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    posted a message on The state of difficulty and enemies in Minecraft
    I'll begin with saying that Minecraft basically has two gameplay activities

    Survival and Construction

    -The first of which, you build yourself simple houses and run from/kill enemies while running on a difficulty besides peaceful

    -The second of which is slightly involved in the first, but mostly for people who play on peaceful and want to build.
    For those who say to build in creative mode, it lacks the satisfaction and interactivity of Beta, enough said.

    Minecraft needs to be able to be played while taking advantage of these two gameplay functionalities at once, to make it as enjoyable as possible.

    Let's examine the current state of playing minecraft with difficulty on

    -Lets say you're playing on easy, enemies hardly ever bother you, but on rare occasion kill you, you collect food and kill enemies for some supplies while you building mostly unbothered except for... creepers, they blow up and kill you, and ruin your creations.

    -Lets say you're playing on hard, enemies bother you most of the time, you die a bit, and you kill them to collect supplies while building, creepers, they blow up and kill you, and ruin your creations.

    upon examination we realize... there is almost no difference between the difficulties because of creepers.

    enemies damaging your creations should range from simple to extreme, while in the current game NO enemies even bother your creations except for creepers, and there isn't time to stop them, there isn't a struggle, they come up and explode. In order to stop creepers you have to keep your eyes open constantly and stop them all on sight, while no other enemies pose a significant threat.

    the next problem is more ethical than gameplay based, it's that zombies don't fit anymore. You craft items, you wear armor, you create a large amount of items, while the most common enemy is the catch-all zombie. Almost as a placeholder in the new version of the game "uh sure zombies why not" the game has advanced to a point where they feel WRONG.

    Minecraft has advanced into what should nearly be a fantasy survival, even seeming to want rpg elements. Zombies don't match the game. Mod's add creatures that feel more correct, like wolves and horses, creatures that match the enviroment like bears and polar bears.

    Minecraft has Biome's, but still runs the default set of placeholder enemies spawning in all of them. Enemies, that, again, scale completely improperly and feel to be from a different game, not coordinated to the building aspects of Minecraft.

    This is a upgrade to the game's basic functionality, and switching enemies to more suitable ones would be a big change, one that would be perfect to test in Notch's mentioned release candidates.

    Comments?

    Insulting me for not being able to handle enemies is a waste of time, I shouldn't even have to explain, and you shouldn't have to compensate for lack of confidence in yourself, right?
    Posted in: Suggestions
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    posted a message on The state of difficulty in Minecraft
    I'll begin with saying that Minecraft basically has two gameplay activities

    Survival and Construction

    -The first of which, you build yourself simple houses and run from/kill enemies while running on a difficulty besides peaceful

    -The second of which is slightly involved in the first, but mostly for people who play on peaceful and want to build.
    For those who say to build in creative mode, it lacks the satisfaction and interactivity of Beta, enough said.

    Minecraft needs to be able to be played while taking advantage of these two gameplay functionalities at once, to make it as enjoyable as possible.

    Let's examine the current state of playing minecraft with difficulty on

    -Lets say you're playing on easy, enemies hardly ever bother you, but on rare occasion kill you, you collect food and kill enemies for some supplies while you building mostly unbothered except for... creepers, they blow up and kill you, and ruin your creations.

    -Lets say you're playing on hard, enemies bother you most of the time, you die a bit, and you kill them to collect supplies while building, creepers, they blow up and kill you, and ruin your creations.

    upon examination we realize... there is almost no difference between the difficulties because of creepers.

    enemies damaging your creations should range from simple to extreme, while in the current game NO enemies even bother your creations except for creepers, and there isn't time to stop them, there isn't a struggle, they come up and explode. In order to stop creepers you have to keep your eyes open constantly and stop them all on sight, while no other enemies pose a significant threat.

    the next problem is more ethical than gameplay based, it's that zombies don't fit anymore. You craft items, you wear armor, you create a large amount of items, while the most common enemy is the catch-all zombie. Almost as a placeholder in the new version of the game "uh sure zombies why not" the game has advanced to a point where they feel WRONG.

    Minecraft has advanced into what should nearly be a fantasy survival, even seeming to want rpg elements. Zombies don't match the game. Mod's add creatures that feel more correct, like wolves and horses, creatures that match the enviroment like bears and polar bears.

    Minecraft has Biome's, but still runs the default set of placeholder enemies spawning in all of them. Enemies, that, again, scale completely improperly and feel to be from a different game, not coordinated to the building aspects of Minecraft.

    This is a upgrade to the game's basic functionality, and switching enemies to more suitable ones would be a big change, one that would be perfect to test in Notch's mentioned release candidates.

    Comments?

    Insulting me for not being able to handle enemies is a waste of time, I shouldn't even have to explain, and you shouldn't have to compensate for lack of confidence in yourself, right?
    Posted in: Survival Mode
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    posted a message on Aesthetically Pleasing Homes/Buildings
    Quote from Juburin »
    Quote from SonidZero »
    I made a house things, completely legit, all that


    top ten images in this album are also of it [and in 1440x900]
    http://s102.photobucket.com/albums/m111/Sonidzero/Minecraft%20Shots/


    looks nice, which texture pack is this?

    Frenden's, slightly modified, along with AO
    Posted in: Alpha - Survival Single Player
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    posted a message on Aesthetically Pleasing Homes/Buildings
    I made a house things, completely legit, all that


    top ten images in this album are also of it [and in 1440x900]
    http://s102.photobucket.com/albums/m111/Sonidzero/Minecraft%20Shots/
    Posted in: Alpha - Survival Single Player
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    posted a message on Minecraft Icon (OSX and windows)
    Quote from Emong »
    Quote from Avadi »
    That's awesome. Hope someone makes a windows icon.


    Here you go: http://www.mediafire.com/?8n0lzb11m4mjbg1

    Not really great quality, it only really looks good if you're using the biggest icon size you can.


    cool thanks
    Posted in: Mods Discussion
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    posted a message on Minecraft Icon (OSX and windows)
    I was linked to the orignal image remotely so if someone could link to the original author so I could give due credit



    OSX Download: http://www.mediafire.com/?4hayqlubleupf3i

    Windows Icon Download (Courtesy of Emong): http://www.mediafire.com/?8n0lzb11m4mjbg1
    Posted in: Mods Discussion
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    posted a message on [REQ] Texture pack previewer
    With the texture pack competition underway

    Im wondering if anyone has started work on, and if not, Im proposing that someone should make

    a texture pack previewer that works similarly to the skin previwer, even though it wouldnt NEED a built in editor, just something to run through the pack instead of having to compile the JAR and load the game
    Posted in: Mods Discussion
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    posted a message on Biome distribution in the *colors.png files
    Quote from Donkey Kong »
    Not too far off, Sonid, but definitely not exact.

    This is pretty close, give or take a pixel (not that it should matter, since they have smooth transitions:



    Thankyou so much Donky Kong!

    I hope you don't mind if I use this to make myself a lined template
    Posted in: Mods Discussion
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    posted a message on Biome distribution in the *colors.png files
    Quote from dancrum »
    Quote from The_Fool76 »
    I really think Notch was trying to mimic real world distributions but I think that was probably over-thinking the problem on his part. This is a game, we don't need real world distributions, we just need good-enough and a square mapping would have been good enough and faster to boot.


    I also think he went a bit overboard with the amount of biomes. Too many of them look the same, or just aren't needed. Really, he could have got by with just rainforest, forest, prairie, savanna, desert, and arctic. Having it actually rain in the rainforest would be nice too. :/


    I guess that means the template I was using was the closest to correct O.O

    I skewed and resized notch's sketch to make this yesterday, which is what I worked off of
    Posted in: Mods Discussion
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    posted a message on Biome distribution in the *colors.png files
    second*

    for some reason it wont let me edit that
    Posted in: Mods Discussion
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    posted a message on Biome distribution in the *colors.png files
    Quote from CreeperDaReeper »
    Quote from SonidZero »
    Quote from CreeperDaReeper »
    I'm not a troll. If you are baseing that decision off the number of posts I have, just stop.

    I'm allowed to argue my point if I want to anyway. To me, the one The_Fool got by using the games code, seems more correct than yours does.
    Yours is not totaly incorrect however, but not exact either.

    Lolz, lighten up a bit anyway, laterz.


    the only diference between our falsecolors is that in mine, one of the values is inverted, and the axis' are swapped

    its using a proportionally modified version of The_Fool's square generated falsecolor, as in: still based on the same code


    I know that your's is based off the one The_Fool made that didn't have the distortion effect added, (seriously though, why the heck did Notch do that?), only you flipped the image along a 45 degree angle axis that runs from the top left to the bottom right, then added the distortion affect.

    Laterz.


    yea I explained that in my first post

    it really seems like you don't read posts at all dude
    Posted in: Mods Discussion
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    posted a message on Biome distribution in the *colors.png files
    Quote from CreeperDaReeper »
    I'm not a troll. If you are baseing that decision off the number of posts I have, just stop.

    I'm allowed to argue my point if I want to anyway. To me, the one The_Fool got by using the games code, seems more correct than yours does.
    Yours is not totaly incorrect however, but not exact either.

    Lolz, lighten up a bit anyway, laterz.


    the only diference between our falsecolors is that in mine, one of the values is inverted, and the axis' are swapped

    its using a proportionally modified version of The_Fool's square generated falsecolor, as in: still based on the same code

    also "If you are baseing that decision off the number of posts I have, just stop."

    where did that even come from O.o
    Posted in: Mods Discussion
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    posted a message on Biome distribution in the *colors.png files
    Quote from CreeperDaReeper »

    Well compare the two false color ones, and keep in mind what each color means. That's what I meant by not right.

    Laterz.


    Tundra spanning from dull green to yellow doesnt make any sense at all
    swamp taking up a majority of the greenest part of the triangle doesnt make any sense either

    and in the game (where pumkings spawn) the seasonal forest is orangish, not dull blue-green

    my distribution shows tundra in the dullest blue section of the triangle, desert in the most yellow section, seasonal forest in the orangish section, forest taking up a majority of the green, rainforest in the brightest green, etc etc etc etc

    you have to be trolling to be arguing with me
    Posted in: Mods Discussion
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    posted a message on Biome distribution in the *colors.png files
    Quote from CreeperDaReeper »
    Umm actually, the way he had the false color one looked right. Your false color one is kinda messed up.

    Laterz.

    if you're talking about the blurring its because I couldnt find a "nearest neighbor" setting for distortion

    but look at where desert is, and seasonal forest, all of them match the colors in the default .png's

    and how sections aren't all completely scrunched up
    Posted in: Mods Discussion
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