Just curious- would someone such as myself be allowed? I've not technically made a mod (yet, currently developing one and waiting for the modding API), but I've gone into some detail on Minecraft itself (see: link in sig), and would say I have some insight. I've also modded across various games, and have a pretty good idea of what is and isn't annoying to deal with when modding.
I'd understand if I'd not be allowed considering I don't have too much to show for my work, but it'd be nice.
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Yeah, but what's the point of a trophy if it's not only easy to get, but doesn't really do anything? Also, I would like to think that were progressive difficulty added, you could still have access to all the basics fairly easily- iron, etc. If anything, getting iron would be about the same, and the above ground portion of the game would actually be easier (if my ideas were put in). So you could still get a lot of materials pretty easy.
What is "Minecraft"? Does everyone share your sentiments? Even if they do, what does that mean? Why should it be considered over ideas that expand the content of the game?
I'm not "mocking on" Minecraft. I'm pointing out its flaws.
It's actually not all that original. It's just got elements from various games cobbled together (Dwarf Fortress, Infiniminer, Dungeon Keeper).
Besides, I haven't been suggesting they make it a roleplaying game. I don't know where this keeps coming from.
They both do and don't. They update too frequently (thus breaking mods constantly), but the actual content of the updates is very small. Compare it to mod teams who don't do this as their job. Mod makers push out content at an amazing rate. A professional team can't even compete with a single modding team. That's ridiculous.
Nah, I don't really like that idea. Notch said at some point that he doesn't like the idea of things magically popping up after you do X thing- and I'd have to agree with him. The Enderman idea could be considered something like that, but it would just change their behavior and spawn rate- not exactly the same as spawning a new mob. Plus, it was just a random idea- one I admittedly didn't think through very much.
Pretty much everything else works off the basis of mobs being found in different areas.
Go find an old version of the game and stick to that. You're not forced to update.
Minecraft has a bunch of flaws- and to be honest, I'd prefer they fix them in large sweeping updates rather than monthly updates (where major updates are once every 4-5 months), but whatever. It's still a lot of stuff that needs to be fixed. If they kept it as it was in 1.0, it would be mind numbingly bad.
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I don't know where you're getting "scripted" from.
I meant that if you wanted an easier time, you would stay above ground. If you wanted to progress into harder difficulties, you would progress downwards into the earth and into places like the nether. That is ideally how difficulty should work, and is what I discussed in the OP. Right now, difficulty is pretty much the same no matter which biome you're in (because mobs spawn the same in every place), or how far you're down. The only real difference is lava in the deeper areas. That's it.
Other than that, I didn't really suggest progression.
Also, you have yet to explain how I suggested "other linear content".
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Where did I suggest linear content? Progression should be there, but only if you want to progress. And I only meant that in the sense that it should be a way to allow for dynamic difficulty- so it's not really even "progression".
Combat should be improved regardless. Not made to be "harder" or needlessly complex (see: fighting games), but just have a bit more to it. It's painfully, painfully boring and lacking right now. Literally all you do is click and sorta aim.
How are they "terrible"?
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Yeah, I actually agree. It'd be pretty rad if biome generation code was re-worked so you could have dynamic variables on a per-instance basis (so one desert may have a lot of hills, another may have none).
Steepness could also be used this way, too.
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No, no, it should still be random- it just wouldn't be random if you had height values the exact same (which, they aren't... but only if they're at 0.0min/0.0max).
If that was fixed as well, you could also have an actual mountain biome where the minimum height truly is a minimum height. So it'd start at around block 100, and go up to block 200 (...whenever they increase the height limit for generation ;_; )
I know that- it's more or less a suggestion for other biomes. I simply gave examples of how it could be implemented using the current biomes. Though, plains are honestly far too hilly for my tastes. I'd rather a "rolling hills" biome- which could be done much easier with a steepness variable.
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That being said, there should totally be things you can pour resources into and get something out of it.
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To remedy this, I suggest several changes.
1: Redefine world height
Simply put, minimum and maximum world height should be consistent in their purpose. If a biome's height is at 1.2 minimum and 1.2 maximum, it should be flat. It's pretty simple to do, but it'd go a long way in making biomes feel a lot less "chunky" and same-y.
2: Steepness
It'd be nice if different biomes had different levels at which the height differences are reached. Currently, extreme hills are extremely steep- you'll frequently have sudden cliff edges jutting out of the terrain. Conversely, with plains, hills are usually 1 block height difference from the last block. Were steepness to be added, you could have more control of this, to make many more interesting biomes (such as actual "hills" biome with nice, smoothed out hills).
For example, for plains, you could have the minimum height as 0.0 and the maximum at 0.1. Normally, this would just make pretty bumpy terrain- but with steepness, you could set the steepness fairly low, so it only reaches the maximum height at a very low rate (instead of instantly).
Conversely, you could have desert hills biomes have sharp cliff edges with a high steepness rate and a fairly large difference in minimum and maximum height.
It's not much, but it'd go a long way to making Minecraft look a lot more diverse.
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I more or less pointed out that it has a lot of potential, but that it never really makes use of this potential. Whether or not it's a "good" game is up for debate, but regardless, there's a lot of things it could use improving- which was the overall point of my original post.
The thing is, Minecraft has a huge base for content- like, you could just throw in SO much content into Minecraft, and it would receive it VERY well. Blocks, mobs, biomes, items, etc- they're all things you can add more and more to, and it wouldn't detract from the game at all. As long as none of them are "forced" elements, of course (having a bajillion mobs all bombard you at once would be annoying).
Admittedly I've been rather strong in my general tone, but that's more or less a reaction to the endless heaps of praise Minecraft gets. It's alright to be positive, but Minecraft gets TOO much positive praise, and has its flaws grossly overlooked. Even by so-called "critics", who dole out 10/10's for far too many games these days.
So what would be wrong with adding more stuff? Compared to even static videogames (which require a lot of though and effort into how they're implemented), you can pretty much just throw in content to Minecraft and it'll usually work pretty fine. Granted, when I say "throw in", I don't mean toss it into the code and leave it at that- but there's so many biomes, mods, blocks, and etc that could be added with virtually no effort, but they just... aren't.
With mods, sure. Also, again, saying what Notch & co "intended" isn't really relevant.
I understand pretty well what makes Minecraft "good". I also understand it has a lot- a LOT- of room for expansion. Expansion that Mojang takes literally months to add.
I'm curious what you mean when you say "directed play". Do you mean the kind of content that is added with a specific purpose, to let the player experience it "as intended" with little to no interaction from outside sources? Because I fully advocate dynamic content that interacts with the rest of the world seamlessly. I would never want Minecraft to ever be "streamlined" or Skyrim-itized.
The point is that you really need mods if you want a decent amount of depth when it comes to content. That's... not really acceptable when you have a talented team at hand who could add this content (likely with more refining and cohesion).
You can pretty much easily sum up all of Minecraft's content in one image. I don't mean a specific image, but it's not really hard to represent 90% of Minecraft's content. That's the thing that's bothersome. There just isn't much content at all.
They can avoid "changing the balance and feel of the game" and still add content. They can add a LOT of content.
You can't really create that many fleshed out games with Minecraft at all, though. Even with the redstone update and stuff, you can't just make Banjo Kazooie or something out of Minecraft. You can't even really make Super Mario Brothers.
It's not that great, and you really overrate how much Minecraft is for a "create-your-own-game" platform. It lacks far too many elements to make this remotely decent (namely, a proper set of creative mode tools for map makers...).
I intend to make an overhaul mod for Minecraft, as well as my own game, yes.
I don't see why you say "Have fun with all that time spent" as though it's supposed to mean something. I fully understand the amount of time and effort it makes to create a video game.
It wouldn't really be a "niche" game if my intended plans were put forth. It'd just be Minecraft with more to it in every single way.
Yeah. I don't intend to release anything until the API is out. It's mind numbingly painful to have to re-do the code every single update.
I like the difficulty of skeletons themselves now. They're as difficult as they should have been, now. The issue is their frequency. I went over individual difficulty vs overall difficulty before, and I think this change actually made the game a lot harder- and not in a good way.
Remember, despite people thinking I'm advocating turning the game into some kind of Castlevania or Dark Souls-esque game in terms of difficulty, I'm not. I'd like it to remain possible to avoid most difficulty if you really don't want to get your butt kicked. Minecraft should be a peaceful game.
To remedy this, they just need to make skeletons not spawn above ground anymore. Make 'em spawn around layer 50 and below.
"Close-mindedness"? That's a pretty bold statement. I fully welcome other trains of thought, suggestions, and ideas. I prefer discussion. It's why I posted it in a forum in the first place, instead of a soapbox simulator like tumblr.
I... what? Where did I say "Minecraft should be a storyline, mission based, roleplaying game"? Where on earth are you drawing that from?
I have- from the very beginning- simply advocated (rather strongly, admittedly) that Minecraft should have a lot more content. It has a fantastic base for content creation, but not enough of it in any of its given methods.
The only thing I would say I've really advocated for changing/overhauling is the general difficulty and combat- but not to make it "harder" or the like. Just to make it more dynamic, and to be yet another element for content expansion.
No, I don't. I don't feel that at all. Quit strawmanning.
It should never be more confusing or restricting.
Which I strongly advocated in one of my initial points in the original post.
Not until the API is out- even then, it'll be some time before I push out a release for it. I'm jugging a lot of different projects and have been rather busy as of late, but I do intend to make a mod for Minecraft to at least somewhat rectify a lot of my complaints.
And? A lot of its points are still relevant. Only a few of them aren't too relevant anymore (the slime spawning, which was actually added, for example). Each major point is still very much so relevant to Minecraft today.
I don't think every mod should be implemented into vanilla. Only the ones that add content without inhibiting the content of other mods should be put in. It's funny you point out stuff like "MineZ", because that's the exact kind of stuff I wouldn't want in vanilla.
1: I never said "Nobody should play the game because these are lacking!".
2: Exactly. They could be fixed, but aren't.
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It was an idea. One that would require expansion in other parts of the game (simply tacking on thirst would be horrible- it'd be the same as hunger). I'm not saying they need to remove armor then add thirst. It's just something that can't properly be added unless they clear up some space from the HUD.
A HUD is something you have for information you need at all times. That's not something you need to know at all times. You can just hit the inventory key quickly, and it could be something that you can tell within like a split second, and then go back. That's not a huge deal at all- especially since it's not even that hard to keep track of how much armor you have in your head.
If you had a sixth bar (Health, hunger, armor, experience, and oxygen being the invisible fifth), it would become really cluttered, and start to look like an MMORPG. Minecraft's HUD is basically at its limit- adding anything more without taking anything away would really start to clutter things up.
Wait, what? I've not said they needed to add thirst (although if done well and worked with the other mechanics of the game, it'd be pretty nice and make it more survival-y...). Where do you even get that from?
You can do exactly the same thing by tapping the inventory key for a split second. It's not needed to know how much you have at all times. Do you need to know how much oxygen you have at all times? No, because it's not always needed, either. Just because it does something doesn't mean it needs to be kept on the screen.
Or, you hear your armor breaking (there's a pretty recognizable sound in the game for it), quickly hit your inventory key, and it ends up the same exact way.
How about that noticeable "CLINK" sound? Or how about tapping your inventory key after a long, hardened battle to see how much durability you have (something you probably should be doing anyway, and something that isn't even shown on the HUD).
Just because Mojang made it and it's there doesn't mean it needs to stay.
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If you're only discussing core points, sure- but then this might lead to one person believing they're attacking a core point, when in reality they're just scraping the surface. It might lead to a huge, expanded discussion if you do things quote-by-quote, but this isn't really a bad thing. At worst, you're grasping at straws for a number of points, but still address a core point somewhere in your post. You have all the time in the world to follow what's going on.
But there isn't really anything to build. Once you have a shelter, that's really about all you need. Sure, you can build traps... but by the time you've fought off enough mobs to get the needed redstone and such, you'd likely have access to enough iron for a full set of armor (it's only 24 ingots). Anything past the basic cobblestone (or even wood) shelter is superfluous. The thing is, it doesn't have to be- there actually is so much more you can add to make building a lot more interesting and interactive. That's what I'm suggesting. That's what I've been suggesting.
If it wasn't the focus, it'd be avoidable, then- but it isn't. It's virtually impossible to avoid combat in Minecraft (and literally impossible if you ever want to "complete" Minecraft...). Besides, again, even if that is the case, what would be wrong with making combat more interesting and interactive? Not D&D or Dwarf Fortress levels of complex- just a little bit more than rapidly clicking with the same animations over and over and over again.
But again, there isn't really much to build with, or much to build other than just making cool looking things. It's all superfluous. I'm suggesting they add more to the building- more to find, more to explore, more to experience.
Also, when I say there's "nothing to collect", I don't mean it literally. Look at Terraria- it has so much more to collect and build with, and building isn't even the focus! Minecraft has the development team, the community power, and just so much more resources to work with- but it forgoes all of that. And for what? To keep it "simple"? To appease extremely easy to please people? We could have so much more- why are we letting people like that hold this game back from its true potential?
But there are no physics. They offer literally no physics to work with at all- it's just place and remove. Sand and gravel is the only thing remotely resembling physics. That's not a challenge- that's a complete lack of challenge.
And again, I'm suggesting they add more to make it more interesting. No, I don't mean tacking on mobs, making it needlessly harder, or etc- I don't want Mo' Creatures. But if you had read my initial post, you'd understand that.
I'm not saying Minecraft needs to completely destroy itself and then start over again. I'm saying virtually everything needs to be expanded upon- because virtually everything is extremely simple (to a fault), poorly thought out, and almost entirely lacking in cohesiveness.
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Point-by-point discussion is precisely what makes forums great for discussing things. That's why things like the multi-quote function exist. Would you prefer face-to-face discussion, where forgetfulness and who talks louder plays a bigger role?
There's more enchantments for weapons and armor than there are for tools. Also, what's the point of resource gathering if the entire point of those resources is to get more resources? Furthermore, why are mobs everywhere and why do things like critical hits exist if it's not combat focused?
Lastly, even if it is focused on "resource gathering", why does that mean the combat and everything else needs to be so under-developed? As Izalveri put it, just because a game is focused on something doesn't mean its other aspects need to suffer.
Besides, resource gathering itself is under-developed. You can only break blocks one at a time (even for trees!), farming is stupidly simple (place item>wait for it to grow>harvest>repeat), there's next to nothing to collect in the underground, etc. The only resources that are worth getting are the ones to help you get better equipment... which is the same crap as grinding for gear on World of Warcraft, or something. I shouldn't have to explain why this is a bad thing.
It's less about combat being "hard" or not, and more about the complete lack of depth to it. You just click. That's it. There's nothing more to it than that. You click a lot, and stuff happens. That's the same crap as "PRESS X TO WIN" seen so frequently in modern games. At its best, it's hand holding- at its worst, they seriously can't think of a better system than that, which is just shameful.
But the whole entire section of "The End" is a fight
a fight is combat
combat is fighting
what
And yet Minecraft still has none of those. There's virtually nothing to collect, the challenge is little to none, and difficulty is still lacking.
But again, there's nothing to collect, and building is stupidly simple. Once you have access to cobblestone, congratulations- you have the most effective building material in the entire game. So there goes the whole idea of "building" past simply making something look cool. And if that's all you care about, that's what creative is for.
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Though as said, Minecraft doesn't support multiple hitboxes in a single entity, but... it probably should. Despite that, I'd prefer it to just slow down the target for a small period of time, anyway. Not as long as Splash Potion of Slowness, though. Just a few seconds.
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As a side note, HUD's should only contain information that is needed at almost all times (for any game). Things like health, hunger, what items you have in your toolbar- all good. But you pretty much never need to see your armor points.
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Based on what? What do you judge a game by to consider it "good"?
Then what makes it "excellent"? Excellent is pretty high praise for something, so I'd imagine you have a lot to back it up. Combat is almost the focus of survival mode (Mobs existing, XP, enchanting, an end-game boss fight), yet it falls incredibly short. The only things Minecraft has going for it are:
-Redstone
-Fully transformable terrain
That's about it. It's not really "building" because you don't have any physics to work with, and structures serve virtually no purpose other than to keep mobs out (you can have a long corridor full of everything you need, and it'd serve same function as a cathedral). As a 3D painting tool, it also falls flat- there's no extra functions, just place and remove 1 block at a time. Would you consider "paint" good for 2D painting if you could only place and remove 1 pixel at a time? Certainly not.
Even its positives don't really work within the game. Redstone contraptions are pretty much only useful in the game for convenience (or for making ridiculous things to show off). Traps are hardly needed, because mobs are laughably simple and lacking. Things like automated farming are nice, but again- convenience.
As for fully changeable terrain, again- there's no real physics in the game, and no real mining methods outside of removing blocks one at a time. Everything feels dull and lifeless- trees are just blocks placed in a certain formation, caves are just holes into the ground... it's all so simple and lacking in design. There could be so much more.
See: Point #7.
Why do people assume "sandbox" must mean "incredibly simple and lacking in design"? The Elder Scrolls III: Morrowind is a sandbox game. Grand Theft Auto: San Andreas is a sandbox game. Red Dead Redemption is a sandbox game. Dwarf Fortress is a sandbox game (and is honestly the definitive sandbox game). Do they lack content? Are they not sandbox games because they have actual content? Absolutely not.
Sticking to a (false) definition of sandbox is bad on principle, anyway. Even if "sandbox" meant "completely devoid of content", why is that okay? Because a lot of people like it? Once more, argumentum ad populum.
Zelda isn't necessarily deep, but it has more to it than just "entertainment value".
What does that have to do with depth of content? What does that even mean? Yes, you can't "do Minecraft in Zelda", but you can't "do" Call of Duty 4: Modern Warfare in Minecraft, either. Does that mean Minecraft has less depth than CoD4? Does that mean CoD4 is a better game? Does that mean anything at all? The answer is "no" to all.
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Instead, I would prefer the difficulty scales depending on where you go- like, how deep into the world you go. I've gone over this in detail in my improvement megathread, but to summarize it:
-Make the current hostile mobs harder to spawn in lighter areas (and so they almost never appear above ground, except in fairly dark forests and etc)
-Add some more mobs to take their place above ground- ones that are more natural, and not quite as difficult to fight (also, keep spiders above ground, but still don't spawn everywhere at night)
-Add more mobs for deeper underground. As you go deeper, more and more types of mobs appear.
This would also greatly benefit if the full 256 world height was taken advantage of, and the underground went from 63 blocks to ~90 blocks. It'd also benefit from more underground content and rewards.
This would make a system where you're fine if you stay above ground, but if you wanted a challenge, you could go further underground. And you'd get ample rewards (ideally) for going further underground.