I think one of the main problems with the game is that they aren't really being original anymore, from just a game standpoint. The adventure update was welcome because it added a lot of cool things that people were interested in, and it also added a lot of cool mechanics. Everything since the Halloween update had been relatively minor. It seems to me that everything after the adventure update has been pretty generic, bland, and overall useless. Everything from mob heads which literally can't be obtained in survival to all the new terrain "features" are pretty bad. I wish they would just scrape all these updates together and release a minecraft: trilogy update or something that not only added all the stupid guff for the idiots, but also the actual stuff we should be getting, such as optimization, better terrain, better mechanics, and ect. Maybe if these updates came along with some actually interesting material they would be passable, but from where i'm looking now minecraft's future is basically the old story of "it becomes cluttered and dies of suffocation."Quote from Missingno_26
Well, with the time, I kinda accepted enchanting and other stuff ...
The problem isn't that they're adding useless/unfitting stuff. The problem is that they're adding it while leaving aside the real problems of the game.
I mean, come on ! Terrain generation is blank, Nether is Laggy, Ender Dragon is stupid and too easy, etc ... These are major problems and currently nothing is planned to fix it !
Don't tell me it's impossible to fix these problems ! Mods improving terrain generation do exist, same for optimisation.
Minecraft was originally a survival sandbox, it's why people enjoyed the game. If people wanted to play a generic build-your-own-X game i could point out about ten different games that have been around years before minecraft was ever even an idea. Minecraft is the common day example of a survival sandbox, it became big because of it's niche appeal and ease of use. Saying minecraft isn't a survival sandbox is like saying a pencil isn't a writing utensil. All the crap you mentioned are all aspects of the "survival" part of "survival sandbox" and you deny that like an illiterate child.Quote from MinecraftSiegeEngineer
Minecraft is Minecraft, not survival. Minecraft means craft/biuld ANYTHING. You have wide(but still narrow) selection here what you can do. Participate in team battles with Iron Golems, slay spiders, heal mobs, trade, build... And finally there is creative mode. It just IS NOT possible to stand for sandbox survival.
We already have lanterns, glowstone, and pumpkins. These blocks emit more light than a torch but cost more and include the downside of being an actual block. What you're suggesting is basically a cobblestone lamp, which makes everything else useless. Your model is broken and unbalanced, not in a game breaking way but certainly in a noticeable.Quote from StealthLava
Thats cool. Hey! Horses and Carpets. (Pun intended. lol)
Questian:
Is Mojang ever going to add an easy to craft Stone Lantern to the game? (I give Mojang permission to add my mod to the game. It uses a Vanilla Texture & a much needed Simple Crafting lantern recipe. :3)
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1:blocking 2:potions 3:world 4:food 5:villagers/trading 6:mining/mobs 7:enderpearls
[1] Blocking: The blocking mechanic is useless, it is much more effective to just spam mouse 1 and stunlock an opponent rather than parry. I suggest that the stun be removed from a successful attack, and instead be added to an attack on a successful parry. The parry should remove all mele damage from the front and should reflect arrows from the front the same way an arrow would bounce off of a creeper experiencing damage invulnerability. Knockback would stay attributed to successful attacks.
[2] Potions: Instead of having "recipes" add modifiers. The modefiers would work the same way certain ingredients work, but would allow for comboing of potions, meaning you could make a speed potion that would slightly heal you, or a nightvision potion that would make you invisible. Of course this would mean you would have to balance ingredients with each other, i think you could do that with time limits on passive attributes like speed or invisibility, and with power on aggressive ones such as damage or healing.
[3] The world: This is a big one, the open world is one of the things that got people dragged into the game, and why people still play it. The terrain since the adventure update has ironically gotten a lot less interesting. The problem lies within the facts that A: world terrain doesn't have enough random possibilities and B: there is no finite resource you need or want to gather above ground. Adding the possibility for a giant mountain to spawn in a plain or for there to be a wide valley in a mountain biome is key to keeping people interested in finding new places to build and explore. Before the adventure update people explored for pumpkins, we need something like that to go and find above ground to promote adventuring, possibly multiple things, these could be biome specific or general.
[4] Food: Food drives the survival aspect home, and it's very well implemented except for one thing. The tiers of food have no real diversity. Meat and pie heals more but is harder to make, melon heals less but is easier to get. Sure, these sound great at the end of the day, but they aren't balanced in a setting where you can just make a small melon farm and get multiple chests full of melon a day. I suggest the higher tiers of food adding a small but useful amount of health upon consumption. Possibly a modifier for all food which adds health every X amount of theoretical hunger points replenished "theoretical because eating a steak with 1 hunger bar would not replenish more than one bar, but would use the food."
[5] Villagers and trading: Trading with players would be nice, and trading with villagers definitely needs a revamp. The trading in game has gotten to be too much of a side note, trading with villagers should be something people want to do rather than do whenever they find an emerald someplace. i suggest having villagers sell the aforementioned "rare surface resource" so that people would still have a way to get it if luck isn't on their side.
[6] Mining and mobs: We know the dangers of mining, and we know it can be kind of frustrating when it's impossible to conquer a cave because all the caves in the 100 chunks around you are linked. What i suggest is a return to the old cave system, where caves were more sparse but were more interesting to spelunk in, with a large cave having many drops, underwater lakes, and lava oceans. I also suggest an other deep spawning mob, like the slime. This mob would have to be something menacing that could actually be a problem for the player. It has to be difficult without being frustrating, possibly a mele mob with a teleportation method like the enderman, but less passive.
[7] Enderpearls: This is more of a nitpick but i think we should dbuff them, they are too easy to use and make pvp bases in factions maps too easy to get in or on. I suggest a charge up timer, such as with the bow and arrow, but with overcharing destroying the pearl, wasting a valuable resource. This would implement some skill into using the pearl.
If I've missed anything or if you feel some of these are in the wrong direction please let me know. Also let me know why you dislike or like any of these, as it does help the process of creating good ideas and eliminating bad ones.
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The reason nobody complains about the enderdragon is because players rarely see it. It's so much of an afterthought that nobody cares about it. It was poorly implemented and gave a ludicrously pathetic reward, meaning nobody gave a about killing "the big bad boss" or seeing notche's terrible outlook on how "maybe real life is a game and you're playing a game of the real world" or whatever the hell he was rambling on about. Plenty of people argue that the end and its boss don't fit within the game very well, but they aren't enough of a part of core gameplay to worry about.
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The problem isn't that horses don't fit in minecraft as a mob, it's that their design does not. They could be redesigned to fit in better with the other mobs. As for potions, those don't fit into the game at all and are generally useless in vanilla.