I have a game developer friend who sticks by his motto that heavy restrictions spawn the best creative projects. In this case I agree with him.
You probably don't, actually.
When creators talk about restrictions or limitations making better creative projects, they mean restrictions on creative vision. If you try to do everything at once, you won't know where to start, and will have a hard time coming up with a theme or feel that will unify the project.
I used to hang out on a couple tabletop RPG forums that had RPG design challenges: "Iron Game Chef"-style competitions where you had a list of 4 or 5 thematic ingredients and had to design a complete RPG around just a few of them. The people who did best in those competitions focused their games on just those ingredients, instead of designing Yet Another Universal RPG or a Fantasy Heartbreaker that tossed in a couple of the thematic terms as token observation of the rules.
What creators do not mean is restricting future visions. They are not saying "Once I am done designing this, I am never ever going to design an add-on to this". Or "I will forbid people from using this in their own creative visions."
Saying that Mojang should restrict the command, resource, and modding capabilities of Minecraft to encourage creativity is just... wrong. There are already going to be technical limitations when designing an add-on or map for Minecraft. It's not going to help make better content at all. Focusing on a limited creative vision is what's going to make a good mod or map. And it's the creators who have to focus. Mojang can't focus for them.
90% of the content post 1.8 has been the very "game-y" things you describe, including the combat update.
Are you talking about post 1.8 beta? Because XP and enchanting and most of the bosses existed well before the 1.8 Bountiful update. Of the things I named as "game-y", only one of the bosses (elder guardians) was added in 1.8, and none of it was added post-1.8.
The combat update is post-1.8, but you will note that I did not list it as something I thought was game-y. I think it's more immersive. Because in real life, people chose different weapons and attacks based on different fighting styles.
In any case, I can't see why this proves your point that we should add an even gamier combat system.
When creators talk about restrictions or limitations making better creative projects, they mean restrictions on creative vision. If you try to do everything at once, you won't know where to start, and will have a hard time coming up with a theme or feel that will unify the project.
I used to hang out on a couple tabletop RPG forums that had RPG design challenges: "Iron Game Chef"-style competitions where you had a list of 4 or 5 thematic ingredients and had to design a complete RPG around just a few of them. The people who did best in those competitions focused their games on just those ingredients, instead of designing Yet Another Universal RPG or a Fantasy Heartbreaker that tossed in a couple of the thematic terms as token observation of the rules.
What creators do not mean is restricting future visions. They are not saying "Once I am done designing this, I am never ever going to design an add-on to this". Or "I will forbid people from using this in their own creative visions."
Saying that Mojang should restrict the command, resource, and modding capabilities of Minecraft to encourage creativity is just... wrong. There are already going to be technical limitations when designing an add-on or map for Minecraft. It's not going to help make better content at all. Focusing on a limited creative vision is what's going to make a good mod or map. And it's the creators who have to focus. Mojang can't focus for them.
Are you talking about post 1.8 beta? Because XP and enchanting and most of the bosses existed well before the 1.8 Bountiful update. Of the things I named as "game-y", only one of the bosses (elder guardians) was added in 1.8, and none of it was added post-1.8.
The combat update is post-1.8, but you will note that I did not list it as something I thought was game-y. I think it's more immersive. Because in real life, people chose different weapons and attacks based on different fighting styles.
In any case, I can't see why this proves your point that we should add an even gamier combat system.
He wasn't talking about vision, he was talking about assets. He says that putting a cap on the assets you deploy forces you to compact your creation and come up with creative ideas to work-around said limits. It also prevents convoluted gameplay.
He wasn't talking about vision, he was talking about assets. He says that putting a cap on the assets you deploy forces you to compact your creation and come up with creative ideas to work-around said limits. It also prevents convoluted gameplay.
Again: when first creating the project.
If you've already released a game with a given set of assets, you've already compacted your creation and come up with your work-arounds. You won't benefit from refusing to consider future projects, or preventing other people from considering their own projects. It's not going to suddenly compact your game further.
Obviously I agree that stuff changed but I also think it's hardly as dramatic as you make it out to be. Because the part you're ignoring is that although you can indeed use commands (and don't forget about functions either) the redstone parts still have their value as well. There are still plenty of things which you won't be able to achieve without a good dose of old fashioned redstone.
So I have this entity and I'm checking if the player approaches it. However... The events which follow are different based on the direction from which the player is approaching (for example:@p[ry=-70,rym=-110], aka direction is East so the player approaches from the West). I'm checking for all 4 directions, and because of the ry overlap on the North (179 vs. -180) I need 2 checks for that.
As such my attachment. The repeating command block checks for the required distance of the player, and if in range it then triggers those 5 chains. Each Impulse checks for a direction and when that's met the rest of the chain gets executed. And before anyone suggests to use functions: do note the conditional part on the chain command blocks. You can't easily anticipate on /testfor results using a function. At best you can use "function <function> if [condition]" but that is limited to target selectors (and can also create an administrative nightmare (dozens of different functions to maintain)).
Also... I do hope you're not implying that the coding part doesn't take any ingenuity at all, because that's really far besides the truth. Although the commands may appear to be "advanced" it's all still very basic and a little mediocre at best. For example you can't really use variables and such which basically every existing programming language out there provides.
And he's right. Working within set boundaries (and possible limitations) is definitely a good way to trigger creativity in order to produce results with the (sometimes minimalistic) toolset you have.
Yet that's the part which I think you're underestimating. This is still a thing within Minecraft. Sure, things have changed and evolved a bit, that part is true. But hardly as heavily as you're implying. Also important to realize is that nearly every advancement comes with a new set of limitations.
Take functions... functions can be awesome because they seriously enhance the things you can do in Minecraft. But... See my attachment? Good luck trying to base your setup on the results of: /execute @e[type=armor_stand,name=demon_spawn] ~ ~ ~ testfor @p[r=5]. Using a command block I can simply add a conditional command block which will be triggered based on the success of this command. (player near the armor stand) Using a function not so much...
But my biggest concern... You're blaming the system for a fault that actually lies within the players. Some players will always try to take the easy way out. Where I use the wiki commands page to check for the right syntax they'll use command generators, while I try to come up with my own custom (and optimized) designs others simply copy & paste existing stuff to use and where I try to find the perfect (or close enough! ;)) balance between redstone, command blocks and functions others simply use what's easiest on them. Note: the easiest solution isn't always the best (or most optimal) solution. It's not a problem with the system, it's the players.
Yet is that really a problem? Hasn't Minecraft always been about playing the game how you wanted to play it? Yet doesn't that imply that more can be better? More options accounts for more diversity which also provides more freedom.
I very much respect your arguments and actually agree with most of this. I am convinced that, though nothing is technically stopping anyone from doing things the old way, that the lack of drive to do these things results in less creativity overall.
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People have, for centuries, resisted change in all aspects of life. Now, it's being reflected in a game where frequent updates have been part of its core values since inception.
Please, no. Combat doesn't need to be "Click the LMB a lot to become untouchable) again just because of a few "PvP pros" that are actually awful at gaming and are useless at tactics, using bows, teamwork, or even any combat more complex than "I move and left-click".
As if that isn't what it is right now: prot 4 clicky clicky mineman
I see people constantly telling others if they don't like the new changes to just use older versions, but the older versions include some bugs I think would 'bug' people out
At least now you can't click the LMB until it becomes sentient and tries to go on strike and both fend off AND quickly kill a crowd.
And what is wrong with being able to attack multiple opponents? This is why my own version of an attack cooldown takes effect on a per-mob basis; you can only attack a single mob once per second or your attacks will be weaker but you can attack multiple mobs in the same time without a penalty (while you have to actually hit a mob for the cooldown to have any effect, letting you spam-click empty air, I've come up with a solution for the next version of TMCW which penalizes you for doing that by adding an additional damage reduction which increases as you click faster without hitting anything - in any I see the cooldown as a punishment, not something that is intended to affect normal gameplay; likewise, I did not fix MC-4732 (see description for original bug) which causes weapons to take damage when hitting a mob while it is damage immune even though it is a one-line fix - either attack properly or spend more XP and/or materials to repair your sword).
How do you take on a dungeon that is spawning up to 1 mob every 1.25 seconds (which was increased from vanilla to make them actually a challenge) without resorting to measures like dumping lava on the spawner. Or even "normal" mob encounters, some of which actually force me to take shelter even with the ability to attack as fast as I can and Knockback II on my sword (I'm still surprised that some people abhor Knockback even after 1.9):
You might say that is not a good comparison because vanilla doesn't have caves so large that the entire mob cap can spawn within them, respawning faster than you can kill them until night falls (more surface spawns = less underground) but I actually did not kill that many more mobs in this world as compared to vanilla (1.6.4) and have encountered similar events in vanilla (such as a ravine I found in a region where I'd explored everything else; I killed around 100 mobs before lighting it up). Or even just getting rid of a bunch of zombies that have collected outside a village overnight (sure, they would just burn and aren't even a threat but I like to kill them, and do not like things that slow me down; that's why I use an Eff V diamond pickaxe to mine the 3,000 ores I mine per play session instead of unenchanted stone/iron tools like some do, and indeed why some people can't believe I can mine that many ores at all without making them more common - I really tear through the underground, as seen on this before/after of my last session. The same goes for weapons; another annoying thing about 1.9 is that Sharpness V diamond sword is just a bit too weak to kill zombies in two hits unless one is critical (they effectively have 20.3 HP when armor penetration is factored in while the sword deals 10 damage. Why not make Sharpness add 0.75 damage per level (instead of 0.5 + level * 0.5) for 10.75 damage? Smite would still be better against armored mobs).
Even Mojang thought that being unable to attack multiple mobs at once was not a good idea - why did they add Sweeping Edge, which can deal significant damage to multiple mobs at once without even having to directly hit most of them (sweep attacks alone do not count since they deal a mere 1 damage, hardly enough to change the outcome of most battles)? I see that as a reduction in skill when compared to quickly moving your mouse over each mob you hit (how fast and precisely you can move determines your attack rate; I know from measurements I frequently attack two mobs less than a quarter of a second apart, with one click of the mouse button per mob hit, which is why I have never considered a general cooldown like 1.9 added, instead one which is tied to individual mobs; indeed, vanilla already had such a system in the form of damage immunity and unlike most players I know that you cannot deal any damage in most circumstances (the exception being if you can deal more damage than the first hit, and even then the game subtracts the first damage dealt so you only deal the second damage overall, and is its hard to do a critical within half a second of a previous hit).
I see people constantly telling others if they don't like the new changes to just use older versions, but the older versions include some bugs I think would 'bug' people out
And not like newer versions have their own bugs? For example, I'd say this is a pretty serious bug, and while it has been reported before 1.8 it has been far more common since that version based on all the threads I've seen about misplaced chunks - and I've never seen this on any of my worlds, even one with more than 116 days of real-time playtime; crashes are also not necessary for this to happen (otherwise the most likely cause, same for "world suddenly disappeared", which I've also seen people report with no prior crashes or improper shutdown):
And what if you have fixed bugs yourself by modding the game (I believe there are also mods, and even Forge itself, for fixing bugs)? Some of which have still not been fixed as of 1.12.1. Indeed, one such bug may be a cause of the aforementioned bugs (swapping chunks and world disappearing); the internal server does not get shut down properly because the client does not wait for it to shut down, which can be fixed with a few lines of code, which also prevents other bugs from occurring, such as the world deletion bug that causes parts of a deleted world to appear in a new world with the same name (the deletion of in-use files fails and/or the server writes new data after the files were deleted).
The same goes for weapons; another annoying thing about 1.9 is that Sharpness V diamond sword is just a bit too weak to kill zombies in two hits unless one is critical (they effectively have 20.3 HP when armor penetration is factored in while the sword deals 10 damage. Why not make Sharpness add 0.75 damage per level (instead of 0.5 + level * 0.5) for 10.75 damage? Smite would still be better against armored mobs).
They actually made a point about that. They made diamond sword faster than other swords because they were reducing its damage so that it didn't easily reach 10 damage, which kills stuff in 2 hits. They made it so at maximum sharpness you can kill creepers and skeletons in 2 hits, but zombies still take 3. That way there's more reason to use the axe, which never kills in 1 hit--they also increased axe speed and reduced its damage so that it didn't reach 20 damage crits. In the original 1.9 development build when they first released the weapon changes, you could kill zombies in 2 hits with a sword non-crit or creepers and skeletons in one hit with an axe crit.
I'd rather see damage variance. The current static damage means that a sharpness V sword is WAY better than a sharpness IV sword in many cases, while the difference between sharpness IV and III often makes zero actual difference. If we got damage variance, then instead of it being a binary matter of either always killing in 3 hits or always killing in 2 hits, it would be that you could kill in 2 hits with a weaker weapon, but each higher damage increment means your chances of killing in 2 hits are increased.
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I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
I'd rather see damage variance. The current static damage means that a sharpness V sword is WAY better than a sharpness IV sword in many cases, while the difference between sharpness IV and III often makes zero actual difference. If we got damage variance, then instead of it being a binary matter of either always killing in 3 hits or always killing in 2 hits, it would be that you could kill in 2 hits with a weaker weapon, but each higher damage increment means your chances of killing in 2 hits are increased.
This was actually the case before 1.6, where Sharpness added a random 1 to 2.5 damage per level, meaning that a Sharpness V diamond sword dealt anywhere from 12 to 19 damage (rounded down from 19.5); in 1.6 this was changed to a constant 1.25 damage per level for 14.25 damage (including 1 for your unarmed damage, which was added to weapon damage between 1.6-1.8). If I ever noticed any change I don't remember as in either case they can kill unarmored zombies in two hits and cave spiders in one hit (another advantage that pre-1.9 has) and I did not use unenchanted swords much (the +1 damage in 1.6 meant that spiders could now be killed in 2 hits instead of 3 and silverfish in 1 instead of 2; conversely, unless I do a critical hit Sharpness V is useless on spiders but could sometimes kill them in one non-critical hit before).
Not only that, in 1.9 they changed the way Protection enchantments work - instead of multiplying their protection value by a random 50-100% they made then constant so instead of reducing damage by 40-80% full Protection IV now reduced damage by a constant 64%, close to the old average (which is about 63.6% and not 60% since damage taken decreases non-linearly as damage reduction increases) while the specific forms of protection went from 52-80% to a constant 80%, making them much more effective (for example, 52-80% guarantees survival from a max 44 block fall, 80% is always 102 blocks).
IMO, they did this to remove luck from battles - it isn't fair if your opponent wins because their weapon happened to deal the maximum randomized damage at the same time your armor offered the minimum randomized protection. Also, by making enchantments reduce damage by a constant amount this means that you don't need such powerful armor to ensure that e.g. creeper explosions cannot kill you in one hit (since otherwise you need to use the minimum amount, not average or maximum). In fact, for this reason I changed Protection to reduce damage by a fixed 60% and others by 75% in TMCW.
IMO, they did this to remove luck from battles - it isn't fair if your opponent wins because their weapon happened to deal the maximum randomized damage at the same time your armor offered the minimum randomized protection.
They could just put a small range on each weapon and not have sharpness increase the range very much. A small range doesn't make the fights highly luck-based, but it adds room for small changes to weapon strength to make a difference. In PvP combat it can be balanced further by getting players to use more hits before a winner is had. If players have to hit each other 10+ times to win a combat, it's already pretty balanced even without damage variance, but a small variance won't really throw that off anyway.
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I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
Message to Mojang! you all are adding too much to Minecraft! 1.13 has too many new textures! changing the crafting tables? really? I also don't like the combat update. I'm sorry, I still love Minecraft, but I'm going to stick with 1.8. those were the good old days.
I don't think Mojang is adding too much to be honest. If Mojang wasn't adding anything to Minecraft anymore then the community would die down eventually and this forum would slowly fall to inactivity.
Also I don't see the problem with changing the textures because Mojang probably wants to give the blocks an upgrade in texture because most of the textures are really old. Changing crafting tables is probably going to help make the block more appealing and newer looking.
I don't think Mojang is adding too much to be honest. If Mojang wasn't adding anything to Minecraft anymore then the community would die down eventually and this forum would slowly fall to inactivity.
Also I don't see the problem with changing the textures because Mojang probably wants to give the blocks an upgrade in texture because most of the textures are really old. Changing crafting tables is probably going to help make the block more appealing and newer looking.
Issue is, it looks like they just took the blur effect from photoshop and put it on all of the blocks
then the community would die down eventually and this forum would slowly fall to inactivity.
I feel like this is slowly sort've happening. But only sort've. Let me explain (before you attempt to roast me).
The game is in a crucial moving stage of its community. 5 years ago, the community was maybe 1/2 people under the age of 10. And 1/2 people over 10. I get that these aren't statistics, but just keep reading. As time has gone on, more and more people from the over 10 demographic have been leaving, and more and more people under 10 have been taking their place. For the servers, this really isn't a massive difference. Newbs playing on their server and buying ranks are the same as pros doing it. For communities like this one however, it has been very bad. Because the newbs don't go straight to the forum, because they want to play more, and discuss less. And the more experienced older players leaving, are the ones on this forum site! What we need is either enough people to cling on, or the newbs to start coming onto the forums and learning. Just my theory.
I feel like this is slowly sort've happening. But only sort've. Let me explain (before you attempt to roast me).
The game is in a crucial moving stage of its community. 5 years ago, the community was maybe 1/2 people under the age of 10. And 1/2 people over 10. I get that these aren't statistics, but just keep reading. As time has gone on, more and more people from the over 10 demographic have been leaving, and more and more people under 10 have been taking their place. For the servers, this really isn't a massive difference. Newbs playing on their server and buying ranks are the same as pros doing it. For communities like this one however, it has been very bad. Because the newbs don't go straight to the forum, because they want to play more, and discuss less. And the more experienced older players leaving, are the ones on this forum site! What we need is either enough people to cling on, or the newbs to start coming onto the forums and learning. Just my theory.
"I get that this isn't any sort of hard proof, but allow me to continue making stuff up."
We don't need anything until it is proven that we need something. Horror stories like this one only encourage negative feelings without contributing anything of true value.
I feel like this is slowly sort've happening. But only sort've. Let me explain (before you attempt to roast me).
The game is in a crucial moving stage of its community. 5 years ago, the community was maybe 1/2 people under the age of 10. And 1/2 people over 10. I get that these aren't statistics, but just keep reading. As time has gone on, more and more people from the over 10 demographic have been leaving, and more and more people under 10 have been taking their place. For the servers, this really isn't a massive difference. Newbs playing on their server and buying ranks are the same as pros doing it. For communities like this one however, it has been very bad. Because the newbs don't go straight to the forum, because they want to play more, and discuss less. And the more experienced older players leaving, are the ones on this forum site! What we need is either enough people to cling on, or the newbs to start coming onto the forums and learning. Just my theory.
I don't know why you would think I would roast you for saying that the community is slowly dying out anyway because I know that it is already. However, I will add that if Mojang stopped working on Minecraft then the community would die out faster than it already is because the game will slowly become less and less popular. It was that possibility that I was alluding to in my reply. I will also agree with you that there are more younger players playing Minecraft than there are older players (including Minecraft youtubers). In fact I don't play Minecraft much anymore anyway because I find it a bit boring, and I would say that the same would also go for older players. So I would agree with you there that older players are leaving, and younger players are joining. However, this forum is just a small part of the expansive Minecraft community, and eventually younger players will grow up and want to discuss the game because no one stays young forever.
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Combat update was a amazing update in my mind. It removed auto clickers and later they nerfed it so that people could play normally and I really think thats a EPIC idea!
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If you have mistakes in something you create and don't like them yet release the thing you created to people. then you are letting yourself down and the people you send it to down. -SonicJDF
You probably don't, actually.
When creators talk about restrictions or limitations making better creative projects, they mean restrictions on creative vision. If you try to do everything at once, you won't know where to start, and will have a hard time coming up with a theme or feel that will unify the project.
I used to hang out on a couple tabletop RPG forums that had RPG design challenges: "Iron Game Chef"-style competitions where you had a list of 4 or 5 thematic ingredients and had to design a complete RPG around just a few of them. The people who did best in those competitions focused their games on just those ingredients, instead of designing Yet Another Universal RPG or a Fantasy Heartbreaker that tossed in a couple of the thematic terms as token observation of the rules.
What creators do not mean is restricting future visions. They are not saying "Once I am done designing this, I am never ever going to design an add-on to this". Or "I will forbid people from using this in their own creative visions."
Saying that Mojang should restrict the command, resource, and modding capabilities of Minecraft to encourage creativity is just... wrong. There are already going to be technical limitations when designing an add-on or map for Minecraft. It's not going to help make better content at all. Focusing on a limited creative vision is what's going to make a good mod or map. And it's the creators who have to focus. Mojang can't focus for them.
Are you talking about post 1.8 beta? Because XP and enchanting and most of the bosses existed well before the 1.8 Bountiful update. Of the things I named as "game-y", only one of the bosses (elder guardians) was added in 1.8, and none of it was added post-1.8.
The combat update is post-1.8, but you will note that I did not list it as something I thought was game-y. I think it's more immersive. Because in real life, people chose different weapons and attacks based on different fighting styles.
In any case, I can't see why this proves your point that we should add an even gamier combat system.
In what context
Why am I here
He wasn't talking about vision, he was talking about assets. He says that putting a cap on the assets you deploy forces you to compact your creation and come up with creative ideas to work-around said limits. It also prevents convoluted gameplay.
Why am I here
Again: when first creating the project.
If you've already released a game with a given set of assets, you've already compacted your creation and come up with your work-arounds. You won't benefit from refusing to consider future projects, or preventing other people from considering their own projects. It's not going to suddenly compact your game further.
I very much respect your arguments and actually agree with most of this. I am convinced that, though nothing is technically stopping anyone from doing things the old way, that the lack of drive to do these things results in less creativity overall.
Why am I here
In this thread:
People have, for centuries, resisted change in all aspects of life. Now, it's being reflected in a game where frequent updates have been part of its core values since inception.
We already have "normal" combat. For the billionth time, Mojang is not going to revert the game to old system.
We have now system, that's normal for 1.9+ versions, so deal with it, or play the old versions.
And the old system was normal for pre 1.9 versions.
Almost every major server uses the old combat system. Who thought they would revert it?
Why am I here
As if that isn't what it is right now: prot 4 clicky clicky mineman
Why am I here
Random person with some input here:
I see people constantly telling others if they don't like the new changes to just use older versions, but the older versions include some bugs I think would 'bug' people out
M̋͡ủ̯͜c̛͘h ͋ͬd́̏̄i̔̅s̙̯̿tơ̺ͅṙ͉t̾̇͡. ̾V̠̠e̛r̶͕̗y̧ ̡wͩaŗped̫.̶̒͆ ̶W̺ơ̖w̹!
And what is wrong with being able to attack multiple opponents? This is why my own version of an attack cooldown takes effect on a per-mob basis; you can only attack a single mob once per second or your attacks will be weaker but you can attack multiple mobs in the same time without a penalty (while you have to actually hit a mob for the cooldown to have any effect, letting you spam-click empty air, I've come up with a solution for the next version of TMCW which penalizes you for doing that by adding an additional damage reduction which increases as you click faster without hitting anything - in any I see the cooldown as a punishment, not something that is intended to affect normal gameplay; likewise, I did not fix MC-4732 (see description for original bug) which causes weapons to take damage when hitting a mob while it is damage immune even though it is a one-line fix - either attack properly or spend more XP and/or materials to repair your sword).
How do you take on a dungeon that is spawning up to 1 mob every 1.25 seconds (which was increased from vanilla to make them actually a challenge) without resorting to measures like dumping lava on the spawner. Or even "normal" mob encounters, some of which actually force me to take shelter even with the ability to attack as fast as I can and Knockback II on my sword (I'm still surprised that some people abhor Knockback even after 1.9):
You might say that is not a good comparison because vanilla doesn't have caves so large that the entire mob cap can spawn within them, respawning faster than you can kill them until night falls (more surface spawns = less underground) but I actually did not kill that many more mobs in this world as compared to vanilla (1.6.4) and have encountered similar events in vanilla (such as a ravine I found in a region where I'd explored everything else; I killed around 100 mobs before lighting it up). Or even just getting rid of a bunch of zombies that have collected outside a village overnight (sure, they would just burn and aren't even a threat but I like to kill them, and do not like things that slow me down; that's why I use an Eff V diamond pickaxe to mine the 3,000 ores I mine per play session instead of unenchanted stone/iron tools like some do, and indeed why some people can't believe I can mine that many ores at all without making them more common - I really tear through the underground, as seen on this before/after of my last session. The same goes for weapons; another annoying thing about 1.9 is that Sharpness V diamond sword is just a bit too weak to kill zombies in two hits unless one is critical (they effectively have 20.3 HP when armor penetration is factored in while the sword deals 10 damage. Why not make Sharpness add 0.75 damage per level (instead of 0.5 + level * 0.5) for 10.75 damage? Smite would still be better against armored mobs).
Even Mojang thought that being unable to attack multiple mobs at once was not a good idea - why did they add Sweeping Edge, which can deal significant damage to multiple mobs at once without even having to directly hit most of them (sweep attacks alone do not count since they deal a mere 1 damage, hardly enough to change the outcome of most battles)? I see that as a reduction in skill when compared to quickly moving your mouse over each mob you hit (how fast and precisely you can move determines your attack rate; I know from measurements I frequently attack two mobs less than a quarter of a second apart, with one click of the mouse button per mob hit, which is why I have never considered a general cooldown like 1.9 added, instead one which is tied to individual mobs; indeed, vanilla already had such a system in the form of damage immunity and unlike most players I know that you cannot deal any damage in most circumstances (the exception being if you can deal more damage than the first hit, and even then the game subtracts the first damage dealt so you only deal the second damage overall, and is its hard to do a critical within half a second of a previous hit).
And not like newer versions have their own bugs? For example, I'd say this is a pretty serious bug, and while it has been reported before 1.8 it has been far more common since that version based on all the threads I've seen about misplaced chunks - and I've never seen this on any of my worlds, even one with more than 116 days of real-time playtime; crashes are also not necessary for this to happen (otherwise the most likely cause, same for "world suddenly disappeared", which I've also seen people report with no prior crashes or improper shutdown):
MC-74762 Chunks Swapping
And what if you have fixed bugs yourself by modding the game (I believe there are also mods, and even Forge itself, for fixing bugs)? Some of which have still not been fixed as of 1.12.1. Indeed, one such bug may be a cause of the aforementioned bugs (swapping chunks and world disappearing); the internal server does not get shut down properly because the client does not wait for it to shut down, which can be fixed with a few lines of code, which also prevents other bugs from occurring, such as the world deletion bug that causes parts of a deleted world to appear in a new world with the same name (the deletion of in-use files fails and/or the server writes new data after the files were deleted).
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?
They actually made a point about that. They made diamond sword faster than other swords because they were reducing its damage so that it didn't easily reach 10 damage, which kills stuff in 2 hits. They made it so at maximum sharpness you can kill creepers and skeletons in 2 hits, but zombies still take 3. That way there's more reason to use the axe, which never kills in 1 hit--they also increased axe speed and reduced its damage so that it didn't reach 20 damage crits. In the original 1.9 development build when they first released the weapon changes, you could kill zombies in 2 hits with a sword non-crit or creepers and skeletons in one hit with an axe crit.
I'd rather see damage variance. The current static damage means that a sharpness V sword is WAY better than a sharpness IV sword in many cases, while the difference between sharpness IV and III often makes zero actual difference. If we got damage variance, then instead of it being a binary matter of either always killing in 3 hits or always killing in 2 hits, it would be that you could kill in 2 hits with a weaker weapon, but each higher damage increment means your chances of killing in 2 hits are increased.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).This was actually the case before 1.6, where Sharpness added a random 1 to 2.5 damage per level, meaning that a Sharpness V diamond sword dealt anywhere from 12 to 19 damage (rounded down from 19.5); in 1.6 this was changed to a constant 1.25 damage per level for 14.25 damage (including 1 for your unarmed damage, which was added to weapon damage between 1.6-1.8). If I ever noticed any change I don't remember as in either case they can kill unarmored zombies in two hits and cave spiders in one hit (another advantage that pre-1.9 has) and I did not use unenchanted swords much (the +1 damage in 1.6 meant that spiders could now be killed in 2 hits instead of 3 and silverfish in 1 instead of 2; conversely, unless I do a critical hit Sharpness V is useless on spiders but could sometimes kill them in one non-critical hit before).
Not only that, in 1.9 they changed the way Protection enchantments work - instead of multiplying their protection value by a random 50-100% they made then constant so instead of reducing damage by 40-80% full Protection IV now reduced damage by a constant 64%, close to the old average (which is about 63.6% and not 60% since damage taken decreases non-linearly as damage reduction increases) while the specific forms of protection went from 52-80% to a constant 80%, making them much more effective (for example, 52-80% guarantees survival from a max 44 block fall, 80% is always 102 blocks).
IMO, they did this to remove luck from battles - it isn't fair if your opponent wins because their weapon happened to deal the maximum randomized damage at the same time your armor offered the minimum randomized protection. Also, by making enchantments reduce damage by a constant amount this means that you don't need such powerful armor to ensure that e.g. creeper explosions cannot kill you in one hit (since otherwise you need to use the minimum amount, not average or maximum). In fact, for this reason I changed Protection to reduce damage by a fixed 60% and others by 75% in TMCW.
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?
They could just put a small range on each weapon and not have sharpness increase the range very much. A small range doesn't make the fights highly luck-based, but it adds room for small changes to weapon strength to make a difference. In PvP combat it can be balanced further by getting players to use more hits before a winner is had. If players have to hit each other 10+ times to win a combat, it's already pretty balanced even without damage variance, but a small variance won't really throw that off anyway.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).I don't think Mojang is adding too much to be honest. If Mojang wasn't adding anything to Minecraft anymore then the community would die down eventually and this forum would slowly fall to inactivity.
Also I don't see the problem with changing the textures because Mojang probably wants to give the blocks an upgrade in texture because most of the textures are really old. Changing crafting tables is probably going to help make the block more appealing and newer looking.
Issue is, it looks like they just took the blur effect from photoshop and put it on all of the blocks
M̋͡ủ̯͜c̛͘h ͋ͬd́̏̄i̔̅s̙̯̿tơ̺ͅṙ͉t̾̇͡. ̾V̠̠e̛r̶͕̗y̧ ̡wͩaŗped̫.̶̒͆ ̶W̺ơ̖w̹!
I feel like this is slowly sort've happening. But only sort've. Let me explain (before you attempt to roast me).
The game is in a crucial moving stage of its community. 5 years ago, the community was maybe 1/2 people under the age of 10. And 1/2 people over 10. I get that these aren't statistics, but just keep reading. As time has gone on, more and more people from the over 10 demographic have been leaving, and more and more people under 10 have been taking their place. For the servers, this really isn't a massive difference. Newbs playing on their server and buying ranks are the same as pros doing it. For communities like this one however, it has been very bad. Because the newbs don't go straight to the forum, because they want to play more, and discuss less. And the more experienced older players leaving, are the ones on this forum site! What we need is either enough people to cling on, or the newbs to start coming onto the forums and learning. Just my theory.
My website
5 Years on Minecraftforum. Over 9 on minecraft itself. Mod developer for 4 years.
"I get that this isn't any sort of hard proof, but allow me to continue making stuff up."
We don't need anything until it is proven that we need something. Horror stories like this one only encourage negative feelings without contributing anything of true value.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
I don't know why you would think I would roast you for saying that the community is slowly dying out anyway because I know that it is already. However, I will add that if Mojang stopped working on Minecraft then the community would die out faster than it already is because the game will slowly become less and less popular. It was that possibility that I was alluding to in my reply. I will also agree with you that there are more younger players playing Minecraft than there are older players (including Minecraft youtubers). In fact I don't play Minecraft much anymore anyway because I find it a bit boring, and I would say that the same would also go for older players. So I would agree with you there that older players are leaving, and younger players are joining. However, this forum is just a small part of the expansive Minecraft community, and eventually younger players will grow up and want to discuss the game because no one stays young forever.
Combat update was a amazing update in my mind. It removed auto clickers and later they nerfed it so that people could play normally and I really think thats a EPIC idea!
If you have mistakes in something you create and don't like them yet release the thing you created to people. then you are letting yourself down and the people you send it to down. -SonicJDF