Before seeing what they were doing with hunger, I would have been a strong NO in that poll.
I mean, what that suggestion is and what we got are two very different animals. That suggestion is purely a "you need to eat food every so often" mechanic. At that level, a hunger bar is not that good.
What we have has moved well beyond that. It is integrated into the game. It is the center of several mechanics, both new and old. They did hunger in a way better that I thought possible, and having used it, I must say I would now vote YES.
Seriously, that poll in no way represents the value of the current hunger system.
After playing with it for a while, it feels very natural. I run out of other supplies(including inventory space) before running out of food while just carrying a small stack.and the food bar actually makes the health easier to manage. I no longer worry about small scrapes and drops, since it will just heal. It does serve to make food a necessity instead of a nicety, which I like. I happen to be in the middle of a new vegas hardcore mode playthrough, so I am dealing with its hunger system. it is somewhat annoying to have to eat food to remove penalties, esp. since most of it is irradiated so you don't want to eat it. However, it suddenly makes resources like clean water and food very valuable. On normal mode, pure water is not really important, and food is an entirely ignorable aspect of the game. With hardcore mode, a source of fresh water is very valuable, and you start keeping track of where they are. You get excited when you find un-radiated food.
Similarly, making food necessary has really altered how you approach the game. Instead of "I need shelter by nightfall", You also think "I need a food supply". Just like you will think "I need a light source". It is another early-game goal you achieve while establishing yourself in the world, and it feels like a more powerful one.
Yes, it makes healing and combat a bit harder. It is meant to. if you are keeping yourself fed, minor healing is not really an added expense. Hence, you can worry less about minor encounters. However, if you get into a challenging fight, it does mean more. You can't just eat 5 porkchops and have a ton more health. surviving longer will help you have more health. Hence, a more defensive strategy is needed. It is an alteration to the game mechanics, so you will have to adopt your strategy, but that does not mean it is bad.
Really, the only problem I've had with hunger was having to cook beef with the furnace bug. But that was not really a problem with hunger as a problem with the pre-release bugs.
As for offering an option to disable it, there are several mechanics now dependent on it. That is not something you can trivially disable.
I really don't understand the sentiment that they aren't going to fix it. 1.8 is not the full adventure update. It is the version that they have developed up to the current point, plus a few tweaks to make it playable. The pre-release is missing a lot of those tweaks. 1.9 should round up all of the content they didn't get in the adventure update yet. They have said very little about what is going to be in it, but I would be surprised if they didn't tweak the creative mode. It very obviously has problems and features that are not implemented correctly.
I really don't understand how you can look at it, and say "This has a ton of problems, but I don't think they are going to fix it." Notch very frequently revisits old features and improves them, even more-so for new features.
compare the first version of survival to the current version. Its a world of a difference.
So is creative mode all it could be right now? Perhaps not. The game in general is rather buggy at the moment, so I wouldn't read too much into things. Some of the issues are special cases; buckets, for instance. While establishing the framework for creative, he probably just overlooked details. It will probably be refined and fixed as time passes, just like any new feature. They have a lot on their plate that they are trying to deal with, refining creative mode is something they probably haven't had time for yet.
And as someone who has not used TMI and hence am not used to its layout, I found the layout of items in creative mode sensible enough. There is a logic to it, items are sorted into groups. Without knowing where an item is already, I can find it in a couple of seconds.
And the flying does increase speed. You have a gradual acceleration, so you can do fine manuevering when working with something, then fly across the landscape. Could it be improved? Sure. But I think most of the problem is that it is different from what you are used to, not that they are doing it fundamentally wrong.
implement a binary search to figure out where the edge of the world is
you have a point you know is normal, and a point past the edge of the world.
Split the difference.
if that is normal, go to the midpoint between that and the end of the world
if it is abnormal. go to the midpoint between that and the normal world
repeat until you locate the edge
it should take less than 20 tries to nail down the exact edge.
This. If nobody can access it, btw, then it isn't a vault. If you can access it, any other human can potentially access it, too. This thread is an exercise in futility.
You are missing an important clause. "No one may enter the vault without the code".
If it's because of performance issue, making it an option at map generation could have been a good solution i think. Same about view distance, kind of sad i have to use a mod to be able to make it x2. I have a good PC, i choose those option over having 200fps.
He said it was a design decision, not a technical one. Apparently he felt that a consistent map height important for the vanilla experience. I'm not entirely sure why, and I would have made it an option, but without knowing the precise reason I can't say he's wrong.
You can't easily adjust world height at this point. It was revealed in risucraft that the convenient "world height" variable in the source got inlined so instead of having to change one variable you actually have to change every point in the code that references it. heh.
So the decompiled code will not be nice to modify it , but when modders get actual access to the code it will be easy.
we are reading what he said on reddit.
That is the ambigous statement I am talking aobut.
"Break the map" could mean many things
it could mean that your worlds will not work anymroe.
It could mean that biomes will be messed up, so it might start snowing in your desert
it might mean you need to explore new chunks, creating a "broken" map with mismatching terrain
it could mean the handheld maps don't work anymore
Yet you are treating the statement as a definitive statement.
Given the amount of time they've had to do this coding, I'm shocked at how little has been done.
Go look at the wiki. Look at the upcoming features for 1.8. I've gone over it. Pretty much all of it is confirmed, apart from a couple of details. There are a LOT of changes.
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Before seeing what they were doing with hunger, I would have been a strong NO in that poll.
I mean, what that suggestion is and what we got are two very different animals. That suggestion is purely a "you need to eat food every so often" mechanic. At that level, a hunger bar is not that good.
What we have has moved well beyond that. It is integrated into the game. It is the center of several mechanics, both new and old. They did hunger in a way better that I thought possible, and having used it, I must say I would now vote YES.
Seriously, that poll in no way represents the value of the current hunger system.
1
Similarly, making food necessary has really altered how you approach the game. Instead of "I need shelter by nightfall", You also think "I need a food supply". Just like you will think "I need a light source". It is another early-game goal you achieve while establishing yourself in the world, and it feels like a more powerful one.
Yes, it makes healing and combat a bit harder. It is meant to. if you are keeping yourself fed, minor healing is not really an added expense. Hence, you can worry less about minor encounters. However, if you get into a challenging fight, it does mean more. You can't just eat 5 porkchops and have a ton more health. surviving longer will help you have more health. Hence, a more defensive strategy is needed. It is an alteration to the game mechanics, so you will have to adopt your strategy, but that does not mean it is bad.
Really, the only problem I've had with hunger was having to cook beef with the furnace bug. But that was not really a problem with hunger as a problem with the pre-release bugs.
As for offering an option to disable it, there are several mechanics now dependent on it. That is not something you can trivially disable.
0
I really don't understand how you can look at it, and say "This has a ton of problems, but I don't think they are going to fix it." Notch very frequently revisits old features and improves them, even more-so for new features.
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0
So is creative mode all it could be right now? Perhaps not. The game in general is rather buggy at the moment, so I wouldn't read too much into things. Some of the issues are special cases; buckets, for instance. While establishing the framework for creative, he probably just overlooked details. It will probably be refined and fixed as time passes, just like any new feature. They have a lot on their plate that they are trying to deal with, refining creative mode is something they probably haven't had time for yet.
And as someone who has not used TMI and hence am not used to its layout, I found the layout of items in creative mode sensible enough. There is a logic to it, items are sorted into groups. Without knowing where an item is already, I can find it in a couple of seconds.
And the flying does increase speed. You have a gradual acceleration, so you can do fine manuevering when working with something, then fly across the landscape. Could it be improved? Sure. But I think most of the problem is that it is different from what you are used to, not that they are doing it fundamentally wrong.
0
0
you have a point you know is normal, and a point past the edge of the world.
Split the difference.
if that is normal, go to the midpoint between that and the end of the world
if it is abnormal. go to the midpoint between that and the normal world
repeat until you locate the edge
it should take less than 20 tries to nail down the exact edge.
0
You are missing an important clause. "No one may enter the vault without the code".
0
He said it was a design decision, not a technical one. Apparently he felt that a consistent map height important for the vanilla experience. I'm not entirely sure why, and I would have made it an option, but without knowing the precise reason I can't say he's wrong.
0
So the decompiled code will not be nice to modify it , but when modders get actual access to the code it will be easy.
0
1
That is the ambigous statement I am talking aobut.
"Break the map" could mean many things
it could mean that your worlds will not work anymroe.
It could mean that biomes will be messed up, so it might start snowing in your desert
it might mean you need to explore new chunks, creating a "broken" map with mismatching terrain
it could mean the handheld maps don't work anymore
Yet you are treating the statement as a definitive statement.
0
All of the stuff mjoang has said directly has clearly stated you only need to generate new chunks, or have been somewhat ambiguous.
One source gives us secondhand information that we will need a new map.
Which is the more reliable source?
0
Go look at the wiki. Look at the upcoming features for 1.8. I've gone over it. Pretty much all of it is confirmed, apart from a couple of details. There are a LOT of changes.
0
Sure. You wll get chunk errors. There will be odd cliffs. The map will be, in some sense, broken. He didn't say unplayable.
I mean, he says again. Meaning it is the same kind of change. Meaning you need new chunks.