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    posted a message on Hunger needs a tweak
    Speaking strictly from experience, I ran a half marathon last weekend and was STARVING when I finished.
    Posted in: Suggestions
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    posted a message on Some People Play Differently Than You
    Quote from GorgeousTaylor

    It's actually the other way around...


    Have to agree with that. Most of the topics I've seen are started by people from beta or later claiming to speak for the "veterans". Then you get a bunch of alpha and infdev people jumping in and telling them to speak for themselves because they certainly don't speak for us.

    Anybody who's been around that long knows that Minecraft is constantly evolving and not everything that makes it into the game is going to please everybody. You take the good with the bad and accept that in an open world game like this, not all features will appeal to everybody, nor should they. There are things I don't care for in the game, but I'm not going to take away somebody else's fun when I can simply ignore a feature that has no impact on the game as I play it.

    That's not to say that no amount of complaining is ever warranted. Glitches, balance issues, and unplanned exploits are going to be a norm with a small development team and no game testers. That's not really a nostalgia thing, though.
    Posted in: 1.1 Update Discussion
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    posted a message on desert wells = pigmen villages?
    Quote from Senorpigman

    I thought about and it might be wells for pigman villagers, implying that they said that they were adding them as villagers a long time ago :smile.gif:


    I kinda doubt it. They never said they were adding pigmen villagers. Someone suggested it and Notch just liked the idea. The original concept was for goblin villagers.
    Posted in: 1.1 Update Discussion
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    posted a message on This is game is getting better and better!
    Quote from haxjagarn

    And to think this game was to not be enhanced further when the final version came out. no really, that thought made me sad and I didn't play for awhile after that.


    Since when? They always said the game would continue to be updated and new content would be added after the full release. It was certain individuals in the community who claimed they wouldn't, despite assurances from Mojang to the contrary.
    Posted in: 1.1 Update Discussion
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    posted a message on Minecraft feels too...Lifeless.
    Now I see some people are concerned with the fact that every mob has to be useful in some way. I am just wondering, is something wrong with purely aesthetic mobs? I don't really think that it's going to clutter Minecraft too much, seeing as you can walk for chunks and chunks and barely see any wildlife at all.


    The reason people don't like the idea of purely aesthetic additions to the game is that they really don't do anything for the actual gameplay, yet still eat up development time and money that could be spent actually fixing bugs or adding in new features which do have an impact on how we play the game. They also add to overhead on the game, which can hurt performance. Hardly seems worth it in a game like Minecraft, where the visuals obviously aren't the game's strongest element, to be spending time and effort adding an effect that some players will find cute the first time they see it and then tune it out from then on.
    Posted in: 1.1 Update Discussion
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    posted a message on Minecraft feels too...Lifeless.
    Quote from lordfrosteye

    While I agree that hostile mobs during the day is a little harsh, day-time mobs don't necessarily have to spawn the very first day of the creation of the world. Maybe 3-4 days after the world was created it's fine. Besides, you can always switch to peaceful to despawn all the hostiles.


    Still doesn't work with SMP. People can join a server at any point. If you're going to have any sort of scaling difficulty, it can't be based on play time.
    Posted in: 1.1 Update Discussion
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    posted a message on Minecraft feels too...Lifeless.
    I think the quantity of mobs is fine, but some tweaks could be made to make them work better. In a way, the addition of ocelots could pave the way for more biome specific passive mobs. Imagine if we had bison wandering the plains, wild boars in the swamps, and mountain goats or sheep up in the mountains with chickens wandering around a variety of biomes. These animals would have different models and textures than the farm variety and maybe even different AI, but when tamed with wheat or some other element would become the farm variety. It would add a lot to the atmosphere of different biomes, but wouldn't add pointless extra mobs as the different models are really just retextured and slightly altered versions of the existing mobs.

    As someone else mentioned, a system like mAtmos could also add some life to the world. You don't necessarily need physical animals, but simple bird and insect noises give an impression of life. Of course, I'd also like to see the wind effects, lava noises, echos underground and dripping or sizzling when near water or lava underground. It would also be nice if water only made the gurgling noise when you were close to water in motion.

    I'm sure we'll see additional mobs added, there was talk of adding monkeys, before, but I don't think they need to get carried away with a lot of mobs when they likely won't have much use apart from being simple duplicates of existing mobs. Although I would love to see the cooking/food system expanded on significantly with different kinds of food that the player can grow, raise, and craft for different effects (or possibly with a retooled hunger system).

    I also think hostile mobs during the day is a bad idea. Part of the challenge of Minecraft is rushing through that first day trying to prepare yourself for the first night. Since the worlds are random and there is no real rhyme or reason to where you start, some people will find it incredibly hard when they start a new game in a hostile biome and end up having to restart their maps because of an unbalanced difficulty curve.

    At night, that's a different matter altogether, though, and it may be interesting if people have to develop different strategies to survive in different biomes due to differences in enemies and enemy AI based on the location, but I think hostile mobs should still be restricted to the night so players have the buffer starting out to prepare.
    Posted in: 1.1 Update Discussion
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    posted a message on Making Minecraft Challenging
    I'm not fond of the scaling difficulty by depth approach. I'd rather see it tied to biomes or dimension. I'd also like to see there be some purpose for fighting higher level enemies. More XP, special materials for enchanting or some other reward for taking on more challenging fights.

    I'm not thrilled by simply having different tiers of the same enemies, either. I'd rather see completely different mobs, possibly with custom mini-biomes or even randomly spawning or summon-able minibosses.
    Posted in: Suggestions
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    posted a message on Ever had the feeling Minecraft's lost its touch?
    Still feels like the same old Minecraft to me. The additions and changes haven't really changed the feel for me, they've just given me more options and things to do. I still spend most of my time mining for resources, crafting useful items and building stupidly complex structures just to amuse myself.
    Posted in: 1.1 Update Discussion
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    posted a message on Collecting "anonymous" data
    I can really only see stuff like this as a good thing. You can't get much better player feedback than actual concrete data on what players do in game. You really can't get accurate feedback listening to people ***** and complain online since those who feel burned by the dev are going to be far more vocal than those who are happy with the game. And with an audience in the millions, you're going to have disgruntled people with every addition, change, cut or alteration the game gets.
    Posted in: Discussion
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    posted a message on Do cats take less fall damage? Or even any at all?
    One of my real life cats is a total klutz. He never lands on his feet and he's always falling off of things. I'd have to say the balance thing is a myth and the gracefulness of cats varies from cat to cat. My other cat never has any trouble handling vertical movement, but sometimes misjudges distances when running and can end up going head first into a wall. Although I have to admit, dumb cats are incredibly social creatures. Moreso than any dog I've had.
    Posted in: 1.1 Update Discussion
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    posted a message on Should 'taming' an ocelot make a domestic cat or not?
    Either the question is misleading or you're missing some options.
    Posted in: 1.1 Update Discussion
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    posted a message on Is climbable vines a good idea?
    While you can grow vines, they aren't as efficient for quick or temporary uses. Ladders are still cheaper since wood is just as renewable and the return is 2 ladders for every 7/8 block of wood. Yeah, you have to do a little more to process the wood, but you also have to gather materials to be able to harvest the vines. Between hunting down iron ingots to harvest vines and processing the wood to make ladders, the processing takes less time.

    Also, for those using the 'can't climb vines in real life', lets remember that there aren't skeletons, giant spiders, and exploding shrub monsters in real life also.


    Actually, climbing vines is not that far fetched. I've done it in real life and not even in a tropical area.
    Posted in: 1.1 Update Discussion
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    posted a message on Is it just me, or is Jeb better for Minecraft than Notch?
    Delivering a product the customer likes is not always the same as building a product based on customer feedback. Just because a gamer knows they enjoy a game doesn't mean they know what elements work together to give them that experience. Gamers have a tendency to really not understand game design theory and will often ask for things which ultimately make the game less balanced and fun for the majority of players. Generally game designers strive to make a game that suits their personal tastes and rely very little on feedback from their potential audience. Usually, the kind of games which are built around a target audience are licensed games and games for kids, and those are almost universally bad.
    Posted in: 1.1 Update Discussion
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    posted a message on Jeb fixed armor! Hazaaa!
    Quote from KyoShinda

    Well, the mentality of the end is fighting difficult mobs to enter a small linear storyline of sorts. It would be the perfect place to enact a locked mode for those who are the focused destroyers and not the casual gamers.


    Unlockable modes, however, defeats the purpose of a game with a massive persistent world and building aspects, especially when the more challenging aspects serve no purpose once you've beaten the boss. Some people want a challenge right from the start, without having to trudge through several hours of easy boredom just to unlock that ability. Plus you basically have two possible scenarios with an unlockable difficulty level. Either you have to sacrifice everything you've done so far to start over with the new setting, or you continue in a world where you've already bested the major challenges and have established yourself, making the change in difficulty mostly pretty pointless. Neither situation is really ideal.
    Posted in: 1.1 Update Discussion
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