Okay, so it was kind of fun when there was just one End. At the time, it gave a sense of finality to a game that lacked an end. But the problem with adding an End to Minecraft is that it doesn't really have an end, and that's one of its core strengths, one of the reasons why Minecraft has got so popular and stayed so popular. By its very nature, Minecraft is a game without an end.
And so, now that we've been to the End and seen what it can be all about, it's time to open the curtain a little bit, and reveal a little bit more of the Minecraft universe.
TLDR: Which is to say, to get to the point: there really ought to be multiple Ends.
There should be a possibility of generating an infinite number of Strongholds in the Overworld. And every stronghold should have an End portal that leads to a brand new End. And End Portals should be craftable by players too. Thus in Mulitplayer, each player could have his own End.
This would explain where the Ender Dragon came from. Rather than being a godlike singular being at the centre of the universe (okay, the end of the universe), it's merely one of an infinite race of creatures, each one a veritable demigod over its tiny domain in a vast empty expanse. Ender Eggs needn't be explained, but one can imagine that they somehow propagate through space and time, each landing in a vast nothingness, coalescing enderstone from the very void, and birthing enderman parasites to tend it as it grows, and feed off its energy.
Each End would remain much as they currently are. Just one island, and nothing beyond. This keeps the saves fairly small, so it's not a drain on resources. There could be a hard-coded limit if a server thought it would be necessary, but I don't think it would be necessary.
Since we're talking about the End of the Universe here, it is a strange thing when the world extends infinitely in four directions, that you should only be able to find an End in one place. The End of the Universe should be something that you can find no matter which direction you go.
This would seem like a good idea at first but when you think about it, it isn't, it would take a lot of work for development and would require a lot of extra memory
Maybe this idea could work with there being 1 end but each time a player leaves the end after the enderdragon is killed it gets regenerated
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Creeper Hugging, Its fun but it might be the last fun thing you do
The End is not there for actual Minecraft players but for uncreative little kids who just want Minecraft to have a storyline. There's not much of a reward there either.
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what should happen is once the ender dragon is defeated and all players leave the end it should be reset or not accessible for a few in game days then reset. I like the idea of multiple strongholds per world though especially for servers so not everybody flocks to one location. Better yet have multiple stronghold able to generate but the next one wont generate till after the ender dragon is killed and players have to search out even farther to find the next stronghold to go back again.
This would seem like a good idea at first but when you think about it, it isn't, it would take a lot of work for development and would require a lot of extra memory
Maybe this idea could work with there being 1 end but each time a player leaves the end after the enderdragon is killed it gets regenerated
No, bad idea. Enderdragon farms much? But, how about, instead of having air blocks, if you go about 100 blocks away from the end Ender-Fog or something appears, which is basically semi-transparent bedrock, except that if you enter it you die instantly, or maybe slowly like the void. Anyway, then it would be set so that the other ends would generate all in the same dimension(To save spae) But they'd be seperated by the Ender-Fog, so that it would SEEM like just one End, and you couldn't journey from them except with seperate portals.
Portals shouldn't be craftable, but there should be an infinite amount of them, each connected to their own island in the end.8 blocks in the end should be 1 block in the overworld, so you can't easily find more islands without finding portals in the overworld. Also, placing an egg back on the exit portal should revive the dragon, with it very slowly hatching from the egg, like when the wither slowly grows. Ender dragons should drop much less XP, because there are more than one, and be buffed, so they're entertaining to fight.
This would seem like a good idea at first but when you think about it, it isn't, it would take a lot of work for development and would require a lot of extra memory
It would be virtually zero more work for development. All "Ends" would share terrain code, so there's no extra work there. Obviously you don't want all "Ends" to be carbon copies of each other, so there would have to be a way to create a new seed for each one, which takes a couple of seconds of coding. The code for Strongholds already exists, so it would take virtually no effort to have them generate more than 3 times per world. Ravines, villages, and abandoned mineshafts effectively generate infinitely, so having Strongholds also do the same would be as easy as toggling a variable in the code. So including stuff I didn't think of, plus a bit of testing, I think this change would take about an hour of one Mojangsta's time.
As for memory, the End is mostly empty space, and therefore it's much lighter on memory than you'd think. Remember, travelling to new chunks in the Overworld consumes quite a bit of memory. Travelling to new chunks in the End consumes very little memory, because there's nothing there. Generating new "Ends" would consume some memory, but not much more than you would consume exploring new areas of the Overworld looking for Strongholds to get you there.
Terrible idea. There are servers with hundreds (possibly thousands) of players. You think having another world for each person is a good idea? Think again.
The End is not there for actual Minecraft players but for uncreative little kids who just want Minecraft to have a storyline. There's not much of a reward there either.
You couldn't be more wrong.
Anything put into the game is for "actual" players. But even the term "actual" player, in the context you used, is incorrect. An "actual" player would be someone who meets criteria based on YOUR opinion, however, an actual player is ANYONE that plays the game.
It could operate opposite of the nether where distances in the overworld would translate to 3-8 times in the end. Then you could have infinite end island where each stronghold's portals lead to different end island (which could be 1000's of blocks away from each other in the end)
This would lag less than the overworld currently does - as there would be alot less space for you to roam around (as they are islands above void) and thus less chunks are generated by people, and each chunk contains less blocks than the nether does now so; no lag.
edit: I am against each player having their own world. While I am REALLY tired of people blindly accusing things of creating lag in responds to EVERY SINGLE map generation idea - when they have NO IDEA how it works -, I think the way minecraft deals with the different worlds would cause (as mentioned before) servers with high populations to suffer terrible lag.
Terrible idea. There are servers with hundreds (possibly thousands) of players.
Not too many of those out there. The most common experience is the small server. Also, those giant servers are heavily modded. Vanilla Minecraft is never enough to cater to the giant servers out there.
You think having another world for each person is a good idea? Think again.
Let's not put words in other people's mouths. Having another world for each person who wants one and is willing to work for it is a good idea. Not everyone on a huge server is going to automatically want their own End base. The same way not everyone on a server has their own Nether base.
Essentially you're saying the equivalent of "You think having every player allowed their own couple of chunks in the Overworld is a good idea? Think again!"
While it seems like a good idea at first, you should realise that an infinite amount of Ends would equal to an infinite amount of almost identical dimensions. What differences could there be between 2 huge islands made solely from End Stone and some Obsidian pillars? I can see some heavy variety issues on this.
The way I envision this being used is that it will be up to the players to decide. Theoretically there would be infinite ends, but in practice, there are only as many as the players decide to open up and conquer, which I think would be rather few. And the main motivation for opening up a new End would be because the last one got full of builds and hence, too interesting. (and getting new dragon eggs, I guess, but dragon eggs are rather useless, so...)
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I think you are going to love my Survival Let's Play series on YouTube! It's called Spaceboot1's Garden. I make pretty things.
I like the idea. I thought on it and I decided to point out two things that could be useful here:
1. End map limits. 800x800 blocks. Reduces memory usage and lag. Allows space for people to build outward from the island, too.
2. A limit to the number of strongholds per world. Way more than 3. I'd say about 10-15.
It's just my opinion, though.
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To all of you people who think Notch is still working on the game, he stopped working on Minecraft in late 2011. Get your facts straight and stop spamming his twitter about Minecraft updates.
Okay, so it was kind of fun when there was just one End. At the time, it gave a sense of finality to a game that lacked an end. But the problem with adding an End to Minecraft is that it doesn't really have an end, and that's one of its core strengths, one of the reasons why Minecraft has got so popular and stayed so popular. By its very nature, Minecraft is a game without an end.
And so, now that we've been to the End and seen what it can be all about, it's time to open the curtain a little bit, and reveal a little bit more of the Minecraft universe.
TLDR: Which is to say, to get to the point: there really ought to be multiple Ends.
There should be a possibility of generating an infinite number of Strongholds in the Overworld. And every stronghold should have an End portal that leads to a brand new End. And End Portals should be craftable by players too. Thus in Mulitplayer, each player could have his own End.
This would explain where the Ender Dragon came from. Rather than being a godlike singular being at the centre of the universe (okay, the end of the universe), it's merely one of an infinite race of creatures, each one a veritable demigod over its tiny domain in a vast empty expanse. Ender Eggs needn't be explained, but one can imagine that they somehow propagate through space and time, each landing in a vast nothingness, coalescing enderstone from the very void, and birthing enderman parasites to tend it as it grows, and feed off its energy.
Each End would remain much as they currently are. Just one island, and nothing beyond. This keeps the saves fairly small, so it's not a drain on resources. There could be a hard-coded limit if a server thought it would be necessary, but I don't think it would be necessary.
Since we're talking about the End of the Universe here, it is a strange thing when the world extends infinitely in four directions, that you should only be able to find an End in one place. The End of the Universe should be something that you can find no matter which direction you go.
Want to play Minecraft SSP like Spaceboot1? Try my modpack, all mods made by me, Spaceboot1!
Want to play Minecraft SSP like Spaceboot1? Try my modpack, all mods made by me, Spaceboot1!
Maybe this idea could work with there being 1 end but each time a player leaves the end after the enderdragon is killed it gets regenerated
No, bad idea. Enderdragon farms much? But, how about, instead of having air blocks, if you go about 100 blocks away from the end Ender-Fog or something appears, which is basically semi-transparent bedrock, except that if you enter it you die instantly, or maybe slowly like the void. Anyway, then it would be set so that the other ends would generate all in the same dimension(To save spae) But they'd be seperated by the Ender-Fog, so that it would SEEM like just one End, and you couldn't journey from them except with seperate portals.
Dude...Didn't you know THREE strongholds generate per world?
It would be virtually zero more work for development. All "Ends" would share terrain code, so there's no extra work there. Obviously you don't want all "Ends" to be carbon copies of each other, so there would have to be a way to create a new seed for each one, which takes a couple of seconds of coding. The code for Strongholds already exists, so it would take virtually no effort to have them generate more than 3 times per world. Ravines, villages, and abandoned mineshafts effectively generate infinitely, so having Strongholds also do the same would be as easy as toggling a variable in the code. So including stuff I didn't think of, plus a bit of testing, I think this change would take about an hour of one Mojangsta's time.
As for memory, the End is mostly empty space, and therefore it's much lighter on memory than you'd think. Remember, travelling to new chunks in the Overworld consumes quite a bit of memory. Travelling to new chunks in the End consumes very little memory, because there's nothing there. Generating new "Ends" would consume some memory, but not much more than you would consume exploring new areas of the Overworld looking for Strongholds to get you there.
Want to play Minecraft SSP like Spaceboot1? Try my modpack, all mods made by me, Spaceboot1!
You couldn't be more wrong.
Anything put into the game is for "actual" players. But even the term "actual" player, in the context you used, is incorrect. An "actual" player would be someone who meets criteria based on YOUR opinion, however, an actual player is ANYONE that plays the game.
This would lag less than the overworld currently does - as there would be alot less space for you to roam around (as they are islands above void) and thus less chunks are generated by people, and each chunk contains less blocks than the nether does now so; no lag.
edit: I am against each player having their own world. While I am REALLY tired of people blindly accusing things of creating lag in responds to EVERY SINGLE map generation idea - when they have NO IDEA how it works -, I think the way minecraft deals with the different worlds would cause (as mentioned before) servers with high populations to suffer terrible lag.
Not too many of those out there. The most common experience is the small server. Also, those giant servers are heavily modded. Vanilla Minecraft is never enough to cater to the giant servers out there.
Let's not put words in other people's mouths. Having another world for each person who wants one and is willing to work for it is a good idea. Not everyone on a huge server is going to automatically want their own End base. The same way not everyone on a server has their own Nether base.
Essentially you're saying the equivalent of "You think having every player allowed their own couple of chunks in the Overworld is a good idea? Think again!"
Want to play Minecraft SSP like Spaceboot1? Try my modpack, all mods made by me, Spaceboot1!
Why does everyone think I don't have an avatar? Is there anyone who can see the one black pixel.
Please click the dragons, they need to grow. Also, my fully grown dragons can be found in my bio.
No. Have you tried fighting more than one?
If anyone wants to port/remake this, feel free to do that! Or don't. It's up to you, really.
The way I envision this being used is that it will be up to the players to decide. Theoretically there would be infinite ends, but in practice, there are only as many as the players decide to open up and conquer, which I think would be rather few. And the main motivation for opening up a new End would be because the last one got full of builds and hence, too interesting. (and getting new dragon eggs, I guess, but dragon eggs are rather useless, so...)
Want to play Minecraft SSP like Spaceboot1? Try my modpack, all mods made by me, Spaceboot1!
1. End map limits. 800x800 blocks. Reduces memory usage and lag. Allows space for people to build outward from the island, too.
2. A limit to the number of strongholds per world. Way more than 3. I'd say about 10-15.
It's just my opinion, though.