After all, the modding community has no bad effects when it comes to modding. 1.7.10 has been agreed by almost everyone to be the default/universal modding update due to its popularity. Some devs can update beyond, but that's mostly a choice on them, not fault of the devs. If there's really demand for a new feature mojang added, backporting it should be easy for most mods. Sorry there's a few mods here or there that don't work, but this is a game that never had official modding support, you can't expect everything to work, especially when there's constant updates.
The reason most modders never updated to 1.8 was because of the new .json system and all of the new files required for each item and block. Most of them were just too lazy to copy-paste some text files. Now, that was not to say that the new system was everything. There were major code changes.
I, for one, don't like, need, want, or have ever used a mod. They're mostly cheats and "the easy way out" anyway, which, when you think about it, is kinda silly and self-defeating. Kinda sad that some "need" a cheat for a game any 5-year old can play.
It seems that a lot of players, including modders, are stuck in the 1.7.x Minecraft, which came out October, 2013! (1.7.10 June 2014), which means a surprising number of people prefer (for one reason or another) to play a version that's more than 2-3 years old. There's been a lot of additions and bug fixes since then, but some are willing to give those up. What's funny to me is that there's always an uproar among some of the community whenever the subject of "changing" MC is mentioned... but those same people use mods to do the exact same thing: change MC! In other words, "Don't you dare change MC, I want to!"
I'm a big advocate of MC2. Come out with a new replacement edition of MC, with better everything. Dump java. And yes (gasp!), dump the ability to mod the program. (You won't need them if MC2 is done right anyway). I realize that people think they "need" to "customize" everything now days (or if nothing else to just so they can get that warm & fuzzy feeling by saying "I'm using a mod!"), but mods are more trouble than they're worth. Go with add-ons instead (they can be user-created and are not version specific). Make it multiplatform, controller support, etc. In other words, do away with the hassle and nonsense of playing MC that we keep putting up with because "we've always done it that way" and make so it's actually enjoyable and easier to play. The developers know what we (and they) want- why don't we let them do it?
The old java version shouldn't just disappear. What would the Mac, Linux, and "other" OS people play? But it doesn't/wouldn't need to be updated any more. Time to move on to bigger, better things.
I, for one, don't like, need, want, or have ever used a mod. They're mostly cheats and "the easy way out" anyway, which, when you think about it, is kinda silly and self-defeating. Kinda sad that some "need" a cheat for a game any 5-year old can play.
Obviously, you think all mods are just x-ray, killaura, and all of that stuff - which couldn't be further from the truth.
Here, this is a list of some features from one of my own mods which contradict your statement:
Per-mob attack "cooldown"; damage dealt is reduced if a mob is hit during its damage immunity period and the last source of damage was player-inflicted, independent of other mobs (you can attack 2 mobs less than half a second apart without a penalty); damage linearly scales from 0% at 0.5 seconds to 100% at 1 second; critical hits are also affected, from 0% at 0 seconds to 100% at 0.5 seconds (this is after the damage from the previous attack is subtracted, a vanilla mechanic), and the penalty is applied for 5 seconds, with each additional hit during this time adding up to 1 more second (adding 1 to 0 seconds for 0.5 to 1 seconds since last hit and capped at 10 seconds). The penalty can also be applied if the same mob is hit too quickly, but you can deal several hits before the penalty comes into effect (the cooldown timer starts at -20 and is incremented by up to 10 depending on how much time passed since the last hit; hitting a mob more than once a second will increment the timer, by up to 20 at 0.5 seconds, while it counts down 1 every other tick, so the overall effect is to add up to 15, at which point two hits will make it positive and cause the penalty to come into effect for 1 second). Note that the pre-1.7 bug where weapons lose durability when hitting a mob while it is damage immune (MC-4732, see description) has not been fixed (I consider it to be a feature), so besides taking a long time to kill mobs spam-clicking is also very wasteful of your weapons (moreso than in 1.9). Bows are also affected, in addition to their normal "cooldown" (charge time, which is 1 second to full charge), and any other damage source that can be traced to a player.
Amethyst is now the top tier, replacing diamond (instead of simply having more durability) with lower tiers made weaker; a wooden shovel now adds no damage (1) and a diamond sword is now +6 (7). Diamond tools are also slower, between iron and amethyst. Armor has the same armor points as vanilla, except for diamond, which has 18 points; previously lower tiers had more points to make up for a lower per-point damage reduction.
[NB: Amethyst is much rarer than diamond, 3 times rarer at y=1-2 and 8 times rarer in caves]
Slightly reduced maximum armor protection from 70% to 66.6%; armor worn by mobs still gives up to 80% damage reduction. Zombies can also have up to 22 armor points for 88% damage reduction, making amethyst armor better than diamond (otherwise they would both be 20). Here are tables of armor and tool values:
Zombies and skeletons are significantly more likely to have armor and higher tiers; up to a 20% chance of armor on Normal (10% Easy and 30% Hard) and a 1-in-333 chance of diamond armor and 1-in-1000 chance of amethyst when they have armor (compare to 15% and a 1-in-2333 chance of diamond in vanilla) and higher chances of full armor. Zombies also have up to a 5-10-15% chance of weapons (1-1-5% in vanilla) and baby zombies have up to a 5-10-15% chance of spawning (5% in vanilla; all values are dependent on time played, starting from 0%).
Creepers continue moving while counting down to explosion; they will attempt to walk into you dealing close to the maximum explosion damage if you don't move (in vanilla you get about half the maximum damage). The range at which they stop counting down was reduced however, from 7 to 5 blocks, which virtually guarantees that you will receive damage since their explosions cause damage up to 6 blocks away (for charged creepers these values are 11 and 12 blocks, which makes them particularly dangerous; in vanilla the countdown distance is not dependent on whether they are charged).
Modified creeper explosion damage (not TNT, ghasts, etc) for a lower maximum but higher minimum damage as shown in the following table; at the maximum distance you receive 10 times as much damage after factoring in armor (D = distance, V = vanilla, M = modded, Ratio = difference in damage, () = damage taken after armor (all for Normal difficulty)). Of course, full enchanted armor still makes you virtually immortal and even has a slight advantage against point-blank explosions at the minimum randomized damage reduction in vanilla; however, average damage taken is still nearly 50% higher, and much more so in other cases:
Mobs can now spawn on bedrock at y=0, making branch-mining at y=1 (the best way to get amethyst) a bit more dangerous.
Reduced drop chances for most armor and weapons from 8.5% to 5% to offset increased chances of armor and weapons, but Looting increases this by 2% (dropChance / 2.5) per level instead of 1% (11% total vs 11.5%). Amethyst items have a 10% drop chance (up to 22% with Looting), effectively making them 2/3 as common as diamond in terms of drops (1/3 as common per mob). However, they also have a maximum durability of 25%, and 50% for diamond items (100% for others; minimum durability is 25 in all cases).
[NB: If you want something like a Sharpness V, Looting III, Knockback II, etc amethyst (or diamond) sword you are SOL if you want to repair it; even the Sharpness V, Knockback II, Unbreaking III, Mending amethyst sword that I use (the same as diamond in vanilla 1.6.4) costs a staggering 48 levels (anvil cost limit is 49 levels for amethyst items, 39 otherwise) to repair, with less durability restored than a full repair of the slightly weaker diamond equivalent in vanilla.]
Mobs spawn/despawn within a 96 block radius (instead of 128 blocks), making mobs more concentrated around the player; despawning past this point (not the 32 block radius) only depends on the x and z coordinates (i.e. a cylinder). This results in an effective density increase of approximately (128^2 * 60 - 24^3) / (96^2 * 60 - 24^3) = 1.8 times for a ground depth of 60 with the player in the center (vanilla is actually a spherical cross-section, which is slightly smaller). Since the y-axis does not affect despawning you must light up all caves within a 96 block radius if you want to make an efficient mob farm.
Shears now lose durability when mining any block, including wool (I decided to fix this bug while adding web blocks to the list of blocks that shears are effective against), eliminating the "infinite Silk Touch" exploit.
Hoes can now get Fortune (from a book) and are required to get extra drops from carrots, potatoes, and wheat (other tools with Fortune will not have any effect. Wheat is included even though only seeds are affected because it is an instance of BlockCrops; if any new crops are added that extend this class they will automatically be included). Hoes also lose durability when breaking any block, even those with 0 hardness, avoiding "infinite Fortune" exploits as with shears and Silk Touch (either way, you can repair them indefinitely but at a cost); the hardness of melon/pumpkin stems and Nether wart were set to 0.01 so other tools also get damaged but they can still be mined instantly (Fortune on other tools will still work on these).
Zombies with axes are more dangerous; they can penetrate up to 80% of armor points at the rate of one armor point for every 2 points of damage, the same as armor penetration in 1.9. For example, with full amethyst armor and a zombie with an amethyst axe on Hard (a total of 13.5 damage; (3 + 6) * 1.5) 6.75 armor points will be penetrated, reducing its protection from 66.7% to 44.2% and increasing post-armor damage from 4.5 to 7.5 points. For comparison, a sword (15 damage) would deal 5 damage after armor, making axes deal 50% more damage. This only applies to zombies as they are the only mobs that carry axes (iron, diamond, and amethyst, in addition to picked up items); axes held by players are also affected so they are more useful against armored mobs but the penetration was changed to 4 points of damage per armor point and a maximum 60% penetration; a Sharpness V amethyst sword (14.25 damage) takes 12 hits to kill a zombie in full amethyst armor (a total of 22 armor points) while a Sharpness V amethyst axe (13.25 damage) takes only 6 hits (79.21 damage to kill vs 166.7 for the sword). Swords are still better since they can get Looting, Fire Aspect, and Knockback, and lose only half the durability against most unarmored mobs (2 hits to kill in either case).
Added Mending enchantment; unlike the enchantment in 1.9 it stops the prior work penalty from increasing (set to 0) when an item is repaired in the anvil, replacing the function of renaming, which no longer works. Similar to 1.9 Mending cannot be obtained from the table; it can only be found in naturally generated structures or by trading, and since villagers have only a 1.75% chance of randomly choosing an enchanted book trade (with a further 1/24 chance of choosing Mending) each time their last offer is traded it is quite a bit harder to obtain than it would be with the 1.8+ trading system.
A few features I added do make the game easier but nothing that Mojang might add (in fact, some are based on my own idea of features they added, like the 1.9 cooldown); a new type of double chest sized Ender chest for a total of 3 chests of Ender storage? Shulker boxes + Ender chest = 27 chest size Ender chest (yeah, you only need 8 diamonds + a regular Ender chest to craft my "Diamond Ender Chest" but you can't mine it with Silk Touch so it isn't as easy to use as a backpack; I use it for transporting more resources at a time between bases).
The Meaning of Life, the Universe, and Everything.
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Quote from mrbrianweldon
Right here it is the truth that people can't handle. The mod
community of Minecraft is in a sad pathetic state right now. Many of the
classic old mods refuse to update because the modders are stuck
thinking oh 1.7 and 1.8 is easier to work on. Well tough we want 1.12
mods not mods for a 3 year old version. Until the dying mod community
gets off its a** and starts updating then there is no point in
complaints about Mojang updating.
Also The mod community rarely make mods that take away bugs . Official updates do.
I thought I had already made this point clear but I guess not. It is unfear to the mod authors to expect them to put their whole lives on hold for an unpaid hobby and keep updating the same mod again and again for years. Mojang is the one at fault here because there a one hit wonder that won’t except that they have outlived their usefulness. I seem to remember once upon a time that Mojang was going to make a mod api to solve this problem whatever happened to that.
Also i just want Mojang to stop rewriting the whole chunks of the game code not stop making bug fix (though at some point that too will have to end just not now) which i doubt would require mod braking rewrites. also also were are all these bugs people keep talking about as far as i can tell Minecraft is very stable right now.
Quote from DrWeegee
Some people also just don't want mods. Vanilla is great because its
pretty instant to set up. Mods... Are a bit more. The easy part is
installing forge, but the mod list will get overwhelming quick if you
don't know many off the top of your head. Maybe parents are just setting
the game up for their kids, perhaps a couple just wants to play a game
together for a night. Setting up things towards vanilla is really
simple, and with updates, it keeps vanilla players happy because they're
part of the community, too.
first of all Mojang is doing to same thing in terms of complexity between redstone, pistons, potions, enchanting, hunger system and the new combat vanilla is just as confusing (also you how many of you can actually build stuff without looking up the recipes on the wiki). second you don't have use the complex mods in fact i avoid them because i find them just as gimmicky as Mojang's update. take for example buildcraft its a very popular mod but i have no interest in it because it just adds and bunch of complicated mechanics. now lets look at something like MrCrayfish's Furniture Mod for the most part it just adds new blocks for your world which is all i really care about.
Quote from Geneo
dump the ability to mod the program
that just doesn't make any sense mods are a huge assets to the game or any game for that matter. the only reason people are still playing doom so much 20+ years latter is because of the all the mods and Bethesda games are down right unplayable without mods.
that (banning mods) just doesn't make any sense mods are a huge assets to the game or any game for that matter. the only reason people are still playing doom so much 20+ years latter is because of the all the mods and Bethesda games are down right unplayable without mods.
Yes, it does. 1) I suggested add-ons instead, and 2) if MC2 were done right, we wouldn't (feel the) need (for) mods. That's the problem with MC as it is now- it needs mods to make it playable (or interesting enough to play) for a lot of people.
No, it doesn't need more updates. Stop beating a dead horse. Use the time, money, and resources to concentrate on a decent, updated MC.
Yes, it does. 1) I suggested add-ons instead, and 2) if MC2 were done right, we wouldn't (feel the) need (for) mods. That's the problem with MC as it is now- it needs mods to make it playable (or interesting enough to play) for a lot of people.
No, it doesn't need more updates. Stop beating a dead horse. Use the time, money, and resources to concentrate on a decent, updated MC.
What about modding older versions then? I would have stopped playing (at least "legitly") over three years ago if not for the ability to play older versions or use mods.
Mojang would likely make it so it is impossible to mod the game without illegally cracking it if they made add-ons the only way to install "mods"; they do not care at all about older versions:
[Mod] Kumasasa added a comment - Yesterday 8:30 PM
Thank you for your report!
However, this issue has been closed as Invalid.
Your Minecraft version is outdated. We currently take issues for version 1.11.2 and the latest snapshot.
Please update to the latest version as it includes the newest fixes. If you still have this problem after updating, then please create a new issue.
As you can see, their response is simply to play a newer version (this is a valid bug report - the launcher is supposed to let you play older versions).
[Helper] Urielsalis added a comment - 01/Feb/17 6:52 AM Try with a vanilla profile, we dont help with modded here
I read that as "Yup, you must use our fancy new launcher we force-updated you to and we don't give a - about whether your mods work or not - play vanilla instead [or the latest version]".
There's actually still quite a few people playing versions older than 1.6, even servers running old modpacks like Tekkit Classic on 1.2.5.
Fortunately, I did not have any issues with the new launcher; if I did I'd just say goodbye to the launcher, not like playing within MCP is any different since I only play singleplayer (MCP lets you play non-demo singleplayer without logging in but requires using the official launcher to download all the necessary files and assets, which is probably why Mojang allows it; I know that other third-party launchers often work the same way. Of course, until they declared mods, and by extension, third-party launchers (not just cracked ones), illegal).
Also, add-ons can never give you the flexibility of mods; for example, look at world customization, which can be seen a similar to a modding API - you can only change whatever values they decided to give you access to, otherwise, mods are required. This is also why even with modloaders like Forge there are still "core mods" which directly modify the game's code instead of using its APIs, most notably Optifine (this is why Optifine has compatibility issues with many mods because it changes entire classes instead of using Forge's APIs because there are none for what it changes).
first of all Mojang is doing to same thing in terms of complexity between redstone, pistons, potions, enchanting, hunger system and the new combat vanilla is just as confusing (also you how many of you can actually build stuff without looking up the recipes on the wiki). second you don't have use the complex mods in fact i avoid them because i find them just as gimmicky as Mojang's update. take for example buildcraft its a very popular mod but i have no interest in it because it just adds and bunch of complicated mechanics. now lets look at something like MrCrayfish's Furniture Mod for the most part it just adds new blocks for your world which is all i really care about.
that just doesn't make any sense mods are a huge assets to the game or any game for that matter. the only reason people are still playing doom so much 20+ years latter is because of the all the mods and Bethesda games are down right unplayable without mods.
I'd say redstone and the combat mechanics are extremely simple. It just has a lot of depth. The essence of redstone is connect a wire from a power source to what you want to power. It's basically drawing lines. The combat mechanic is wait to attack, less damage the faster you click.
That wasn't the type of complexity I was talking about purely though. Just installing mods can get confusing as heck especially when every other modder feels that everyone knows how to install their mods and never mention you need their specific API. Looking through the mod list is tedious, installing forge can be tedious, tho its so much smoother ever since we stopped having to delete meta-inf.
Of course crafting is a bit... Not the friendliest, but neither is it in modding, but at least we have a reliable reference to go to (The wiki) to learn how to craft vanilla objects while modded ones... Well that's a bit harder to find. All of this, though, really is opinions. I didn't set those examples because of specific mods, when I said "Complexity" I didn't mean thaumcraft or anything like that. Mods in general. Maybe setting it up is too complex. Maybe theres part of it that seems simple to others, but complex to them. Maybe they're just turned off on the idea of putting extra effort to install mods. Period.
And as you said, you don't have to use those complex mods, you don't have to use anything, actually. That's the beauty of sandbox games. You play how you feel, the vanilla updates just give you more freedom much like mods, only it's for those who favor the vanilla game, like me and surprisingly many others.
Yes, it does. 1) I suggested add-ons instead, and 2) if MC2 were done right, we wouldn't (feel the) need (for) mods. That's the problem with MC as it is now- it needs mods to make it playable (or interesting enough to play) for a lot of people.
Add ons are.... Not too great. Turning them into proper mod support would be wonderful, though I doubt it'd be any better than how forge is other than it's official. Mods may be able to persist through updates, which is nice, but it'll also limit the devs from any potential big updates, especially internal ones for optimization and such if there ever happened to be a need for one.
I personally believe the way things are done now is the best for everyone. Do you want mods? Hey you got a reliable version to move to with lots of love and support from hundreds to thousands of users. Do you just only care for the vanilla game? Hey, you got a huge community over there too. Servers, realms for your friends, and constant free updates from the devs.
Want the newer content on your 1.7.10 modded world... Well hey there's usually mods for that too. Best of both worlds in an instant.
Add-ons are not too great.... yet. Who's to say they won't be expanded or improved? This is only the first version of add-ons.
Mods have been around for 6 years.
Add-ons only 2 months. No telling where add-ons will be in 6 years.... or where we'll (you'll) take them.
Quit thinking about the here and now. It is what it is. I prefer to think about what MC will be a year or two from now.
I don't think add ons were ever meant to be too powerful, at least they'll still be somewhat limited once they're done (If they're not done already). But the main thing is there really hasn't been much really of anything said about them.
Community doesn't seem to talk about them and after the initial release I haven't really heard any news related to them at all. I sincerely hope add ons improve, so I don't think hoping they'd be fully fledged on a Minecraft 2 would be bad. It's just now there isn't much to say about them other than they just kinda... exist.
In my opinion, saying "just use older versions" is effectively just saying to ignore the problem. Imagine if Mojang one day decided to go crazy and add a bunch of stupid stuff to the game that only made it fun for a select few, and everyone else hated it. Would you be fine if Mojang's reply was just "Use one of the older versions then!"? Even though you could just play a version that was fun to you, that didn't solve any problems. You got a workaround, but the issue persisted.
If Mojang was making the game right, there wouldn't be so many people stuck on older versions. I get that they can't please everybody, and they're going to lose people with every update. However, if updates are causing as much backlash as we are seeing, then they're clearly doing something wrong.
However, I'd like to point out again that I doubt Minecraft's survival depends on mods, or that stopping development so mods can catch up isn't going to do anything. The reason Bethesda stopped working on Morrowind wasn't because of modders; it was because they wanted to work on something new and better. If they were stuck on making patches and add-ons for Morrowind, they never would have gotten around to making other masterpieces like Oblivion and Skyrim. If Mojang stops working on updates, it shouldn't be for modding's sake, but it should be so they can make a much better game.
In my opinion, saying "just use older versions" is effectively just saying to ignore the problem. Imagine if Mojang one day decided to go crazy and add a bunch of stupid stuff to the game that only made it fun for a select few, and everyone else hated it. Would you be fine if Mojang's reply was just "Use one of the older versions then!"? Even though you could just play a version that was fun to you, that didn't solve any problems. You got a workaround, but the issue persisted.
If Mojang was making the game right, there wouldn't be so many people stuck on older versions. I get that they can't please everybody, and they're going to lose people with every update. However, if updates are causing as much backlash as we are seeing, then they're clearly doing something wrong.
If it were official content, then yeah I could see the issue. If mojang added in giant ducks that lay eggs that hatch into tnt that delete the game and permabans you from all servers, then there is an issue with the game.
But modding isn't official. It's optional content basically. It's there for those who want it and if you don't want the content, well that's the best part about mods. They're all optional. The only "issue" I see here is that there isn't official proper modding api, but calling that a problem is a huge stretch. It's really just devs choice not to add it (Or slowly add it, if they're even doing that still).
Just because a game suddenly has unofficial modding support doesn't mean suddenly updating the game is an issue on the devs. That'd be like throwing your issues or bills onto a stranger and say "Hey, you have to pay for this now". We have to just go with what we have, the devs were nice enough to allow us to do just that peacefully, and we already have stable grounds that make modding as easy as possible (Heck there's even mod making software like Mcreator, granted it's limited, and a bit buggy, but that's not fault of mojang, forge, or its limitations)
As for the backlash, really it's only the small (vocal) handful of the PvP community that's really been hating any update. It's not entirely fault of the update itself, but a loooot of false info and misconceptions has been created on the update and many people refuse to update or even try it. This kind of hit the game badly for a moment since it's forced servers to stay behind to 1.8 just to please their community, though most servers now allow 1.9+ clients, just without the 1.9 features.
Of course there are other people who hate the new updates because of terrain and whatnot, but they fall into the small amount of people lost every update.
There is one thing that I have not seen mentioned on this thread. That is the fact the Mojang doesn't officially support mods (at least last time I checked). If they break a mod due to an update to the game? They have always made it clear that it isn't their problem and they will not deal with it; it is up to the modder to deal with the game as is changes. Unless I just haven't received the memo saying they are actively working to support mods, this hasn't changed.
Now don't get me wrong, I think mods are simply fantastic. Honestly my opinion is that it's amazing this game has ever had such a strong modding community in the first place. The OP compared the modding community to the likes of Bethesda; and wasn't exactly wrong to do so. One key difference between the two and how mods are handled though is the fact that Bethesda does actively support modding (I'm sure I don't need to talk about how exactly they do, but I can).
I actually went to search through the EULA to make sure I was correct.
...With updates come changes that might not work well with other software, such as Mods. This is unfortunate, but it is something we don’t take responsibility for. If that is the case, try running an older version....
In my opinion, saying "just use older versions" is effectively just saying to ignore the problem. Imagine if Mojang one day decided to go crazy and add a bunch of stupid stuff to the game that only made it fun for a select few, and everyone else hated it. Would you be fine if Mojang's reply was just "Use one of the older versions then!"? Even though you could just play a version that was fun to you, that didn't solve any problems. You got a workaround, but the issue persisted.
If Mojang was making the game right, there wouldn't be so many people stuck on older versions. I get that they can't please everybody, and they're going to lose people with every update. However, if updates are causing as much backlash as we are seeing, then they're clearly doing something wrong.
However, I'd like to point out again that I doubt Minecraft's survival depends on mods, or that stopping development so mods can catch up isn't going to do anything. The reason Bethesda stopped working on Morrowind wasn't because of modders; it was because they wanted to work on something new and better. If they were stuck on making patches and add-ons for Morrowind, they never would have gotten around to making other masterpieces like Oblivion and Skyrim. If Mojang stops working on updates, it shouldn't be for modding's sake, but it should be so they can make a much better game.
Yes. modding is becoming less and less popular as more things can be done in vanilla.
If it were official content, then yeah I could see the issue. If mojang added in giant ducks that lay eggs that hatch into tnt that delete the game and permabans you from all servers, then there is an issue with the game.
But modding isn't official. It's optional content basically. It's there for those who want it and if you don't want the content, well that's the best part about mods. They're all optional. The only "issue" I see here is that there isn't official proper modding api, but calling that a problem is a huge stretch. It's really just devs choice not to add it (Or slowly add it, if they're even doing that still).
Just because a game suddenly has unofficial modding support doesn't mean suddenly updating the game is an issue on the devs. That'd be like throwing your issues or bills onto a stranger and say "Hey, you have to pay for this now". We have to just go with what we have, the devs were nice enough to allow us to do just that peacefully, and we already have stable grounds that make modding as easy as possible (Heck there's even mod making software like Mcreator, granted it's limited, and a bit buggy, but that's not fault of mojang, forge, or its limitations)
As for the backlash, really it's only the small (vocal) handful of the PvP community that's really been hating any update. It's not entirely fault of the update itself, but a loooot of false info and misconceptions has been created on the update and many people refuse to update or even try it. This kind of hit the game badly for a moment since it's forced servers to stay behind to 1.8 just to please their community, though most servers now allow 1.9+ clients, just without the 1.9 features.
Of course there are other people who hate the new updates because of terrain and whatnot, but they fall into the small amount of people lost every update.
The thing is, it's not just the ability to mod the game that's holding people back; it's vanilla features, too. What's even worse is, for the most part, it can be fixed easily. The 1.6 people can be brought back by allowing people to edit the cave generator, and the 1.8 people can be brought up by making the cooldown a gamerule (seriously, it's not that hard to do and any break in balance is purely the fault of the player).
If even 1% of the community is complaining about things like the 1.9 combat, that represents about 1 million players who are dissatisfied with the game. That's a lot, even if it's a minority.
The thing is, it's not just the ability to mod the game that's holding people back; it's vanilla features, too.
True, however:
For instance, people love their "shaders" mod. But Mojang can't add that to the vanilla game because some modder(s) has already done it and has the "rights" to it. I bet a vast majority of the things Mojang would love to add to the game is off the table cause some modder has already done it. In essence, I think mods has tied Mojang's hands, and they're left with "little improvements".
OR mods have made Mojang lazy. "Don't worry, it'll be modded...."
1. I am actually shocked about the response to this thread. A year ago, if I (or anyone) had made a thread like this, immediately the OP would be classified as a hater. I'm glad to see the community speaking out.
2. The problem currently is that the updates ONLY are splitting the modding community. All that 1.10 and 1.11 do is make the modders need to port their mods.
I think the solution is to have mojang wait 1-2 years before releasing a new update, and make it a massive update which they listened to the community on that improves lag, PvP and modding (recode?). That way, the community will be hyped, the game will get a big new feel, and the modders have time to catch up. I can speak for myself and many friends of mine that we would rather have an insane update every 2 years than a little tweak every 6 months. No minecraft update, really since 1.6 has added much, and 1.6 only really added one thing that got boring quickly.
1.11- Commands
1.10- Polar bears (basically sheep-golems)
1.9- Combat tweaks that very much of the community disliked, special arrows (but no quiver...)
1.8- Lag-beacons, andestite, diorite, granite
1.7- Stained glass, acaia wood
1.6- Horses, carpets, stained clay
1.5- Hopper, Dropper, activator rail, block of redstone, comparator, trapped chest, Nether Brick, quartz, Laying the frameworks for minecraft realms, AND COMMANDS
1.4- I don't have time to make a full list...
What we need is going back to updates like 1.5 and 1.4 which added whole new elements to the game. Not "BIG NEW UPDATE TODAY!" and the average player going, "Wait, did I load up the old version by accident? I can't find anything new."
The thing is, it's not just the ability to mod the game that's holding people back; it's vanilla features, too. What's even worse is, for the most part, it can be fixed easily. The 1.6 people can be brought back by allowing people to edit the cave generator, and the 1.8 people can be brought up by making the cooldown a gamerule (seriously, it's not that hard to do and any break in balance is purely the fault of the player).
If even 1% of the community is complaining about things like the 1.9 combat, that represents about 1 million players who are dissatisfied with the game. That's a lot, even if it's a minority.
It's already optional, though, and implemented in a better way than a gamerule, if slightly more complex to set up. By slightly more I mean you can go to mcstacker and generate a command that gives you a no cooldown sword.
Or I guess high levels of haste works.
But I mean, it's a core part of the game, and adding toggles just to satisfy a small bit of the community.... You kind of have to stand your ground somewhere. It's a core mechanic and it'd be like adding a toggle for lighting... Really sort of out of place and useless. It'd be better adding commands that can control the lighting of any block space. (As if you were able to place customizable invisible torches anywhere).
I get people want to be lazy and just type "/gamerule nocooldown ye" but you really just have to think, the way it's optional now allows for more customization on everyone's behalf. Maybe you only want diamond swords to be faster, maybe you want them to be slower, and have all other swords be faster. Perhaps you want axes to deal double damage but take double time to recharge.
@Thaurane, I was quoting @jdc997.
Huh.
The reason most modders never updated to 1.8 was because of the new .json system and all of the new files required for each item and block. Most of them were just too lazy to copy-paste some text files. Now, that was not to say that the new system was everything. There were major code changes.
Mojang Made The Game Complex... I agree. But See, Some Updates may improve the game, and MINECRAFT SHOULD BE UPDATED, AND
SHOULD BE BETTER THAN EVER.
I, for one, don't like, need, want, or have ever used a mod. They're mostly cheats and "the easy way out" anyway, which, when you think about it, is kinda silly and self-defeating. Kinda sad that some "need" a cheat for a game any 5-year old can play.
It seems that a lot of players, including modders, are stuck in the 1.7.x Minecraft, which came out October, 2013! (1.7.10 June 2014), which means a surprising number of people prefer (for one reason or another) to play a version that's more than 2-3 years old. There's been a lot of additions and bug fixes since then, but some are willing to give those up. What's funny to me is that there's always an uproar among some of the community whenever the subject of "changing" MC is mentioned... but those same people use mods to do the exact same thing: change MC! In other words, "Don't you dare change MC, I want to!"
I'm a big advocate of MC2. Come out with a new replacement edition of MC, with better everything. Dump java. And yes (gasp!), dump the ability to mod the program. (You won't need them if MC2 is done right anyway). I realize that people think they "need" to "customize" everything now days (or if nothing else to just so they can get that warm & fuzzy feeling by saying "I'm using a mod!"), but mods are more trouble than they're worth. Go with add-ons instead (they can be user-created and are not version specific). Make it multiplatform, controller support, etc. In other words, do away with the hassle and nonsense of playing MC that we keep putting up with because "we've always done it that way" and make so it's actually enjoyable and easier to play. The developers know what we (and they) want- why don't we let them do it?
The old java version shouldn't just disappear. What would the Mac, Linux, and "other" OS people play? But it doesn't/wouldn't need to be updated any more. Time to move on to bigger, better things.
I'll keep it simple:
Opinions, every player has a different opinion.
I enjoy Modded as much as Vanilla.
Modded challenges me to automate everything and learn new stuff and that's very fun!
Vanilla challenges me to make the best with few blocks and then show my creation.
And remember that the command blocks have as much potential as any mod. They can basically create a mod in vanilla!
Minecraft should keep updating.
Psst!, If I have grammar or spelling errors, correct me. You will help improve my English.
Obviously, you think all mods are just x-ray, killaura, and all of that stuff - which couldn't be further from the truth.
Here, this is a list of some features from one of my own mods which contradict your statement:
Amethyst is now the top tier, replacing diamond (instead of simply having more durability) with lower tiers made weaker; a wooden shovel now adds no damage (1) and a diamond sword is now +6 (7). Diamond tools are also slower, between iron and amethyst. Armor has the same armor points as vanilla, except for diamond, which has 18 points; previously lower tiers had more points to make up for a lower per-point damage reduction.
[NB: Amethyst is much rarer than diamond, 3 times rarer at y=1-2 and 8 times rarer in caves]
Slightly reduced maximum armor protection from 70% to 66.6%; armor worn by mobs still gives up to 80% damage reduction. Zombies can also have up to 22 armor points for 88% damage reduction, making amethyst armor better than diamond (otherwise they would both be 20). Here are tables of armor and tool values:
Zombies and skeletons are significantly more likely to have armor and higher tiers; up to a 20% chance of armor on Normal (10% Easy and 30% Hard) and a 1-in-333 chance of diamond armor and 1-in-1000 chance of amethyst when they have armor (compare to 15% and a 1-in-2333 chance of diamond in vanilla) and higher chances of full armor. Zombies also have up to a 5-10-15% chance of weapons (1-1-5% in vanilla) and baby zombies have up to a 5-10-15% chance of spawning (5% in vanilla; all values are dependent on time played, starting from 0%).
Creepers continue moving while counting down to explosion; they will attempt to walk into you dealing close to the maximum explosion damage if you don't move (in vanilla you get about half the maximum damage). The range at which they stop counting down was reduced however, from 7 to 5 blocks, which virtually guarantees that you will receive damage since their explosions cause damage up to 6 blocks away (for charged creepers these values are 11 and 12 blocks, which makes them particularly dangerous; in vanilla the countdown distance is not dependent on whether they are charged).
Modified creeper explosion damage (not TNT, ghasts, etc) for a lower maximum but higher minimum damage as shown in the following table; at the maximum distance you receive 10 times as much damage after factoring in armor (D = distance, V = vanilla, M = modded, Ratio = difference in damage, () = damage taken after armor (all for Normal difficulty)). Of course, full enchanted armor still makes you virtually immortal and even has a slight advantage against point-blank explosions at the minimum randomized damage reduction in vanilla; however, average damage taken is still nearly 50% higher, and much more so in other cases:
Mobs can now spawn on bedrock at y=0, making branch-mining at y=1 (the best way to get amethyst) a bit more dangerous.
Reduced drop chances for most armor and weapons from 8.5% to 5% to offset increased chances of armor and weapons, but Looting increases this by 2% (dropChance / 2.5) per level instead of 1% (11% total vs 11.5%). Amethyst items have a 10% drop chance (up to 22% with Looting), effectively making them 2/3 as common as diamond in terms of drops (1/3 as common per mob). However, they also have a maximum durability of 25%, and 50% for diamond items (100% for others; minimum durability is 25 in all cases).
[NB: If you want something like a Sharpness V, Looting III, Knockback II, etc amethyst (or diamond) sword you are SOL if you want to repair it; even the Sharpness V, Knockback II, Unbreaking III, Mending amethyst sword that I use (the same as diamond in vanilla 1.6.4) costs a staggering 48 levels (anvil cost limit is 49 levels for amethyst items, 39 otherwise) to repair, with less durability restored than a full repair of the slightly weaker diamond equivalent in vanilla.]
Mobs spawn/despawn within a 96 block radius (instead of 128 blocks), making mobs more concentrated around the player; despawning past this point (not the 32 block radius) only depends on the x and z coordinates (i.e. a cylinder). This results in an effective density increase of approximately (128^2 * 60 - 24^3) / (96^2 * 60 - 24^3) = 1.8 times for a ground depth of 60 with the player in the center (vanilla is actually a spherical cross-section, which is slightly smaller). Since the y-axis does not affect despawning you must light up all caves within a 96 block radius if you want to make an efficient mob farm.
Shears now lose durability when mining any block, including wool (I decided to fix this bug while adding web blocks to the list of blocks that shears are effective against), eliminating the "infinite Silk Touch" exploit.
Hoes can now get Fortune (from a book) and are required to get extra drops from carrots, potatoes, and wheat (other tools with Fortune will not have any effect. Wheat is included even though only seeds are affected because it is an instance of BlockCrops; if any new crops are added that extend this class they will automatically be included). Hoes also lose durability when breaking any block, even those with 0 hardness, avoiding "infinite Fortune" exploits as with shears and Silk Touch (either way, you can repair them indefinitely but at a cost); the hardness of melon/pumpkin stems and Nether wart were set to 0.01 so other tools also get damaged but they can still be mined instantly (Fortune on other tools will still work on these).
Zombies with axes are more dangerous; they can penetrate up to 80% of armor points at the rate of one armor point for every 2 points of damage, the same as armor penetration in 1.9. For example, with full amethyst armor and a zombie with an amethyst axe on Hard (a total of 13.5 damage; (3 + 6) * 1.5) 6.75 armor points will be penetrated, reducing its protection from 66.7% to 44.2% and increasing post-armor damage from 4.5 to 7.5 points. For comparison, a sword (15 damage) would deal 5 damage after armor, making axes deal 50% more damage. This only applies to zombies as they are the only mobs that carry axes (iron, diamond, and amethyst, in addition to picked up items); axes held by players are also affected so they are more useful against armored mobs but the penetration was changed to 4 points of damage per armor point and a maximum 60% penetration; a Sharpness V amethyst sword (14.25 damage) takes 12 hits to kill a zombie in full amethyst armor (a total of 22 armor points) while a Sharpness V amethyst axe (13.25 damage) takes only 6 hits (79.21 damage to kill vs 166.7 for the sword). Swords are still better since they can get Looting, Fire Aspect, and Knockback, and lose only half the durability against most unarmored mobs (2 hits to kill in either case).
Added Mending enchantment; unlike the enchantment in 1.9 it stops the prior work penalty from increasing (set to 0) when an item is repaired in the anvil, replacing the function of renaming, which no longer works. Similar to 1.9 Mending cannot be obtained from the table; it can only be found in naturally generated structures or by trading, and since villagers have only a 1.75% chance of randomly choosing an enchanted book trade (with a further 1/24 chance of choosing Mending) each time their last offer is traded it is quite a bit harder to obtain than it would be with the 1.8+ trading system.
A few features I added do make the game easier but nothing that Mojang might add (in fact, some are based on my own idea of features they added, like the 1.9 cooldown); a new type of double chest sized Ender chest for a total of 3 chests of Ender storage? Shulker boxes + Ender chest = 27 chest size Ender chest (yeah, you only need 8 diamonds + a regular Ender chest to craft my "Diamond Ender Chest" but you can't mine it with Silk Touch so it isn't as easy to use as a backpack; I use it for transporting more resources at a time between bases).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I thought I had already made this point clear but I guess not. It is unfear to the mod authors to expect them to put their whole lives on hold for an unpaid hobby and keep updating the same mod again and again for years. Mojang is the one at fault here because there a one hit wonder that won’t except that they have outlived their usefulness. I seem to remember once upon a time that Mojang was going to make a mod api to solve this problem whatever happened to that.
Also i just want Mojang to stop rewriting the whole chunks of the game code not stop making bug fix (though at some point that too will have to end just not now) which i doubt would require mod braking rewrites. also also were are all these bugs people keep talking about as far as i can tell Minecraft is very stable right now.
first of all Mojang is doing to same thing in terms of complexity between redstone, pistons, potions, enchanting, hunger system and the new combat vanilla is just as confusing (also you how many of you can actually build stuff without looking up the recipes on the wiki). second you don't have use the complex mods in fact i avoid them because i find them just as gimmicky as Mojang's update. take for example buildcraft its a very popular mod but i have no interest in it because it just adds and bunch of complicated mechanics. now lets look at something like MrCrayfish's Furniture Mod for the most part it just adds new blocks for your world which is all i really care about.
that just doesn't make any sense mods are a huge assets to the game or any game for that matter. the only reason people are still playing doom so much 20+ years latter is because of the all the mods and Bethesda games are down right unplayable without mods.
Yes, it does. 1) I suggested add-ons instead, and 2) if MC2 were done right, we wouldn't (feel the) need (for) mods. That's the problem with MC as it is now- it needs mods to make it playable (or interesting enough to play) for a lot of people.
No, it doesn't need more updates. Stop beating a dead horse. Use the time, money, and resources to concentrate on a decent, updated MC.
To me, making MC2 seems like making GMod 2. it just doesn't make a whole lot of sense to me.
What about modding older versions then? I would have stopped playing (at least "legitly") over three years ago if not for the ability to play older versions or use mods.
Mojang would likely make it so it is impossible to mod the game without illegally cracking it if they made add-ons the only way to install "mods"; they do not care at all about older versions:
As you can see, their response is simply to play a newer version (this is a valid bug report - the launcher is supposed to let you play older versions).
What about mods?
I read that as "Yup, you must use our fancy new launcher we force-updated you to and we don't give a - about whether your mods work or not - play vanilla instead [or the latest version]".
There's actually still quite a few people playing versions older than 1.6, even servers running old modpacks like Tekkit Classic on 1.2.5.
Fortunately, I did not have any issues with the new launcher; if I did I'd just say goodbye to the launcher, not like playing within MCP is any different since I only play singleplayer (MCP lets you play non-demo singleplayer without logging in but requires using the official launcher to download all the necessary files and assets, which is probably why Mojang allows it; I know that other third-party launchers often work the same way. Of course, until they declared mods, and by extension, third-party launchers (not just cracked ones), illegal).
Also, add-ons can never give you the flexibility of mods; for example, look at world customization, which can be seen a similar to a modding API - you can only change whatever values they decided to give you access to, otherwise, mods are required. This is also why even with modloaders like Forge there are still "core mods" which directly modify the game's code instead of using its APIs, most notably Optifine (this is why Optifine has compatibility issues with many mods because it changes entire classes instead of using Forge's APIs because there are none for what it changes).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I'd say redstone and the combat mechanics are extremely simple. It just has a lot of depth. The essence of redstone is connect a wire from a power source to what you want to power. It's basically drawing lines. The combat mechanic is wait to attack, less damage the faster you click.
That wasn't the type of complexity I was talking about purely though. Just installing mods can get confusing as heck especially when every other modder feels that everyone knows how to install their mods and never mention you need their specific API. Looking through the mod list is tedious, installing forge can be tedious, tho its so much smoother ever since we stopped having to delete meta-inf.
Of course crafting is a bit... Not the friendliest, but neither is it in modding, but at least we have a reliable reference to go to (The wiki) to learn how to craft vanilla objects while modded ones... Well that's a bit harder to find. All of this, though, really is opinions. I didn't set those examples because of specific mods, when I said "Complexity" I didn't mean thaumcraft or anything like that. Mods in general. Maybe setting it up is too complex. Maybe theres part of it that seems simple to others, but complex to them. Maybe they're just turned off on the idea of putting extra effort to install mods. Period.
And as you said, you don't have to use those complex mods, you don't have to use anything, actually. That's the beauty of sandbox games. You play how you feel, the vanilla updates just give you more freedom much like mods, only it's for those who favor the vanilla game, like me and surprisingly many others.
Add ons are.... Not too great. Turning them into proper mod support would be wonderful, though I doubt it'd be any better than how forge is other than it's official. Mods may be able to persist through updates, which is nice, but it'll also limit the devs from any potential big updates, especially internal ones for optimization and such if there ever happened to be a need for one.
I personally believe the way things are done now is the best for everyone. Do you want mods? Hey you got a reliable version to move to with lots of love and support from hundreds to thousands of users. Do you just only care for the vanilla game? Hey, you got a huge community over there too. Servers, realms for your friends, and constant free updates from the devs.
Want the newer content on your 1.7.10 modded world... Well hey there's usually mods for that too. Best of both worlds in an instant.
Add-ons are not too great.... yet. Who's to say they won't be expanded or improved? This is only the first version of add-ons.
Mods have been around for 6 years.
Add-ons only 2 months. No telling where add-ons will be in 6 years.... or where we'll (you'll) take them.
Quit thinking about the here and now. It is what it is. I prefer to think about what MC will be a year or two from now.
I don't think add ons were ever meant to be too powerful, at least they'll still be somewhat limited once they're done (If they're not done already). But the main thing is there really hasn't been much really of anything said about them.
Community doesn't seem to talk about them and after the initial release I haven't really heard any news related to them at all. I sincerely hope add ons improve, so I don't think hoping they'd be fully fledged on a Minecraft 2 would be bad. It's just now there isn't much to say about them other than they just kinda... exist.
In my opinion, saying "just use older versions" is effectively just saying to ignore the problem. Imagine if Mojang one day decided to go crazy and add a bunch of stupid stuff to the game that only made it fun for a select few, and everyone else hated it. Would you be fine if Mojang's reply was just "Use one of the older versions then!"? Even though you could just play a version that was fun to you, that didn't solve any problems. You got a workaround, but the issue persisted.
If Mojang was making the game right, there wouldn't be so many people stuck on older versions. I get that they can't please everybody, and they're going to lose people with every update. However, if updates are causing as much backlash as we are seeing, then they're clearly doing something wrong.
However, I'd like to point out again that I doubt Minecraft's survival depends on mods, or that stopping development so mods can catch up isn't going to do anything. The reason Bethesda stopped working on Morrowind wasn't because of modders; it was because they wanted to work on something new and better. If they were stuck on making patches and add-ons for Morrowind, they never would have gotten around to making other masterpieces like Oblivion and Skyrim. If Mojang stops working on updates, it shouldn't be for modding's sake, but it should be so they can make a much better game.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
If it were official content, then yeah I could see the issue. If mojang added in giant ducks that lay eggs that hatch into tnt that delete the game and permabans you from all servers, then there is an issue with the game.
But modding isn't official. It's optional content basically. It's there for those who want it and if you don't want the content, well that's the best part about mods. They're all optional. The only "issue" I see here is that there isn't official proper modding api, but calling that a problem is a huge stretch. It's really just devs choice not to add it (Or slowly add it, if they're even doing that still).
Just because a game suddenly has unofficial modding support doesn't mean suddenly updating the game is an issue on the devs. That'd be like throwing your issues or bills onto a stranger and say "Hey, you have to pay for this now". We have to just go with what we have, the devs were nice enough to allow us to do just that peacefully, and we already have stable grounds that make modding as easy as possible (Heck there's even mod making software like Mcreator, granted it's limited, and a bit buggy, but that's not fault of mojang, forge, or its limitations)
As for the backlash, really it's only the small (vocal) handful of the PvP community that's really been hating any update. It's not entirely fault of the update itself, but a loooot of false info and misconceptions has been created on the update and many people refuse to update or even try it. This kind of hit the game badly for a moment since it's forced servers to stay behind to 1.8 just to please their community, though most servers now allow 1.9+ clients, just without the 1.9 features.
Of course there are other people who hate the new updates because of terrain and whatnot, but they fall into the small amount of people lost every update.
There is one thing that I have not seen mentioned on this thread. That is the fact the Mojang doesn't officially support mods (at least last time I checked). If they break a mod due to an update to the game? They have always made it clear that it isn't their problem and they will not deal with it; it is up to the modder to deal with the game as is changes. Unless I just haven't received the memo saying they are actively working to support mods, this hasn't changed.
Now don't get me wrong, I think mods are simply fantastic. Honestly my opinion is that it's amazing this game has ever had such a strong modding community in the first place. The OP compared the modding community to the likes of Bethesda; and wasn't exactly wrong to do so. One key difference between the two and how mods are handled though is the fact that Bethesda does actively support modding (I'm sure I don't need to talk about how exactly they do, but I can).
I actually went to search through the EULA to make sure I was correct.
Link to EULA (under the updates sections)
"thinking about the here and now" This is what this thread was made for.
Yes. modding is becoming less and less popular as more things can be done in vanilla.
The thing is, it's not just the ability to mod the game that's holding people back; it's vanilla features, too. What's even worse is, for the most part, it can be fixed easily. The 1.6 people can be brought back by allowing people to edit the cave generator, and the 1.8 people can be brought up by making the cooldown a gamerule (seriously, it's not that hard to do and any break in balance is purely the fault of the player).
If even 1% of the community is complaining about things like the 1.9 combat, that represents about 1 million players who are dissatisfied with the game. That's a lot, even if it's a minority.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
True, however:
For instance, people love their "shaders" mod. But Mojang can't add that to the vanilla game because some modder(s) has already done it and has the "rights" to it. I bet a vast majority of the things Mojang would love to add to the game is off the table cause some modder has already done it. In essence, I think mods has tied Mojang's hands, and they're left with "little improvements".
OR mods have made Mojang lazy. "Don't worry, it'll be modded...."
1. I am actually shocked about the response to this thread. A year ago, if I (or anyone) had made a thread like this, immediately the OP would be classified as a hater. I'm glad to see the community speaking out.
2. The problem currently is that the updates ONLY are splitting the modding community. All that 1.10 and 1.11 do is make the modders need to port their mods.
I think the solution is to have mojang wait 1-2 years before releasing a new update, and make it a massive update which they listened to the community on that improves lag, PvP and modding (recode?). That way, the community will be hyped, the game will get a big new feel, and the modders have time to catch up. I can speak for myself and many friends of mine that we would rather have an insane update every 2 years than a little tweak every 6 months. No minecraft update, really since 1.6 has added much, and 1.6 only really added one thing that got boring quickly.
1.11- Commands
1.10- Polar bears (basically sheep-golems)
1.9- Combat tweaks that very much of the community disliked, special arrows (but no quiver...)
1.8- Lag-beacons, andestite, diorite, granite
1.7- Stained glass, acaia wood
1.6- Horses, carpets, stained clay
1.5- Hopper, Dropper, activator rail, block of redstone, comparator, trapped chest, Nether Brick, quartz, Laying the frameworks for minecraft realms, AND COMMANDS
1.4- I don't have time to make a full list...
What we need is going back to updates like 1.5 and 1.4 which added whole new elements to the game. Not "BIG NEW UPDATE TODAY!" and the average player going, "Wait, did I load up the old version by accident? I can't find anything new."
My website
5 Years on Minecraftforum. Over 9 on minecraft itself. Mod developer for 4 years.
It's already optional, though, and implemented in a better way than a gamerule, if slightly more complex to set up. By slightly more I mean you can go to mcstacker and generate a command that gives you a no cooldown sword.
Or I guess high levels of haste works.
But I mean, it's a core part of the game, and adding toggles just to satisfy a small bit of the community.... You kind of have to stand your ground somewhere. It's a core mechanic and it'd be like adding a toggle for lighting... Really sort of out of place and useless. It'd be better adding commands that can control the lighting of any block space. (As if you were able to place customizable invisible torches anywhere).
I get people want to be lazy and just type "/gamerule nocooldown ye" but you really just have to think, the way it's optional now allows for more customization on everyone's behalf. Maybe you only want diamond swords to be faster, maybe you want them to be slower, and have all other swords be faster. Perhaps you want axes to deal double damage but take double time to recharge.