I like the idea that mojang has stated. Distinct skill perks in a skill tree. Instead of providing slight numerical adjustments here or there, you get distinct, useful abilities. Putting them in a tree gives you a benefit to focusing on a certain tree, since presumably skills deeper in the tree will be more meaningful than those mroe accessable. This also lets how many skill points you spend on things be more variable. if jumping is a skill, it will not mean much until you can actually jump and extra block. increasing it too much would not be great for the game. Putting it on a skill that gives linear adjustment to your jumping would make it a pointless upgrade, either costing a disproporitont amount to get a real change or simpyl maxing out too early. Skill perks would allow it to be done much more smoothly. lets say that a jump increase of one block is all that should be allowed. Instead of being the result of training the jump skill an inordiante amount, it can be a single perk. Perhaps that is too powerful to be immediately accessible. You can make a falling distance perk a pre-requisite. You can then add a couple more fallng distance perks to allow for a smoother upgrade sequence, without trying to match it to a specific skill. Same thing for comabt upgrades. Distinct upgrades would work a lot better than trying to apply some overall umerical benefit. Maybe one perk increases your damage by a heart. Another one increases the effect of a crit. Another allows your armour to act as if it were one poitn higher than it is. Another allows blocking to absorb more of the blow. taking these as distinct abilities allows them to be more tightly balanced, allow a more customized approach to taking them, and lets them be arranges in a sensible manner. Distinct abilities also makes it feel more like gathering speciic power-ups, instead of grinding your combat skill in general. I think there is a much greater impact, even if only from a psychological point of view, to taking a skill and jumping one block higher, compared to dumping a bunch of points into the jump skill to acheive an effect.
This would also allow greater support of individual skills that are useful, but would not make much sense in the context of a leveled skill. For example, improvised weapons mastery. Say that it lets you attack mobs with any tool, and it will only take 1 durability per hit, and will do more damage than normal. This would make killing the zombie you foudn while mining with your pick a sane thing to do. If it was a skill you had to level up, it wouldn't be very good. As a singular ability, it could be useful.
I don't understand why people keep on saying the nether needs/should have ores which doesn't make so much sense to me. It hell why would there be ores in the nether
Why shouldn't there be ores in the nether? If you accept that there is a world made of a unique material that burns forever, with areas of condenses souls that slow you down, and a glowing-like substance that forms is clusters, why can't there be pocets of other materials scattered in the ground that you can collect and use?
If notch make it random chance dey form den it could randomly form under dey house and erupt ruining your creation
And basic knwoledg of ow the game works will tel you that is not how they will be added. They will be a terrain feature you find while exploring, like strongholds or villages. Notch has never added anuthing that will appear on existing chunks.
Do you have proof dey volcano not gonna just pop up under ya house or you just speculating. If it gon go under our house and form dey volcano I can see dey people getting hella pisst
Basic knowledge of how the game works will tell you this wouldn't happen.
It's randomly 650-1250 from 0/0 of your world, no matter when it was created. If you already have chunks generated at the location of one of your strongholds, it won't exist.
(strongholds really break the "infinite" nature of minecraft... it would have been better if one got generated, say, for every 2048x2048 coords)
I'm pretty certain the current method was done for demonstration purposes, and was never intended to be the final method.
They have said that in 1.9, it will generate strongholds on a per-x-chunks basis, so you will get an infinite number. Furthermore, jeb said that ocne they add bosses, they will add some method of locating strongholds(such has having them show up on maps).Once that is in play, this should all be much saner.
a special type of wood from the nether that doesn't burn? think, its the nether. of course it would be stupid if it burned. but what if it doesn't burn?
The Nether's primary purpose is defiantly not fast travel. When has anyone from Mojang ever stated this? The Nether's main purpose was for it to be hostile, the problem is that it doesn't have decent enough rewards.
Anyway, I think this looks awesome. We just need some more mobs and materials to level things up and 1.9 will be shaping up to be much better than 1.8.
From conception it was presented as the fast-travel dimension. This is the first palce I see him making clear plans for it
When he first announced infinite maps he mentioned the possiblity of hell in passing, but that was just a general "I could do multiple worlds" musing.
Yes, the nether's primary purpose is fast travel. And it does serve that purpose well. That does not mean it shouldn't have value as a place in and of itself. It has a lot of potential that it is currently missing. These new structure means there will be something to do in the nether, at the very least.
G mod is kinda close. It's not as cool (can't change the landscape) but it's not cube based and it runs on the source engine.
The things that are close in gmod is the ability to build and design objects with materials, you can glue and bolt them together, as well as wire mod (which is an addition, for free) in which you can basically do what redstone does, but you don't need giant schematics and it's more like electronic circuitry (you have chipsets you can program)
Also, Dwarf Fortress. :smile.gif:
You should check them both out! I'm sure you would enjoy them!
I actually prefer Dwarf Fortress to Minecraft sometimes. :smile.gif:
I have gmod. Yes, there are other games that have offered you creative control. That alone is not what makes minecraft so popular. One aspect is ease of use. It is certainly easier to start building with minecraft than to try bolting things together in gmod. But for all its creative potential, gmod is pure sandbox. There is no gameplay to it. Minecraft did not take off and explode in popularity until survival mode, where it blended the resource gathering elements and general existance of gameplay with creativity.
And dwarf fortress suffers from a severe lack of accessibility. Because of this I have not actually played it myself, but I've heard quite a bit about it, and I acknowledge there are similarities. But it is still a very different game.
And despite some similarities, minecraft is very different from both of them. You can't just point out a few similar elements and say the game is not unique. I could point at portal and say it is a FPS built on the source engine. Yet, it is clearly a unique game despite those similarities. I could point at other physics based puzzle games.
THe price point certainly makes this an iffier and iffier prospect, I've never known a product to increase in price over it's lifetime, while also getting buggier.
Most people consider minecraft to be one of the most price-efficient purchases they have ever made. Purely on an "hours of enjoyment/price" ratio, it stands out. And while it does get buggier, it also expands in features. Honestly, comparing the game now to when I first purchased it, it has well more than twice the content and potential. You have never known a product to increase in price over its lifetime because minecraft has followed a unique development cycle. Hav eyou ever been able to purchase a game in pre-alpha stages? Do you really think it isn't reasonable to offer a discount for an incomplete game?
And there are examples of games that have effectively increased in price as time goes by. Take the sims. Sure, the price of the core game may have dropped, but the ever-increasing number of expansions drove the total price of the "complete" experience ever skyward. New content is added to the game, and the price increases. Minecraft is adding content and developing, and as such, they are raising the price. The price of the released version has not once changed. It isstill following the pricing model Notch laid out in alpha; 50% off in alpha, 25% off in beta, full price upon release.
Minecraft is getting buggier because it is in a feature push stage right now. They are focusing on adding a large amount of content, which comes with new and interesting bugs. After the new content is added, they are going into a bug fixing phase. This is normal, its just that people are not normally playing the game in this phase.
Even my friends who are Minecraft owners agree that there's barely anything unique about Minecraft and the only worthwhile thing about it is the community and friends.
Really? Barely anything unique about minecraft? Point me at a game that is anything like it. The closest you get is stuff like infiniminer, and that is only similar at the most basic level.
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This would also allow greater support of individual skills that are useful, but would not make much sense in the context of a leveled skill. For example, improvised weapons mastery. Say that it lets you attack mobs with any tool, and it will only take 1 durability per hit, and will do more damage than normal. This would make killing the zombie you foudn while mining with your pick a sane thing to do. If it was a skill you had to level up, it wouldn't be very good. As a singular ability, it could be useful.
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Why shouldn't there be ores in the nether? If you accept that there is a world made of a unique material that burns forever, with areas of condenses souls that slow you down, and a glowing-like substance that forms is clusters, why can't there be pocets of other materials scattered in the ground that you can collect and use?
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And basic knwoledg of ow the game works will tel you that is not how they will be added. They will be a terrain feature you find while exploring, like strongholds or villages. Notch has never added anuthing that will appear on existing chunks.
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Basic knowledge of how the game works will tell you this wouldn't happen.
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Volcanoes are awesome.
End of story.
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double tap w to sprint
And leveling was pushed back to 1.9, so the xp is useless at the moment.
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I'm pretty certain the current method was done for demonstration purposes, and was never intended to be the final method.
They have said that in 1.9, it will generate strongholds on a per-x-chunks basis, so you will get an infinite number. Furthermore, jeb said that ocne they add bosses, they will add some method of locating strongholds(such has having them show up on maps).Once that is in play, this should all be much saner.
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It should burn, but not burn up. Like netherrack.
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From conception it was presented as the fast-travel dimension.
This is the first palce I see him making clear plans for it
When he first announced infinite maps he mentioned the possiblity of hell in passing, but that was just a general "I could do multiple worlds" musing.
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Notch's development plan
Even when initially deciding this game was worth making his primary focus, he said we was going to work on other things at the same time.
So now, nearly two years later, he is doing exactly what he said he'll do, and people are getting upset about it.
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release and out of developmet are not the same thing. They have clearly stated that they will be continuing to develop minecraft well after release.
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That is not even close to meeting the requirements.
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I have gmod. Yes, there are other games that have offered you creative control. That alone is not what makes minecraft so popular. One aspect is ease of use. It is certainly easier to start building with minecraft than to try bolting things together in gmod. But for all its creative potential, gmod is pure sandbox. There is no gameplay to it. Minecraft did not take off and explode in popularity until survival mode, where it blended the resource gathering elements and general existance of gameplay with creativity.
And dwarf fortress suffers from a severe lack of accessibility. Because of this I have not actually played it myself, but I've heard quite a bit about it, and I acknowledge there are similarities. But it is still a very different game.
And despite some similarities, minecraft is very different from both of them. You can't just point out a few similar elements and say the game is not unique. I could point at portal and say it is a FPS built on the source engine. Yet, it is clearly a unique game despite those similarities. I could point at other physics based puzzle games.
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Most people consider minecraft to be one of the most price-efficient purchases they have ever made. Purely on an "hours of enjoyment/price" ratio, it stands out. And while it does get buggier, it also expands in features. Honestly, comparing the game now to when I first purchased it, it has well more than twice the content and potential. You have never known a product to increase in price over its lifetime because minecraft has followed a unique development cycle. Hav eyou ever been able to purchase a game in pre-alpha stages? Do you really think it isn't reasonable to offer a discount for an incomplete game?
And there are examples of games that have effectively increased in price as time goes by. Take the sims. Sure, the price of the core game may have dropped, but the ever-increasing number of expansions drove the total price of the "complete" experience ever skyward. New content is added to the game, and the price increases. Minecraft is adding content and developing, and as such, they are raising the price. The price of the released version has not once changed. It isstill following the pricing model Notch laid out in alpha; 50% off in alpha, 25% off in beta, full price upon release.
Minecraft is getting buggier because it is in a feature push stage right now. They are focusing on adding a large amount of content, which comes with new and interesting bugs. After the new content is added, they are going into a bug fixing phase. This is normal, its just that people are not normally playing the game in this phase.
Really? Barely anything unique about minecraft? Point me at a game that is anything like it. The closest you get is stuff like infiniminer, and that is only similar at the most basic level.