod makers will be able to choose weather they charge for mods of not, they may even be able allow the user to decide.
I traded some iTunes gift cards I had for a Minecraft account - I never actually had the money for it.
Most people would not be happy to pay for mods. A pay what you want would be the best option, it would still allow for contributions to the modder, but still allow us who can't pay for them to get it. If it did cost money, people would just pirate it.
- To post a comment, please login or register a new account.