I wanted to make a thread, where I tell what sort of Minecraft would be the ideal for me, just to see if people agreed with me.
My ideal version would probably be 1.6 Beta. Why? Well 1.7 Beta changed some things, that made the game feel less like Minecraft. I personally love the old feel of Minecraft, what some would call "true" Minecraft, where the game still had sensible stuff (no stupid updates) and the game had hope. (And no, it's not nostalgia, like many say. I started Minecraft when it was at 1.0.0.)
What this means, is that if I could have decided, I would have stopped the game's development in 1.6 Beta. The modders have always done a better job at developing the game than the developers themselves, so they should have just realized this and stopped. (Releasing new updates for the game hinders mod developers.) I do have to say, I don't understand why the modding community never stuck with a specific version of the game and only developed mods for that version, we could have some amazing mods nowadays... But anyways, back then, the game was still challenging and interesting, although, a bit lacking of content. But the content there already was, was good. Think about it, does 1.6 Beta really have anything that bothers you content-wise? To me, not really. For example, it didn't have creative mode. Believe it or not, the lack of creative mode was healthy for the game. This encouraged people to actually PLAY the game instead, and find tricks and tips to share with people. Sure you could download mods that essentially gave you creative mode, but that didn't affect the normal player. Giving the game creative mode, granted normal players to instantly access all content of the game and fly through the world. It seriously makes the game boring that you can get a shortcut to everything, without cheating or modding. It takes away from the game. Another thing that was bad, was command blocks. I know people will dislike me for saying this, but command blocks were another thing that again, further made people play the game in creative mode and ignore survival. The game was turned into a scripting language, and servers turned into minigame servers, and again, not many playing survival mode... This is the problem.
Imagine 1.6 Beta, where mod developers have infinite capability to make good mods, as the game isn't updated anymore, and with them just taken to a worse direction update by update. Amazing classic mods that still used to be good like Aether and Better than Wolves.
I seriously wish the modding community just gave up on the newer game, went back to the time when Minecraft was still Minecraft, and made it good, and fixed it's problems.
Imagine the good old 1.6 Beta (keep in mind, this is coming from a guy who started with 1.0.0) with good mods, and bug fixes. No more waiting for mod developers to develop updated versions for newer versions, just download and play. I would be stoked.
I just realized how this is sort of a rant how crap the game is now. Sorry, but it is. (And sorry for the messy post.)
I'd never be able to play Beta 1.6 because it lacks too many features that I depend on, even with my extremely simplistic playstyle; for example, imagine mining this many ores in a single play play session on a daily basis without any enchanted tools, or stackable food, or mineral blocks (coal blocks weren't added until 1.6 and they were the single biggest change to my playstyle as mining all coal nearly tripled what I mine), or ender chests (used as a backpack, thus the lack of resources in my inventory - I cave continuously for 6-8 hours (2 play sessions like the one shown below) between trips back to empty it out and restock on food and wood), or anvils (even as I've never played in 1.8 I thought the removal of "infinite repairing" was so bad I made a mod that reverted the anvil mechanics, even as it also increased the already high repair costs due to the changes in leveling up. I don't see 1.9's Mending as a real replacement because it negates the need to do any more mining or real repairs, and enables indefinitely using extremely OP gear, made even more OP in 1.14):
Of course, there wasn't as much to the underground either - no mineshafts or ravines and buggy caves that cut off at chunk borders (a bug fixed in Beta 1.8, the last real update to the underground, which was later nerfed in 1.7, which is one reason why I never updated past 1.6.4). The Nether would have been completely pointless back then, and even mostly prior to 1.5 (I started playing in 1.5.1) since most of the time I spend in it is mining quartz for XP for enchanting, with the quartz byproduct being used to build my main base (I'm one of the very few who does not make XP/mob/resource farms, though I do trade for diamond gear to be used in repairs in my first world, using manually farmed materials to get emeralds).
Also, while I've never played in Creative I disagree that it was a bad thing - try developing and testing mods or addition to the game in survival mode, especially when you'd need to progress a lot to see the changes (contrary to my previous statement, the vast majority of the worlds I've created are Creative worlds I made while testing mods; "never played" means worlds for normal gameplay). I've even added a debug mode that works like Spectator mode (the player ignores block collisions and the suffocation overlay is disabled) as it makes it much easier to look around underground (the main focus of my mods is the underground, where it isn't that easy to see what you've done).
That said, as far as my ideal version goes it is pretty much what "TheMasterCaver's World" is, a mod which I've been developing for the past 5 years which includes many of my own ideas as well as my take on newer features and the direction the game is going in (for example, besides the changes to the underground in 1.7 I think the biome system was poorly thought out - this is far more fun to explore than what 1.7+ produces, even if it isn't as "realistic").
I understand your points, and agree, that 1.6 Beta is pretty barebones and lacking of content, but this is why I made the point that modders would then have massively good mods for the game, considering they don't have to waste time updating it for newer versions. 1.6 to me is the last true version of Minecraft, versions later than 1.7.3 just changed too much and took a weird direction. So why I'd like it to be 1.6 Beta is that the mods would unlikely change the base game too much (so it still feels good), rather they would just add new content in, basically functioning as the game's updates. And anyone could make any sort of mod they wanted, so there would probably be plenty of mods that adds both surface and underground generations, and even new ores and more things to find, making it much more interesting for cavers like you. I really wish that people stuck to a specific version of the game a long time ago, that version wouldn't have to be 1.6 Beta exactly (because I could probably download a mod for it that makes it more like the old version, like OldDays) just so that we could forget about the weird direction Minecraft has taken, and just enjoy playing it with brilliant mods.
And yes, I do understand that creative mode allows you to test things, but it's not something I think should be in the base game, it should be a mod. (Like Single Player Commands allowed you to.) Creative mode in the base game allows you to instantly access everything. It's boring, and takes the fun away.
Some of us started playing in version 1.12. and have different expectations of the game. In my opinion the best thing about vanilla Minecraft is that it has different modes to play in (including Creative mode), so it accommodates different play styles.
I understand the frustration of the modding community when new versions are released that break older mods. But it is my understanding that MC at least lets you choose the version you want to play with when you launch the game, so if version 1.6 or 1.7 is so great, it should be possible to stick with those versions. Indeed, if it were the overwhelming opinion of the entire MC community that 1.6 was so superior and players refused to update to 1.7 and beyond, the developers certainly would have stopped developing.
In reality, people did upgrade and keep requesting new features in vanilla MC. If one is a member of the modding community it might be easy to assume that everyone uses mods, but I suspect that the modding community, though very large, is only a small chunk of the overall player base.
And for every player that says their way of playing is the right way, there is another player who totally disagrees. I expect there would be a huge uproar if Creative mode were to be removed.
I understand the frustration of the modding community when new versions are released that break older mods. But it is my understanding that MC at least lets you choose the version you want to play with when you launch the game, so if version 1.6 or 1.7 is so great, it should be possible to stick with those versions.
You most definitely can, as I've been doing for close to 6 years - mods also wouldn't even be possible unless you could play an older and/or custom version (at least not with the official launcher; many people use 3rd party launchers to run mods since they make them easier to use, for example, in order to install my mods I have to rename and edit some files so the launcher doesn't try to reinstall a clean version, though most mods (or rather, their APIs) do this automatically when you install them, I believe it is more because you can browse a list of modpacks and they will be automatically downloaded and installed, making it as easy as playing a vanilla version in the official launcher).
Also, newer versions do not break mods in any way - TMCW may be based on 1.6.4 but I do not consider it to be a mod for 1.6.4 but its own version, completely independent from vanilla, nor would you know that you were playing 1.6.4 if not for the version displayed in the main menu and debug screen (I've even replaced the window title with a custom title) - same for any other mod that makes significant changes or addition to the game - I've never understood why so many people are like "please update your mod to version 1.x!" (I've even had people ask me to update TMCW to mobile devices, aka Bedrock/PE, which is impossible).
Want newer features in an older modded version? Sure - download one of many mods that add similar features or backport them (as TMCW does; of course, the nature of TMCW means that you can't use any other mods with it, even most of Optifine's "quality" features will be broken in the next update). You can even mods (besides my own) that are still updated for even older versions, such as Better Than Wolves, which stopped updating to newer versions at 1.5.2, probably so they could exclusively focus on updating the mod itself (I can relate to this; for example, this shows how extensively I've modified a few core classes, with the latest source code exceeding 5 MB; unlike many mods, which mainly add new content, I've heavily changed existing code, both to change game mechanics and to optimize it and enable my own code to hook into it).
The Meaning of Life, the Universe, and Everything.
Join Date:
8/4/2012
Posts:
55
Location:
it is a mystery
Member Details
i loved playing the multiplayer classic servers on minecraft.net in 2012 when those were still a thing lmao
current versions are cool too, it's way more accessible to kids n stuff now
My ideal version would probably be 1.6 Beta. Why? Well 1.7 Beta changed some things, that made the game feel less like Minecraft. I personally love the old feel of Minecraft, what some would call "true" Minecraft, where the game still had sensible stuff (no stupid updates) and the game had hope. (And no, it's not nostalgia, like many say. I started Minecraft when it was at 1.0.0.)
This statement is a bit contradicting with your next argument.
What this means, is that if I could have decided, I would have stopped the game's development in 1.6 Beta.
Are you one of those people who hates piston moving because it's not "minecrafty'?
The modders have always done a better job at developing the game than the developers themselves
No, they're not. Although yes, there are some amazing mods created by the community. The majority of them are just cliche crap, overpowered stuff, and things that don't even fit into the game. If my forum experience has taught me is that the community isn't the brightest on design decision. And those "great mods" sometimes doesn't account balance, bug fixing, and compatibility. This statement is very biased and seems to think that a developers responsibility is to only add features.
, so they should have just realized this and stopped. (Releasing new updates for the game hinders mod developers.
As far as I can tell, although big. More people play the game in vanilla way since mods are pretty complicated to install back then.
I do have to say, I don't understand why the modding community never stuck with a specific version of the game and only developed mods for that version, we could have some amazing mods nowadays...
Uhhh I don't know? maybe not everyone has the same opinion as you? Some modders actually like the new addition Mojang adds to the game or maybe the coding changes made more possibility within the modding scheme? Anyway, how does having the modding community stuck in one version suddenly means having amazing mods? Where did you get that idea? And we do have amazing mods nowadays. Have you seen quark? betweenlands? aether? tinkers construct? And you didn't even account Minecraft's code limit that couldn't otherwise support complex features added by mods.
But anyways, back then, the game was still challenging and interesting, although, a bit lacking of content. But the content there already was, was good. Think about it, does 1.6 Beta really have anything that bothers you content-wise?
How does having lacking content somehow challenging and interesting? And we need more reasoning for those lacking content to be "just good" even though stuff like the nether could obviously be greatly improved.
To me, not really. For example, it didn't have creative mode. Believe it or not, the lack of creative mode was healthy for the game. This encouraged people to actually PLAY the game instead, and find tricks and tips to share with people.
I want players to only play the game in MY WAY. You know if creative is being treated only as a mod, we wouldn't have tons of amazing creations by the community so I don't get how that would be healthy.
Sure you could download mods that essentially gave you creative mode, but that didn't affect the normal player Giving the game creative mode, granted normal players to instantly access all content of the game and fly through the world. It seriously makes the game boring that you can get a shortcut to everything, without cheating or modding.
How would you know that giving players creative mode is "boring". Who gave you the idea that players don't enjoy building without fear or experimenting with Redstone? Did you know some player ignores survival mode because they like Minecraft being a building game?
It takes away from the game. Another thing that was bad, was command blocks. I know people will dislike me for saying this, but command blocks were another thing that again, further made people play the game in creative mode and ignore survival. The game was turned into a scripting language, and servers turned into minigame servers, and again, not many playing survival mode... This is the problem.
Here's probably a more sensible reason why many people prefer mini games and creative. Survival in Minecraft is... boring. There's not a lot you can do when the game is old back then. After you build a very big castle or do other projects, the motivation is created by the player and only by the player back in the beta days. Why should I do another survival with a community created a challenge if all I get is bragging rights? Thing is, after the player has completed survival, they wouldn't have the motivation to play the game again, and that's not healthy. So, when they're done with survival mode, they'd go to adventure maps, mini-games, and building in creative mode. And I can't see why that can't be a bad thing since it made the game has longer age.
Imagine 1.6 Beta, where mod developers have infinite capability to make good mods, as the game isn't updated anymore, and with them just taken to a worse direction update by update. Amazing classic mods that still used to be good like Aether and Better than Wolves.
Because good mods like Thaumcraft, Beetwenland, and Erebus does not exist. And every good mod only exist in beta. Also, where did you get the notion of "stuck in one version" means "infinite capability". Have you seen the newest Aether, I'm pretty sure some amazing features wouldn't exist in there wouldn't exist if Mojang doesn't update the game's code. I might get a lot of hate with this statement but some stuff from better than wolves like wolf block is just derpy.
I seriously wish the modding community just gave up on the newer game, went back to the time when Minecraft was still Minecraft, and made it good, and fixed it's problems.
I seriously wished the community would fix the game while the developers did nothing to the mods and just stay passive about it because that's totally gonna make the game better.
Imagine the good old 1.6 Beta (keep in mind, this is coming from a guy who started with 1.0.0) with good mods, and bug fixes. No more waiting for mod developers to develop updated versions for newer versions, just download and play. I would be stoked.
Why do you (repeatedly) tell yourself that good mod only exist if Mojang doesn't update the game? If the game doesn't update, then I'm pretty sure Minecraft won't be this popular and would just be a closed niche video game.
And I still don't get with Mojang not updating the game and the game's code, where would hope come from? There wouldn't be hope if the game's longevity relies on the modders. If there's an aspect in the game's code that can't allow the community to bend the game to another limit. And how would you solve console version since it doesn't allow mods?
Rollback Post to RevisionRollBack
Frist Dimension. 4th Dimension of Minecraft created through collaboration and brainstorming. Join now:
This statement is a bit contradicting with your next argument.
Are you one of those people who hates piston moving because it's not "minecrafty'?
No, they're not. Although yes, there are some amazing mods created by the community. The majority of them are just cliche crap, overpowered stuff, and things that don't even fit into the game. If my forum experience has taught me is that the community isn't the brightest on design decision. And those "great mods" sometimes doesn't account balance, bug fixing, and compatibility. This statement is very biased and seems to think that a developers responsibility is to only add features.
As far as I can tell, although big. More people play the game in vanilla way since mods are pretty complicated to install back then.
Uhhh I don't know? maybe not everyone has the same opinion as you? Some modders actually like the new addition Mojang adds to the game or maybe the coding changes made more possibility within the modding scheme? Anyway, how does having the modding community stuck in one version suddenly means having amazing mods? Where did you get that idea? And we do have amazing mods nowadays. Have you seen quark? betweenlands? aether? tinkers construct? And you didn't even account Minecraft's code limit that couldn't otherwise support complex features added by mods.
How does having lacking content somehow challenging and interesting? And we need more reasoning for those lacking content to be "just good" even though stuff like the nether could obviously be greatly improved.
I want players to only play the game in MY WAY. You know if creative is being treated only as a mod, we wouldn't have tons of amazing creations by the community so I don't get how that would be healthy.
How would you know that giving players creative mode is "boring". Who gave you the idea that players don't enjoy building without fear or experimenting with Redstone? Did you know some player ignores survival mode because they like Minecraft being a building game?
Here's probably a more sensible reason why many people prefer mini games and creative. Survival in Minecraft is... boring. There's not a lot you can do when the game is old back then. After you build a very big castle or do other projects, the motivation is created by the player and only by the player back in the beta days. Why should I do another survival with a community created a challenge if all I get is bragging rights? Thing is, after the player has completed survival, they wouldn't have the motivation to play the game again, and that's not healthy. So, when they're done with survival mode, they'd go to adventure maps, mini-games, and building in creative mode. And I can't see why that can't be a bad thing since it made the game has longer age.
Because good mods like Thaumcraft, Beetwenland, and Erebus does not exist. And every good mod only exist in beta. Also, where did you get the notion of "stuck in one version" means "infinite capability". Have you seen the newest Aether, I'm pretty sure some amazing features wouldn't exist in there wouldn't exist if Mojang doesn't update the game's code. I might get a lot of hate with this statement but some stuff from better than wolves like wolf block is just derpy.
I seriously wished the community would fix the game while the developers did nothing to the mods and just stay passive about it because that's totally gonna make the game better.
Why do you (repeatedly) tell yourself that good mod only exist if Mojang doesn't update the game? If the game doesn't update, then I'm pretty sure Minecraft won't be this popular and would just be a closed niche video game.
And I still don't get with Mojang not updating the game and the game's code, where would hope come from? There wouldn't be hope if the game's longevity relies on the modders. If there's an aspect in the game's code that can't allow the community to bend the game to another limit. And how would you solve console version since it doesn't allow mods?
Firstly, stop being passive aggressive just because I'm saying bad things about your favourite game.
"Are you one of those people who hates piston moving because it's not "minecrafty'?"
No, I'm not. I think they're a brilliant addition and wish there was more mechanical things in the game.
"No, they're not. Although yes, there are some amazing mods created by the community. The majority of them are just cliche crap, overpowered stuff, and things that don't even fit into the game. If my forum experience has taught me is that the community isn't the brightest on design decision. And those "great mods" sometimes doesn't account balance, bug fixing, and compatibility. This statement is very biased and seems to think that a developers responsibility is to only add features."
Uhh, yes they are. Of course there is the joke mods, and bad mods, that don't fit the game, but are you telling me that one-eyed weird fishes who shoot lasers out of their eyes that live in an underwater temple are somehow "fitting" in the game? Or how about weird purple cubes that make stupid noise, open up, and shoot balls that levitate you up? And what I've seen, is that on many games, modders are much better than the developers at bug fixing, modders actually release them, many times developers just don't unless it's a game breaking bug. A developers responsibility is to add features, and fix bugs as well of course. But the problem is, what features. What Mojang has been doing for the past 5 years is just trivial garbage.
"As far as I can tell, although big. More people play the game in vanilla way since mods are pretty complicated to install back then."
You're saying installing mods is complicated? Nice... Well, if they wanted to make mods easily available for everyone who doesn't know how to read instructions and use a computer, sure, they could have made mod installers.
"Uhhh I don't know? maybe not everyone has the same opinion as you? Some modders actually like the new addition Mojang adds to the game or maybe the coding changes made more possibility within the modding scheme? Anyway, how does having the modding community stuck in one version suddenly means having amazing mods? Where did you get that idea? And we dohave amazing mods nowadays. Have you seen quark? betweenlands? aether? tinkers construct? And you didn't even account Minecraft's code limit that couldn't otherwise support complex features added by mods."
Modders can bring newer features to older versions, if someone so desperately wanted to have Mojang's crappy parrots, for example. Well, you see, as you clearly don't understand much, modders have to constantly make mods work with newer versions, because of conflicts and such, that takes time away from developing the mod. And also, when the game updates, and a mod is abandoned, you can no longer use it in the newer versions. Thus, there would be greatly more mods available.
"How does having lacking content somehow challenging and interesting? And we need more reasoning for those lacking content to be "just good" even though stuff like the nether could obviously be greatly improved."
Dyslexia, much? I never said that it's challenging because it lacked content. And also, what I meant, was that there wasn't too many stupid or trivial additions made to the game yet, the content was good. And how much of an improvement has nether seen in these 8 years? Hmmmm, not much.
"I want players to only play the game in MY WAY. You know if creative is being treated only as a mod, we wouldn't have tons of amazing creations by the community so I don't get how that would be healthy."
As if no-one would build anything in the game without creative mode. People used mods all the time back then to build things, and people built plenty of things. It would be healthy in the sense, that people would actually PLAY the game, not sit around in creative mode building things. Also, creative mode allows everyone access to everything. It's obviously not boring that you can explore everything in a game like Minecraft, without even playing it at all! I would even dare to say that the game has gotten so bad content-wise because the developers themselves just play around testing things in creative, instead of actually playing, and knowing how it is when a regular player plays it.
"How would you know that giving players creative mode is "boring". Who gave you the idea that players don't enjoy building without fear or experimenting with Redstone? Did you know some player ignores survival mode because they like Minecraft being a building game?"
You must understand, that Minecraft was released as a SURVIVAL, EXPLORATION, BUILDING GAME. Not as "BUILDING GAME." You don't think that game is boring at all, that you can just have access to everything immediately? Creative mode shouldn't be available standard in the game. Focusing on the regular players, here. Not the "builders and redstoners". That's like giving everyone access to hacks in a FPS game, just because they're into it.
"Here's probably a more sensible reason why many people prefer mini games and creative. Survival in Minecraft is... boring. There's not a lot you can do when the game is old back then. After you build a very big castle or do other projects, the motivation is created by the player and only by the player back in the beta days. Why should I do another survival with a community created a challenge if all I get is bragging rights? Thing is, after the player has completed survival, they wouldn't have the motivation to play the game again, and that's not healthy. So, when they're done with survival mode, they'd go to adventure maps, mini-games, and building in creative mode. And I can't see why that can't be a bad thing since it made the game has longer age."
Well you just said it! Survival is boring! That is exactly why the game should have never been given creative mode, because it allows any player access to all content, and many time they've wasted time on things that are creative-mode only, like command blocks. If development focused on survival, and the core mechanics of the game, survival would actually be interesting! Maybe now you start understanding my point. Development shifted so quickly into trivial, unnecessary things, basically making game updates pointless. This is why, development should have stopped, so people would have improved the game. And as you said, about the completion, Minecraft should never have gotten an "end", like it did in 1.0.0. This allows you to "complete" survival mode, making it again more boring.
"Because good mods like Thaumcraft, Beetwenland, and Erebus does not exist. And every good mod only exist in beta. Also, where did you get the notion of "stuck in one version" means "infinite capability". Have you seen the newest Aether, I'm pretty sure some amazing features wouldn't exist in there wouldn't exist if Mojang doesn't update the game's code. I might get a lot of hate with this statement but some stuff from better than wolves like wolf block is just derpy."
Infinite capability means that they have no worries about the future of the game, and they can focus on their mod, and do anything they like. And still, modders themselves could work on the game, and update it, to make people be able to make even better mods. Sure BTW has derpy stuff, but it's not necessarily bad, if the content is otherwise advanced, and innovative. The Beta BTW brought many things that still don't exist in the game, like elevators.
"I seriously wished the community would fix the game while the developers did nothing to the mods and just stay passive about it because that's totally gonna make the game better."
You're acting like Mojang has done such a good job on the game. In these 10 years, they have made just pointless, ridiculous additions to the game. Nohing much good.
"Why do you (repeatedly) tell yourself that good mod only exist if Mojang doesn't update the game? If the game doesn't update, then I'm pretty sure Minecraft won't be this popular and would just be a closed niche video game.
And I still don't get with Mojang not updating the game and the game's code, where would hope come from? There wouldn't be hope if the game's longevity relies on the modders. If there's an aspect in the game's code that can't allow the community to bend the game to another limit. And how would you solve console version since it doesn't allow mods?"
I say that, because so many good mods and texture packs have lost support due to updates. And again, you're acting like they've done a good job. As if adding laser fishes and purple cubes really progressed sales. Hope would come from the fact that the game developer realized to stop ruining their game. Console version could be made to support mods, this already exists with Xbox One BE, for example.
Well you just said it! Survival is boring! That is exactly why the game should have never been given creative mode, because it allows any player access to all content, and many time they've wasted time on things that are creative-mode only, like command blocks. If development focused on survival, and the core mechanics of the game, survival would actually be interesting! Maybe now you start understanding my point. Development shifted so quickly into trivial, unnecessary things, basically making game updates pointless. This is why, development should have stopped, so people would have improved the game. And as you said, about the completion, Minecraft should never have gotten an "end", like it did in 1.0.0. This allows you to "complete" survival mode, making it again more boring.
It is your own fault if you can't resist the temptation to enable cheats, then feel bad about it; the only time I've used it and/or MCEdit to copy a base over in my worlds is to skip the early game grinding so I could jump right into caving in my so-called "caving only" worlds, which I mainly made to test out modifications to the underground - otherwise, everything I do is in Survival (and Creative wouldn't even make much sense; you can't mine and collect ores. I've even fixed the game because somebody claimed that I was using Creative to fly around due to the "distance flown" statistics counting things like sprint-jumping as flight, which I modified so only actual flight counts, which is why my statistics always show a distance of 0 for this stat, except for my first world, which has remained the same since then).
Also, I consider defeating the Ender Dragon to be the point where the real game begins - despite being the main part of the game for me I only start caving once I've "completed" a world, including getting every achievement aside from "on a rail" (I get this later on once I've explored enough to make secondary bases/outposts, if I ever do get that far); nearly 90% of the entire time I spent on my last world was spent caving (out of a total of 22.46 days of playtime, with the "early game" taking about 2.44 days). On my first world, with 143.18 days of playtime, the time is even greater (the "early-game" was much longer in this world since I didn't develop my caving playstyle right away, while since late 2015 I've been trading for diamond gear to repair my gear, taking some time to farm the materials I trade for emeralds, using all manual farms (I do this for fun, not because I need the diamonds; the ease of obtaining them has influenced my own mods, where I nerfed diamond and added a much rarer tier above it), so the percentage spent actually caving may be similar):
This is all you need to know how much time I spend caving - this world is 6704x6672 blocks in size, 109000 chunks with 88000 explored (as measured by using a tool on a copy to delete chunks without torches):
A nighttime rendering showing thousands of lit-up surface cave openings; the larger lit areas are villages and bases with my main base near the center:
A slice of the underground at layer 22, near the peak layer of cave/mineshaft density (caves peak lower down while mineshafts peak higher up):
A map of all caves, after trimming away unexplored chunks:
It is your own fault if you can't resist the temptation to enable cheats, then feel bad about it; the only time I've used it and/or MCEdit to copy a base over in my worlds is to skip the early game grinding so I could jump right into caving in my so-called "caving only" worlds, which I mainly made to test out modifications to the underground - otherwise, everything I do is in Survival (and Creative wouldn't even make much sense; you can't mine and collect ores. I've even fixed the game because somebody claimed that I was using Creative to fly around due to the "distance flown" statistics counting things like sprint-jumping as flight, which I modified so only actual flight counts, which is why my statistics always show a distance of 0 for this stat, except for my first world, which has remained the same since then).
Also, I consider defeating the Ender Dragon to be the point where the real game begins - despite being the main part of the game for me I only start caving once I've "completed" a world, including getting every achievement aside from "on a rail" (I get this later on once I've explored enough to make secondary bases/outposts, if I ever do get that far); nearly 90% of the entire time I spent on my last world was spent caving (out of a total of 22.46 days of playtime, with the "early game" taking about 2.44 days). On my first world, with 143.18 days of playtime, the time is even greater (the "early-game" was much longer in this world since I didn't develop my caving playstyle right away, while since late 2015 I've been trading for diamond gear to repair my gear, taking some time to farm the materials I trade for emeralds, using all manual farms (I do this for fun, not because I need the diamonds; the ease of obtaining them has influenced my own mods, where I nerfed diamond and added a much rarer tier above it), so the percentage spent actually caving may be similar):
This is all you need to know how much time I spend caving - this world is 6704x6672 blocks in size, 109000 chunks with 88000 explored (as measured by using a tool on a copy to delete chunks without torches):
A nighttime rendering showing thousands of lit-up surface cave openings; the larger lit areas are villages and bases with my main base near the center:
A slice of the underground at layer 22, near the peak layer of cave/mineshaft density (caves peak lower down while mineshafts peak higher up):
A map of all caves, after trimming away unexplored chunks:
I haven't "enabled cheats"; back in 1.0.0 such thing didn't exist. And you can't really blame the player for using it, a player will of course try all the gamemodes and see what they are. A creative mode should be a debug/cheating mode either secret in the game or not in the game at all. It's the developers fault for adding a cheat mode in, especially a one that's easy to access. Usually "cheat modes" in games need to be unlocked, or then they don't have one. Same should apply for Minecraft. Imagine this scenario: A FPS game, Call of Duty, for example, adds an easy-to-access cheat mode to multiplayer that allows you to be unfairly overpowered. Can you blame the player for using it? No. You can only blame the developers.
But yeah. I've seen you around these forums before, and I'm pretty sure you create your very own mods, to make the game more interesting to you. I wish I could program, really should learn that, so I wouldn't need to depend on others. Maybe I could make this idea into a project then, and maybe attract more people into it.
Minecraft became one of the world's most popular entertainments not by focusing on a specific set of preferences, but by offering options to suit a very broad range of interests. At least in the few years I've been playing (only since 1.8), every major update has offered new materials for the artists (mostly creative), new possibilities for the inventors (mostly creative), new discoveries for the adventurers (survival), and new conveniences for the homemakers (mostly survival).
If someone really hates a particular update, at least in Java they can easily play another version.
Minecraft became one of the world's most popular entertainments not by focusing on a specific set of preferences, but by offering options to suit a very broad range of interests. At least in the few years I've been playing (only since 1.8), every major update has offered new materials for the artists (mostly creative), new possibilities for the inventors (mostly creative), new discoveries for the adventurers (survival), and new conveniences for the homemakers (mostly survival).
If someone really hates a particular update, at least in Java they can easily play another version.
Yes... But once again, people missing the point. Sure you can play any version of the game you want, but then you miss out on many things.
Hello.
I wanted to make a thread, where I tell what sort of Minecraft would be the ideal for me, just to see if people agreed with me.
My ideal version would probably be 1.6 Beta. Why? Well 1.7 Beta changed some things, that made the game feel less like Minecraft. I personally love the old feel of Minecraft, what some would call "true" Minecraft, where the game still had sensible stuff (no stupid updates) and the game had hope. (And no, it's not nostalgia, like many say. I started Minecraft when it was at 1.0.0.)
What this means, is that if I could have decided, I would have stopped the game's development in 1.6 Beta. The modders have always done a better job at developing the game than the developers themselves, so they should have just realized this and stopped. (Releasing new updates for the game hinders mod developers.) I do have to say, I don't understand why the modding community never stuck with a specific version of the game and only developed mods for that version, we could have some amazing mods nowadays... But anyways, back then, the game was still challenging and interesting, although, a bit lacking of content. But the content there already was, was good. Think about it, does 1.6 Beta really have anything that bothers you content-wise? To me, not really. For example, it didn't have creative mode. Believe it or not, the lack of creative mode was healthy for the game. This encouraged people to actually PLAY the game instead, and find tricks and tips to share with people. Sure you could download mods that essentially gave you creative mode, but that didn't affect the normal player. Giving the game creative mode, granted normal players to instantly access all content of the game and fly through the world. It seriously makes the game boring that you can get a shortcut to everything, without cheating or modding. It takes away from the game. Another thing that was bad, was command blocks. I know people will dislike me for saying this, but command blocks were another thing that again, further made people play the game in creative mode and ignore survival. The game was turned into a scripting language, and servers turned into minigame servers, and again, not many playing survival mode... This is the problem.
Imagine 1.6 Beta, where mod developers have infinite capability to make good mods, as the game isn't updated anymore, and with them just taken to a worse direction update by update. Amazing classic mods that still used to be good like Aether and Better than Wolves.
I seriously wish the modding community just gave up on the newer game, went back to the time when Minecraft was still Minecraft, and made it good, and fixed it's problems.
Imagine the good old 1.6 Beta (keep in mind, this is coming from a guy who started with 1.0.0) with good mods, and bug fixes. No more waiting for mod developers to develop updated versions for newer versions, just download and play. I would be stoked.
I just realized how this is sort of a rant how crap the game is now. Sorry, but it is. (And sorry for the messy post.)
I'd never be able to play Beta 1.6 because it lacks too many features that I depend on, even with my extremely simplistic playstyle; for example, imagine mining this many ores in a single play play session on a daily basis without any enchanted tools, or stackable food, or mineral blocks (coal blocks weren't added until 1.6 and they were the single biggest change to my playstyle as mining all coal nearly tripled what I mine), or ender chests (used as a backpack, thus the lack of resources in my inventory - I cave continuously for 6-8 hours (2 play sessions like the one shown below) between trips back to empty it out and restock on food and wood), or anvils (even as I've never played in 1.8 I thought the removal of "infinite repairing" was so bad I made a mod that reverted the anvil mechanics, even as it also increased the already high repair costs due to the changes in leveling up. I don't see 1.9's Mending as a real replacement because it negates the need to do any more mining or real repairs, and enables indefinitely using extremely OP gear, made even more OP in 1.14):
Of course, there wasn't as much to the underground either - no mineshafts or ravines and buggy caves that cut off at chunk borders (a bug fixed in Beta 1.8, the last real update to the underground, which was later nerfed in 1.7, which is one reason why I never updated past 1.6.4). The Nether would have been completely pointless back then, and even mostly prior to 1.5 (I started playing in 1.5.1) since most of the time I spend in it is mining quartz for XP for enchanting, with the quartz byproduct being used to build my main base (I'm one of the very few who does not make XP/mob/resource farms, though I do trade for diamond gear to be used in repairs in my first world, using manually farmed materials to get emeralds).
Also, while I've never played in Creative I disagree that it was a bad thing - try developing and testing mods or addition to the game in survival mode, especially when you'd need to progress a lot to see the changes (contrary to my previous statement, the vast majority of the worlds I've created are Creative worlds I made while testing mods; "never played" means worlds for normal gameplay). I've even added a debug mode that works like Spectator mode (the player ignores block collisions and the suffocation overlay is disabled) as it makes it much easier to look around underground (the main focus of my mods is the underground, where it isn't that easy to see what you've done).
That said, as far as my ideal version goes it is pretty much what "TheMasterCaver's World" is, a mod which I've been developing for the past 5 years which includes many of my own ideas as well as my take on newer features and the direction the game is going in (for example, besides the changes to the underground in 1.7 I think the biome system was poorly thought out - this is far more fun to explore than what 1.7+ produces, even if it isn't as "realistic").
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 understand your points, and agree, that 1.6 Beta is pretty barebones and lacking of content, but this is why I made the point that modders would then have massively good mods for the game, considering they don't have to waste time updating it for newer versions. 1.6 to me is the last true version of Minecraft, versions later than 1.7.3 just changed too much and took a weird direction. So why I'd like it to be 1.6 Beta is that the mods would unlikely change the base game too much (so it still feels good), rather they would just add new content in, basically functioning as the game's updates. And anyone could make any sort of mod they wanted, so there would probably be plenty of mods that adds both surface and underground generations, and even new ores and more things to find, making it much more interesting for cavers like you. I really wish that people stuck to a specific version of the game a long time ago, that version wouldn't have to be 1.6 Beta exactly (because I could probably download a mod for it that makes it more like the old version, like OldDays) just so that we could forget about the weird direction Minecraft has taken, and just enjoy playing it with brilliant mods.
And yes, I do understand that creative mode allows you to test things, but it's not something I think should be in the base game, it should be a mod. (Like Single Player Commands allowed you to.) Creative mode in the base game allows you to instantly access everything. It's boring, and takes the fun away.
Some of us started playing in version 1.12. and have different expectations of the game. In my opinion the best thing about vanilla Minecraft is that it has different modes to play in (including Creative mode), so it accommodates different play styles.
I understand the frustration of the modding community when new versions are released that break older mods. But it is my understanding that MC at least lets you choose the version you want to play with when you launch the game, so if version 1.6 or 1.7 is so great, it should be possible to stick with those versions. Indeed, if it were the overwhelming opinion of the entire MC community that 1.6 was so superior and players refused to update to 1.7 and beyond, the developers certainly would have stopped developing.
In reality, people did upgrade and keep requesting new features in vanilla MC. If one is a member of the modding community it might be easy to assume that everyone uses mods, but I suspect that the modding community, though very large, is only a small chunk of the overall player base.
And for every player that says their way of playing is the right way, there is another player who totally disagrees. I expect there would be a huge uproar if Creative mode were to be removed.
You most definitely can, as I've been doing for close to 6 years - mods also wouldn't even be possible unless you could play an older and/or custom version (at least not with the official launcher; many people use 3rd party launchers to run mods since they make them easier to use, for example, in order to install my mods I have to rename and edit some files so the launcher doesn't try to reinstall a clean version, though most mods (or rather, their APIs) do this automatically when you install them, I believe it is more because you can browse a list of modpacks and they will be automatically downloaded and installed, making it as easy as playing a vanilla version in the official launcher).
Also, newer versions do not break mods in any way - TMCW may be based on 1.6.4 but I do not consider it to be a mod for 1.6.4 but its own version, completely independent from vanilla, nor would you know that you were playing 1.6.4 if not for the version displayed in the main menu and debug screen (I've even replaced the window title with a custom title) - same for any other mod that makes significant changes or addition to the game - I've never understood why so many people are like "please update your mod to version 1.x!" (I've even had people ask me to update TMCW to mobile devices, aka Bedrock/PE, which is impossible).
Want newer features in an older modded version? Sure - download one of many mods that add similar features or backport them (as TMCW does; of course, the nature of TMCW means that you can't use any other mods with it, even most of Optifine's "quality" features will be broken in the next update). You can even mods (besides my own) that are still updated for even older versions, such as Better Than Wolves, which stopped updating to newer versions at 1.5.2, probably so they could exclusively focus on updating the mod itself (I can relate to this; for example, this shows how extensively I've modified a few core classes, with the latest source code exceeding 5 MB; unlike many mods, which mainly add new content, I've heavily changed existing code, both to change game mechanics and to optimize it and enable my own code to hook into it).
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 loved playing the multiplayer classic servers on minecraft.net in 2012 when those were still a thing lmao
current versions are cool too, it's way more accessible to kids n stuff now
This statement is a bit contradicting with your next argument.
Are you one of those people who hates piston moving because it's not "minecrafty'?
No, they're not. Although yes, there are some amazing mods created by the community. The majority of them are just cliche crap, overpowered stuff, and things that don't even fit into the game. If my forum experience has taught me is that the community isn't the brightest on design decision. And those "great mods" sometimes doesn't account balance, bug fixing, and compatibility. This statement is very biased and seems to think that a developers responsibility is to only add features.
As far as I can tell, although big. More people play the game in vanilla way since mods are pretty complicated to install back then.
Uhhh I don't know? maybe not everyone has the same opinion as you? Some modders actually like the new addition Mojang adds to the game or maybe the coding changes made more possibility within the modding scheme? Anyway, how does having the modding community stuck in one version suddenly means having amazing mods? Where did you get that idea? And we do have amazing mods nowadays. Have you seen quark? betweenlands? aether? tinkers construct? And you didn't even account Minecraft's code limit that couldn't otherwise support complex features added by mods.
How does having lacking content somehow challenging and interesting? And we need more reasoning for those lacking content to be "just good" even though stuff like the nether could obviously be greatly improved.
I want players to only play the game in MY WAY. You know if creative is being treated only as a mod, we wouldn't have tons of amazing creations by the community so I don't get how that would be healthy.
How would you know that giving players creative mode is "boring". Who gave you the idea that players don't enjoy building without fear or experimenting with Redstone? Did you know some player ignores survival mode because they like Minecraft being a building game?
Here's probably a more sensible reason why many people prefer mini games and creative. Survival in Minecraft is... boring. There's not a lot you can do when the game is old back then. After you build a very big castle or do other projects, the motivation is created by the player and only by the player back in the beta days. Why should I do another survival with a community created a challenge if all I get is bragging rights? Thing is, after the player has completed survival, they wouldn't have the motivation to play the game again, and that's not healthy. So, when they're done with survival mode, they'd go to adventure maps, mini-games, and building in creative mode. And I can't see why that can't be a bad thing since it made the game has longer age.
Because good mods like Thaumcraft, Beetwenland, and Erebus does not exist. And every good mod only exist in beta. Also, where did you get the notion of "stuck in one version" means "infinite capability". Have you seen the newest Aether, I'm pretty sure some amazing features wouldn't exist in there wouldn't exist if Mojang doesn't update the game's code. I might get a lot of hate with this statement but some stuff from better than wolves like wolf block is just derpy.
I seriously wished the community would fix the game while the developers did nothing to the mods and just stay passive about it because that's totally gonna make the game better.
Why do you (repeatedly) tell yourself that good mod only exist if Mojang doesn't update the game? If the game doesn't update, then I'm pretty sure Minecraft won't be this popular and would just be a closed niche video game.
And I still don't get with Mojang not updating the game and the game's code, where would hope come from? There wouldn't be hope if the game's longevity relies on the modders. If there's an aspect in the game's code that can't allow the community to bend the game to another limit. And how would you solve console version since it doesn't allow mods?
The lack of competence towards Minecraft's community here is frightening.
Firstly, stop being passive aggressive just because I'm saying bad things about your favourite game.
"Are you one of those people who hates piston moving because it's not "minecrafty'?"
No, I'm not. I think they're a brilliant addition and wish there was more mechanical things in the game.
"No, they're not. Although yes, there are some amazing mods created by the community. The majority of them are just cliche crap, overpowered stuff, and things that don't even fit into the game. If my forum experience has taught me is that the community isn't the brightest on design decision. And those "great mods" sometimes doesn't account balance, bug fixing, and compatibility. This statement is very biased and seems to think that a developers responsibility is to only add features."
Uhh, yes they are. Of course there is the joke mods, and bad mods, that don't fit the game, but are you telling me that one-eyed weird fishes who shoot lasers out of their eyes that live in an underwater temple are somehow "fitting" in the game? Or how about weird purple cubes that make stupid noise, open up, and shoot balls that levitate you up? And what I've seen, is that on many games, modders are much better than the developers at bug fixing, modders actually release them, many times developers just don't unless it's a game breaking bug. A developers responsibility is to add features, and fix bugs as well of course. But the problem is, what features. What Mojang has been doing for the past 5 years is just trivial garbage.
"As far as I can tell, although big. More people play the game in vanilla way since mods are pretty complicated to install back then."
You're saying installing mods is complicated? Nice... Well, if they wanted to make mods easily available for everyone who doesn't know how to read instructions and use a computer, sure, they could have made mod installers.
"Uhhh I don't know? maybe not everyone has the same opinion as you? Some modders actually like the new addition Mojang adds to the game or maybe the coding changes made more possibility within the modding scheme? Anyway, how does having the modding community stuck in one version suddenly means having amazing mods? Where did you get that idea? And we dohave amazing mods nowadays. Have you seen quark? betweenlands? aether? tinkers construct? And you didn't even account Minecraft's code limit that couldn't otherwise support complex features added by mods."
Modders can bring newer features to older versions, if someone so desperately wanted to have Mojang's crappy parrots, for example. Well, you see, as you clearly don't understand much, modders have to constantly make mods work with newer versions, because of conflicts and such, that takes time away from developing the mod. And also, when the game updates, and a mod is abandoned, you can no longer use it in the newer versions. Thus, there would be greatly more mods available.
"How does having lacking content somehow challenging and interesting? And we need more reasoning for those lacking content to be "just good" even though stuff like the nether could obviously be greatly improved."
Dyslexia, much? I never said that it's challenging because it lacked content. And also, what I meant, was that there wasn't too many stupid or trivial additions made to the game yet, the content was good. And how much of an improvement has nether seen in these 8 years? Hmmmm, not much.
"I want players to only play the game in MY WAY. You know if creative is being treated only as a mod, we wouldn't have tons of amazing creations by the community so I don't get how that would be healthy."
As if no-one would build anything in the game without creative mode. People used mods all the time back then to build things, and people built plenty of things. It would be healthy in the sense, that people would actually PLAY the game, not sit around in creative mode building things. Also, creative mode allows everyone access to everything. It's obviously not boring that you can explore everything in a game like Minecraft, without even playing it at all! I would even dare to say that the game has gotten so bad content-wise because the developers themselves just play around testing things in creative, instead of actually playing, and knowing how it is when a regular player plays it.
"How would you know that giving players creative mode is "boring". Who gave you the idea that players don't enjoy building without fear or experimenting with Redstone? Did you know some player ignores survival mode because they like Minecraft being a building game?"
You must understand, that Minecraft was released as a SURVIVAL, EXPLORATION, BUILDING GAME. Not as "BUILDING GAME." You don't think that game is boring at all, that you can just have access to everything immediately? Creative mode shouldn't be available standard in the game. Focusing on the regular players, here. Not the "builders and redstoners". That's like giving everyone access to hacks in a FPS game, just because they're into it.
"Here's probably a more sensible reason why many people prefer mini games and creative. Survival in Minecraft is... boring. There's not a lot you can do when the game is old back then. After you build a very big castle or do other projects, the motivation is created by the player and only by the player back in the beta days. Why should I do another survival with a community created a challenge if all I get is bragging rights? Thing is, after the player has completed survival, they wouldn't have the motivation to play the game again, and that's not healthy. So, when they're done with survival mode, they'd go to adventure maps, mini-games, and building in creative mode. And I can't see why that can't be a bad thing since it made the game has longer age."
Well you just said it! Survival is boring! That is exactly why the game should have never been given creative mode, because it allows any player access to all content, and many time they've wasted time on things that are creative-mode only, like command blocks. If development focused on survival, and the core mechanics of the game, survival would actually be interesting! Maybe now you start understanding my point. Development shifted so quickly into trivial, unnecessary things, basically making game updates pointless. This is why, development should have stopped, so people would have improved the game. And as you said, about the completion, Minecraft should never have gotten an "end", like it did in 1.0.0. This allows you to "complete" survival mode, making it again more boring.
"Because good mods like Thaumcraft, Beetwenland, and Erebus does not exist. And every good mod only exist in beta. Also, where did you get the notion of "stuck in one version" means "infinite capability". Have you seen the newest Aether, I'm pretty sure some amazing features wouldn't exist in there wouldn't exist if Mojang doesn't update the game's code. I might get a lot of hate with this statement but some stuff from better than wolves like wolf block is just derpy."
Infinite capability means that they have no worries about the future of the game, and they can focus on their mod, and do anything they like. And still, modders themselves could work on the game, and update it, to make people be able to make even better mods. Sure BTW has derpy stuff, but it's not necessarily bad, if the content is otherwise advanced, and innovative. The Beta BTW brought many things that still don't exist in the game, like elevators.
"I seriously wished the community would fix the game while the developers did nothing to the mods and just stay passive about it because that's totally gonna make the game better."
You're acting like Mojang has done such a good job on the game. In these 10 years, they have made just pointless, ridiculous additions to the game. Nohing much good.
"Why do you (repeatedly) tell yourself that good mod only exist if Mojang doesn't update the game? If the game doesn't update, then I'm pretty sure Minecraft won't be this popular and would just be a closed niche video game.
And I still don't get with Mojang not updating the game and the game's code, where would hope come from? There wouldn't be hope if the game's longevity relies on the modders. If there's an aspect in the game's code that can't allow the community to bend the game to another limit. And how would you solve console version since it doesn't allow mods?"
I say that, because so many good mods and texture packs have lost support due to updates. And again, you're acting like they've done a good job. As if adding laser fishes and purple cubes really progressed sales. Hope would come from the fact that the game developer realized to stop ruining their game. Console version could be made to support mods, this already exists with Xbox One BE, for example.
It is your own fault if you can't resist the temptation to enable cheats, then feel bad about it; the only time I've used it and/or MCEdit to copy a base over in my worlds is to skip the early game grinding so I could jump right into caving in my so-called "caving only" worlds, which I mainly made to test out modifications to the underground - otherwise, everything I do is in Survival (and Creative wouldn't even make much sense; you can't mine and collect ores. I've even fixed the game because somebody claimed that I was using Creative to fly around due to the "distance flown" statistics counting things like sprint-jumping as flight, which I modified so only actual flight counts, which is why my statistics always show a distance of 0 for this stat, except for my first world, which has remained the same since then).
Also, I consider defeating the Ender Dragon to be the point where the real game begins - despite being the main part of the game for me I only start caving once I've "completed" a world, including getting every achievement aside from "on a rail" (I get this later on once I've explored enough to make secondary bases/outposts, if I ever do get that far); nearly 90% of the entire time I spent on my last world was spent caving (out of a total of 22.46 days of playtime, with the "early game" taking about 2.44 days). On my first world, with 143.18 days of playtime, the time is even greater (the "early-game" was much longer in this world since I didn't develop my caving playstyle right away, while since late 2015 I've been trading for diamond gear to repair my gear, taking some time to farm the materials I trade for emeralds, using all manual farms (I do this for fun, not because I need the diamonds; the ease of obtaining them has influenced my own mods, where I nerfed diamond and added a much rarer tier above it), so the percentage spent actually caving may be similar):
A nighttime rendering showing thousands of lit-up surface cave openings; the larger lit areas are villages and bases with my main base near the center:
A slice of the underground at layer 22, near the peak layer of cave/mineshaft density (caves peak lower down while mineshafts peak higher up):
A map of all caves, after trimming away unexplored chunks:
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 haven't "enabled cheats"; back in 1.0.0 such thing didn't exist. And you can't really blame the player for using it, a player will of course try all the gamemodes and see what they are. A creative mode should be a debug/cheating mode either secret in the game or not in the game at all. It's the developers fault for adding a cheat mode in, especially a one that's easy to access. Usually "cheat modes" in games need to be unlocked, or then they don't have one. Same should apply for Minecraft. Imagine this scenario: A FPS game, Call of Duty, for example, adds an easy-to-access cheat mode to multiplayer that allows you to be unfairly overpowered. Can you blame the player for using it? No. You can only blame the developers.
But yeah. I've seen you around these forums before, and I'm pretty sure you create your very own mods, to make the game more interesting to you. I wish I could program, really should learn that, so I wouldn't need to depend on others. Maybe I could make this idea into a project then, and maybe attract more people into it.
Minecraft became one of the world's most popular entertainments not by focusing on a specific set of preferences, but by offering options to suit a very broad range of interests. At least in the few years I've been playing (only since 1.8), every major update has offered new materials for the artists (mostly creative), new possibilities for the inventors (mostly creative), new discoveries for the adventurers (survival), and new conveniences for the homemakers (mostly survival).
If someone really hates a particular update, at least in Java they can easily play another version.
Forumic, you started out saying „you just wanted to see if people agreed“ with you. Has your goal changed?
If explaining people points they missed about my post is changing the goal, I guess then so. Actually though? No.
Yes... But once again, people missing the point. Sure you can play any version of the game you want, but then you miss out on many things.