This is a silly thread. Having an option to turn off each and every game feature is undesirable and pretty stupid. Oh and did I mention a waste of time for Mojang as well.
If you don't like hunger, don't play on hard and you won't die from it. Or just kill a few pigs/cows and play survival properly and survive. If you don't want to play survival, play in peaceful or creative mode where hunger is irrelevant.
Or, mod the game or get a mod to remove hunger. Not that complicated.
Just no and as for the people who say it is unfun, while I haven't played any of them obviously you never heard of any of the mountain of games where the only objective is to run a farm.
its wasted time to implement a toggle for a single feature peacefull is a difficulty a feature is another ball game and at that point you might as well start adding toggles for everything so just no.
Edit: as others have said this is definatly something left for mods.
Anyone else want to play with the new 1.8 and 1.9 features but give up because they can't stand pathetic overhauls that ruin the gameplay?
A. Food as a health system, which is way too easy above ground and way too hard below ground.
B. Pointless removal of key features such as:
- F replaced by F3 + F which creates ridiculous lag, leaves you with the stupid graph open, is now 2 keys for no aparrent reason making it more awkward (or from 2 to 3 to Shift + F3 + F to extend view distance). This is a bane to anyone with a slow computer, which seems to be an increasing number as of every new 'update'. E.G. Last haloween I could play on Max draw dist all the time, but now I'm normally on Small, so don't mess about the optimisation!
- Holding space bar to jump removed, makes climing from bedrock to surface require pointless spacebar mashing, and stops us from quickly and easily building up.
- Holding left mouse button to attack mobs removed, makes squid suddenly very hard to kill, and anything else now with the new mob AI.
C. Hollow promises are worse than no promises at all. *Ahem* Lit torch in hand, Mod support, Nether as fast-travel, Adventure and Zombie modes, Increased height limit. Sky realm. Mobs not despawning. Is sponge EVER going to be added?
C. Hollow promises are worse than no promises at all. *Ahem* Lit torch in hand, Mod support, Nether as fast-travel, Adventure and Zombie modes, Increased height limit. Sky realm. Mobs not despawning. Is sponge EVER going to be added?
1. He never promised that.
2. It's coming, or did you not notice beta isn't over yet? :tongue.gif:
3. Already is...
4. See 2.
5. He said explicitly he wasn't doing that, though he did make it easier to change for modders.
6. See 2.
7. Mobs already don't despawn AFAIK...
8. Ok, but that's like one block. Other than that, apples are the only things left not implemented...
Rollback Post to RevisionRollBack
What use is an ear that does not hear, or a mouth that does not speak?
Personally, I like the new health system and don't think that there should be an option to disable hunger bar. I'm sure there will be a mod that will allow to switch back to old health system if you like so..
I also like the new health system, though there does need to be a realistically attainable method of regenerating health immediately (golden apples are so bug-****ing rare without editing them in that they may as well not exist). I have a feeling that something like this will be implemented with the magic/alchemy system that keeps getting promised. Healing magic is a staple in just about any magic system in games so it only makes sense that it would make it into Minecraft.
Rollback Post to RevisionRollBack
All moderation on forums is biased. Mods and admins do play favorites. Thus there is truly no point in "playing by the rules" since enforcement of said rules is subjective. That is why I refuse to censor my speech and will call things exactly as I see them without reservation.
Now you imagine? You're speculating in the absence of experience. I haven't had any significant problems defeating skeleton spawners since the 1.8 update. The change in bow mechanics has been a great thing in my opinion. I didn't use the bow much before because I hated having to waste 5 arrows to kill a mob. Now I can do it with 2, but as a tradeoff it takes a little more patience. Skeletons are also actually challenging to some degree to defeat.
Arrows are cheap. Find a skeleton spawner, build a trap, sit at the end of it. I did that once while I went out to dinner, came back, and had almost an inventory full of arrows and bones. I've found a skeleton spawner relatively easy in every world I've played in. Once I almost had two within activation range of each other--they were off by just 2-3 blocks.
Actually, I'll grant you that argument to a point. Yes, generally speaking, a piece of software is feature complete before entering a beta test. But this point really is a non-sequitir when it comes to determining adding a toggle for this feature. At best, it's an argument to have it reverted entirely. However, I think we've all learned by now that the minecraft Alpha wasn't really an alpha by the normal definition and this "beta" isn't following the traditional software lifecycle. Basically, Notch started developing this for fun, and opted to allow preorders to generate some revenue that let people play the in-development game. If you want to criticize Mojang for not following a typical software development cycle or misusing terms like alpha and beta test, ok, I can understand that. But be honest here. You don't like the hunger system, and that's why you want a toggle feature. All of this talk about betas and feature changes may have some merit but it doesn't support the specific thing you're advocating for.
I won't pretend that the hunger/bow systems weren't the catalyst for making me think in this direction, but I'd have supported the notion if other people took a similar stance on other changes of this magnitude.
I'd love to cite a past example but as I indicated before, I don't recall a player mechanic like this having been changed before.
I guess you and I disagree on the relative magnitudes of the previous changes in the game.
What I know is that I now have to fight mobs differently than I did before, due to both how hunger and the bow mechanics work. If there have been other changes that have effected playstyles like that in the past, I'm not aware of them.
No, they pre-ordered an unreleased game and as a perk got the option to play the in-development, mislabeled-as-a-beta-test version in the meantime. No contract was made with the purchaser that the state of the game as they bought it was representative of it's final released state, and in fact, there's probably a disclaimer proclaiming the opposite of such is to be expected somewhere in the fine print.
Firstly, you're assuming people think that much about things. If someone saw a YouTube video or saw it on the news or over a friend's shoulder, came home and went to minecraft.net, and went through the buying process, the most they would have been exposed to is this:
"Please note that when you buy the game, you're paying for the game as it is right now!"
There's more information if you click on the TOS but... how many people honestly read those?
And that above statement could easily be interpreted as "You're getting the version you're paying for right now." If interpreted like that, they'd actually feel reassured that they're getting what they just saw over their friend's shoulder. And the updates for some time (IMO) haven't changed things much... until 1.8.
Most people don't understand what a beta actually is, including Mojang as we've established. What we are playing is more or less mislabeled as a beta test by strict definition. People didn't preorder the game so they could spend time performing acceptance testing on the product. They did it because they got to play it before it came out. Pretty much everyone is playing, not testing, and most people couldn't care less what a "beta test" is supposed to be. And really, if someone wants to demand a refund over something like this, I hope Mojang gives it to them and they lose the ability to enjoy the game from here on out. I mean seriously, I think you and others have competletley overinflated how much of a problem this really is.
Between having to farm, not being able to fight mobs like I use to enjoy, and having most of my structures now leaking... No. Not happy with the recent changes.
The hunger/bow change lead me to stop digging into mines or otherwise fighting. Half the time I'm on Peaceful. I don't like it. I enjoyed machine gunning down mobs of mobs coming at me from the dark of deep caves. But I could still build, so I kept going...
But. The huge lava dome I provided screenshots for earlier in the thread now leaks horribly. Both lava and water. It can't be corrected now without looking much different. All of my skyway towers leak, my water fortress leaks, the surrounding walls of my castle leak lava on the inside. The leaking was actually the straw that broke the camel's back for me. I reverted from 1.9-pre back to 1.8 just to get rid of that. But that didn't help. By then my interest waned. I'm not going to sit at 1.8 indefinitely and give up all the other future features I may enjoy.
I honestly don't expect that to be toggled. I would like to see improved logic, but it won't change. The most I can do now is support the notion of making the other big things toggleable.
And for the third one, they did that. They created the creative mode. No "direction" change occurred in survival mode. It's survival mode. Hunger is part of survival. This isn't some wierd departure from the intent of the game mode. It actually fits in quite well.
There's a lot that falls under the very generic term "Survival". That doesn't mean it should all be added. And beyond semantics there's the simple fact that Survival Mode has come to mean something specific to a lot of people.
If they want to peel off 1.7.3 and call it something else and keep making 1.8+ Survival into a game where you have to eat, drink, sleep, and ****, that's fine, too. I don't care about the name. I care about what the mode contains.
And they didn't create Creative mode. It's existed since "alpha". And like they made Survival Mode when they added health, tools, etc., it's time they made Adventure Mode for what's coming next.
What if I want to play on a specific server, and I like the hunger system and would prefer to have it turned on, but it's turned off on that server? The "play on a different server" response doesn't work here, because I said I want to play on that specific server, for any number of possible reasons. What's the solve for this?
Uhm. Welcome to the world of online gaming? Every game I've played online has the potential for different settings for different servers. I actually inherited a gaming community recently and I didn't play on its primary server because I didn't like the settings.
Minecraft servers already have settings. PvP on/off. Monsters on/off. Difficulty level. If they use mods it can go all over the place. My server uses Bukkit with WorldGuard, multiple worlds, etc.
Server settings aren't a new thing. That's why I'd actually like Minecraft settings to be settable on a per-world basis so a single server can have multiple worlds with different settings to accommodate more people. A lot of Bukkit plugins (including WorldGuard) support this.
Again, options, options, options!
It didn't "radically" change by my estimation, and not everyone is pissed... The forum community is pretty well divided, and that only represents a small portion of the player base. Look, I understand that people get attached to things the way they are and it's understandable that a change like this would be unsettling and even disappointing if it is not well-received. However, the existence of this attachment and the subsequent disruption of it does not itself create an entitlement to have one's anger placated by adding an option to undo the change, especially considering the fact that the developer made no promises to honor this attachment.
The fact that the "Adventure Update" was given a fancy name and obviously kicks off a new direction of development doesn't indicate a radical change in direction?
- NPC Villages offering places to make camp, and rumor of more in the future
- NPCs which are rumored to include trading, equipment repair, quests
- Experience rumored to expand into levels and/or skills
- Food change preventing quick-healing in combat
- Bow change preventing quick-kill arrow spamming
- Sprinting having a resource cost (hunger)
- Fortresses to search for (limit to 3 when there could be many, many more in these huge worlds)
- Abandoned Mines offering resources
I'm not saying these are all unwelcome--some add to the world for all modes. But the quick succession of these additions, which are clearly more RPG in nature, I think spells things out pretty clearly.
A. Food as a health system, which is way too easy above ground and way too hard below ground.
I find it quite balanced and rewarding. I love not having to use food to heal directly anymore, the regen is fantastic.
Bring some cow/pig/chicken meat or bread/wheat when you go down to mine and you're perfectly fine. Even then a full hunger bar doesn't deplete so fast as to even require more than 3 pieces of food per trip really.
- F replaced by F3 + F which creates ridiculous lag, leaves you with the stupid graph open, is now 2 keys for no aparrent reason making it more awkward (or from 2 to 3 to Shift + F3 + F to extend view distance). This is a bane to anyone with a slow computer, which seems to be an increasing number as of every new 'update'. E.G. Last haloween I could play on Max draw dist all the time, but now I'm normally on Small, so don't mess about the optimisation!
Get a better computer? Run Optifine? I don't see any more performance reduction at all since the halloween update than would be expected from new mechanics running, like in any game. As far as the F hotkey, it's still there under F3+F, or video settings; worse case scenario get a mod that readds the hotkey to being bindable and stop complaining?
- Holding space bar to jump removed, makes climing from bedrock to surface require pointless spacebar mashing, and stops us from quickly and easily building up.
It's being put back in. It was only removed temporarily because of the debug exp gain as well as rapid food drain when holding jump in 2 block high spaces.
C. Hollow promises are worse than no promises at all. *Ahem* Lit torch in hand, Mod support, Nether as fast-travel, Adventure and Zombie modes, Increased height limit. Sky realm. Mobs not despawning. Is sponge EVER going to be added?
Lit torch wouldn't work well with the previous lighting system, I bet it will probably be implemented soon as the new lighting system should support it.
Nether for fast travel is already implemented.. 1 block in nether = 8? blocks in overworld.
Sponge will likely be fixed sooner or later, it was mostly for the previous water system though.
Height limit wasn't promised either but he did make great changes to allow modders to easily access/change it.
Confirmed coming features include:
Adventure mode
Zombie mode
Mod support
Sky realm (it already exists. the code and everything. There's just not much that makes it unique aside from being sky islands yet, but it is accessable with mods and works fine)
"Please note that when you buy the game, you're paying for the game as it is right now!"
There's more information if you click on the TOS but... how many people honestly read those?
And that above statement could easily be interpreted as "You're getting the version you're paying for right now." If interpreted like that, they'd actually feel reassured that they're getting what they just saw over their friend's shoulder. And the updates for some time (IMO) haven't changed things much... until 1.8.
:smile.gif: If you feel that way, run an old jar version and don't say to update.
You are asked every version since awhile before hunger if you want to update, you said yes. Otherwise it wouldn't have updated.
Here is your reason: If it is too hard for then play on easy or peaceful. And don't tell me that there won't monsters at peacefull. If you can't find one of the most common things in minecraft than this means you can't fight with monsters too.
So because there are 2-3 mechanics added in the past couple weeks we don't like, we should abandon Survival as we've known it for 10 months to go play on Peaceful?
You do realize we'd then also be giving up:
- The threat of monsters
- The commitment of gathering resources
- The threat of fire and drowning
- The need to find diamond, iron, other metals
Basically... why a lot of us bought the game.
If I wanted to play Creative all this time I would have been playing Creative all this time. Derp.
So because there are 2-3 mechanics added in the past couple weeks we don't like, we should abandon Survival as we've known it for 10 months to go play on Peaceful?
You do realize we'd then also be giving up:
- The threat of monsters
- The commitment of gathering resources
- The threat of fire and drowning
- The need to find diamond, iron, other metals
Basically... why a lot of us bought the game.
If I wanted to play Creative all this time I would have been playing Creative all this time. Derp.
As I just posted, run an old jar version and don't agree to update if you don't like the changes. :smile.gif:
So because there are 2-3 mechanics added in the past couple weeks we don't like, we should abandon Survival as we've known it for 10 months to go play on Peaceful?
You do realize we'd then also be giving up:
- The threat of monsters
- The commitment of gathering resources
- The threat of fire and drowning
- The need to find diamond, iron, other metals
Basically... why a lot of us bought the game.
If I wanted to play Creative all this time I would have been playing Creative all this time. Derp.
Then stop being a wuss,, if your well fed you get unlimited health.. and thats too hard for you LMAO
This is a silly thread. Having an option to turn off each and every game feature is undesirable and pretty stupid. Oh and did I mention a waste of time for Mojang as well.
If you don't like hunger, don't play on hard and you won't die from it. Or just kill a few pigs/cows and play survival properly and survive. If you don't want to play survival, play in peaceful or creative mode where hunger is irrelevant.
Or, mod the game or get a mod to remove hunger. Not that complicated.
"Proper" Survival mode is what we had for 10 months. Not 2 weeks. I don't understand how you think a brand new feature somehow retroactively defines 10 months of what "Survival Mode" means to every player of this game.
If they added permanent death tomorrow as a feature of "Survival Mode". Would you accept it with open arms? I mean... what's "Survival" if death has no meaning? Would you ever draw a line?
As I just posted, run an old jar version and don't agree to update if you don't like the changes. :smile.gif:
I reverted back to 1.8. Which means I'll never be able to play SMP again. Which is the only way I enjoy playing long term. What's the point in building if nobody can ever experience it?
It also means I'll never have support for the game from Mojang or the community once the game gets released. And if I lose my installation, I'm not able to download it again from Mojang.
How you think this is an acceptable long term option is beyond me...
Then stop being a wuss,, if your well fed you get unlimited health.. and thats too hard for you LMAO
Good job only addressing half of the system.
What about if I need to heal quick, like food offered previously. Can't. Regenerative health when well fed is the positive of the new system. The inability to heal quickly is the negative.
"Proper" Survival mode is what we had for 10 months. Not 2 weeks. I don't understand how you think a brand new feature somehow retroactively defines 10 months of what "Survival Mode" means to every player of this game.
If they added permanent death tomorrow as a feature of "Survival Mode". Would you accept it with open arms? I mean... what's "Survival" if death has no meaning? Would you ever draw a line?
I reverted back to 1.8. Which means I'll never be able to play SMP again. Which is the only way I enjoy playing long term. What's the point in building if nobody can ever experience it?
It also means I'll never have support for the game from Mojang or the community once the game gets released. And if I lose my installation, I'm not able to download it again from Mojang.
How you think this is an acceptable long term option is beyond me...
Good job only addressing half of the system.
What about if I need to heal quick, like food offered previously. Can't. Regenerative health when well fed is the positive of the new system. The inability to heal quickly is the negative.
Coincidentally, notch is indeed adding a permadeath option to 1.10.
But anyway, "Survival Mode" isn't a player-experienced definition... it's a defined game mode, defined by what notch makes it...
If you like a different "definition", use a different jar.
Also as far as the SMP comment goes, play on a server with others who dislike the hunger feature and have reverted. Otherwise you would have an unfair advantage over people who are using hunger (if you're implying being able to turn it off in smp..)
OR, just a thought, don't revert and have the server run a plugin that disbles hunger, derp derp derp.
I disagree about the food-giving-massive-amounts-of-instant-health-from-nowhere. It was a bad mechanic and pretty ********.
On the topic of not being able to get old jars from mojang, there's a tool around here somewhere that stays updated and lets you downgrade your jar using binary patches. Pretty simple.
Looking at it, most people have read "hunger" and thought
"He wants to remove Hunger! kill him!"
He just wants the option to turn it off and on, not remove it. I've started on about3 good seeds now with NO animals about the spawn. I got a village next to me at one point, but no animals. and I feel like I'm cheating when I go half a day from spawn/house, to find an animal on my first day then find out it's night time, so I have to use peaceful just to go back with the food. So I end up deleting the world. I think we should be able to.
A wiser man would have mined out some cobble, cut some tress, and cooked the food there.
Ontopic: I understand what he's asking but I and most others on 'this side' are saying it's unnecessary, lame, and potentially paving the way for others to bring up stupid ideas for features being toggle-able.
Oh, and the part where IT'S ALREADY IMPLEMENTED. IT'S CALLED PEACEFUL MODE.
(And easy/normal you can't even starve to death in. Only hard kills you.)
Coincidentally, notch is indeed adding a permadeath option to 1.10.
As a completely different difficulty mode--not as part of "Survival".
But anyway, "Survival Mode" isn't a player-experienced definition... it's a defined game mode, defined by what notch makes it...
And Notch chose to sell a game for just shy of a year while that game provided a certain definition of that mode. Are you so surprised people would assume that would be a constant? After all, a beta is about bug testing; not redefining entire features.
If you like a different "definition", use a different jar.
Which is a practice not sanctioned by Mojang. At the moment they just choose to look the other way. And as I said above, that'll disqualify me from all future bug fixes, features, and support.
I also wouldn't be surprised if the login process post-release has checks to validate legitimacy of the client to some degree.
Also as far as the SMP comment goes, play on a server with others who dislike the hunger feature and have reverted. Otherwise you would have an unfair advantage over people who are using hunger (if you're implying being able to turn it off in smp..)
Which is once of the key reasons why it would work best as an official setting or why the new mechanic should be part of a separate, new Adventure Mode. Servers could legitimately be configured for the behavior/mode and all clients would adapt automatically. Such settings could conceivably also be identified through future server browsers.
OR, just a thought, don't revert and have the server run a plugin that disbles hunger, derp derp derp.
Possible, though relying on mods to do the job Mojang should do is something of a cop out.
I disagree about the food-giving-massive-amounts-of-instant-health-from-nowhere. It was a bad mechanic and pretty ********.
I'd be interested to see if you complained about that over the past 10 months and in the forums of every one of the hundreds or thousands of games that have instant-heal items. Are you going to complain if/when they add potions to Minecraft that give instant heals? People seem to be expecting that to come eventually.
On the topic of not being able to get old jars from mojang, there's a tool around here somewhere that stays updated and lets you downgrade your jar using binary patches. Pretty simple.
I know. I have it. That doesn't address the issues above, or the fact that Mojang could at any time consider that crossing the line.
The old system imposed a limit on the amount of food you could carry, and then how much food was readily available in your action bar. A long battle in the old system WOULD kill you once you run out of food. Out of food, out of healing.
You can stay in battle for a very long time in the new system so long as the average rate of damage taken is less than 1/2 heart every 4 seconds. It's not easy, but it's possible. That's the value of regenerative systems. They can keep you alive indefinitely if you mitigate damage well.
If you don't like hunger, don't play on hard and you won't die from it. Or just kill a few pigs/cows and play survival properly and survive. If you don't want to play survival, play in peaceful or creative mode where hunger is irrelevant.
Or, mod the game or get a mod to remove hunger. Not that complicated.
its wasted time to implement a toggle for a single feature peacefull is a difficulty a feature is another ball game and at that point you might as well start adding toggles for everything so just no.
Edit: as others have said this is definatly something left for mods.
A. Food as a health system, which is way too easy above ground and way too hard below ground.
B. Pointless removal of key features such as:
- F replaced by F3 + F which creates ridiculous lag, leaves you with the stupid graph open, is now 2 keys for no aparrent reason making it more awkward (or from 2 to 3 to Shift + F3 + F to extend view distance). This is a bane to anyone with a slow computer, which seems to be an increasing number as of every new 'update'. E.G. Last haloween I could play on Max draw dist all the time, but now I'm normally on Small, so don't mess about the optimisation!
- Holding space bar to jump removed, makes climing from bedrock to surface require pointless spacebar mashing, and stops us from quickly and easily building up.
- Holding left mouse button to attack mobs removed, makes squid suddenly very hard to kill, and anything else now with the new mob AI.
C. Hollow promises are worse than no promises at all. *Ahem* Lit torch in hand, Mod support, Nether as fast-travel, Adventure and Zombie modes, Increased height limit. Sky realm. Mobs not despawning. Is sponge EVER going to be added?
1. He never promised that.
2. It's coming, or did you not notice beta isn't over yet? :tongue.gif:
3. Already is...
4. See 2.
5. He said explicitly he wasn't doing that, though he did make it easier to change for modders.
6. See 2.
7. Mobs already don't despawn AFAIK...
8. Ok, but that's like one block. Other than that, apples are the only things left not implemented...
I also like the new health system, though there does need to be a realistically attainable method of regenerating health immediately (golden apples are so bug-****ing rare without editing them in that they may as well not exist). I have a feeling that something like this will be implemented with the magic/alchemy system that keeps getting promised. Healing magic is a staple in just about any magic system in games so it only makes sense that it would make it into Minecraft.
Arrows are cheap. Find a skeleton spawner, build a trap, sit at the end of it. I did that once while I went out to dinner, came back, and had almost an inventory full of arrows and bones. I've found a skeleton spawner relatively easy in every world I've played in. Once I almost had two within activation range of each other--they were off by just 2-3 blocks.
I won't pretend that the hunger/bow systems weren't the catalyst for making me think in this direction, but I'd have supported the notion if other people took a similar stance on other changes of this magnitude.
I'd love to cite a past example but as I indicated before, I don't recall a player mechanic like this having been changed before.
What I know is that I now have to fight mobs differently than I did before, due to both how hunger and the bow mechanics work. If there have been other changes that have effected playstyles like that in the past, I'm not aware of them.
Firstly, you're assuming people think that much about things. If someone saw a YouTube video or saw it on the news or over a friend's shoulder, came home and went to minecraft.net, and went through the buying process, the most they would have been exposed to is this:
"Please note that when you buy the game, you're paying for the game as it is right now!"
There's more information if you click on the TOS but... how many people honestly read those?
And that above statement could easily be interpreted as "You're getting the version you're paying for right now." If interpreted like that, they'd actually feel reassured that they're getting what they just saw over their friend's shoulder. And the updates for some time (IMO) haven't changed things much... until 1.8.
Between having to farm, not being able to fight mobs like I use to enjoy, and having most of my structures now leaking... No. Not happy with the recent changes.
The hunger/bow change lead me to stop digging into mines or otherwise fighting. Half the time I'm on Peaceful. I don't like it. I enjoyed machine gunning down mobs of mobs coming at me from the dark of deep caves. But I could still build, so I kept going...
But. The huge lava dome I provided screenshots for earlier in the thread now leaks horribly. Both lava and water. It can't be corrected now without looking much different. All of my skyway towers leak, my water fortress leaks, the surrounding walls of my castle leak lava on the inside. The leaking was actually the straw that broke the camel's back for me. I reverted from 1.9-pre back to 1.8 just to get rid of that. But that didn't help. By then my interest waned. I'm not going to sit at 1.8 indefinitely and give up all the other future features I may enjoy.
I honestly don't expect that to be toggled. I would like to see improved logic, but it won't change. The most I can do now is support the notion of making the other big things toggleable.
There's a lot that falls under the very generic term "Survival". That doesn't mean it should all be added. And beyond semantics there's the simple fact that Survival Mode has come to mean something specific to a lot of people.
If they want to peel off 1.7.3 and call it something else and keep making 1.8+ Survival into a game where you have to eat, drink, sleep, and ****, that's fine, too. I don't care about the name. I care about what the mode contains.
And they didn't create Creative mode. It's existed since "alpha". And like they made Survival Mode when they added health, tools, etc., it's time they made Adventure Mode for what's coming next.
Uhm. Welcome to the world of online gaming? Every game I've played online has the potential for different settings for different servers. I actually inherited a gaming community recently and I didn't play on its primary server because I didn't like the settings.
Minecraft servers already have settings. PvP on/off. Monsters on/off. Difficulty level. If they use mods it can go all over the place. My server uses Bukkit with WorldGuard, multiple worlds, etc.
Server settings aren't a new thing. That's why I'd actually like Minecraft settings to be settable on a per-world basis so a single server can have multiple worlds with different settings to accommodate more people. A lot of Bukkit plugins (including WorldGuard) support this.
Again, options, options, options!
The fact that the "Adventure Update" was given a fancy name and obviously kicks off a new direction of development doesn't indicate a radical change in direction?
- NPC Villages offering places to make camp, and rumor of more in the future
- NPCs which are rumored to include trading, equipment repair, quests
- Experience rumored to expand into levels and/or skills
- Food change preventing quick-healing in combat
- Bow change preventing quick-kill arrow spamming
- Sprinting having a resource cost (hunger)
- Fortresses to search for (limit to 3 when there could be many, many more in these huge worlds)
- Abandoned Mines offering resources
I'm not saying these are all unwelcome--some add to the world for all modes. But the quick succession of these additions, which are clearly more RPG in nature, I think spells things out pretty clearly.
You must be pretty crap at gaming in general. The new features don't ruin gameplay at all.
I find it quite balanced and rewarding. I love not having to use food to heal directly anymore, the regen is fantastic.
Bring some cow/pig/chicken meat or bread/wheat when you go down to mine and you're perfectly fine. Even then a full hunger bar doesn't deplete so fast as to even require more than 3 pieces of food per trip really.
Get a better computer? Run Optifine? I don't see any more performance reduction at all since the halloween update than would be expected from new mechanics running, like in any game. As far as the F hotkey, it's still there under F3+F, or video settings; worse case scenario get a mod that readds the hotkey to being bindable and stop complaining?
It's being put back in. It was only removed temporarily because of the debug exp gain as well as rapid food drain when holding jump in 2 block high spaces.
That is a bug.
Lit torch wouldn't work well with the previous lighting system, I bet it will probably be implemented soon as the new lighting system should support it.
Nether for fast travel is already implemented.. 1 block in nether = 8? blocks in overworld.
Sponge will likely be fixed sooner or later, it was mostly for the previous water system though.
Height limit wasn't promised either but he did make great changes to allow modders to easily access/change it.
Mobs not despawning was never a promise but will likely be implemented as well.EDIT: ACTUALLY I COMPLETELY FORGOT. Mobs DO persist.. Some of them. Not enemies, not squids, but the rest of the animals incl tamed wolves, and npcs and golems and mooshrooms are persistent. http://www.minecraftforum.net/topic/639466-922-update-animals-can-respawn-new-mobs-and-chicken-information-updated/
Confirmed coming features include:
Adventure mode
Zombie mode
Mod support
Sky realm (it already exists. the code and everything. There's just not much that makes it unique aside from being sky islands yet, but it is accessable with mods and works fine)
:smile.gif: If you feel that way, run an old jar version and don't say to update.
You are asked every version since awhile before hunger if you want to update, you said yes. Otherwise it wouldn't have updated.
So because there are 2-3 mechanics added in the past couple weeks we don't like, we should abandon Survival as we've known it for 10 months to go play on Peaceful?
You do realize we'd then also be giving up:
- The threat of monsters
- The commitment of gathering resources
- The threat of fire and drowning
- The need to find diamond, iron, other metals
Basically... why a lot of us bought the game.
If I wanted to play Creative all this time I would have been playing Creative all this time. Derp.
As I just posted, run an old jar version and don't agree to update if you don't like the changes. :smile.gif:
Then stop being a wuss,, if your well fed you get unlimited health.. and thats too hard for you LMAO
"Proper" Survival mode is what we had for 10 months. Not 2 weeks. I don't understand how you think a brand new feature somehow retroactively defines 10 months of what "Survival Mode" means to every player of this game.
If they added permanent death tomorrow as a feature of "Survival Mode". Would you accept it with open arms? I mean... what's "Survival" if death has no meaning? Would you ever draw a line?
I reverted back to 1.8. Which means I'll never be able to play SMP again. Which is the only way I enjoy playing long term. What's the point in building if nobody can ever experience it?
It also means I'll never have support for the game from Mojang or the community once the game gets released. And if I lose my installation, I'm not able to download it again from Mojang.
How you think this is an acceptable long term option is beyond me...
Good job only addressing half of the system.
What about if I need to heal quick, like food offered previously. Can't. Regenerative health when well fed is the positive of the new system. The inability to heal quickly is the negative.
Coincidentally, notch is indeed adding a permadeath option to 1.10.
But anyway, "Survival Mode" isn't a player-experienced definition... it's a defined game mode, defined by what notch makes it...
If you like a different "definition", use a different jar.
Also as far as the SMP comment goes, play on a server with others who dislike the hunger feature and have reverted. Otherwise you would have an unfair advantage over people who are using hunger (if you're implying being able to turn it off in smp..)
OR, just a thought, don't revert and have the server run a plugin that disbles hunger, derp derp derp.
I disagree about the food-giving-massive-amounts-of-instant-health-from-nowhere. It was a bad mechanic and pretty ********.
On the topic of not being able to get old jars from mojang, there's a tool around here somewhere that stays updated and lets you downgrade your jar using binary patches. Pretty simple.
A wiser man would have mined out some cobble, cut some tress, and cooked the food there.
Ontopic: I understand what he's asking but I and most others on 'this side' are saying it's unnecessary, lame, and potentially paving the way for others to bring up stupid ideas for features being toggle-able.
Oh, and the part where IT'S ALREADY IMPLEMENTED. IT'S CALLED PEACEFUL MODE.
(And easy/normal you can't even starve to death in. Only hard kills you.)
As a completely different difficulty mode--not as part of "Survival".
And Notch chose to sell a game for just shy of a year while that game provided a certain definition of that mode. Are you so surprised people would assume that would be a constant? After all, a beta is about bug testing; not redefining entire features.
Which is a practice not sanctioned by Mojang. At the moment they just choose to look the other way. And as I said above, that'll disqualify me from all future bug fixes, features, and support.
I also wouldn't be surprised if the login process post-release has checks to validate legitimacy of the client to some degree.
Which is once of the key reasons why it would work best as an official setting or why the new mechanic should be part of a separate, new Adventure Mode. Servers could legitimately be configured for the behavior/mode and all clients would adapt automatically. Such settings could conceivably also be identified through future server browsers.
Possible, though relying on mods to do the job Mojang should do is something of a cop out.
I'd be interested to see if you complained about that over the past 10 months and in the forums of every one of the hundreds or thousands of games that have instant-heal items. Are you going to complain if/when they add potions to Minecraft that give instant heals? People seem to be expecting that to come eventually.
I know. I have it. That doesn't address the issues above, or the fact that Mojang could at any time consider that crossing the line.
Getting a point across CAN be done on these forums without being a ****, I've done it.
Exactly!
The new system provides greater rewards, but prevents you from declaring A God An I with your quickbar full of mushroom stew.