Improving the adventure should make us more motivated to explore. But instead of an incentive, here are the reasons:
Many features are included in build 1.7.3 that causes the game to be unexpectedly deleted when 1.8 hits our customers. For this reason, the diversity of varieties does not appear in Minecraft.Most of the problems with today's generators are limited.When they get here, all the seeds are the same, generally meaning there are too many methods of forecasting. In terrain:
Spoiler (click to hide)
For example, we can find mountains in biome Extreme Hills (EH) and bi-X-hills (ForestHills, DesertHills, etc.) in biH EH. Altitude changes are forced to ascend to the heavens in Biomes, Xomes, the same thing that Happen Except for the elevation which almost never changes to "mountain level"
Why is it not good, even if this leads us to a fun mountain, they will not be separated. Therefore, if you find a mountain, you will be almost 100% assured in your search. In addition, when you see turquoise grass, you are 100% sure that you will meet the mountains, it can best predict. This is not good because the creators of version 1.8 previously had height changes. You can search for any type of landscape. Just look at the variety of terrain that you can find in the pre-1.8 range compared to the current model:
Wow, I hope your claim hits more views, but we also have to recognize that there's an amplified feature. Although not really great (at all for lower end PCs), it'll still provide the wide varieties of mountains and terrains you'd find in pre 1.8.
Overall, yes, I agree with your claim.
Maybe they'll be adding it in 1.17 where they finally add the cave update (hopefully), so the update would be perfect as this focuses on the overworld terrain and generations.
Also, there is a good reason why people were not satisfied with Amplified - it simply spams mountains everywhere; likewise, I think that 1.7 was so awful in part because of the "climate system" which generates the same few very similar biomes for thousands of blocks:
A map of the seed "TMCWv4" in 1.7+:
The same seed in TMCWv4, with dozens of different biomes (not counting hills/rivers/edges) and well as much more variation in terrain:
Some close-ups of various biomes:
Relatively flat Ice Plains:
On the other hand, this one has a mountain reaching y=165, extremely rare by 1.7+ standards (and only in Extreme Hills and Savanna Plateau M in default worlds). On the left is a Rocky Mountains biome, which uses multiple layers of biomes with different heights to form relatively smooth-sloped mountains:
A Forest Mountains biome where half of it is near or below sea level, while other cases can have mountains reaching y=192 (the maximum height of terrain in TMCW, leaving 64 blocks to the height limit):
Several different deserts showing a wide range in terrain between biomes:
Also, the original thread is completely wrong about Beta 1.8 changing caves, which were the same since at least early Beta to release 1.6.4:
If you look at the last method they are almost identical:
int var7 = this.rand.nextInt(this.rand.nextInt(this.rand.nextInt(40) + 1) + 1);
if (this.rand.nextInt(15) != 0) var7 = 0;
The first line sets the size of an individual cave system, ranging from 0-39 with a bias towards lower values (the average is 4.875) while the second gives a 1/15 chance of a cave system per chunk - in both cases they are identical (these values were changed to 15 and 7 in release 1.7, resulting in a significant reduction in the regional-scale variation in cave density. Note that this was after the thread was created so they were referring to post Beta-1.8, which did fix a bug that caused tunnels to cut off (the same issue mentioned in MC-7196), leading to an impression that they were more interconnected but the volume did not change).
If anything, 1.6.4 has a greater variation in the size of tunnels, which was added sometime prior to Beta 1.7.3, where 1 in 10 tunnels have a multiplier of up to 4 applied to their width (otherwise tunnels are 3-9 blocks in diameter):
This cave has a volume of 685,000 blocks, about 30 times larger than the largest possible individual cave in vanilla, and larger than the largest cave system that I've ever found in vanilla (seed -7501191248410737040 at -385, 220 in 1.6.4) and still only about 2/3 of the maximum possible, not including a giant cave region, a large area of multiple giant caves which averages nearly twice the volume (in the upper-left of the map above):
Those images are bad examples. The first two in the "old" column can be found in modern Minecraft. The first would be a typical spruce forest if it's an "M" variety, and the mountain-like hill in the desert may be a bit large but you can otherwise find similar/close to that. The last one is a good example because you won't find that, but I admit, while I also think modern generation has huge faults, the old one was just "variety not dependent as much on biomes" (which is a good point) and "overhangs, overhangs, overhangs" (which I do not think are "better" personally). The terrain generator needs changes but 1.7 did little to help.
Mountains need to be better (but 1.7 did make them a little better). They need to be larger, but this works less well with shorter render distances and high performance demands.
Rivers need help. They, too, need to be larger (wider, namely, depth is sort of fine but it should be variable I guess).
Oceans, same story. They are glorified lakes right now since 1.7 but I understand why they were cut down from 1.6.
Really, water as a whole needs to be better done. The mini ponds everywhere are awful. Make them far less numerous but slightly larger, none of this "few blocks of water spam everywhere". Also, don't restrict it to a certain elevation level. We need water on higher land to make waterfalls possible.
More I could go on with but Minecraft's real terrain generation woes go beyond anything the old generation offered.
As far as lakes go, I don't find them to be too common, although I did make them less common in plains and savanna as flat terrain favors more surface lakes. However, they are more common on the surface in 1.7 and later because they increased their y-range from 128 to 256 and any lakes that would generate in midair will be placed on the ground below (in 1.6.4 about half the range is above sea level while in 1.7 it is 3/4, making them 50% more common on the surface and 50% less common underground. I did not increase their range because terrain above y=128 isn't that common and is usually too steep).
Also related, beaches could be improved, in Beta 1.7.3 and earlier they were relatively flat and within a few blocks of sea level (the following are from TMCW):
Note the hilly terrain next to the beach, which completely ignores it due to removing biome smoothing from beaches (the game uses a 5x5 grid of points with a resolution of 4 blocks between points to smooth out height variations between biomes, so it is otherwise difficult to get small features like rivers and beaches to generate according to their own height parameters):
A more extreme example - still, the beach does not "climb" up the mountain:
Also, there used to be gravel beaches in vanilla (though they had a bug which caused a 2 block drop); in this case, they generate alongside snowy and mountain biomes:
Another view of both a gravel beach and a normal beach, near flatter terrain:
Also, another thing that I dislike is how snow generates in snowy biomes; the game only places snow on the highest exposed blocks, leaving a lot of snow-free areas under trees; likewise, rivers are only frozen in Ice Plains (this is another bug which Mojang doesn't care about even though it is extremely easy to fix, note the last "if" condition):
This is an old screenshot from before I changed the way snow is placed during world generation (I had modified rivers by then so they cut through high terrain. Note also that the river is frozen; vanilla only places frozen rivers in Ice Plains):
After (a few treetops are missing snow due to extending outside of the 16x16 area populated during world generation but the first snowfall will fix this):