Updates (Except bug fixing) are now lasting more than a year. Last time Minecraft was updated was around September 2014, almost a year ago. If there are bugs in the game, they can fix them later on.
It takes time to update the game. It takes even longer depending on the size of the update. The last few updates to the game, and the upcoming 1.9 update, have almost all been big updates that have added a lot to the game.
If they fix bugs later on, then you'll get lots and lots of broken content, and that isn't fun.
Especially game-breaking bugs.
Like right now I just found one where you can crash/kick yourself from a server/single player world if you stand on a Shulker in peaceful.
[00:13:48] [Server thread/WARN]: My_Unit was kicked for floating too long! [00:13:48] [Server thread/INFO]: My_Unit lost connection: TextComponent{text='Disconnected', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}} [00:13:48] [Server thread/INFO]: My_Unit left the game
I should probably report that to the bug tracker if it hasn't been already...
1.9 probably took a while mostly because the community took a major role in deciding the changes, getting enough feedback, and reading through all of that feedback will take time, then they had to determine what exactly they planned on adding to the game, as they weren't sure how to execute the idea of a combat update at first. They've added quite a bit of content this update, which is real neat, despite the wait.
If there are bugs in the game, they can fix them later on.
No, they can't. If they released a single snapshot as a final build things would be broken and buggy. Just look at any snapshot and look at the bugs/issues fixed.
Trust me, a single bug or problem is a huge deal to developers - hence why Release Candidates and Betas (snapshots in this case) are never recommended for anything that you care about losing or breaking.
Try try making a game from scratch were you double click an exe and the game starts up smoothly. Things like that are hard, that's why they have the whole dev team. I bet the people working on developing/coding it will run into a lot of bugs today, spend an hour on it, and finally fix it. Maybe they'd spend more than an hour and never fix it. With all the features minecraft has, they have to make sure one feature won't break another. I bet half the time mods have a lot of bugs with them but they're really hard to find.
The duel wield probably took a lot of time. They didn't just put 2 lines of code in to make it so you can hold an extra item, they allowed you to use each item in a clever way.
And how did you say 3D models don't change the building experience? Every builder will love that feature, you can make new entity shapes and even things that look like new entities.
So basically I disagree with everything you said about whatever being slow or not changing anything.
It is inevitable that any complex program will have some bugs in it. However, using that as an excuse to skip the majority of the testing phase is a very, very bad idea. Most people using a program do not want their work or play disrupted by bugs, so developers put a lot of time and effort into testing and removing bugs so that the final product is stabile. For Mojang, this involves creating a snapshot, releasing it, testing it (and allowing players to do so), then fixing discovered bugs for the next snapshot. Once they feel they have added all the content they wish to, and have caught all the major bugs and the majority of the minor bugs, they move from a snapshot to a full release version. This is released to the rest of the community.
That being said, a large majority of Minecraft players probably do not want the possibility of game-breaking bugs introduced into their game just to get new content a little sooner. If you just want the content and don't care about the possibility of bugs, however, you're in luck! You can enable snapshots and play around with the new content, with the caveat that bugs may be present and so you should make sure you have backups of your important worlds.
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"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
After all this time we don't even have dyable beds. Yeah, it's the slowest updated game ever. Mod makers do their thing 20 times as quickly. Some of them really need to be in vanilla.
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I don't really mind about this... I think they have to support 6 or so platform. Do you follow them at twitter? You can see there that thex aren't doing so big NOTHING there... ALso I think this keeps me nervous in right way and waiting for next snapshot full of expectations. And that's good. Also when They would do 3 updates a year, you won't have enough time to experience that stuff, they would run out of ideas and started copying mods, And the game would fall. AND WHO WANTS THAT? The way they (dinenrbone and seare mostly) is correct.
Mojang is too disorganized and distracted to really put out updates with any sort of efficiency. For instance, let's look at 1.9 because it's the most obvious example. It took over a year to come out with even a snapshot; and I think that's because of the April Fools update. You remember that, right? Probably not, because it was all but forgotten a few days later. I'm betting that took up about a month of development time. An ENTIRE MONTH for one joke. That's not even including all the vacations and "side projects" going on.
In my opinion, Dinnerbone should not be leading Minecraft's dev team. He simply isn't cut out for it.
A lot of stuff happened in the last year that has distracted them. There was the whole drama with the EULA, which lead into Notch selling the company due to not wanting to deal with it. Then the whole Microsoft acquittal thing caused a lot of drama and stress within Mojang itself. Employees left, felt betrayed, etc. Then Minecon happened which meant they had to leave office, various meetings with Microsoft in Redmond, etc. It's not like they sat around and did nothing. Big things have been happening which meant they weren't able to sit at their computers for 5 days every week.
I don't really mind about this... I think they have to support 6 or so platform. Do you follow them at twitter? You can see there that thex aren't doing so big NOTHING there... ALso I think this keeps me nervous in right way and waiting for next snapshot full of expectations. And that's good. Also when They would do 3 updates a year, you won't have enough time to experience that stuff, they would run out of ideas and started copying mods, And the game would fall. AND WHO WANTS THAT? The way they (dinenrbone and seare mostly) is correct.
The fact the game is on multiple platforms has nothing to do with it. Mojang works on the PC version and Pocket Edition (which has a separate team). All of the other console ports are done by a separate studio.
In my opinion, Dinnerbone should not be leading Minecraft's dev team. He simply isn't cut out for it
Uh, he isn't? Jeb's been the lead for the last 5 years, that hasn't changed. Jeb typically works on large features while Dinnerbone featurecreeps and re-writes stuff.
Updates (Except bug fixing) are now lasting more than a year. Last time Minecraft was updated was around September 2014, almost a year ago. If there are bugs in the game, they can fix them later on.
They are trying to come up with something fantastic to compensate for the not so great parts. Fragmenting a fan base is bad for business.
After all this time we don't even have dyable beds. Yeah, it's the slowest updated game ever. Mod makers do their thing 20 times as quickly. Some of them really need to be in vanilla.
Mods are drastically different to the entire game. Mods are inclined to use hacky workarounds to get things done, whereas if and when Mojang wants to implement the exact same feature they have to rewrite the game to support it. Just slapping features onto the game is what caused performance to go down the drain; back in beta and early releases performance wasn't the best but was relatively stable. As more features got added, performance became unstable, so they decided to do something to help the game run better by rewriting parts of the game to support the features they added rather than force the old code to run the new features; code that is designed to work a specific way is worlds better than code that is forced to work a specific way.
Take coloured lights for instance, the mod which allows for coloured lighting (so a red lamp will actually give off red light, or a blue lamp will actually give off blue light). That mod takes advantage of the fact that Mojang is using a 32-bit integer (a number represented by 32 binary digits, 32 0's or 1's; 00000000000000000000000000000000) to store the lighting values for both block lighting and sky lighting (the first 16 bits store block lighting, the last 16 bits store sky lighting, or it could be the other way.... anyways, they then use these two values as coordinates to grab a colour from a light map that has a gradient, modulate a block side by that colour, and hence how redstone torches give off slightly redder light than torches, how moonlight is blue in colour, etc). The mod tweaks how lighting values are passed around through the code; instead of storing the block and sky lighting it stores the block and sky lighting, along with 3 values representing red, green and blue. Using this, the mod can then use overwritten code to force the lighting system to use the tweaked values passed through a single 32-bit integer. Up to 5 values in one number.
If Mojang were to add this to the game, they definitely would not use this method. It'd work, but it's forcing the code to do something it wasn't designed to do, which is never a good idea. Rather than doing this, they'd rewrite the lighting system to natively support coloured light, likely adding other features in such as lighting using shaders leading to much better lighting quality (what if every single computer could use smooth lighting without affecting performance?).
The way a feature is implemented changes dramatically depending on if it's a mod implementing it or Mojang implementing it. A mod is forced to use hacky workarounds to force the game to do what the mod developer intends, Mojang can simply change how the game works to natively support what they intend to do. It's pointless saying mods add features faster, Mojang cannot add features the same way that a mod does.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
With all due respect, having the option to change the game's native code ought to make things easier. Having to do hacky workarounds is an impediment to development, not an advantage.
I think new versions of Minecraft would be more exciting if they just made deals with the mod makers and focused on improving their integration/performance for inclusion in vanilla. The concepts are there and proven, and just need a bit of polish.
The biggest issue that a lot of mod developers face is the fact that while Forge is great at providing methods for modders to use, there's still a lot left to be desired. That's why, aside from functions that just make things easier, a lot of mod developers end up making their own library that is required by their mod. I'm still waiting for Mojang to give us the modding API that they promised was in the works so long ago, but it seems like with every update and refactor it seems more and more possible that it's something that isn't going to be seen until far in the future.
Updates (Except bug fixing) are now lasting more than a year. Last time Minecraft was updated was around September 2014, almost a year ago. If there are bugs in the game, they can fix them later on.
Um I'm trying to think of the last game I played that averaged a fairly decent size update about once a year and charged nothing for the update.... Still haven't come up with one yet, maybe you can think of one Iron. Also why in the world would anyone release a buggy update, that's like releasing a car with an experimental braking system to release it fast and fix the problems later. That would not only tick off customers they would lose them in droves.
We'll, they are an indie game studio. Not a triple A company. As long as they listen to the community, add great new things, and keep patches coming to kill bugs, then I'm happy.
I think the biggest thing people need to remember is that all of this is 100% optional for Mojang. They don't HAVE to update the game, they don't have to give us free content, etc. Obviously they partially do it to keep people interested and playing, but in all aspects it's not something they are forced to do just because we've bought the game.
Mojang is too disorganized and distracted to really put out updates with any sort of efficiency. For instance, let's look at 1.9 because it's the most obvious example. It took over a year to come out with even a snapshot; and I think that's because of the April Fools update. You remember that, right? Probably not, because it was all but forgotten a few days later. I'm betting that took up about a month of development time. An ENTIRE MONTH for one joke. That's not even including all the vacations and "side projects" going on.
In my opinion, Dinnerbone should not be leading Minecraft's dev team. He simply isn't cut out for it.
You are obviously a former employee who knows exactly how disorganized Mojang is and have had personal dealings with Dinnerbone to know how inept he is. Or you are just a person with an opinion that is extreme and wrong. I opt for the latter. In my opinion Mojang is not disorganized and Dinnerbone should stay. Have a nice day.
Updates (Except bug fixing) are now lasting more than a year. Last time Minecraft was updated was around September 2014, almost a year ago. If there are bugs in the game, they can fix them later on.
yeah, because leaving bugs in the game worked absolute wonders for Sonic 06
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Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
Updates (Except bug fixing) are now lasting more than a year. Last time Minecraft was updated was around September 2014, almost a year ago. If there are bugs in the game, they can fix them later on.
It takes time to update the game. It takes even longer depending on the size of the update. The last few updates to the game, and the upcoming 1.9 update, have almost all been big updates that have added a lot to the game.
If they fix bugs later on, then you'll get lots and lots of broken content, and that isn't fun.
Especially game-breaking bugs.
Like right now I just found one where you can crash/kick yourself from a server/single player world if you stand on a Shulker in peaceful.
[00:13:48] [Server thread/WARN]: My_Unit was kicked for floating too long!
[00:13:48] [Server thread/INFO]: My_Unit lost connection: TextComponent{text='Disconnected', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}
[00:13:48] [Server thread/INFO]: My_Unit left the game
I should probably report that to the bug tracker if it hasn't been already...
1.9 probably took a while mostly because the community took a major role in deciding the changes, getting enough feedback, and reading through all of that feedback will take time, then they had to determine what exactly they planned on adding to the game, as they weren't sure how to execute the idea of a combat update at first. They've added quite a bit of content this update, which is real neat, despite the wait.
No, they can't. If they released a single snapshot as a final build things would be broken and buggy. Just look at any snapshot and look at the bugs/issues fixed.
Trust me, a single bug or problem is a huge deal to developers - hence why Release Candidates and Betas (snapshots in this case) are never recommended for anything that you care about losing or breaking.
Sincerely, AciD
YouTube: http://youtube.com/user/xlxAciDxlx
Facebook: http://facebook.com/xlxAciDxlx
Twitter: http://twitter.com/xlxAciDxlx
Try try making a game from scratch were you double click an exe and the game starts up smoothly. Things like that are hard, that's why they have the whole dev team. I bet the people working on developing/coding it will run into a lot of bugs today, spend an hour on it, and finally fix it. Maybe they'd spend more than an hour and never fix it. With all the features minecraft has, they have to make sure one feature won't break another. I bet half the time mods have a lot of bugs with them but they're really hard to find.
The duel wield probably took a lot of time. They didn't just put 2 lines of code in to make it so you can hold an extra item, they allowed you to use each item in a clever way.
And how did you say 3D models don't change the building experience? Every builder will love that feature, you can make new entity shapes and even things that look like new entities.
So basically I disagree with everything you said about whatever being slow or not changing anything.
It is inevitable that any complex program will have some bugs in it. However, using that as an excuse to skip the majority of the testing phase is a very, very bad idea. Most people using a program do not want their work or play disrupted by bugs, so developers put a lot of time and effort into testing and removing bugs so that the final product is stabile. For Mojang, this involves creating a snapshot, releasing it, testing it (and allowing players to do so), then fixing discovered bugs for the next snapshot. Once they feel they have added all the content they wish to, and have caught all the major bugs and the majority of the minor bugs, they move from a snapshot to a full release version. This is released to the rest of the community.
That being said, a large majority of Minecraft players probably do not want the possibility of game-breaking bugs introduced into their game just to get new content a little sooner. If you just want the content and don't care about the possibility of bugs, however, you're in luck! You can enable snapshots and play around with the new content, with the caveat that bugs may be present and so you should make sure you have backups of your important worlds.
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
Probably has something to do with how many different platforms they have to support the game on now
After all this time we don't even have dyable beds. Yeah, it's the slowest updated game ever. Mod makers do their thing 20 times as quickly. Some of them really need to be in vanilla.
I don't really mind about this... I think they have to support 6 or so platform. Do you follow them at twitter? You can see there that thex aren't doing so big NOTHING there... ALso I think this keeps me nervous in right way and waiting for next snapshot full of expectations. And that's good. Also when They would do 3 updates a year, you won't have enough time to experience that stuff, they would run out of ideas and started copying mods, And the game would fall. AND WHO WANTS THAT? The way they (dinenrbone and seare mostly) is correct.
Mojang is too disorganized and distracted to really put out updates with any sort of efficiency. For instance, let's look at 1.9 because it's the most obvious example. It took over a year to come out with even a snapshot; and I think that's because of the April Fools update. You remember that, right? Probably not, because it was all but forgotten a few days later. I'm betting that took up about a month of development time. An ENTIRE MONTH for one joke. That's not even including all the vacations and "side projects" going on.
In my opinion, Dinnerbone should not be leading Minecraft's dev team. He simply isn't cut out for it.
Eccccccccccccccccccccccccccccccccccccccccc
A lot of stuff happened in the last year that has distracted them. There was the whole drama with the EULA, which lead into Notch selling the company due to not wanting to deal with it. Then the whole Microsoft acquittal thing caused a lot of drama and stress within Mojang itself. Employees left, felt betrayed, etc. Then Minecon happened which meant they had to leave office, various meetings with Microsoft in Redmond, etc. It's not like they sat around and did nothing. Big things have been happening which meant they weren't able to sit at their computers for 5 days every week.
The fact the game is on multiple platforms has nothing to do with it. Mojang works on the PC version and Pocket Edition (which has a separate team). All of the other console ports are done by a separate studio.
Uh, he isn't? Jeb's been the lead for the last 5 years, that hasn't changed. Jeb typically works on large features while Dinnerbone featurecreeps and re-writes stuff.
They are trying to come up with something fantastic to compensate for the not so great parts. Fragmenting a fan base is bad for business.
Mods are drastically different to the entire game. Mods are inclined to use hacky workarounds to get things done, whereas if and when Mojang wants to implement the exact same feature they have to rewrite the game to support it. Just slapping features onto the game is what caused performance to go down the drain; back in beta and early releases performance wasn't the best but was relatively stable. As more features got added, performance became unstable, so they decided to do something to help the game run better by rewriting parts of the game to support the features they added rather than force the old code to run the new features; code that is designed to work a specific way is worlds better than code that is forced to work a specific way.
Take coloured lights for instance, the mod which allows for coloured lighting (so a red lamp will actually give off red light, or a blue lamp will actually give off blue light). That mod takes advantage of the fact that Mojang is using a 32-bit integer (a number represented by 32 binary digits, 32 0's or 1's; 00000000000000000000000000000000) to store the lighting values for both block lighting and sky lighting (the first 16 bits store block lighting, the last 16 bits store sky lighting, or it could be the other way.... anyways, they then use these two values as coordinates to grab a colour from a light map that has a gradient, modulate a block side by that colour, and hence how redstone torches give off slightly redder light than torches, how moonlight is blue in colour, etc). The mod tweaks how lighting values are passed around through the code; instead of storing the block and sky lighting it stores the block and sky lighting, along with 3 values representing red, green and blue. Using this, the mod can then use overwritten code to force the lighting system to use the tweaked values passed through a single 32-bit integer. Up to 5 values in one number.
If Mojang were to add this to the game, they definitely would not use this method. It'd work, but it's forcing the code to do something it wasn't designed to do, which is never a good idea. Rather than doing this, they'd rewrite the lighting system to natively support coloured light, likely adding other features in such as lighting using shaders leading to much better lighting quality (what if every single computer could use smooth lighting without affecting performance?).
The way a feature is implemented changes dramatically depending on if it's a mod implementing it or Mojang implementing it. A mod is forced to use hacky workarounds to force the game to do what the mod developer intends, Mojang can simply change how the game works to natively support what they intend to do. It's pointless saying mods add features faster, Mojang cannot add features the same way that a mod does.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
With all due respect, having the option to change the game's native code ought to make things easier. Having to do hacky workarounds is an impediment to development, not an advantage.
I think new versions of Minecraft would be more exciting if they just made deals with the mod makers and focused on improving their integration/performance for inclusion in vanilla. The concepts are there and proven, and just need a bit of polish.
The biggest issue that a lot of mod developers face is the fact that while Forge is great at providing methods for modders to use, there's still a lot left to be desired. That's why, aside from functions that just make things easier, a lot of mod developers end up making their own library that is required by their mod. I'm still waiting for Mojang to give us the modding API that they promised was in the works so long ago, but it seems like with every update and refactor it seems more and more possible that it's something that isn't going to be seen until far in the future.
Sincerely, AciD
YouTube: http://youtube.com/user/xlxAciDxlx
Facebook: http://facebook.com/xlxAciDxlx
Twitter: http://twitter.com/xlxAciDxlx
Um I'm trying to think of the last game I played that averaged a fairly decent size update about once a year and charged nothing for the update.... Still haven't come up with one yet, maybe you can think of one Iron. Also why in the world would anyone release a buggy update, that's like releasing a car with an experimental braking system to release it fast and fix the problems later. That would not only tick off customers they would lose them in droves.
We'll, they are an indie game studio. Not a triple A company. As long as they listen to the community, add great new things, and keep patches coming to kill bugs, then I'm happy.
Figured it was time for a change.
I think the biggest thing people need to remember is that all of this is 100% optional for Mojang. They don't HAVE to update the game, they don't have to give us free content, etc. Obviously they partially do it to keep people interested and playing, but in all aspects it's not something they are forced to do just because we've bought the game.
Sincerely, AciD
YouTube: http://youtube.com/user/xlxAciDxlx
Facebook: http://facebook.com/xlxAciDxlx
Twitter: http://twitter.com/xlxAciDxlx
You are obviously a former employee who knows exactly how disorganized Mojang is and have had personal dealings with Dinnerbone to know how inept he is. Or you are just a person with an opinion that is extreme and wrong. I opt for the latter. In my opinion Mojang is not disorganized and Dinnerbone should stay. Have a nice day.
yeah, because leaving bugs in the game worked absolute wonders for Sonic 06
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise