Best way on how to get feedback on how people are playing is with a simple poll. Please, PLEASE don't add some phone-home aspect to the game beyond logging in. THIS is why people HATE Origins, Steam, and others once you get beyond the various nuances of the service. Yes, I know, we know, everyone knows that this sort of information is useful when planning a game. But honestly, we have to deal with enough of this crap being forced upon us for EVERY damn game we might want to play these days.
Once again, on behalf of all the players of your game, who have supported you this whole time Please, PLEASE do not add this sort of reporting aspect to your game. If people want to tell you how they play your game, most are willing to offer up some of that information willingly as long as it is ENTIRELY voluntary, and is not some core aspect of the game.
This sort of feature will just lead to more people using cracked versions of the game just like every other game that has decided to add similar features (DRM or not).
- Vagrant0
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Nov 11, 2011Vagrant0 posted a message on Scrolls is launching tonight, and by Scrolls, we mean SkyrimPosted in: NewsQuote from jsg0291
C. Their modding support is not as bad as you, and a few "recognized" modders have gone around talking down about. There are many "recognized" modders who are perfectly fine with how Curse index's the mods and supports them. First off if you go to the modding section, what do you mostly see? You usually see mods from "recognized" modders that make great ones, right on the front page. It's not impossible.
Ok, stop. Yes, you. Let's discuss this in depth for a moment. We're talking about This:
http://www.curse.com/server-mods/minecraft
AND this:
http://www.minecraftforum.net/forum/56-mapping-and-modding/
First the site. Offhand... the categories are poorly defined for first time users who might be looking for a specific mod, and 1/3 of the page is taken up by something which probably isn't immediately relevant to what they might even be browsing for. When you look further, even the main separation "Client" and "Server" isn't really even well defined since many of the mods listed under "Server" are mods which work on Single player and are merely compatible with servers. This wouldn't be such a problem, if the categories were consistent between the two sections or if the definitions were established as to what is and is not a "Server" mod. Coupled with the fact that "Server" mods are the default page when even finding the site (also not particularly obvious), it makes it difficult for anyone who isn't running a SMP server to really find anything, let alone something they might want without just looking in all the categories. The site itself is clunky and non-intuitive. Even if someone wanted to find, for instance, that Obsidian weapons mod that their friend is using, they would have to be able to see the text "Client mods", know what "Client" mods were, and distinguish the word "Client" from Curse Client (Next to the Downloads button, but for other Curse games so doesn't help in the slightest and just serves to annoy). Then scroll through the list past some broad reaching mods to find one that might possibly be the right one (It has to be because there's only one on the whole site), only to find that the author of the mod they really wanted uploaded somewhere else.
If the site isn't easy to use, mod authors won't use it or upload their stuff there. If people can't find what they want there, they won't use the site. Even finding the site means actually looking for the link since there is no direct link to the Minecraft mods site from the forums. Anywhere.
Now let's look at the forums. This is actually where most people get their mods and is most familiar to users of Minecraft mods. But, there's a problem. There is only one sub-forum for ALL mods. Multiple sub-forums could easily be created, and in time even be populated. It would take all of maybe 10 minutes to add a few general categories to make things more orderly and easier to find relevant mods. But it isn't done. Several suggestions have been made, even going as far as mentioning categories that would work, but these were ignored.
Even if someone is willing to accept these issues as just the nitpicking of some nobody. The fact is there, it could still stand for a fair amount of improvement to make it more workable for all users. There could be a stronger connection between the two. But it isn't there. Minecraft by and large seems to be more of an afterthought for Curse. Sure, it takes some of the burden of administration off Mojang... But Mojang, the company whom most everyone around here has rallied behind seems to be getting the short end of the stick. This news post, just another slap in the face.
Quote from jsg0291
D. Of COURSE Curse will compete with rival sites. That shows that they WANT to stick around and keep on top of the game. For US that means Minecraft forum is going to be doing well too.
Erm, no. Not really. These sites were not rival sites before Curse up and decided to move out from their mainstay, WoW mods. It's not simply a matter of expansion, expansion was them moving to take care of Minecraft, Terreria, and some of their recent MMOs. It's expansion for the sake of creating a rivalry. It's expansion because they saw other sites doing something remotely related with their own, and decided that they wanted a piece of it. And you know what, if that's what they want to do, more power to them. But here's the problem, and it's a big one. As much as they, and users of their site might dislike or distrust another site popping up to cover WoW addons, the people of these communities distrust and dislike another site walking into their territory and trying to split the community. On one hand, over time, this could be eased out. On the other, it will only work if the people behind this movement have a keen and clear understanding of what makes that community tick. In this case, Curse doesn't seem inclined toward either. They want a community to spring up suddenly, and quite simply didn't do their homework short of seeing who they could pay off to suddenly get a community.
What that means for US is this... Curse is really only concerned about expanding, rather than making current ventures that much better. They're spending all this money on an uphill battle instead of enhancing and maintaining what they have. As they monetize more, and offer more contests, expect users like yourself to foot the bill. As you seem interested in the longevity of Curse, you should be even more concerned about their recent ventures toward those areas which aren't as viable at bringing in users and revenue for the amount spent trying to build usage. It's all about business, and a very critical part of any business is doing research into prospective markets before jumping into them. -
Nov 11, 2011Vagrant0 posted a message on Scrolls is launching tonight, and by Scrolls, we mean SkyrimPosted in: News
Actually... no. Essentially Curse is trying to get into Skyrim mods, despite the fact that there are numerous other well established mod sites which host mod content for free and which don't have troublesome restrictions.
Needless to say, as thrilled as they might be over it, nothing they seem to be doing the matter is particularly good. In addition to the poor placement here given the uproar over the recent legal issues...
http://forums.bethsoft.com/index.php?/topic/1256501-skyrim-mods-contest-15000-in-prizes/
http://forums.bethsoft.com/index.php?/topic/1256539-skyrimforge-mod-hosting-development-tools-and-much-more/
I know they're trying to get something established, but frankly they don't have the slightest understanding of what they're doing (given the relative lack of mod hosting and indexing here for Minecraft... A game which has a thriving and virtually untapped and needy modding community). Just so that they can try and work into other games covered by competing sites (they've recently opened sections for other Bethsoft games (largely ignored)). I know this post probably won't go over well with the admin and staff here, but it has to be said, and really... You have a great capability to get something established with Minecraft and Mojang... You might want to... you know... develop that a bit better instead of jumping head first into an area where you have no friends, and where you have no real touch with anything about those communities (short of maybe using some mods yourselves).
If I was Mojang, personally I would be upset that you were trying to use a site related to their game to advertise an unrelated project for another game. Alienating good partners for the sake of something you're literally dumping handfulls of money into (some of it questionable) is just bad business. For a mod site, trust is important, and Curse seems to have forgotten this. Contests don't build community, they just build people making stuff for contests until they get bored of dealing with it.
Also... Skyrim modding ≠ Programming. Just saying. Modding Skyrim at the moment is kinda not happening since the SDK isn't released either. Hope you guys weren't expecting any reasonably large or meaningful mods for atleast a month or two.
*Edit*
Just noticed that the deadline for completed mods is the 15th... I LOL'ed. Can tell you what the top mods will be...
UI/Map
Some minor tweak to the UI to move something out of an annoying position. In game map is a live render, so needs both the SDK AND some idea of what to do with it to do anything... So at most probably something that reveals hidden map markers.
Character/NPC
Some variety here... Not much though since people would have at most, a week to figure things out and put together a mod... At most, new eye/creation textures or a new shop NPC if someone really gets ambitious.
Weapons
No SDK means no weapon mods. No working mesh exporter means no new meshes. Expect some recycled Oblivion/FO3 stuff, or slightly retextured Skyrim weapons if anything.
Quest
I LOL'ed hard. Not going to happen. Not by those standards. Not in that timeframe. Not even if people KNEW what they were doing. This is what happens when people who have ABSOLUTELY NO understanding of what goes into a mod or what modding is like in early months make a contest. A well made, working quest mod takes Months... plural, for there to be any depth beyond "note leading to some cave, recycled vanilla treasure".
Will laugh harder if Bethsoft is as slow at releasing the kit as they were with FO3. -
Sep 23, 2011Vagrant0 posted a message on 1.9 Pre-Release is Out for Testing!Posted in: NewsQuote from spykee
1.10!
That's the silliest name I've ever heard! It's like saying twentytwelve!
It should be 2.0!(seems like someone has to teach Notch basic mathematics)
Nah, he's using 16-bit version numbers now... It happens when you code too much.
Works better than 1.A I think. -
Jul 21, 2011Vagrant0 posted a message on Notch Reveals Leveling and PermadeathFirst mod for 1.8... Probably removal of permadeath in favor of just losing exp. If you wan to give those ''play'.' class='bbc'>hardcore' players something to play with, add a 1 life to live option and just be done with it.Posted in: News
Playing the game itself is just too prone to "oops, creeper" to have any sort of dynamic like this. That is WHY you made creepers like they are afterall, so people can have the "oh ****!" factor, pick up their pieces, and go back to what they were doing. Death has enough penalty in the fact that you lose whatever you had on you, which can make hours of mining go to waste instantly. Isn't this enough? - To post a comment, please login.
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Erm... You decided to start a hardcore game in a new world, knowing nothing about how the game changed... Your own problem. Either run away till you grow a pair and get reasonably prepared, or just start a new world. Leeroy Jenkins style with stone sword and some blocks/terrain for hiding behind also works.
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With forestry you get machines that automatically plant and harvest trees. From buildcraft you get automated crafting and a way to move materials around from one machine to another as well as a way to keep the carpenter full.
The only real work involved is making a few fairly expensive blocks and organizing the pipes and engines into an automated system. Then you have an endless supply of paper. Or, you could just make an automated sugarcane farm and essentially do the same thing with fewer machines. As soon as you start adding in mods that automate stuff for you, several aspects of balance tend to go away.
From what it looks like, the new research mechanic for TC3 doesn't have this same problem though.
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Something along the lines of:
Texturepacks
-> Player Skins
-> Minor Retextures
-> Full Resource Packs
Mod Discussion
-> Biome/Weather/Realm Mods
-> NPC/Enemy/Wildlife Mods
-> Equipment/Ore/Tool Mods
-> Tech/crafting Mods
-> Block Mods
-> Misc Gameplay Mods
Maps
-> Challenge/CTM Maps
-> Story/adventure Maps
-> Parqour (sp*) Maps
-> Other Maps
-> Map Discussions
Videos-> Update Based
-> Mod Spotlights
-> Texture Spotlights
-> Tutorials
-> Music Videos
-> Animations/Machinima
*scratch that, you pretty much already did this (although you now have 2 sections for LP/livestream), it just wasn't showing for some reason*
Suggestions
-> Biome/World Generation related
-> New blocks
-> New tools
-> New enemies
-> Gameplay Mechanic changes
-> Other Changes
I'm well aware that it would still get cluttered and things would still often end up in more than one spot, or get moved around based on interpretation. But for the most part it would go a long way toward making these areas more usable from the standpoint that most of the content in those areas would be related to that subgroup. Currently, part of the problem with the mods section is that you can wind up searching 8 or 9 pages just for a popular mod (due to the rate of people posting), and is almost useless for browsing to see what is out there or looking for mods along a similar thead since they're all jumbled. The maps and suggestions areas are often a similar situation. Most of the more prominent content creators, or atleast those who really want their content seen can simply request that their thread be moved (to be handled whenever staff has time).
All of the main sections would still allow posting for those things which aren't yet moved, or for those things that don't really fit into any subgrouping, so it would still require some amount of labor, but since you would eventually have fewer topics to manage and sort, you could notice trends in common threads more often and create additional sections or expand the existing ones based on the established framework.
I know someone out there is screaming "Just use the Curse site", or some other mod database. The rather large problem with this is that most of the mods being made are only being posted in the forums since those authors want to use adfly or other link services. Even still, sorry to say, but the categories within the Curse site are just plain rubbish for anyone who is looking for anything other than server administration/content mods. And even then it's primarily smaller mods which are hard to comb through.
I mention this not only as a user of this site, but also with the experience of managing the similar work on another large and active forum. While it may seem like more work getting it setup, the result of people being able to find things and having some idea where to post them eventually pays off. As much as you or those related to you may try to push the Curse site and client onto players/mod makers, the reality is that a vast majority of users who play Minecraft simply prefer to use the forums to find what they want and stay informed.
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Then you won't be able to create the wither close to where the enemy base is. Seems like a broken mechanic to me though...
If you're going to have a mod that protects things like that, then the people playing on it shouldn't be using bosses or other exploits to get around that protection as they will almost certainly be banned and the server rolled back as a result. Kinda pointless unless your server sucks or is full of people who want to cheat, which makes everything even more pointless. Frankly you're better off just killing the boss as a team and making a few beacons inside your territory or use all that preparation time to get your side better stuff as it will almost certainly be better than whatever you can raid from your enemy.
If you're not going to have some sort of protection, then it just makes more sense to mine into places.
Either way, the whole point of such a server is to attack players and have fun fighting and building to counter eachother... The whole premise behind the server goes to crap when you just go walking in and breaking things when nobody else is on the server.
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This is of course ignoring the fact that anyone trying this pretty much now has a witherboss to deal with that is now guarding the area. Nevermind it being much more difficult to do when you have a larger wall that is more than 1 layer thick since the video clearly shows that you need to pretty much move either under the base or have a squared corner so that the mob paths through it.
Given the time it takes and having to deal with said boss, it's easier to just place ladders on the wall to climb over, build something on the roof to protect against archers, and just mine through the obsidian. There is no wall design which cannot be defeated with ladders and a pickaxe, or some filler blocks.
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Reeds are your friend. About as much value as obsidian, but easier to get in large quantities.
0
In both cases you usually have some walls to duck behind to avoid being hit, and any digging out that he might do from moving around really only just makes him easier to get to, and gives you other passages to get to. After a point it might get slightly harder since you'll have mobs spawning in the dark spots, but since you should have enchanted diamond gear before even thinking about fighting the boss normal mobs aren't much of a threat and can be used to absorb some of the hits.
Frankly, having a boss which is difficult but entirely optional seems like a great idea and should be kept as is with only minor changes to AI and fighting patterns.
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With exp being easier to get, it levels the playing field alot more, and removes the necessity of someone monopolizing a mob spawner while making the base resouces, like diamond and iron, more valuable since players are having to deal with more than just basic equipment and fights aren't as short lived (making weapons and armor wear out more). It actually adds MORE challenge and difficulty to a game when you don't have such a large power-gap between players. If anything, the only place where difficulty is a little lacking is in regards to mobs... But that has always been a case, even before enchantments.
The problem isn't the game changes... It's that you or your players have this notion that they should have a clear advantage over everyone else on your server simply because they were first to get a few diamonds and a working mob grinder. Or this faulty belief that Minecraft should be hard.
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For a mushroom, you just need dirt that is covered above with 6 spaces between, and need to use bonemeal.
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Because people are going to connect the two no matter what you do. You could have a mandatory requirement to read a wikipedia article on alchemy and a 500 question test on it before allowing people to play the mod, and people would still link it to the anime. At some point it stops making sense to fight it, and instead you can borrow some concepts and ideas to make neat mechanics and such to make the mod more fun.
It's kinda like why Adam Sandler stopped being a comedian. People knew he was't funny any more, he knew he wasn't funny any more... So he moved on and started making dramas... We can only hope that EE3 ends up better.
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Not in some challenge maps that use this mechanic as the only way to make a nether portal and progress through the map. It's also still easier to build a 32x8 wall of obsidian using redstone and formwork than burning through diamond pickaxes as you wear out your mouse button. Nevermind 4 32x8x2 walls with floor and ceiling as a means of building an explosion-proof bunker. Nevermind the accidental mistake when placing the obsidian to eat through even more durability on your diamond pickaxe... There is no such thing as accidental placement when casting obsidian unless you're an idiot.
Redstone is usually plentiful enough on most servers, even those where mods like RedPower or Industrial Craft are installed. Lava... sometimes... not so much since all it takes is some douche hooking up pumps to a bank of geothermal generators to drain a 500x500 section of the nether dry.
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Your memory is broken, you were using mods, or you cheated in the enchantments.
Doesn't change the fact that two instances of any of the protections at IV on any equipment tops out all the bonus protection you receive, so even if you had a Projectile Protection IV, Fire Protection IV, and Explosion Protection IV on a piece of equipment, you're really only receiving the benefit of two of them, and any additional protection echantments on any other equipment might not even be factored.
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It doesn't confuse lava... It doesn't confuse redstone signals. It detects lava falling on redstone dust at the same time as it hits water and purposely creates an obsidian block. Look in the code. If it were a bug then virtually any other entity that burns in lava would also create an obsidian block when cooled.
Doesn't actally confirm it as a bug, just that he wasn't going to fix it. The feature was present in Alpha versions during the time when Notch was essentially just adding things that came to mind, and as anyone can tell you looking at the code, Notch is not the most detail oriented person and really wasn't making much of an attempt to keep track of what was and was not added to the game. It was in the game for several months before anyone even mentioned it... What you call a bug, I call a secret friday mechanic. That's pretty much how all Secret Friday additions were done.
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Second. This feature was present even in Alpha, and pre-dates the Nether update (proven easily using MCNostolgia and using a version before the halloween update) when lava was a more finite resource and redstone had fewer uses for the average player (no pistons, powered cart tracks, lamps). It just wasn't discovered by players until 2011. I have personally verified this fact using an old alpha version of the game. Being part of Alpha is one of the reasons why it isn't listed in any of the patch notes since during this time the coding was done exclusively by Notch, all updates were "secret", and Notch pretty much had the freedom to add anything he darn well wished.
So kindly... please stop talking out of your ass when you don't know anything about the actual state of a feature.
As for it being necessary... No, but it can still be useful in some cases where a source of lava isn't plentiful, or where you are wanting to build large structures out of obsidian without having to mine each and every block with diamond tools. It's far easier to setup a formwork and cast the obsidian in place. Due to it not being well known, it also has uses in challenge maps and the like where access to lava may be much more limited.
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Clearly you have been living in a hole in the ground...
Almost everyone with half a sense of what the heck was going on with the game could have told you months ago that 1.3 would be a bugridden cesspot of crappitude. Evidence for this was in the first few snapshots for 1.3 which were virtually unplayable due to the code merge. The code merge was necessary to not only make the API work, but to also make BUGS EASIER TO FIX due to changes no longer needing to be made individually for SMP and SSP. Go back and look at forum posts 2 months ago. Look at the dozens of videos showcasing the MANY bugs from the 1.3 snapshots. It's not being apoligetic, it's the facts.
Bugs are fixed constantly with the game code, this was why 1.2.5 was the more stable release of the 1.2 series. But new bugs are made with every major version because new things are being added.
Mojang could have stopped updating after 1.0 and only done bugfixes and you would have gotten exactly what you paid for, but since they want to keep their game envolving, they add new content. So either you have new content and occasionally have to wait a few updates for major bugs to be resolved and keep your bitching to yourself. Or find a previous version that you like, and just play that version and keep your bitching to yourself. I'm sure there are a handful of those "Adventure mode sucks" people who are still playing 1.7.3. All your bitching about how 1.3 is buggy doesn't help anyone and is only cluttering the board and preventing people from discussing feedback on future aditions to the game, or suggesting ways to improve that game. Unless you are actually providing useful information related to a bug and how it might be resolved... We don't give a ****, Mojang doesn't give a ****, and the bug that annoys you is likely already being worked on to be fixed sometime in the next 1-12 months.