1.9 Updates: Old Score Gone, Experience Possible Substitute
Notch recently noted a possible end to the currently-frozen scoring system: experience orbs may begin counting towards a score total in the near future! The recent screenshot also reveals another likely addition, in the form of Hardcore Mode - death means world deletion. At the moment, Minecraft only offers item loss as a potential deterrent from death; the inclusion of an optional Hardcore Mode would certainly provide a new sense of danger and accomplishment to an already excellent game!
"Minecraft Bet 1.9 Beta 2" in the top right hand corner.
Where as with Jeb's screenshot of posible new charactor screen, although a bit hard to read, says:
"Minecraft Beta 1.9 Prerelease 2" (Though I think that's just a 'code name' or something for the fact that it's further on than the 1.9 Prerelease but not publicly accessable.)
So does anyone know if this means that there will be further updates past 1.9 before the full version released on 11/11/11?
That right there deserves some negative points. Now delete your world, kid. :3
He could have jumped off a tower or something. Isn't that a posability? I mean you can't tell what's behind him!
And before you say he couldn't have jumped because there is water around him, Think 'Havn't they changed it so that you still take fall damage in 2 block deep water'.
I wonder how it would work in SMP...maybe if you die, you can only spectate and can't play on the server until reset?
***Random game crashes included, not recommended! :biggrin.gif:
Cheers ...
BrickVoid
Invisible Amnesia water monster.
Yes...you wont be building huge castle or redstone computers.
You'll build whats nesesacry to survive, kill mobs and giving you shelter.
I personally wanna try to play hardcore mode without any backups, I think it's should be fun.
Imho - Hardcore must be smtn like: mobs will not die in the daylight, you got only 3 hearts lifebar, no sleeping in the bad, etc. But NOT just simple "Delete world" button...
(1) how randomly you can die in the game and
(2) how much the game revolves around long-term progression.
Imagine if WoW, TES Oblivion or similar games had hardcore systems (but ignore the risk of exploitation for WoW, cause that's not my point). True, hardcore is typically optional and people tend to use that as an argument to include it in a game. But on the other hand, let's not forget the fact that ragequitting exists either, which is irrelevant for other players (we just tell them, "boo hoo, tough luck") but highly relevant and important to a game developer who wants his product sales to be as high as possible.
Sure, Minecraft is already a huge success and you don't buy the game twice or at a monthly fee, but those aren't any excuse to ignore other factors that could've made it even more successful. Minecraft is successful because it lacks relevant competition, it doesn't have a monthly fee and , most importantly, it allows casual players with zero computer skills to fully express their creative skills (which is fairly unprecedented in gaming history).
In short, the more random the death system is in a game, the worse it is to implement a Diabloesque Hardcore system. The less random the death system is, the more relevant and fun the hardcore system can be.
Let's make Minecraft even more successful by staying aware of all the marketing factors, as well. Let Hardcore mode be included, but BE SURE to provide the player with a clear and concise warning (not just assume that all players understand fully what Hardcore entails).
I remember playing Diablo 2 Hardcore for the first few times. I had to play it out practically, to "get a feel" of what it actually meant. But since Diablo 2 has a death system that isn't so random (you'll get used to dying), my own experience with Hardcore was as harsh because once I did die, it was early on and I tried again and again till I got used to Hardcore and how you're supposed to play it. AND, once I got used to Hardcore, I stopped dying and I actually became a better player in general.
Also: too soft death systems will feel incredibly boring to many players (no challenge), but too harsh death systems will scare players away from taking risk.
IMO, the best death systems are the ones where you can actually screw up, but still prevent death if you're good at reacting to your own mistakes as they happen (and the game actually allows you to do this). Make a mistake in WoW, and you usually wipe. Make a mistake in Fallout 3, and you can usually "row yourself back in" by making the critical decisions needed.
Cheers :smile.gif:
I agree, I think Hardcore mode in Minecraft should be closer to Nightmare mode in Doom 3 and not just another Diablo 2 Hardcore clone. It worked for Diablo 2, but minecraft isn't the same type of game. Not even close.