I wasn't sure where the right place for a suggestion regarding the XBox 360 version of the game should go, so hopefully this is it. My apologies if this is also a suggestion that has been beaten to death.
I have never felt the limitations on world sizes in the XBox version has really been an issue until this latest update when I could sprint-fly and see how small my world truly is. As such it got me to thinking on ways that at least the perception of a larger world could be implemented. This being the Xbox, and sources being limited as they are the best solution I could think of was to have a "world wrap" ability with a loading screen (much like when entering the Nether) as you are wrapped to the other side of the map.
Further expanding on this idea I was hoping that it may also be possible to link your saved worlds in much of the same fashion. If we were maxed at using only 9 saved worlds, I would imagine the layout could be something like this:
5 4 3
6 1 2
7 8 9
where the tops of 5, 4, and 3 would wrap to the bottoms of 7, 8 and 9 (respectively) and the right borders of 3, 2, and 9 would wrap to the left borders of 5, 6, and 7. You will probably need different layouts for the number of worlds ranging from 2 through 8. It would be important that the exchange of goods between each of these worlds be possible (so you can carry your inventory with you into the next world). This would allow me to bring in resources for those worlds where I was missing desert (so I was unable to harvest cactus) or winter (so I was unable to get my favorite type of wood or make snowballs) regions. Maps could be labeled with the world names of where they are for, so as not to be confused with a different world and user cursors can just be displayed to the extreme location on the map of where you currently are (EG if I were in world 4 and I was carrying a map for world 1 my cursor would appear at the extreme top of the map).
... what a pain is, that you can't use your world for coming features...
That's where the the second part of my suggestion would be great. You'd be able to bring resources from new worlds back to old worlds, so even in those first worlds where clay was non-existent, you'd be able to bring back bricks. You wouldn't have to be so concerned with biome generation either because chances are one of your linked worlds will have the biome you're looking for.
Handling multiplayer and rails linking across maps might be an issue. I say screw my friends, they have to come with me and can spawn right next to me. I'd accept rails not working. If I feel like I need to keep up the "illusion" I can always build a train station where the tracks would meet in each world.
Another issue might be what to do with the resources your player originally had in his/her inventory in the world you're entering. I think I'd be willing to accept losing that inventory (or having to go back into those worlds to store those items and save if I don't want to lose them) for the sake of expanded maps.
this isn't a very good idea. you are basically just making a new world, so why not just go to the main screen and do that? sure, you can bring your diamond pick with you this way...but we have creative now. you can just give yourself a diamond pick.
this idea gets posted like once a week. there are just so many holes with it.
I hate the world size. When I start a new game I dont even look at my map, I just bury it. That way I kind of trick myself into making the world feel bigger because I don't have a crappy map reminding me that I am confined to a small land.
this isn't a very good idea. you are basically just making a new world, so why not just go to the main screen and do that? sure, you can bring your diamond pick with you this way...but we have creative now. you can just give yourself a diamond pick.
I'm not so concerned with bringing items from old worlds to new worlds, it's the other way around. I want to be able to bring back items to worlds I've already created. To keep expanding on my past creations.
Also, I personally am not a fan of creative mode...it makes it a completely different game (I'm now just playing "Craft" instead of "Minecraft").
this idea gets posted like once a week. there are just so many holes with it.
Again, I apologize if that is the case. I did search before I posted, but I didn't find anyone suggesting what I was proposing. I agree, there are holes, but I was hoping we could discuss those and maybe as a community come up with better ideas. Who knows, perhaps what we are able to work out in the end is something that is feasible and can actually be implemented.
At the very least, the idea of wrapping the maps will at least give the perception of bigger worlds.
Yep, that is a fairly decent idea. Don't know if it's already been suggested because I don't really pay attention to people's suggestions often, but this one caught my eye.
One thing that really bugs me about the game is the world size. I payed £17 (Give or take) for the game, when an indie game like 'Castle Miner Z' for example is alot cheaper, but the world is so much bigger!
(I don't want to start a flame war about the clones vs Minecraft, I was just saying)
Castle Miner Z has maybe 3% of the features Minecraft does... if that. This alone should answer why the world is so small. In CMZ, can you build something that calculates every possible algebraic algorithm using dust, torches, and diodes filled with some sort of magical power source? Well okay then...
That said, I do think 4J should take some ideas from a decent clone, like TotalMiner: Forge. Such as the ability to choose how large of an area you want your world to have, but sacrificing world depth so it all evens out. Also, shops, it's nice being able to sell all the dirt you just dug up and will never use to buy things you actually need. Not to mention their excellent online system and player permissions that are actually logical. And doors/chests that are locked to your gamertag, those are definitely awesome as well.
this isn't a very good idea. you are basically just making a new world, so why not just go to the main screen and do that? sure, you can bring your diamond pick with you this way...but we have creative now. you can just give yourself a diamond pick.
this idea gets posted like once a week. there are just so many holes with it.
except you're really not basically just making a new world. there's more flaws with this argument than with the idea. you start from scratch on a new world and going to creative to give yourself a diamond pickaxe when you're playing in survival, believe it or not, is cheating. if it wasn't cheating then doing it wouldn't disable leaderboards and achievements for that save.
Think of it like borderlands, if you've played that. when you want to go to a new part of the world (a different map) you go to the travel spot and press x then a timer counts down from 4 seconds then transports everyone. if someone's not ready all they have to do is pause or bring up their inventory to stop the countdown.
If you were to compare what you're arguing to borderlands (since they're essentially literally the same thing or concept) you'd be saying "why have this quick, 4 second travel feature when you can go all the way back to the main menu and load a different part of the world and have your inventory erased, but cheat to get it back, disabling achievements?" To answer that: Because that makes less sense than this feature, thats why.
Lastly, i haven't seen the "world wrapping" suggested before, and it doesnt sound like a bad idea, but how would it deal with the corners of a map?
"World wrapping" will not make the world "seem bigger", which is the point. Many games have the "wrapping" feature (Like Civ V). The world is, and seems, the same size, but it does make it easier to get to the left edge from the right edge.
As an idea to facilitate movement- it's not bad (but will probably never be implemented).
As an idea to make the world (seem) bigger- no. It won't fool anybody.
I thought about that. I guess the difficulty comes from the fact that you're always traveling either longitudinally or latitudinally so it makes it difficult to travel to diagonal worlds or come out in opposite corners and having to wait through two loading screens would suck. I'm sure theres a good algorithm out there for detecting diagonal movement going in to the corners, so there should be some logic that can be put in place to determine where your exit/entrance point should be that is mostly tolerable.
One suggestion that I've seen that could help with the issue is having your x/y/z coordinates displayed in small white text in the bottom corner of the screen (that feature should be able to be toggled on/off from the Options menu). When you're within 10 squares from an edge, the coordinate that is close could turn red. This would at least let you know your approaching a world edge. When you enter a new world, the coordinates would reset to your location in the new world. Maybe make it available only when a map is in your inventory.
Why i particularly agree with this man right here is because starting a whole new map for terrain features SUCKS SO MUCH.
Minecraft always has new updates, am I going to regularly give up on a sick world for something that gets a little bit better everytime? Each update should allow 1 world (respectively the size of 1 map" to be added to your world like the OP said.
How many "linking maps" schemes have we seen? I've lost count.
None of these are viable options because:
* People assume that they're smarter and have come up with a idea that the professional programmers and game designers haven't thought of. They haven't. 4J not only thought of all of those, but a dozen others we haven't mentioned yet... and rejected them all. If 4J could've, they would've.
* Any "linking" or "wrapping" worlds schemes is a poor solution for just actually making the world bigger.
That said, I'm sure after the updates are done, 4J will "look into" refining the code to see if larger worlds are possible. They would have to do that after all the updates are coded in so they can see what they have to work with. So hang on, larger worlds might be coming, but it's gonna take a while.
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I have never felt the limitations on world sizes in the XBox version has really been an issue until this latest update when I could sprint-fly and see how small my world truly is. As such it got me to thinking on ways that at least the perception of a larger world could be implemented. This being the Xbox, and sources being limited as they are the best solution I could think of was to have a "world wrap" ability with a loading screen (much like when entering the Nether) as you are wrapped to the other side of the map.
Further expanding on this idea I was hoping that it may also be possible to link your saved worlds in much of the same fashion. If we were maxed at using only 9 saved worlds, I would imagine the layout could be something like this:
5 4 3
6 1 2
7 8 9
where the tops of 5, 4, and 3 would wrap to the bottoms of 7, 8 and 9 (respectively) and the right borders of 3, 2, and 9 would wrap to the left borders of 5, 6, and 7. You will probably need different layouts for the number of worlds ranging from 2 through 8. It would be important that the exchange of goods between each of these worlds be possible (so you can carry your inventory with you into the next world). This would allow me to bring in resources for those worlds where I was missing desert (so I was unable to harvest cactus) or winter (so I was unable to get my favorite type of wood or make snowballs) regions. Maps could be labeled with the world names of where they are for, so as not to be confused with a different world and user cursors can just be displayed to the extreme location on the map of where you currently are (EG if I were in world 4 and I was carrying a map for world 1 my cursor would appear at the extreme top of the map).
Thanks for reading and (hopefully) commenting!
That's where the the second part of my suggestion would be great. You'd be able to bring resources from new worlds back to old worlds, so even in those first worlds where clay was non-existent, you'd be able to bring back bricks. You wouldn't have to be so concerned with biome generation either because chances are one of your linked worlds will have the biome you're looking for.
Handling multiplayer and rails linking across maps might be an issue. I say screw my friends, they have to come with me and can spawn right next to me. I'd accept rails not working. If I feel like I need to keep up the "illusion" I can always build a train station where the tracks would meet in each world.
Another issue might be what to do with the resources your player originally had in his/her inventory in the world you're entering. I think I'd be willing to accept losing that inventory (or having to go back into those worlds to store those items and save if I don't want to lose them) for the sake of expanded maps.
this idea gets posted like once a week. there are just so many holes with it.
I'm not so concerned with bringing items from old worlds to new worlds, it's the other way around. I want to be able to bring back items to worlds I've already created. To keep expanding on my past creations.
Also, I personally am not a fan of creative mode...it makes it a completely different game (I'm now just playing "Craft" instead of "Minecraft").
Again, I apologize if that is the case. I did search before I posted, but I didn't find anyone suggesting what I was proposing. I agree, there are holes, but I was hoping we could discuss those and maybe as a community come up with better ideas. Who knows, perhaps what we are able to work out in the end is something that is feasible and can actually be implemented.
At the very least, the idea of wrapping the maps will at least give the perception of bigger worlds.
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Retired StaffCastle Miner Z has maybe 3% of the features Minecraft does... if that. This alone should answer why the world is so small. In CMZ, can you build something that calculates every possible algebraic algorithm using dust, torches, and diodes filled with some sort of magical power source? Well okay then...
That said, I do think 4J should take some ideas from a decent clone, like TotalMiner: Forge. Such as the ability to choose how large of an area you want your world to have, but sacrificing world depth so it all evens out. Also, shops, it's nice being able to sell all the dirt you just dug up and will never use to buy things you actually need. Not to mention their excellent online system and player permissions that are actually logical. And doors/chests that are locked to your gamertag, those are definitely awesome as well.
except you're really not basically just making a new world. there's more flaws with this argument than with the idea. you start from scratch on a new world and going to creative to give yourself a diamond pickaxe when you're playing in survival, believe it or not, is cheating. if it wasn't cheating then doing it wouldn't disable leaderboards and achievements for that save.
Think of it like borderlands, if you've played that. when you want to go to a new part of the world (a different map) you go to the travel spot and press x then a timer counts down from 4 seconds then transports everyone. if someone's not ready all they have to do is pause or bring up their inventory to stop the countdown.
If you were to compare what you're arguing to borderlands (since they're essentially literally the same thing or concept) you'd be saying "why have this quick, 4 second travel feature when you can go all the way back to the main menu and load a different part of the world and have your inventory erased, but cheat to get it back, disabling achievements?" To answer that: Because that makes less sense than this feature, thats why.
Lastly, i haven't seen the "world wrapping" suggested before, and it doesnt sound like a bad idea, but how would it deal with the corners of a map?
As an idea to facilitate movement- it's not bad (but will probably never be implemented).
As an idea to make the world (seem) bigger- no. It won't fool anybody.
I thought about that. I guess the difficulty comes from the fact that you're always traveling either longitudinally or latitudinally so it makes it difficult to travel to diagonal worlds or come out in opposite corners and having to wait through two loading screens would suck. I'm sure theres a good algorithm out there for detecting diagonal movement going in to the corners, so there should be some logic that can be put in place to determine where your exit/entrance point should be that is mostly tolerable.
One suggestion that I've seen that could help with the issue is having your x/y/z coordinates displayed in small white text in the bottom corner of the screen (that feature should be able to be toggled on/off from the Options menu). When you're within 10 squares from an edge, the coordinate that is close could turn red. This would at least let you know your approaching a world edge. When you enter a new world, the coordinates would reset to your location in the new world. Maybe make it available only when a map is in your inventory.
Minecraft always has new updates, am I going to regularly give up on a sick world for something that gets a little bit better everytime? Each update should allow 1 world (respectively the size of 1 map" to be added to your world like the OP said.
None of these are viable options because:
* People assume that they're smarter and have come up with a idea that the professional programmers and game designers haven't thought of. They haven't. 4J not only thought of all of those, but a dozen others we haven't mentioned yet... and rejected them all. If 4J could've, they would've.
* Any "linking" or "wrapping" worlds schemes is a poor solution for just actually making the world bigger.
That said, I'm sure after the updates are done, 4J will "look into" refining the code to see if larger worlds are possible. They would have to do that after all the updates are coded in so they can see what they have to work with. So hang on, larger worlds might be coming, but it's gonna take a while.