I feel that there are a lot less people playing the proper survival Minecraft, and a lot more creating command block driven maps and complicated redstone creations. Anyone else?
I see similar claims that nobody plays singleplayer (not necessarily just Survival) anymore but official data doesn't support that (well, 3 year old data, but I really doubt much has changed since then, just as people keep saying that the game is dying while Mojang publishes ever-higher figures for sales and player count). I am a pure singleplayer survival player myself and couldn't care less about redstone, command blocks, or any of that stuff (I don't even use redstone in Survival, no auto farms, nothing; well, unless you count powered rails or doors and buttons).
I did play on one custom map shortly after I started playing (nearly 5 years ago) but even that was Survival-themed (I did not complete many of the goals, specifically, the ones that told you to build various auto farms; I treated it more like a exploration and getting to the End sort of thing, likewise, much of my "normal" playstyle is exploration-based).
I'm not sure to what degree this is actually happening, but there are some influences that give that impression…
[Whether one defines "a lot less people playing the proper survival Minecraft" in absolute terms or as a percentage is vital: in the first case there a surely more people playing "proper survival" now simply because of the expansion of the player base; the second case (based on percentages) is more interesting…]
Thie OP statement must be partially true if only because command blocks (and – to a lesser extent redstone – ) are additions to the game: originally everyone (100%) played "proper survival Minecraft" because there wasn't anything else.
Part of the effect your seeing is likely from those who have spent a great deal of time playing and are attracted to the new and different play possibilities redstone and command blocks open.
Another part is due to tools evolving and players realizing that they can create 'games within MC' of their own; in this sense a parkour or find-the-button map can be seen as just a different expression of the original Minecraft "build something cool" goal.
At least some people will find this sort of creation preferable.
Addition groups will find the maps types (which often hyper-emphasis one aspect eg. parkour) a more concentrated form of something they enjoy in standard survival.
Finally, something that may increase the appearance of people moving toward "command block driven maps and complicated redstone creations" is that these areas generate more discussion etc. [How much real interest is there in a design for a manual wheat & X farm these days? Compare with the interest in a self-organizing, stacked village iron farm…]
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WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I feel that there are a lot less people playing the proper survival Minecraft, and a lot more creating command block driven maps and complicated redstone creations. Anyone else?
Yes.
The thing is, Survival mode over the years has largely been neglected in favor of things such as maps. Survival also isn't what it used to be back when it was the thing to play years and years ago. Doesn't quite have that same feel that it did.
Command blocks and to a lesser extent redstone on the other hand have been getting lots of attention ever since they were introduced, and still are to this day. Because of this extra fleshing out of features, there's simply more to do with it over normal survival. You can make adventure maps, minigames, custom bosses, custom mechanics, etc. You name it, and it can be done with enough work. Not only this, but the coder type of folks typically like hopping on every now and then to make large, complex contraptions like in-game computers. That's not a bad thing.
However, with the introduction of the shop in mobile editions and I assume now bedrock editions, it certainly feels like Minecraft is being pushed as a platform or engine, over the game itself.
Our experience is pretty much the opposite. When I first started playing, I went from Survival (as it seemed so lonely and the perfect game to play with others) to a "Survival" server. The play was fine, and I had more fun with others until "staff" started acting like "staff" tends to on servers. At that point, I decided to run my own server. I started with lots of plugins, but over years we cut back on those.
Today my wife and I play on our Survival server, currently Bedrock but we've also been playing Java. We have a few "cheats" such as a "go home" plate, one-player-sleeping, and a "God Mode" for an elderly player who really needs that. Otherwise, we are having fun in Survival. We don't have plugins as it is a Bedrock Realms server. When the subscription expires, I'm considering going back to Java and only using EssentialsX for God Mode, /home and again... one player sleeping. I may slow the day cycle down to 1 hr days rather than 20 min. cycles. "Hermitcraft Heads" and "Hermitcraft Achievements" would add a bit of spice and fun. If it becomes possible in the future, we may add in random naturally generated structures such as those from Dynamo https://www.minecraftforum.net/forums/minecraft-java-edition/redstone-discussion-and/2584067-30-new-naturally-spawning-seed-specific-structures
The problem with all such projects that are *NOT* part of Vanilla is that they have a life cycle. The project developer grows up, and Minecraft isn't a part of college life and a girlfriend. The Lead wants to move on to other games that might make money. "I got bored and played this other game for six months." This KILLS plugins and maps and such. Part of the reason we abandoned command driven maps and such is we got tired of *THEM* abandoning *US*. I have to work between 44 and 67 hr weeks. I simply don't have time to clean up someone else's mess. This was in part what drove me to try a 6 month subscription of Bedrock Realms. It is a joy and a beauty to go to Marketplace, pick what I want, pay for it and call it *DONE*. But as a small group of friends we've already soured on much more than Survival as our main gameplay.
However, command block driven maps and complicated redstone creations, plugins that are really popular among players appear to be driving changes in the Vanilla code. Achievements and loot tables appear to be part of this. The technical changes for "minecraft:stone" would allow for something *NOT* "minecraft:*" to exist. When Dynamo was active, our group loved it. The problem we have with Survival, for the most part, is that Mojang can't possibly build enough naturally generated structures, enough new unique and interesting biomes, rare but tough mobs and mob bosses to keep it all fresh and interesting. *AND MOJANG SHOULDN'T HAVE TO*. What Mojang can do, however, is put the hooks in to make it much easier for the community to add their own cool stuff in. "Data driven terrain generation" doesn't look like it will be part of the 1.13 or 1.14 release. But it *could* be in a future release with the changes they are making. "TerrainControl" for Spigot could become "Vanilla just works that way." Dynamo's structures and cool mobs could become "Just throw that data-pack in your Vanilla game and go." Right now EssentialsX is a Spigot plugin. Same with mcMMO. But the changes are making some of those features many take for granted possible in the Vanilla engine, even on Realms. As I said, I have one-player-sleeping and God mode in Bedrock Realms through command blocks, and even something that gives you haste 1 if you walk on dirt paths to encourage road building.
Our server is more "survival" than even the Spigot Test server currently running 18w08b. It is more Survival than the first "Survival" server I've played on or the last server I had as a "home" before I quit it. The Minecraft world, the community of players is very VERY large. Don't underestimate the size of it. And there is a wide range of play styles from the Technical Minecraft Community of the likes of ilmango and docm77 to HermitCrafters taking the "technical minecraft" and putting it into actual Survival builds, to Grian who only builds for the beauty of it without anything Redstone, to Survivalists who don't build anything particularly pretty or special, and don't get much notice because they don't have much to *see*, but we are out here, and I'm pretty confident we are in the majority. Sometimes it just takes a little digging to find us.
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Your right.... And if you do see some one playing survival on YouTube for example its always slightly or heavily modified with mods, functions check even sometimes command blocks. I still play vanilla survival
I think this is a good thing though. It is almost like we have only scratched the surface of what we can actually do with Minecraft. I see some of the plugins that come out and I just can't believe what a great implementation it is.
I really look forward to Minecraft being more like an engine in the future as it will just diversify servers and game modes more, rather than having so many Towny, Factions, Prison, etc. servers around.
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I feel that there are a lot less people playing the proper survival Minecraft, and a lot more creating command block driven maps and complicated redstone creations. Anyone else?
Meme Boi
Yeah, True
Meme Boi
I see similar claims that nobody plays singleplayer (not necessarily just Survival) anymore but official data doesn't support that (well, 3 year old data, but I really doubt much has changed since then, just as people keep saying that the game is dying while Mojang publishes ever-higher figures for sales and player count). I am a pure singleplayer survival player myself and couldn't care less about redstone, command blocks, or any of that stuff (I don't even use redstone in Survival, no auto farms, nothing; well, unless you count powered rails or doors and buttons).
I did play on one custom map shortly after I started playing (nearly 5 years ago) but even that was Survival-themed (I did not complete many of the goals, specifically, the ones that told you to build various auto farms; I treated it more like a exploration and getting to the End sort of thing, likewise, much of my "normal" playstyle is exploration-based).
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'm not sure to what degree this is actually happening, but there are some influences that give that impression…
[Whether one defines "a lot less people playing the proper survival Minecraft" in absolute terms or as a percentage is vital: in the first case there a surely more people playing "proper survival" now simply because of the expansion of the player base; the second case (based on percentages) is more interesting…]
Thie OP statement must be partially true if only because command blocks (and – to a lesser extent redstone – ) are additions to the game: originally everyone (100%) played "proper survival Minecraft" because there wasn't anything else.
Part of the effect your seeing is likely from those who have spent a great deal of time playing and are attracted to the new and different play possibilities redstone and command blocks open.
Another part is due to tools evolving and players realizing that they can create 'games within MC' of their own; in this sense a parkour or find-the-button map can be seen as just a different expression of the original Minecraft "build something cool" goal.
At least some people will find this sort of creation preferable.
Addition groups will find the maps types (which often hyper-emphasis one aspect eg. parkour) a more concentrated form of something they enjoy in standard survival.
Finally, something that may increase the appearance of people moving toward "command block driven maps and complicated redstone creations" is that these areas generate more discussion etc. [How much real interest is there in a design for a manual wheat & X farm these days? Compare with the interest in a self-organizing, stacked village iron farm…]
Yes.
The thing is, Survival mode over the years has largely been neglected in favor of things such as maps. Survival also isn't what it used to be back when it was the thing to play years and years ago. Doesn't quite have that same feel that it did.
Command blocks and to a lesser extent redstone on the other hand have been getting lots of attention ever since they were introduced, and still are to this day. Because of this extra fleshing out of features, there's simply more to do with it over normal survival. You can make adventure maps, minigames, custom bosses, custom mechanics, etc. You name it, and it can be done with enough work. Not only this, but the coder type of folks typically like hopping on every now and then to make large, complex contraptions like in-game computers. That's not a bad thing.
However, with the introduction of the shop in mobile editions and I assume now bedrock editions, it certainly feels like Minecraft is being pushed as a platform or engine, over the game itself.
Figured it was time for a change.
Our experience is pretty much the opposite. When I first started playing, I went from Survival (as it seemed so lonely and the perfect game to play with others) to a "Survival" server. The play was fine, and I had more fun with others until "staff" started acting like "staff" tends to on servers. At that point, I decided to run my own server. I started with lots of plugins, but over years we cut back on those.
Today my wife and I play on our Survival server, currently Bedrock but we've also been playing Java. We have a few "cheats" such as a "go home" plate, one-player-sleeping, and a "God Mode" for an elderly player who really needs that. Otherwise, we are having fun in Survival. We don't have plugins as it is a Bedrock Realms server. When the subscription expires, I'm considering going back to Java and only using EssentialsX for God Mode, /home and again... one player sleeping. I may slow the day cycle down to 1 hr days rather than 20 min. cycles. "Hermitcraft Heads" and "Hermitcraft Achievements" would add a bit of spice and fun. If it becomes possible in the future, we may add in random naturally generated structures such as those from Dynamo https://www.minecraftforum.net/forums/minecraft-java-edition/redstone-discussion-and/2584067-30-new-naturally-spawning-seed-specific-structures
The problem with all such projects that are *NOT* part of Vanilla is that they have a life cycle. The project developer grows up, and Minecraft isn't a part of college life and a girlfriend. The Lead wants to move on to other games that might make money. "I got bored and played this other game for six months." This KILLS plugins and maps and such. Part of the reason we abandoned command driven maps and such is we got tired of *THEM* abandoning *US*. I have to work between 44 and 67 hr weeks. I simply don't have time to clean up someone else's mess. This was in part what drove me to try a 6 month subscription of Bedrock Realms. It is a joy and a beauty to go to Marketplace, pick what I want, pay for it and call it *DONE*. But as a small group of friends we've already soured on much more than Survival as our main gameplay.
However, command block driven maps and complicated redstone creations, plugins that are really popular among players appear to be driving changes in the Vanilla code. Achievements and loot tables appear to be part of this. The technical changes for "minecraft:stone" would allow for something *NOT* "minecraft:*" to exist. When Dynamo was active, our group loved it. The problem we have with Survival, for the most part, is that Mojang can't possibly build enough naturally generated structures, enough new unique and interesting biomes, rare but tough mobs and mob bosses to keep it all fresh and interesting. *AND MOJANG SHOULDN'T HAVE TO*. What Mojang can do, however, is put the hooks in to make it much easier for the community to add their own cool stuff in. "Data driven terrain generation" doesn't look like it will be part of the 1.13 or 1.14 release. But it *could* be in a future release with the changes they are making. "TerrainControl" for Spigot could become "Vanilla just works that way." Dynamo's structures and cool mobs could become "Just throw that data-pack in your Vanilla game and go." Right now EssentialsX is a Spigot plugin. Same with mcMMO. But the changes are making some of those features many take for granted possible in the Vanilla engine, even on Realms. As I said, I have one-player-sleeping and God mode in Bedrock Realms through command blocks, and even something that gives you haste 1 if you walk on dirt paths to encourage road building.
Our server is more "survival" than even the Spigot Test server currently running 18w08b. It is more Survival than the first "Survival" server I've played on or the last server I had as a "home" before I quit it. The Minecraft world, the community of players is very VERY large. Don't underestimate the size of it. And there is a wide range of play styles from the Technical Minecraft Community of the likes of ilmango and docm77 to HermitCrafters taking the "technical minecraft" and putting it into actual Survival builds, to Grian who only builds for the beauty of it without anything Redstone, to Survivalists who don't build anything particularly pretty or special, and don't get much notice because they don't have much to *see*, but we are out here, and I'm pretty confident we are in the majority. Sometimes it just takes a little digging to find us.
Your right.... And if you do see some one playing survival on YouTube for example its always slightly or heavily modified with mods, functions check even sometimes command blocks. I still play vanilla survival
Definitely, all we really need is proper variables and the command system would become more of a scripting language for Minecraft.
I think this is a good thing though. It is almost like we have only scratched the surface of what we can actually do with Minecraft. I see some of the plugins that come out and I just can't believe what a great implementation it is.
I really look forward to Minecraft being more like an engine in the future as it will just diversify servers and game modes more, rather than having so many Towny, Factions, Prison, etc. servers around.
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