Everyone who asks for an update, just shut up and STOP! Let Frizzil do what he wants! I know that many of us hate "when will this update to this and that", just be patient and quiet. Use your manners.
Ooo... Plot. I don't exactly know if the action-y feel of this game (And this is it's own game at this point. Or at least a TC) warrants a full-fledged plot. Plot is just the stuff I annoyedly click through in these types of games, usually.
That being said, I agree quests would be neat.
If you're going to do the whole plot thing, may I suggest a randomly generated plot, in keeping with the random = fresh = fun theme? Perhaps there's a list of plots to be randomly assigned or even combined randomly, or more awesomely, allow the community to come up with quests and plots themselves.
I'd love to design some towns and dungeons with awesome scripted quests to go into the pool of possible randomness.
And you know someone will eventually do an Israphel plot in honor of the Yogscast.
And if you include some kind of in-game editor for creating towns, dungeons, and plots (Even if it's just command-based), my god... You'd surpass Notch in game creation prowess. That would just catapult the whole creation / sharing element of Minecraft to the next level. Instead of just creating and sharing structures and maps, average players can create and share entire gaming experiences.
Maybe it's a bit beyond the scope of this mod though; Including a whole adventure editor like that. But like I said, you'd surpass Notch if you could pull it off.
Please, just leave it plot-less >_< Miniature quest arcs and such are one thing, but while there are some games where a plot works really well, Minecraft is not one of them. The innate fun of Hack/Mine, in my opinion, is exploring, killing monsters, looting dungeons, and advancing your characters(preferably in a multiplayer setting). Trying to shoehorn in an overarching plot(especially if it started when you generated your character) would detract from that, I think.
Well Hack/Mine is all about roaming and progressing, so you don't really need to follow the plot you can also just roam around and do **** that you want to do.
Frizzil's system for adding mobs and dungeons seems very flexible. Perhaps he could list here/code rudimentary tools for mob and dungeon module addition into hack/mine so that some of this can be crowd-sourced? I believe millenaire has had limited success with this, though it requires a corp of dedicated fans
Not just dedicated fans, but technically-inclined dedicated fans with lots of free time. Formivore's Walled City mod also had a scripting engine, one to build custom randomized cities, but no one ever made or shared any.
That's why I think a full-fledged in-game editor for building mobs, dungeons, quests, etc, would open up the creative process to a far wider audience. But it'd practically have to be it's own mod, or an entirely separate application.
Maybe someone some day will take Frizzil's scripting engine and tack on such an editor. Or maybe in the far future, Frizzil will find the ambition himself. I can only hope.
PS: Frizzil, may I also suggest instanced dungeons for the future? Perhaps with the added benefit of them being somewhat randomized each time you leave and reenter them (With a timer, of course, so you can run to town and return to the same dungeon when necessary) so you can replay ones you enjoy with a fresh experience. Instanced dungeons would probably be extra important if they pertain to plot and are going to be accessible on an SMP server. No fun finding out the plot dungeon you just found is already cleared out.
Lots of mod developers have already cracked the random instanced world thing very effectively (Mystcraft, for example.)
Plus you could make some truly large dungeons if they're not constrained by the overworld, jockeying as they are for position with every other dungeon and randomly generated structure. How about an infinite dungeon as well? I'd love to swap tales with friends about how far they managed to get into the infinite dungeon before succumbing to a lack of supplies or death.
And I guess a party system would be necessary so you can explore instanced dungeons together (Though I think you mentioned parties are already being considered for the future.)
Man, I wish I knew more Java. It seems like all the ideas I want to suggest for this mod are way too ambitious for anything less than an entire team of developers. No offense to you, Frizzil! What you've done here already with this mod far surpasses 90% of all mods currently out there in both scope and depth.
PPS: More randomness is always better, as far as I'm concerned. Players love to think something was tailored JUST for them, and that they might be the only people in the world who got to experience it that way. Sharing tales of unique experiences is much more fun than sharing like ones, imho. Plus it opens things up to much more repetition. If I know a dungeon will always be way different every time I enter, I'd be much more inclined to visit it more than once - Just in case I'm presented with an even better experience this time around - A new piece of equipment, or a fun mini-boss battle, or an awesome creepy and well-detailed section of dungeon I've never seen before.
What are the data values introduced? *as used in give cat348 ##
because i tried to put TMI In with it and nothing happened .-.
currently any mods dont work with this one because i dont think its a good idea to mix mods with an already awesome mod. you can get all the stuff in the game if you used creative mode or use a server and made yourself op and change your gamemode to creative.
Have YOU ever tried making/updating an awesome mod? Because its a little more than pressing an 'UPDATE' button
Awesome mod, btw. Do you know if you could get technic launcher to have v 6.0? Because all the servers i have tried to play on say i need ti have a newer version XD
If the server (like mine) is running the 0.6 dev version, just click 'Options' in the Technic launcher and select either the dev version that you want to use, or you can opt to always use the Dev version.
A guide I made for my players to connect to the server covers this, if you need pictures to see what I'm talking about: http://mcwiki.ruinat...ne_Server_Guide
With 1.4, are you going to be working with the MineCraft API?
I'm primarily interested in, for my Hack/Mine server, adding in some more social elements.
Otherwise, suggestions I have for Hack/Mine would be:
-Something similar to Towny. Players can claim (and thereby protect) land, and disable PVP/Explosions on claimed land, along with controlling item use (chests, doors). I use towny for this example (instead of Factions or SimpleClans), because Towny has more of an "RPG" feel to it.
-Some sort of method (like Permissions) for distinguishing between Ops and normal players. A colored name for an op would go a long way.
-A warp system, or home system. Any method for players to save their location. Starting back at spawn (at very high levels) is painful.
---
In an ideal world, I'd run Hack/Mine with Towny, PEX (Permissions Ex), Multiverse Core (Multi-Worlds Support), Essentials, WorldGuard/World Edit, AutoAnnouncer, and DailyBonus.
-Towny for the social experience and land protection elements.
-Multiverse Core for creating a second world. One world for building, one world for exploring.
The exploration world could be reloaded/regenerated periodically so low level players have dungeons to explore.
-WorldGuard for Region Support, and disabling FireSpread.
-World Edit for generating server structures and repairing map damage (from those damn roflcondas).
-I use AutoAnnouncer to deliver important information to players, like changes to the server.
-Dailybonus gives players specified items upon logging in, which gives them incentive to pop on once a day.
currently any mods dont work with this one because i dont think its a good idea to mix mods with an already awesome mod. you can get all the stuff in the game if you used creative mode or use a server and made yourself op and change your gamemode to creative.
well i find the /give command still works if yer' OP'd on a server
and all items have data values
I run a server, and I was just wondering if you had an estimated time on the next recommended release. I don't want to start a world and have to delete it if the next release is soon.
And on another note, will there be trading between players? I read that there will be trading with NPCs but I think for a server player trading is much more of a priority than NPC trading.
And on another note, will there be trading between players? I read that there will be trading with NPCs but I think for a server player trading is much more of a priority than NPC trading.
Trading between players isn't really important IMO, whenever I get an item better than my previous one I equip it, then I either Hoarde the previous weapons, or I give it away to other players for free.
If someone really wants to trade they can just drop trade.
Trading between players isn't really important IMO, whenever I get an item better than my previous one I equip it, then I either Hoarde the previous weapons, or I give it away to other players for free.
If someone really wants to trade they can just drop trade.
I just see this as importance for the new currency. Players will want money, and as you get higher level and rarer equips you could sell them to other players. Drop trade is really annoying; the player would need to trust one another, and would have to type the stats in chat. Just much easier if there was a player to player trading system.
@Escox So spawn isn't destroyed. I figured that was known by now, vanilla multiplayer servers have that.
@EMOberger In this update? Maybe, but the way the game currently stands, I see no reason for a trading system. We had a server of 8 people, and we never needed to trade.
@cpypcy Muliple people have already done this, there were a LOT of skins and models submitted earlier for the mod.
@Rastas11 When he gets to it, and find one yourself. I'm sure there's one in the thread somewhere.
Here is my opinion after playing the technic launcher version of this. Take them as you will or leave them. These are just the opinions and suggestions of a very opinionated person.
Okay, the towers, there are too many of them, and the invincible blocks are.. well a bad idea. They are impossible to assail if someone hides in them (lava door). But they make poor bases except in the earliest levels. In short, they are a bit of an eyesore. They are good for a little farm, but that is about it. Keep in mind vanilla only has one invulnerable block, and it is very much out of the way, and for your own safety. Perhaps the resistance of a Block of Diamond (25s 25s 25s 1.25s 0.95s 25s).
Moving on, ranger is a rather weak class. The only benefit it really has is climbing natural blocks. Bows draw slow and don't do that amazing of damage. Mobs tend to run towards you when they see you or get hit by you. So ranged is good in theory, but poor in practice. Best off just using a wizard (blink is nearly if not better movement ability).
That note, the inventory should be redone, the abilities, stats and book on one page, and the inventory and items/craft on the other (default) page. Since a paged inventory is annoying for most of us already used to minecraft.
I do like the race variation, I definitely like halflings since it better suits the skin I am using anyway.
Fixing the rangers would to introduce a stealth mechanic (at least from mobs), where you can hide among leaves etc, and spiders/creepers can't see you through objects, etc. Which would go a ways to balancing out and making their bows more useful. Since they could take a number of shots before being detected (that is the mobs would have to be much closer to detect them).
A little variation in the icons for items would be nice, but I know the pain of designing graphics and it is not fun (being a programmer and all, heh), so I can easily forgive that. I haven't gotten very far in a game, but also, the redness of the red biome you have hurts my eyes a little, dimming down the saturation some wouldn't hurt.
1. To address your first note, I disagree to an extent. While the invincibility can be problematic, it sets an area where new players can hide from Roflconda's, which are a REALLY difficult MOB at beginning-game. As for them being overly-abundant, I disagree. I can find them fairly often, but there are in no way "too many" of them. The only qualm I have with the towers, is that the rewards are to frivolous to even go in for. Hopefully that will be fixed in this new packed-update.
2. I agree that the Ranger is underpowered, at least for MOB battles. On PVP however, the climbing ability makes him overpowered. There needs to be a balance somewhere for that, perhaps 1.5X more damage to MOBS and .7 Damage to PVP. I'm not entirely sure how that would work out. Maybe the new spells and content added in the next update will fix the ranger, but who knows.
3. The inventory is already being worked on (or finished) in the next update. When that update will be, I have no idea, but that was one of the priorities for this new version, along with content expansions.
4. As for biome saturation, I don't think that's a big problem. You can simply turn down the brighness on your game, as I have no problems coping with the red. The game is meant to be played so when it's dark in a tunnel, you can't see, but I know a lot of people who use max brightness to cheat this.
TL:DR
1. I think the towers should stay invulnerable, there aren't that many TBH, and it saves new players from Roflconda death. What they need is Better Loot to make it worth going up it.
2. I agree, rangers are under-powered in the current version AGAINST MOBS, PVP they are OP if the terrain fits them. (Which it usually does.)
3. Already done / taken into consideration.
4. Brightness in your own game can affect this, you can turn it down yourself.
That being said, I agree quests would be neat.
If you're going to do the whole plot thing, may I suggest a randomly generated plot, in keeping with the random = fresh = fun theme? Perhaps there's a list of plots to be randomly assigned or even combined randomly, or more awesomely, allow the community to come up with quests and plots themselves.
I'd love to design some towns and dungeons with awesome scripted quests to go into the pool of possible randomness.
And you know someone will eventually do an Israphel plot in honor of the Yogscast.
And if you include some kind of in-game editor for creating towns, dungeons, and plots (Even if it's just command-based), my god... You'd surpass Notch in game creation prowess. That would just catapult the whole creation / sharing element of Minecraft to the next level. Instead of just creating and sharing structures and maps, average players can create and share entire gaming experiences.
Maybe it's a bit beyond the scope of this mod though; Including a whole adventure editor like that. But like I said, you'd surpass Notch if you could pull it off.
Not just dedicated fans, but technically-inclined dedicated fans with lots of free time. Formivore's Walled City mod also had a scripting engine, one to build custom randomized cities, but no one ever made or shared any.
That's why I think a full-fledged in-game editor for building mobs, dungeons, quests, etc, would open up the creative process to a far wider audience. But it'd practically have to be it's own mod, or an entirely separate application.
Maybe someone some day will take Frizzil's scripting engine and tack on such an editor. Or maybe in the far future, Frizzil will find the ambition himself. I can only hope.
PS: Frizzil, may I also suggest instanced dungeons for the future? Perhaps with the added benefit of them being somewhat randomized each time you leave and reenter them (With a timer, of course, so you can run to town and return to the same dungeon when necessary) so you can replay ones you enjoy with a fresh experience. Instanced dungeons would probably be extra important if they pertain to plot and are going to be accessible on an SMP server. No fun finding out the plot dungeon you just found is already cleared out.
Lots of mod developers have already cracked the random instanced world thing very effectively (Mystcraft, for example.)
Plus you could make some truly large dungeons if they're not constrained by the overworld, jockeying as they are for position with every other dungeon and randomly generated structure. How about an infinite dungeon as well? I'd love to swap tales with friends about how far they managed to get into the infinite dungeon before succumbing to a lack of supplies or death.
And I guess a party system would be necessary so you can explore instanced dungeons together (Though I think you mentioned parties are already being considered for the future.)
Man, I wish I knew more Java. It seems like all the ideas I want to suggest for this mod are way too ambitious for anything less than an entire team of developers. No offense to you, Frizzil! What you've done here already with this mod far surpasses 90% of all mods currently out there in both scope and depth.
PPS: More randomness is always better, as far as I'm concerned. Players love to think something was tailored JUST for them, and that they might be the only people in the world who got to experience it that way. Sharing tales of unique experiences is much more fun than sharing like ones, imho. Plus it opens things up to much more repetition. If I know a dungeon will always be way different every time I enter, I'd be much more inclined to visit it more than once - Just in case I'm presented with an even better experience this time around - A new piece of equipment, or a fun mini-boss battle, or an awesome creepy and well-detailed section of dungeon I've never seen before.
Dude is (Hero)
(Hero) has enemy he must kill
Explosions, epic fight scenes, and ridiculousness all along the way
(Final fight)
(Hero gets the girl)
because i tried to put TMI In with it and nothing happened .-.
I Solve practical problems
currently any mods dont work with this one because i dont think its a good idea to mix mods with an already awesome mod. you can get all the stuff in the game if you used creative mode or use a server and made yourself op and change your gamemode to creative.
If the server (like mine) is running the 0.6 dev version, just click 'Options' in the Technic launcher and select either the dev version that you want to use, or you can opt to always use the Dev version.
A guide I made for my players to connect to the server covers this, if you need pictures to see what I'm talking about:
http://mcwiki.ruinat...ne_Server_Guide
http://www.mc-sl.net/
Glad to see you are back and (relatively) well.
With 1.4, are you going to be working with the MineCraft API?
I'm primarily interested in, for my Hack/Mine server, adding in some more social elements.
Otherwise, suggestions I have for Hack/Mine would be:
-Something similar to Towny. Players can claim (and thereby protect) land, and disable PVP/Explosions on claimed land, along with controlling item use (chests, doors). I use towny for this example (instead of Factions or SimpleClans), because Towny has more of an "RPG" feel to it.
-Some sort of method (like Permissions) for distinguishing between Ops and normal players. A colored name for an op would go a long way.
-A warp system, or home system. Any method for players to save their location. Starting back at spawn (at very high levels) is painful.
---
In an ideal world, I'd run Hack/Mine with Towny, PEX (Permissions Ex), Multiverse Core (Multi-Worlds Support), Essentials, WorldGuard/World Edit, AutoAnnouncer, and DailyBonus.
-Towny for the social experience and land protection elements.
-Multiverse Core for creating a second world. One world for building, one world for exploring.
The exploration world could be reloaded/regenerated periodically so low level players have dungeons to explore.
-WorldGuard for Region Support, and disabling FireSpread.
-World Edit for generating server structures and repairing map damage (from those damn roflcondas).
-I use AutoAnnouncer to deliver important information to players, like changes to the server.
-Dailybonus gives players specified items upon logging in, which gives them incentive to pop on once a day.
http://www.mc-sl.net/
well i find the /give command still works if yer' OP'd on a server
and all items have data values
I Solve practical problems
I run a server, and I was just wondering if you had an estimated time on the next recommended release. I don't want to start a world and have to delete it if the next release is soon.
And on another note, will there be trading between players? I read that there will be trading with NPCs but I think for a server player trading is much more of a priority than NPC trading.
Trading between players isn't really important IMO, whenever I get an item better than my previous one I equip it, then I either Hoarde the previous weapons, or I give it away to other players for free.
If someone really wants to trade they can just drop trade.
I just see this as importance for the new currency. Players will want money, and as you get higher level and rarer equips you could sell them to other players. Drop trade is really annoying; the player would need to trust one another, and would have to type the stats in chat. Just much easier if there was a player to player trading system.
No
@Escox
So spawn isn't destroyed. I figured that was known by now, vanilla multiplayer servers have that.
@EMOberger
In this update? Maybe, but the way the game currently stands, I see no reason for a trading system. We had a server of 8 people, and we never needed to trade.
@cpypcy
Muliple people have already done this, there were a LOT of skins and models submitted earlier for the mod.
@Rastas11
When he gets to it, and find one yourself. I'm sure there's one in the thread somewhere.
@1red56
No.
@tuckermon123
Read the first post.
Okay, the towers, there are too many of them, and the invincible blocks are.. well a bad idea. They are impossible to assail if someone hides in them (lava door). But they make poor bases except in the earliest levels. In short, they are a bit of an eyesore. They are good for a little farm, but that is about it. Keep in mind vanilla only has one invulnerable block, and it is very much out of the way, and for your own safety. Perhaps the resistance of a Block of Diamond (25s 25s 25s 1.25s 0.95s 25s).
Moving on, ranger is a rather weak class. The only benefit it really has is climbing natural blocks. Bows draw slow and don't do that amazing of damage. Mobs tend to run towards you when they see you or get hit by you. So ranged is good in theory, but poor in practice. Best off just using a wizard (blink is nearly if not better movement ability).
That note, the inventory should be redone, the abilities, stats and book on one page, and the inventory and items/craft on the other (default) page. Since a paged inventory is annoying for most of us already used to minecraft.
I do like the race variation, I definitely like halflings since it better suits the skin I am using anyway.
Fixing the rangers would to introduce a stealth mechanic (at least from mobs), where you can hide among leaves etc, and spiders/creepers can't see you through objects, etc. Which would go a ways to balancing out and making their bows more useful. Since they could take a number of shots before being detected (that is the mobs would have to be much closer to detect them).
A little variation in the icons for items would be nice, but I know the pain of designing graphics and it is not fun (being a programmer and all, heh), so I can easily forgive that. I haven't gotten very far in a game, but also, the redness of the red biome you have hurts my eyes a little, dimming down the saturation some wouldn't hurt.
1. To address your first note, I disagree to an extent. While the invincibility can be problematic, it sets an area where new players can hide from Roflconda's, which are a REALLY difficult MOB at beginning-game. As for them being overly-abundant, I disagree. I can find them fairly often, but there are in no way "too many" of them. The only qualm I have with the towers, is that the rewards are to frivolous to even go in for. Hopefully that will be fixed in this new packed-update.
2. I agree that the Ranger is underpowered, at least for MOB battles. On PVP however, the climbing ability makes him overpowered. There needs to be a balance somewhere for that, perhaps 1.5X more damage to MOBS and .7 Damage to PVP. I'm not entirely sure how that would work out. Maybe the new spells and content added in the next update will fix the ranger, but who knows.
3. The inventory is already being worked on (or finished) in the next update. When that update will be, I have no idea, but that was one of the priorities for this new version, along with content expansions.
4. As for biome saturation, I don't think that's a big problem. You can simply turn down the brighness on your game, as I have no problems coping with the red. The game is meant to be played so when it's dark in a tunnel, you can't see, but I know a lot of people who use max brightness to cheat this.
TL:DR
1. I think the towers should stay invulnerable, there aren't that many TBH, and it saves new players from Roflconda death. What they need is Better Loot to make it worth going up it.
2. I agree, rangers are under-powered in the current version AGAINST MOBS, PVP they are OP if the terrain fits them. (Which it usually does.)
3. Already done / taken into consideration.
4. Brightness in your own game can affect this, you can turn it down yourself.
Read the new rules :3 you can be reported because you asked for a update
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