Minecraft has always been a game I've always had much attachment to. But after iterations after iterations the entire core mechanics and even the feel turned me off so much. Here are my many reasons:
Sprinting (1.8+) :
Mobs are even more easy to outsmart and be elusive against
It ruins the need to have to cave yourself in, ruining the classic feel of Minecraft
Ultimately makes the game easier
Hastens the pace of the game, robbing it of its replay value
Creepers are almost a joke now as well as other classic mobs
Makes you virtually invincible if you play your cards right
Hunger Bar (1.8+) :
Allows you to regenerate all your health as long as you have food and an almost full bar putting less pressure on you go out and find more food
Many believe this makes the game harder. Imagine you are playing 1.7.3 and have ventured far from your spawn and you have many supplies which are of value. You haven't found enough wool for a bed. Under pressure, you must find more food with only 2 hearts left and you cannot sprint. Exactly.
Having more food does not give you an upper hand as you had before as all regen rates are always the same
New cave systems including random generations :
Finding resources too easy, ruining replay value
Finding a Mineshaft or whatnot can instantly boost your resource amount
Diamonds are too easy to find. Isn't this one of Minecraft's most famous trademarks.
Enchanting + Exp System :
Can be overpowered and break the game's difficulty, and thus the replay value
The exp system is completely co-essential or needed for the Enchanting system to work
Enchanting belong in something like a mod, more is usually never better for a game valued for it's simplicity
Ender Realm :
Only actual reason it is here is to give you more freedom in Enchanting by giving you a lot of exp or whatnot
Expected to prolong the replayability but it is completely unrealistic and pointless
Villages :
They don't interact with you much
Is this a joke?
Trading circles around a RARE element but can be obtained for trading wheat... which is found in villages
They don't give you much of anything useful
Potions :
Just another thing to make a game famous for it simplicity MORE COMPLICATED
Aren't useful for anything but breaking the game even more
Potions are resource expensive
Pointless
Useless mobs and blocks :
Thanks Jeb
Microsoft, you have a chance to fix this game. Maybe you can even port it to something besides java ( just kidding). Seriously people, why does anybody still play this game. Please show this to everybody before this becomes a sandbox Skyrim knockoff!
Some decent points, but Microsoft has said they are not planning on changing anything major... I think a better option would be a bunch of gamerules, such as
oldHunger
bringing back the old food system,
sprinting
to control weather you can sprint or not,
enchanting
enables/disables crafting enchanting tables and enchanting in them, and a similar thing for potions.
Minecraft has always been a game I've always had much attachment to. But after iterations after iterations the entire core mechanics and even the feel turned me off so much. Here are my many reasons:
Sprinting (1.8+) :Hunger Bar (1.8+) :
Enchanting + Exp System :
Can be overpowered and break the game's difficulty, and thus the replay value - Replayability for me comes from building, projects and exploration. Mob fighting is a minor point of minecraft, just a necessity as I work on projects and build up my world. I agree that enchantments with diamond armour is very OP, but for me fighting is a small part of minecraft. Bulldozing through mobs is fine if I can get back to what I really want to be doing.
The exp system is completely co-essential or needed for the Enchanting system to work
Enchanting belong in something like a mod, more is usually never better for a game valued for it's simplicity - MC can't stay the same forever, like anything it has to evolve to stay fresh and introducing new content is how it's been doing that. You don't even have to enchant, the option is there for people who do.
Ender Realm :
Only actual reason it is here is to give you more freedom in Enchanting by giving you a lot of exp or whatnot -
Expected to prolong the replayability but it is completely unrealistic and pointless - replay there, but people just assume one enderdragon per world. It's a sandbox, so anything goes. Why not spawn several dragons in to give yourself a challenge? Yet I agree with you about it being pointless. Why a dragon? What is it guarding? Why do you have to fight it? It's too stereotypical for me.
Villages :
They don't interact with you much
Is this a joke? -
Trading circles around a RARE element but can be obtained for trading wheat... which is found in villages
They don't give you much of anything useful - That's because their initial trades are often quite useless. You have to unlock more to see better ones, and once you do, they're extremely useful. Wheat farm < Emeralds < Diamond armour and tools.
Potions :
Just another thing to make a game famous for it simplicity MORE COMPLICATED - I can see where you're coming from, they are complicated at first, but the concept is simple. Also you don't have to use them. You aren't forced to brew potions in survival, so there's no obligation to use them. They make things easier, but not necessary.
Aren't useful for anything but breaking the game even more -
Potions are resource expensive - Yep, but that way they're not spammable, and so are relatively balanced.
Pointless
Useless mobs and blocks :
Thanks Jeb
Microsoft, you have a chance to fix this game. Maybe you can even port it to something besides java ( just kidding). Seriously people, why does anybody still play this game. Please show this to everybody before this becomes a sandbox Skyrim knockoff!
Replies in bold (and hopefully the formatting works)
The saving grace of Minecraft surely has to be that they release new content for players who enjoy the development and also make available every version of the game that you could possibly want to play.
People don't have to hanker for the halcyon days of the great Minecraft lost, they can just select the appropriate version from a drop-down menu and play.
Lets suppose the Beta had all the features we have now, people would make threads like 1.16 ruined the game with those new features. It's not the features, it's because it's new and you miss the old things, no one is stopping you from creating a Beta profile and enjoying the game though
It is famous for its diversity, giving the player the ability to do whatever they want thus, making it a sandbox game.
If you're a builder, you can make massive cities. Artist? Make pixel arts or 3d models. Like the survival gameplay? Go and play survival.
Minecraft is a game valued for it's complexity and it's ability to do almost anything. Adding the things mentioned gives the player more freedom to do whatever they want. It is not a game created for the sole purpose of surviving however it allows you to play that if you want. In fact, the very first gamemode to be created was actually creative mode (Version: Classic 0.30) and not survival.
Rollback Post to RevisionRollBack
"BEWARE the man who has nothing to lose, for he has only to gain."
Minecraft has always been a game I've always had much attachment to. But after iterations after iterations the entire core mechanics and even the feel turned me off so much. Here are my many reasons:
Sprinting (1.8+) :
Mobs are even more easy to outsmart and be elusive against
It ruins the need to have to cave yourself in, ruining the classic feel of Minecraft
Ultimately makes the game easier
Hastens the pace of the game, robbing it of its replay value
Creepers are almost a joke now as well as other classic mobs
Makes you virtually invincible if you play your cards right
Not only were creepers neutered (in part by this, in part by the AI change in 1.2 or so that made them stop walking after their fuse lights) but so were spiders. The biggest advantage they have is that they used to be faster than the player, but now that you can outrun them the only thing they can actually do is get a surprise hit every now and then on you from lag or from when they jump you after you leave your house and you had your volume muted or something. Which is meaningless, because spiders have abysmal damage even on Hard and unarmored.I don't see hastening the pace of the game as a bad thing, if only because Minecraft is stupidly short without it and one could reach the endgame within 20 minutes of playing even back in Beta. The system can be changed enough so that it's not nearly as OP, but I do agree that in it's current form that it's stupidly powerful.
Hunger Bar (1.8+) :
Allows you to regenerate all your health as long as you have food and an almost full bar putting less pressure on you go out and find more food
Many believe this makes the game harder. Imagine you are playing 1.7.3 and have ventured far from your spawn and you have many supplies which are of value. You haven't found enough wool for a bed. Under pressure, you must find more food with only 2 hearts left and you cannot sprint. Exactly.
Having more food does not give you an upper hand as you had before as all regen rates are always the same
I see the "having more food doesn't give you an upper hand" as a good thing TBH, I hate PvP being based entirely around having more/better gear than the other player.The "easiness" of the new hunger system, however, doesn't entirely come from the new system itself but rather it with the combination of two new factors. First, the increasingly extreme prevalence of food, which was ultra-easy to get when the hunger system was released and only became even easier to get (first with cows dropping more food than pigs did in Beta and with pigs dropping the same amount of food as cows, then carrots, melons, and potatoes which are better food sources than wheat, and finally with r1.8 which makes EVERY passive drop food and makes it pretty much impossible to be without the stuff). Second, the new armor system that came with r1.0, which basically nerfed the hell out of gold and leather and buffed the bajeezus out of iron and diamondWith the new armor system, you will be taking very little damage on every difficulty (iron armor is stupidly easy to get after all, the fastest kind to get in fact). With the hunger regeneration system, you will be regenerating that tiny amount of damage very quickly, allowing you to recover from fights much faster. The extreme prevalence of food guarantees that you will nearly always be regenerating and therefore be at full health.
New cave systems including random generations :
Finding resources too easy, ruining replay value
Finding a Mineshaft or whatnot can instantly boost your resource amount
Diamonds are too easy to find. Isn't this one of Minecraft's most famous trademarks.
Caves of existing sizes were present in earlier versions, so it's not like this wasn't a problem before. Although, I quite agree that resources are waaaaay too easy to obtain, especially with the increased cave frequency and the Fortune enchantment. (Diamonds from structures seem to be in too low supply to actually use for anything useful; at most, a pick, but I tend to find enough for a pick for mining before I find enough from structures). Enchanting + Exp System :
Can be overpowered and break the game's difficulty, and thus the replay value
The exp system is completely co-essential or needed for the Enchanting system to work
Enchanting belong in something like a mod, more is usually never better for a game valued for it's simplicity
Minecraft? Valued for its simplicity? Hah. Minecraft is about as obtuse as games get, you're thrown in a world where absolutely nothing is explained to you except for a few hints in the achievement screen. And surviving in Minecraft isn't really based around skill but more around knowing how to not die and how to prevent it (and such precautions are usually fairly basic; they're just not things a newbie would know).Although I agree that enchanting really shouldn't have been implemented, at least, not in it's current iteration. Nothing in the game can stand up to diamond armor, even when enchantments were first implemented; what in blazes made Mojang think that adding something better than diamond was a good idea when they didn't add things that could stand up to it alongside it? Hell, after eight updates the only thing that actually warrants them is the Wither, and that's only really because you can't fight him one-on-one without either uberpowerful gear or an arena. Ender Realm :
Only actual reason it is here is to give you more freedom in Enchanting by giving you a lot of exp or whatnot
Expected to prolong the replayability but it is completely unrealistic and pointless
I agree that the End is a waste, especially since it's supposed to replace the Sky Dimension. So, we had a decent concept for a dimension with content among the likes of the Overworld, or at least the Nether... and we instead got a glorified piñata. Thanks, Mojang. Villages :
They don't interact with you much
Is this a joke?
Trading circles around a RARE element but can be obtained for trading wheat... which is found in villages
They don't give you much of anything useful
Some of the villagers do give you useful things. Mostly the librarians (enchanted books, including the really OP enchants like Fortune III, Infinity, Power V, and Smite V. Some of them make me scratch my head, though; why would I spend three emeralds on a clock? Potions :
Just another thing to make a game famous for it simplicity MORE COMPLICATED
Aren't useful for anything but breaking the game even more
Potions are resource expensive
Pointless
Minecraft is not simplistic. I don't know why everyone says it is.Potions I see as worthless because, as a concept, they're utterly inferior to enchantments. In a game where everything is a pushover, a permanent boost, as long as it is noticeable, is far better than a temporary yet powerful boost. Useless mobs and blocks :
Thanks Jeb
I question the uselessness of pigs (completely inferior to cows unless you have a deep-seated hatred for wheat) and rabbits (a food item that yields a loss when crafted and a mediocre potion that requires killing tons of the buggers).
Microsoft, you have a chance to fix this game. Maybe you can even port it to something besides java ( just kidding). Seriously people, why does anybody still play this game. Please show this to everybody before this becomes a sandbox Skyrim knockoff!
Comments in bold. I agree on some of your points. In a nutshell: survival is crap now (and in all honesty wasn't that great before either), and only a fraction of the game is decent (that being building and redstone). One can at least make the game decent by installing tons of mods, but this far from makes Minecraft a good game. I wouldn't call Windows 7 a good game because I can install all my favorite games on it. A good platform, maybe.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
This happened because of the idiot kids that started joining. Then mojang catered to them.
Yeah... no. That's an angry blanket statement.
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
The pissing and moaning is strong with this one, young padiwan.
I enjoy the recent additions and even further enjoy the fact that it is open to dissect and then craft mods for. Minecraft not your type of game? They might have a mod that can make it something you enjoy. Still hate it? Well no one is holding a gun to your head. Sometimes you just lose interest.
Downgrading doesn't solve the problem, neither does quitting minecraft. Do you have joy in being incompetent?
and yet a spike in purchases by juveniles of limited mental capacity steers a games development already mapped out for quite some time in advance? You point out the asinine solution in a previous post, and then go and make an even more absurd claim. It doesn't make you incompetent, just hypocritical.
K, lets see here, mojang made a new launcher for 1.6 which happens to let you go back to old versions and play them, for example, I hate 1.8 so I play on 1.7.10, I don't sit around and whine about it. PS so nobody gets confused, this is aimed at the OP.
White coats to bind me, out of control
I live alone inside my mind
World of confusion, air filled with noise
Who says that my life's such a crime?
Trapped in this nightmare
I wish I'd wake
As my whole life begins to shake
four walls surround me
an empty gaze
I can't find my way out of this maze
'Cause I don't care
Fall in, fall out
Gone without a doubt, help me
I can't take the blame
They don't feel the shame
It's a madhouse
Or so they claim
It's a madhouse
Oh, am I insane?
My fears behind me, what can I do
My dreams haunt my sleep at night
Oh no, won't learn their lesson, white fills my eyes
And only then they see the light
...especially with the increased cave frequency...
I have to laugh when people claim that caves are more common; why don't you try comparing the seed -123775873255737467 in 1.6.4 to the same world in 1.7 and later? In particular, /tp to -800, -1050 and check out what you find in 1.6.4 - the most insane Swiss cheese ever (there are also lots of caves around spawn). Indeed, that's why in my signature I link to a mod to get back the pre-1.7 cave generation, which is also more varied than in 1.7 as this comparison shows (1.6.4 at the top, same seed in 1.7 below, corresponding to an area near the middle of the 1.6.4 world) - note that in 1.6.4 you also have larger areas with no caves to offset the areas with more caves (the actual difference in cave frequency is only a third higher in 1.6.4 since cave systems are actually less than half as common, the chances mentioned being the number of chunks per cave system; note also that the size is randomized with smaller sizes being more common):
Here is a chart I made of the size distribution of cave systems in 1.6.4 (blue line):
Also, I decompiled Beta 1.7.3 and the cave generator class used the same size and chance values as in Beta 1.8-release 1.6.4 - yes, the same caves that people claimed were made more common in 1.8 (though they did fix a bug that caused caves to cut off at chunk borders and they added ravines and mineshafts, the latter which even I find to be a bit too common when you get far from the origin (they become less common within 80 chunks, decreasing down to none at chunk 0, 0), thus I reduced their frequency; or rather, made it so they generate so they don't overlap each other and very dense cave systems, which excludes about half of them).
Indeed, check out this map of caves from Alpha - that sure looks like Swiss cheese! (if you look closely you can see the bug I was referring to as straight-line edges and breaks - note that in many cases if you just mine a block or two you'll break into the other half of a broken-up cave; even now this still occasionally happens due to an unfixed bug (note the mention of the other bug, which wasn't fixed in the Nether until much later); of course, I fixed it in my mods so even those "fake dead ends" are gone)
June 17, 2010 Caves have 1-5 exits, enabling multiple escapes. Caves are now so clustered that a cave could be described as "Swiss cheese"... Thus, it looks like until release 1.7 you always had massive Swiss cheese caves.
Also, something fun:
Beta 1.2 Ores can now be found more often on the walls of caves.
Yep, Beta 1.2 made ores more common (not just in caves going off the charts shown here (for example, older versions show iron being around 0.4% of blocks, while the latest version is around 0.6% - and 1.8 made ores even more common), plus that statement is nonsensical since there is no relationship between caves and ore generation).
Also, it is funny that you continue to mention Fortune as being so incredibly OP - what about the enchantment that makes tools last four times longer (it does randomly reduce the chance of durability lost but over the 6,248 uses of a diamond tool with Unbreaking III it pretty much averages out to exactly 4 times the lifespan; by comparison, the lifetime of anvils is highly variable since they are like an item with 3 uses and Unbreaking VII). Indeed, I think Fortune is dumb because I was forced to use backpack mods so I could go caving for a reasonable length of time, and I still find many times the diamonds I can use even though I use it for everything (as the 750 diamond blocks I have in a chest shows; hard to tell exactly what percentage I used since I did use Fortune at one time but I average around 20 diamond ore per play session and use several diamonds in repairing). People also act as if Fortune consistently gives you four diamonds out of every ore you mine - nope, there is a 40% chance of it not working at all, 20% each of 2, 3, 4, and it only averages 2.2 per ore - barely better than Unbreaking I in terms of diamonds used out of a set amount of ore mined!
In fact, I've considered posting a thread about how Unbreaking is truly more OP than Fortune (I even had a bit of an argument recently where somebody just couldn't wrap their mind around the fact that Unbreaking was better than Fortune in terms of how many uses you can get from each diamond ore; never mind that it is easier to get Unbreaking).
No, the issue is that diamond is too common; I don't even use Fortune when I start a new world yet get a stack of diamonds while simply mining cobble for a base - I never actually need to mine just to find diamonds! (though it was a different story when I used amethyst armor and tools that I modded in since it is much rarer than diamond; luckily I got just enough after using Fortune III on the few veins I found, without having to mine more than necessary). Of course, all ores are too common, likely because Minecraft was never made to be hard - even those Guardians are seen as being too easy for some people (I recently saw a suggestion to make them harder) and they said you needed enchanted diamond armor to defeat them (granted, you do want something to help you breathe under water at least)!
I have to laugh when people claim that caves are more common; why don't you try comparing the seed -123775873255737467 in 1.6.4 to the same world in 1.7 and later? In particular, /tp to -800, -1050 and check out what you find in 1.6.4 - the most insane Swiss cheese ever (there are also lots of caves around spawn). Indeed, that's why in my signature I link to a mod to get back the pre-1.7 cave generation, which is also more varied than in 1.7 as this comparison shows (1.6.4 at the top, same seed in 1.7 below, corresponding to an area near the middle of the 1.6.4 world) - note that in 1.6.4 you also have larger areas with no caves to offset the areas with more caves (the actual difference in cave frequency is only a third higher in 1.6.4 since cave systems are actually less than half as common, the chances mentioned being the number of chunks per cave system; note also that the size is randomized with smaller sizes being more common):
I was referring to the density differences between beta 1.7 and the present. They were made more common in 1.8 (by fixing the bug you mention later that really shouldn't have been fixed) since now instead of only a few caves being swiss cheese, all of them were. In the current version, they're overall less rare than in 1.8 but caves are overall larger, more common, and have a consistent size; you're still going to find a lot more resources in them than in the average Beta cave.
Here is a chart I made of the size distribution of cave systems in 1.6.4 (blue line):
Also, I decompiled Beta 1.7.3 and the cave generator class used the same size and chance values as in Beta 1.8-release 1.6.4 - yes, the same caves that people claimed were made more common in 1.8 (though they did fix a bug that caused caves to cut off at chunk borders and they added ravines and mineshafts, the latter which even I find to be a bit too common when you get far from the origin (they become less common within 80 chunks, decreasing down to none at chunk 0, 0), thus I reduced their frequency; or rather, made it so they generate so they don't overlap each other and very dense cave systems, which excludes about half of them).
Indeed, check out this map of caves from Alpha - that sure looks like Swiss cheese! (if you look closely you can see the bug I was referring to as straight-line edges and breaks - note that in many cases if you just mine a block or two you'll break into the other half of a broken-up cave; even now this still occasionally happens due to an unfixed bug (note the mention of the other bug, which wasn't fixed in the Nether until much later); of course, I fixed it in my mods so even those "fake dead ends" are gone)
No-one said Alpha was incapable of making swiss cheese caves. Implied it, maybe, but the existence of 404 proves that swiss cheese caves were very possible back then. The cave density back then overall felt lower, though, and you wouldn't get nearly as much loot from a cave back then as you would now if you didn't break through the breakoffs that apparently exist.
Also, it is funny that you continue to mention Fortune as being so incredibly OP - what about the enchantment that makes tools last four times longer (it does randomly reduce the chance of durability lost but over the 6,248 uses of a diamond tool with Unbreaking III it pretty much averages out to exactly 4 times the lifespan; by comparison, the lifetime of anvils is highly variable since they are like an item with 3 uses and Unbreaking VII). Indeed, I think Fortune is dumb because I was forced to use backpack mods so I could go caving for a reasonable length of time, and I still find many times the diamonds I can use even though I use it for everything (as the 750 diamond blocks I have in a chest shows; hard to tell exactly what percentage I used since I did use Fortune at one time but I average around 20 diamond ore per play session and use several diamonds in repairing). People also act as if Fortune consistently gives you four diamonds out of every ore you mine - nope, there is a 40% chance of it not working at all, 20% each of 2, 3, 4, and it only averages 2.2 per ore - barely better than Unbreaking I in terms of diamonds used out of a set amount of ore mined!
In fact, I've considered posting a thread about how Unbreaking is truly more OP than Fortune (I even had a bit of an argument recently where somebody just couldn't wrap their mind around the fact that Unbreaking was better than Fortune in terms of how many uses you can get from each diamond ore; never mind that it is easier to get Unbreaking).
No, the issue is that diamond is too common; I don't even use Fortune when I start a new world yet get a stack of diamonds while simply mining cobble for a base - I never actually need to mine just to find diamonds! (though it was a different story when I used amethyst armor and tools that I modded in since it is much rarer than diamond; luckily I got just enough after using Fortune III on the few veins I found, without having to mine more than necessary). Of course, all ores are too common, likely because Minecraft was never made to be hard - even those Guardians are seen as being too easy for some people (I recently saw a suggestion to make them harder) and they said you needed enchanted diamond armor to defeat them (granted, you do want something to help you breathe under water at least)!
There are three reasons Fortune is more OP than Unbreaking:
First, you get more diamonds in a shorter amount of time. This is important as there's a dropoff point where getting more diamonds become meaningless at around a stack; with that many, you can create a full set of diamond equipment and have enough for repairs. After this the only thing that more diamonds will help you do is provide a larger buffer for repairs/replacements and let you have more diamonds in case you die with your uber gear somehow and can't retrieve it. Unbreaking will save you diamonds in the long run, but Fortune makes getting to the dropoff much faster.
Second, a Fortune pick will yield more diamonds than an Unbreaking pick if you only use the Fortune pick to mine diamonds. The unbreaking pick of course is more useful overall as it saves diamonds no matter what you're using, so if you're a dingus and use your Fortune pick on stone frequently then yeah, unbreaking will likely yield you more diamonds.
Third, and slightly less important, is that while Unbreaking works excellently on tools and can save a crapton of diamonds, it's significantly less effective on the most expensive items: armor. Fortune meanwhile provides consistent-ish diamonds at an equal level for every tool.
Either way, while Unbreaking saves more diamonds, Fortune gets you to the dropoff point where having more diamonds is less useful much more quickly. Although for a top-tier item I agree that diamonds are way way too common (and I'd like to see a tier after diamond, once the game progresses enough and there are things that can stand up to enchanted diamond).
Sprinting (1.8+) :
Hunger Bar (1.8+) :
New cave systems including random generations :
Replies in bold (and hopefully the formatting works)
People don't have to hanker for the halcyon days of the great Minecraft lost, they can just select the appropriate version from a drop-down menu and play.
I fail to see where the problem is.
no sig yay
It is famous for its diversity, giving the player the ability to do whatever they want thus, making it a sandbox game.
If you're a builder, you can make massive cities. Artist? Make pixel arts or 3d models. Like the survival gameplay? Go and play survival.
Minecraft is a game valued for it's complexity and it's ability to do almost anything. Adding the things mentioned gives the player more freedom to do whatever they want. It is not a game created for the sole purpose of surviving however it allows you to play that if you want. In fact, the very first gamemode to be created was actually creative mode (Version: Classic 0.30) and not survival.
"BEWARE the man who has nothing to lose, for he has only to gain."
Comments in bold. I agree on some of your points. In a nutshell: survival is crap now (and in all honesty wasn't that great before either), and only a fraction of the game is decent (that being building and redstone). One can at least make the game decent by installing tons of mods, but this far from makes Minecraft a good game. I wouldn't call Windows 7 a good game because I can install all my favorite games on it. A good platform, maybe.
Monoblocks and Vehicular Movement: The greatest additions to a modern Minecraft city. Grab them here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2236322-goldensilver853s-mod-hub
You are now breathing manually.
Downgrading doesn't solve the problem, neither does quitting minecraft. Do you have joy in being incompetent?
Yeah... no. That's an angry blanket statement.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
I enjoy the recent additions and even further enjoy the fact that it is open to dissect and then craft mods for. Minecraft not your type of game? They might have a mod that can make it something you enjoy. Still hate it? Well no one is holding a gun to your head. Sometimes you just lose interest.
http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/2372609-journal-the-ballad-of-dirtdog
and yet a spike in purchases by juveniles of limited mental capacity steers a games development already mapped out for quite some time in advance? You point out the asinine solution in a previous post, and then go and make an even more absurd claim. It doesn't make you incompetent, just hypocritical.
http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/2372609-journal-the-ballad-of-dirtdog
White coats to bind me, out of control
I live alone inside my mind
World of confusion, air filled with noise
Who says that my life's such a crime?
Trapped in this nightmare
I wish I'd wake
As my whole life begins to shake
four walls surround me
an empty gaze
I can't find my way out of this maze
'Cause I don't care
Fall in, fall out
Gone without a doubt, help me
I can't take the blame
They don't feel the shame
It's a madhouse
Or so they claim
It's a madhouse
Oh, am I insane?
My fears behind me, what can I do
My dreams haunt my sleep at night
Oh no, won't learn their lesson, white fills my eyes
And only then they see the light
-Joey Belladonna, Anthrax
I have to laugh when people claim that caves are more common; why don't you try comparing the seed -123775873255737467 in 1.6.4 to the same world in 1.7 and later? In particular, /tp to -800, -1050 and check out what you find in 1.6.4 - the most insane Swiss cheese ever (there are also lots of caves around spawn). Indeed, that's why in my signature I link to a mod to get back the pre-1.7 cave generation, which is also more varied than in 1.7 as this comparison shows (1.6.4 at the top, same seed in 1.7 below, corresponding to an area near the middle of the 1.6.4 world) - note that in 1.6.4 you also have larger areas with no caves to offset the areas with more caves (the actual difference in cave frequency is only a third higher in 1.6.4 since cave systems are actually less than half as common, the chances mentioned being the number of chunks per cave system; note also that the size is randomized with smaller sizes being more common):
Here is a chart I made of the size distribution of cave systems in 1.6.4 (blue line):
Also, I decompiled Beta 1.7.3 and the cave generator class used the same size and chance values as in Beta 1.8-release 1.6.4 - yes, the same caves that people claimed were made more common in 1.8 (though they did fix a bug that caused caves to cut off at chunk borders and they added ravines and mineshafts, the latter which even I find to be a bit too common when you get far from the origin (they become less common within 80 chunks, decreasing down to none at chunk 0, 0), thus I reduced their frequency; or rather, made it so they generate so they don't overlap each other and very dense cave systems, which excludes about half of them).
Indeed, check out this map of caves from Alpha - that sure looks like Swiss cheese! (if you look closely you can see the bug I was referring to as straight-line edges and breaks - note that in many cases if you just mine a block or two you'll break into the other half of a broken-up cave; even now this still occasionally happens due to an unfixed bug (note the mention of the other bug, which wasn't fixed in the Nether until much later); of course, I fixed it in my mods so even those "fake dead ends" are gone)
From the Wiki:
Also, something fun:
Yep, Beta 1.2 made ores more common (not just in caves going off the charts shown here (for example, older versions show iron being around 0.4% of blocks, while the latest version is around 0.6% - and 1.8 made ores even more common), plus that statement is nonsensical since there is no relationship between caves and ore generation).
Also, it is funny that you continue to mention Fortune as being so incredibly OP - what about the enchantment that makes tools last four times longer (it does randomly reduce the chance of durability lost but over the 6,248 uses of a diamond tool with Unbreaking III it pretty much averages out to exactly 4 times the lifespan; by comparison, the lifetime of anvils is highly variable since they are like an item with 3 uses and Unbreaking VII). Indeed, I think Fortune is dumb because I was forced to use backpack mods so I could go caving for a reasonable length of time, and I still find many times the diamonds I can use even though I use it for everything (as the 750 diamond blocks I have in a chest shows; hard to tell exactly what percentage I used since I did use Fortune at one time but I average around 20 diamond ore per play session and use several diamonds in repairing). People also act as if Fortune consistently gives you four diamonds out of every ore you mine - nope, there is a 40% chance of it not working at all, 20% each of 2, 3, 4, and it only averages 2.2 per ore - barely better than Unbreaking I in terms of diamonds used out of a set amount of ore mined!
In fact, I've considered posting a thread about how Unbreaking is truly more OP than Fortune (I even had a bit of an argument recently where somebody just couldn't wrap their mind around the fact that Unbreaking was better than Fortune in terms of how many uses you can get from each diamond ore; never mind that it is easier to get Unbreaking).
No, the issue is that diamond is too common; I don't even use Fortune when I start a new world yet get a stack of diamonds while simply mining cobble for a base - I never actually need to mine just to find diamonds! (though it was a different story when I used amethyst armor and tools that I modded in since it is much rarer than diamond; luckily I got just enough after using Fortune III on the few veins I found, without having to mine more than necessary). Of course, all ores are too common, likely because Minecraft was never made to be hard - even those Guardians are seen as being too easy for some people (I recently saw a suggestion to make them harder) and they said you needed enchanted diamond armor to defeat them (granted, you do want something to help you breathe under water at least)!
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I was referring to the density differences between beta 1.7 and the present. They were made more common in 1.8 (by fixing the bug you mention later that really shouldn't have been fixed) since now instead of only a few caves being swiss cheese, all of them were. In the current version, they're overall less rare than in 1.8 but caves are overall larger, more common, and have a consistent size; you're still going to find a lot more resources in them than in the average Beta cave.
No-one said Alpha was incapable of making swiss cheese caves. Implied it, maybe, but the existence of 404 proves that swiss cheese caves were very possible back then. The cave density back then overall felt lower, though, and you wouldn't get nearly as much loot from a cave back then as you would now if you didn't break through the breakoffs that apparently exist.
There are three reasons Fortune is more OP than Unbreaking:
First, you get more diamonds in a shorter amount of time. This is important as there's a dropoff point where getting more diamonds become meaningless at around a stack; with that many, you can create a full set of diamond equipment and have enough for repairs. After this the only thing that more diamonds will help you do is provide a larger buffer for repairs/replacements and let you have more diamonds in case you die with your uber gear somehow and can't retrieve it. Unbreaking will save you diamonds in the long run, but Fortune makes getting to the dropoff much faster.
Second, a Fortune pick will yield more diamonds than an Unbreaking pick if you only use the Fortune pick to mine diamonds. The unbreaking pick of course is more useful overall as it saves diamonds no matter what you're using, so if you're a dingus and use your Fortune pick on stone frequently then yeah, unbreaking will likely yield you more diamonds.
Third, and slightly less important, is that while Unbreaking works excellently on tools and can save a crapton of diamonds, it's significantly less effective on the most expensive items: armor. Fortune meanwhile provides consistent-ish diamonds at an equal level for every tool.
Either way, while Unbreaking saves more diamonds, Fortune gets you to the dropoff point where having more diamonds is less useful much more quickly. Although for a top-tier item I agree that diamonds are way way too common (and I'd like to see a tier after diamond, once the game progresses enough and there are things that can stand up to enchanted diamond).