The PC versions and other platforms are being parrellel developed by seperate teams, with Notch and co still focusing on the PC game as normal. Their development will not detract any time from each other whatsoever.Quote from Lord_Of_ShadowsDevelop the game in Xbox and Xperia, instead of finishing for god sake the pc version.
Your complaint is invalid.
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Your complaint is invalid.
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It's also kind of odd to criticize Minecraft for customer support when its team is about 10 members (and the actual development consists largely of one), so frankly, even the amount we get right now is pretty generous, all things considered.
Oh don't be ****ing melodramatic. It's not as if the entire game revolves around modded content, or that the game is completely unplayable in vanilla format. There's no "ruined" about it.
Also I might add that we don't actually know what their stance on modded content is as far as the 360 port is concerned anyway, so shut your trap until we get some actual info on it.
You don't have to.
Kinect is optional, and the game still has support for a standard pad setup. I can't believe people are still bitching about a side gimmick that isn't even mandatory.
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You say that almost as if to imply that's not what the Minecraft community was like from the very start, and as if an influx of console gamers will even change that at all, let alone for the worse.
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LMFAO. Ignoring the blatant subjectivity and bias going on here, it's kind of ironic that you'd prioritize the PS2 of all things over the Wii - even though neither of them have the hardware capability to run Minecraft particularly well, the Wii is still quite a bit stronger than the PS2 is, is still a supported console to boot, and has a control scheme far better suited to FPS's in the first place. How the PS2 has any advantage over it in this case (or any case, really, as far as I can see), I have no idea.
Oh, but what exactly am I hoping to accomplish here? I should know better than to subject a fanboy to something as understandable as basic logic.
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A console port doesn't change that. When people see Minecraft, they will still think first of the PC version, just like they do with Left 4 Dead, Unreal Tournament and countless other franchises to name.
Or we could just pay 10-20 bucks for the game on a console we already own to save us the trouble. It's called convenience.
Nobody cares. The fact remains that it was released as an Xbox game first, which means even your silly, baseless "pride" argument doesn't enter into it.
EDIT: Another fun fact while I'm at it - Halo was originally designed to be an RTS. If not for the very move you speak of, you would probably not have even gotten this FPS you so cherish in the first place. Strange, isn't it?
Nobody cares. If nothing else, blame Activision.
Nobody. Cares. I don't really understand how you can possibly believe these comparisons even have any merit, for they occured under completely different circumstances to Minecraft here, and to me it just seems like you're grasping at straws for any chance to play the Doomsayer even if there isn't any real merit in it. What's especially damning for your argument is that Minecraft is the kind of game that's extremely unlikely to get a sequel, and will continue being updated until the game finally dies down presumably some many years later. Nearly all the games you named are sequels. Therefore, the same sequence of events you are assuming will happen are completely impossible, because the criteria will never be met.
Cease this pointless worrying. It is over absolutely nothing.
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This thread is full of delicous hypocrisy.
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No, it doesn't necessarily have to involve the exact same movements that you perform in the game, because in all honesty you people are actually right about one thing - trying to follow them inch-for-inch is unintuitive and tiring. Instead, a Kinect scheme should (and for that matter, probably will) involve a number of simple motions that streamline it. For example, left click. All you'd really have to do is hold an arm out towards the target block onscreen and Steve would break it for you. Already that's non-tiring, mouse-standard precision, also applicable to nearly the entire inventory system in addition, and I just made that right off the top of my head. You could also make turning based off head-tracking (detecting which way your face is facing, and moving your view in that direction), movement based off the tilting of the body rather than actual movement of the legs, and chatting... well, voicechat comes standard with Xbox, so that might just be the one field in which it could actually trump the PC version, because let's face it, nobody likes having to boot up Skype or Ventrillo seperately for it.
It shouldn't, and won't, amount to 1:1 movement, because frankly, Minecraft was not built for that kind of fluid movement in the first place. The best it will amount to is motion-based macros for existing actions. A disappointingly large amount of people don't seem to recognise this, probably because they don't even understand how motion tech works in the first place. Also, it's optional, so there's always the option to just use a pad if it proves less useful or intuitive.
I definently second this, though.
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The fear of this happening is completely irrational and unfounded - most updates for Minecraft are extremely small (usually less than 10mb if I'm not mistaken), small enough to be considered a patch. X360 does those completely free of charge. And once again, if you don't like it... well, stick to the PC version and you'll be none the wiser.
Minecraft in general will be dead before that happens. Don't expect that to happen for quite a long time.
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You are screaming, you are cussing other people out, and you certaintly aren't contributing any real ideas to speak of. If you're going to be a blatant hypocrite, the least you could do is be subtle about it.
Your sense of pride is greatly misplaced. It will continue to be a pride of PC gaming regardless of whether it's exclusive to it. This just means more people get to play it. That's like saying Sonic isn't Sega's pride anymore just because we're not playing it on Sega's own consoles anymore.
I'm sorry, I'm too busy laughing at you to provide a coherent response. Perhaps I'll get back to you in a post or two's time after I finish wiping the tears of hilarity from my eyes.
THEY ARE EXACTLY THE SAME GAME. Which platform it's on does not make a single bit of difference, especially if you're only Youtubing for footage.
Why should you? A move like this would practically double Minecraft's fanbase and basically you're saying this shouldn't happen just because you're a deluded, selfish, elitist, biased as **** PC fanboy who wants all the joy to himself. I'm not even saying this because I like the 360 (I don't, specifically), I'm saying this because your viewpoint is hypocritical and hilariously narrow minded to the point of berwilderment, and frankly, if platform pride even means anything to you in the first place then you need to grow the **** up and just appreciate what you have. You still have a PC version to play, play that. Allowing more people to play the game doesn't change the experience for you at all.
Multiplatform right from the start. Fail analogy.
Whoopdie doo, more people get to play generic, overrated, brown-and-bloom shooters that look exactly identical to each other. Obviously this is entirely relevant to a first person building game that doesn't even have guns.
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It's Kinect-enabled for a reason. Even that said, navigating a menu with a control stick isn't terribly hard or time consuming. Frankly I fail to see why console gamers shouldn't have access to a Minecraft game solely on the basis of minor inconvenience, as if the entire FPS genre hasn't already worked well enough to still be playable on it.
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Ah, much better. Now let's just go through this step by step:
Not only is the 360 version being built by a completely seperate team with superficial, if any, involvement from Notch himself, it isn't even due to release until the PC version is out of Beta and in full release anyway. So how exactly does this affect the development of the main game when both versions are developed parrelel and encapsulated from each other by different dev teams? I know I'm not the only one who's said this, and not a single person has brought up a legitmate counterpoint yet. More to the point, it's a ****ing straight port. How can any dev time be lost simply by copy-pasting the existing code onto a different platform?
No, you ****ing don't. Perhaps if you had an attention span capable of outclassing a goldfish you might have noticed that that Kinect usage is strictly optional, rendering your entire argument invalid right from the start. At best, it creates an aiming and block-placing control scheme with more sensitivity than a control stick and comparable sensitivity to a computer mouse, and at worst, it creates a gimmicky mess that the player can choose to avoid in favour of tried-and-true FPS pad controls anyway. There is literally not a single ounce of harm created in the process, at least of the unavoidable kind.
Thanks, CO.
Now see, there's this thing called a "target audience", which you lot either spontaneously forgot with your newfound 3 second memory, or lack knowledge of in the first place and as such, have absolutely no standing to make a statement of that kind. Are you people really so stupid that I have to explain this to you? Well okay, here's the simple version. What exactly is Halo about? Guns, war, aliens, doomsday devices and Michael Bay amounts of explosions. Does Minecraft have guns, war, aliens, doomsday devices and Michael Bay amounts of explosions? No? Then shut the **** up. Halo and Minecraft are built in mind for completely different audiences, and most people from one will likely only have a passing interest in the other at best, and that's completely ignoring the fact that this view of gun seekers and massive cussers is an amazingly hypocritical generalization when you consider it's you guys bitching like it's the end of the world just because more people get to play your favourite game. Which brings me to my next point.
Minecraft is getting a wider audience. Which leads to Minecraft gaining an increased monetary income and broader critical reception. Which leads to further tweaks and additions to the existing game. There is not a single bad thing about this in any objective sense, what the **** is wrong with you guys. Hey, fun fact - I hail from the Sonic fanbase. Yeah, you know, those same crazy guys who complain about green eyes, sticky walls, and the most minor aesthetic details imaginable? Well, as petty as it is, those things do in fact make some form of difference, however unnoticable or microscopic - this makes zero difference. ZERO. ZILCH. NADA. NIL. NIX. ABSOLUTELY ****ING NONE. This does not change the game you play in any matter at all, concievable or otherwise, and you should feel very bad for even thinking games work that way, you strange, strange person.
Developing for a gaming platform makes you their *****? What kind of distant planet did you grow up from to consider that kind of bizarre, ass-backwards logic normal? Because Notch made Minecraft for the PC, does that make him Bill Gates's *****? Does it make him Sony's ***** for developing on a Sony platform? Does it make him Apple's ***** because someone ported it to an iPod? Captain Obvious says no.
Once again, a fundemental (and extremely basic) concept of game design is completely lost on you people, leading to a plethora of hilariously uninformed and downright retarded rebuttals in this thread alone. This time, it's licensing. Let me pose you a simple question - if someone makes a franchise on a platform, does it make the franchise the owner of the platform owner? If you answered anything other than "no" or "conditional", do the world's population a favour - find the nearest sharp object immediately and decapitate yourself with it, because you have proven yourself to be an abortion of basic intelligence that is probably contagious to everyone around you. No, Microsoft doesn't have to own a brand just for it to appear on its consoles - hell, ****ing Nintendo could release a Mario game on it if they felt like it (of course, they won't, because that would draw attention away from their own console).
The only way this statement could turn out to be true would involve Notch selling off the brand entirely, but that would include letting go of a million-dollar franchise and selling out everyone on Mojang staff, and Notch would have to be even dumber than you guys to pull that kind of stunt. I can assure you, he isn't. Even you know this.
The only other legitimate complaint in the entire thread, next to shafting the PS3. Of course, there is no evidence to suggest mods can't be done on consoles (UT3 on consoles was openly built with mod support in mind, for example), and even if that weren't the case, there's nothing stopping you from sticking with your current PC version if it really means that much to you. Seriously, man. This doesn't affect you if you don't buy two versions of the same game, and nobody's forcing you to.
Not to mention it's entirely speculative as of right now - we don't know what their stance is concerning the 360 version and modded content. For all we know the upcoming mod API might solve all that.
And now for closing arguments, here's one last huzzah from Captain Obvious:
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Where cobble = stair blocks and stick=fence block. It's a very simple concept really - in SMP as of time of posting, you can't stand on top of fence blocks without becoming stuck in some way (the game continually respawns you to the top of the fence block until you die, warp away or the fence is destroyed). Normally this effect doesn't carry on through blocks placed above the fence, but the thing about stairs is that the first step is only half a block tall, which is enough for the fence glitch's influence to pass straight through and get them stuck on it if they try to walk up or down the stairs. Presumably this would also work if you put a stone slab (half block) on top of a fence too, if you want people to get stuck on flat surfaces.
By itself this trap can't kill anyone, though. But it's a fantastic way to troll people, and assuming they don't warp away or somehow mine themselves free it could easily immobilize a player long enough to pepper them to death with a bow or an armful of snowballs. As usual, though, some clever pressure plate usage along with appropriate timing could be used to both immobilze the victim and kill them with a seperate trap. Because they're more or less immobile, I'd strongly recommend a water-based trap - unable to move, the victim will slowly drown to death if a water current is dropped strategically onto them from above. It'd have to be more than 1 block wide though - because drowning is still client side, lag will allow players enough time to move outside the stream for a breather before being dragged back in.
I also had a bit of an anti-griefing idea. While some people like to build their walls three thick and fill the inside with lava, I had a cheaper alternative in mind:
The half-step is a wooden pressure plate. When a player tries to mine a block out of the wall from the side the paintings are attached to (you can substitute paintings for virtually any non-block object that can be attached to a wall - torches and signs work too), the painting falls off the broken wall and onto a pressure plate below, triggering a defence mechanism of your choice - in this case, a box of TNT placed directly under the offender's feet, wired to the plate by redstone. One thing to note is that the trap has a small chance of failure, because the painting may sometimes fall inwards towards the griefer when detached, landing on the newly created gap and missing the plate entirely, but at least the concept is still sound.
If you wanted to simplify the design even further, you could take the paintings out of the equation altogether and rely on ordinary blocks instead to trigger the pressure plate:
However it's even less reliable than the first, as it requires the offender to mine the lowest block to trigger the plate, to be far enough away to avoid catching the block in mid-fall, to be standing in a very specific spot for the TNT to blow them up and the block to land perfectly on the plate and not fall inwards towards the griefer. It can work, but honestly, I wouldn't try it unless you're feeling lucky.
Alternatively, you could just leave your walls completely hollow and pitch black, and with a little luck there'll be enough room for mobs to spawn inside - nothing would make a raider **** their pants more than roughing up some poor *******'s walls only for a Creeper to burst out from within them and blow their face off.
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Where Flint = Minecart. Basically this will seem like a deadly lava fall to most people, but if you know the minecart's there, you can right-click it through the lavafall. This phases you straight through it and sits you comfortably inside the minecart, completely unharmed. If people started finding out about this secret entrance, though, you could easily turn it into a trap by placing a stone pressure plate underneath the minecart - this doesn't trigger if the minecart alone sits on the plate, only if a player enters it. As for what kinds of traps you could make out of it, well, I'll leave that to your imagination, thought a sand pitfall or TNT land mine would be the easiest to make out of it.
Here's another idea I've had, though I haven't had an opportunity to test it yet:
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The basic gist of this one is, place a decoy chest at the end of a flammable obstacle course, preferably one above a heavily damaging pitfall with no other footholds to stand on. If there's a block on top of a chest, it is effectively locked, and a player has to remove it to access its contents. I chose a dirt block here to cover the chest initially, being a little less conspicuous than a gravity-affected block like sand or gravel. When the player breaks the dirt block, the sand blocks fall in its place, in turn, exposing a lava source block which flows out and sets fire to the entire pathway behind the player, dooming them to either burn to a crisp or fall to their death as the pathway they previously took burns beneath them. Yes, it's not entirely practical and probably won't always yield recoverable loot drops, but it's clever in a sadistic, twisted kind of way, which is something I feel more traps need to strive for. >=D
The layout I used here is a sample - you can play around with it and make your own, as long as:
- The entire pathway to the chest is made of a FLAMMABLE material that burns relatively quickly, and is set above a deep pitfall likely to kill anything that falls into it. Absolutely no other footholds should be reachable other than a simple path from start to finish.
- The lava should be blocked off by a gravity-affected block (sand or gravel) that burns a section of pathway near the START of the obstacle course. If it burns the path closer to the middle or end, the victim may actually be able to backtrack before it burns beneath him.
- The chest is blocked off by a NATURALLY OCCURING BLOCK (dirt and smoothstone are good candiates), with the sand or gravel falling in its place once it has been mined. Filling the chest itself is optional, though putting some goodies inside may keep the victim occupied longer than normal if you can afford to part with a few things. >=3
If you can't be bothered to set all that up though, there's always the classic "ore block and lava source bait-and-switch":
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Again, no recoverable drops, but **** you guys I don't care about that, I just enjoy killing people.
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Besides, the fact you get no resources out of fisting hard blocks (besides wood, anyway, but again that's for gameplay reasons) is enough of a deterrent to prevent people from making tunnels without tools anyway, if the ludicrously slow mining speed wasn't already enough.
Didn't read anything else in the thread to be honest, just had to respond to that bit in particular.