You get false satisfaction, but I'm talking about getting more in-game stuff accomplished than if you spend 20 minutes a day mining.
There is no such thing as false satisfaction. There is only satisfaction.
Getting more stuff in the same amount of time does not improve satisfaction. People will like the change for the first few hours, but then it becomes the new standard and over time just causes the game to be shorter.
Oh, that's cool. I'm getting all my coding knowledge from $40 books and my dad. That is at least when I'm not swimming, playing waterpolo, in highschool or doing homework. So I apologize if this 16 year old isn't as much of a coding genius as you are.
I'm not trying to say I'm a better coder than you. A degree gets you a job, but doing your own projects is what makes you a better programmer. Those books will probably teach you more than any class.
I am a ****ing studying to be a game programmer, and I am a alright one as is. I think I would know what games are. Minecraft is a form of entertainment, but people are fighting so much just because the entertainment can be achieved in less time.
Also, my point flew right over your head... The point was that the game becomes less time consuming, thus making it more open to those who have tighter schedules and, you know, lives. And I was saying my friends' justification, not my own. Some people may want to play survival, but they don't have the time to play as long as what an average minecraft player plays for, so thus it takes them longer to get the same things as the average user. This feature allows them to get to do the same things as the average users without spending as much time as them. Who says that games have to be played for a long time to be fun?
I'm also studying game programming. The difference is that I'm earning a Computer Science degree and working on games as I go, so I actually write code. For example, I just this morning vastly improved my specialized 3-dimensional collision resolution system.
Your point of view represents one of the biggest threats to the game industry. You want games to be even shorter than they already are. We're already seeing an average of only 8-12 hours of gameplay in $60 games.
And what's this about "getting the same things as the average user?" You don't "get" anything by playing Minecraft.
You mad? On a serious topic, keep in mind that not all the players have the freaking time to spend hours just to get one diamond(this is a casual game, after all) When some of my waterpolo buddies who play the game heard about this feature, they were ****ing giddy because they could cut down the time it takes for them to replace tools and spend more time building(Yes they know about creative, but that removes the fun challenges that everyone likes, such as mob interactions)
My point is that this feature is stretching out to the players who don't spend whole days playing the game. This makes the game more playable to those who only spend ~20 minutes playing per day so they can do other more important things like homework/play sports/watch tv/hangout with friends/work/etc. This is actually a really smart move on mojang's part as the game can fit both the playing style of hardcore players and casual players, thus expanding their potential player base. And honestly, isn't it a GOOD thing that we will be able to spend less time on this game to get the same results? I mean, why would you spend a day to make a castle on a new world when you can spend a few hours thanks to being able to get the resources quicker? This will give you more time to do other things in the game and in real life, and how can that be a bad thing? Well, aside from if you have nothing better to do in your life(which I hope isn't the case, but judging locklear's complaints I wouldn't be suprised. Prove me wrong)
Now here is your assignment Locklear: explain how my reasoning will negatively affect you and the community. Because from what it seems, spending less time playing video games with the same level of enjoyment sounds like a good deal, doesn't it?
Clearly you don't understand what games are. Minecraft is not a tool you use to achieve some real-life end result.
You even contradict yourself. First you say that playing survival is justified because it is more fun than creative, but then you say that spending more time playing is a bad thing. The challenges added by survival inevitably force you to play longer to build the same castle that you could build in an hour in creative mode.
The problem with a linear scale is that it doesn't really work for anyone. A few people will think it's too slow, while most others will think it's too fast and consistently reach level 30 without even trying.
A curved scale causes everyone to lie in some middle region. In the old system, the idea was that nobody would reach level 50 (although people went to great lengths to reach it just to complain it wasn't worthwhile); instead you would cap somewhere around the 20s based on how many mobs you killed.
The real problem with the old system was that most good enchantments were at levels above 30. You could easily go through an entire diamond sword getting that much experience just so that your next sword is a bit better, but at that point a stronger sword is pretty much worthless.
While this new system does support more play styles, it makes it trivial to reach the max level for any of them. The system really just needs the quadratic growth back, since right now you can easily get more level 30s than you have tools to enchant.
Let's say Mojang suddenly adds a backpack which adds another 3 rows to your inventory. The backpack requires materials that you can't get in the first hour of gameplay but which are easy to get after that. Also, if you die you get to keep the entire backpack inventory. New items are automatically put into the "safe" backpack region of your inventory until it is full. This means that death carries little significance anymore, as even if your items disappear you only lose the backpack, items in your hotbar, and the less valuable half of your inventory if it happens to be overloaded.
This backpack is basically what the enderchest is. The only difference is that it is more convenient. The funny thing is, a lot of the pro-chest people are saying that convenience is good, but pretty much all of them claim that the chest as implemented is perfect. If convenience is so awesome, why wouldn't you want it to be implemented as this backpack instead?
The reason is simple: the backpack is obviously overpowered. With the chest, you get to claim ignorance to the fact that it works like a backpack and insult people for supposedly wanting to make it harder to link your bases. This is evidenced by several pages of people asking "How is it overpowered", giving new readers the impression that there is no opposing argument.
There will always be arguments between those who understand what a game is and those who do not. I know that a game becomes fun by creating challenges that the player figures out how to overcome in the easiest way. Others will just say "Games are supposed to be fun" over and over to justify adding "fun" things that actually remove challenges.
One final note: the way this works in multiplayer is terrible. It effectively operates under different rules in singleplayer and multiplayer. In singleplayer, the chest works as a backpack and a shared storage network between bases, but in multiplayer its only real use is to quickly send items to a friend. I thought singleplayer and multiplayer were supposed to be coming closer together.
Actaully, I for one can say I have not pirated. Truthfully. I'm being serious on that one. The ones who cannot deny it are lacking in morals.
Your Youtube channel contains copyrighted content that you are using without permission, which is as illegal to transmit as a Minecraft download. You are actually the one providing pirated content.
It could be because of overheating. You can check your computer's temperature easily at any time by running Speedfan or a similar utility. If it stalls every time the temperature reaches a maximum, probably around 100 degrees celcius, you should get a cooling pad.
Notch has stated, from the get-go, he is against mods. Anyone who has been around since the beginning knows this. Do some damn research before you call me a liar.
On January 13, 2011, Notch included the FastRender mod by Scaevolus. This is the only mod that has ever been incorporated into the game.
Why do you insist on giving the credit to Notch when he has said countless times he is against Mods in every way, shape, and form. He said it AGAIN at Minecon and it was one of the reasons he was leaving. Jens said more mods will be getting added now that he is in charge.
Why are you completely unwilling to credit Notch with creative mode when it was entirely his creation to begin with? Why do you insist on lying about Notch's stance on mods?
As it turns out, Notch is the only one who has added a mod. He implemented Scaevolus's save format back in early beta.
They deliberately made sure that your worlds would NOT break because of this update. I didn't hear you whining about how awful it was to not have jungles before Jeb started posting pictures, so clearly your game is not broken just because you don't have them in your old world by default. You never would have said a world if jungles were never put in the game at all, yet you're willing to go on a pointless strike when they're made available without breaking your worlds.
How to make wearing a pumpkin worthwhile:
Go into you .minecraft folder
Open you minecraft.jar
open misc folder
drag pumpkinblur.png onto your desktop
open it in your preferred painting program (make sure it supports transparency)
get rid of everything
drag it back into your minecraft.jar
DONE.
While you're at it, why don't you make all your textures partially transparent so you can see through walls?
Sure, it breaks the current jumping puzzles, but just think of the improved courses they will be able to make now. They can force you to slide off one ladder and barely catch a different ladder pretty far away, whereas people would have just jumped off the first ladder before.
Also, you don't have to worry about dying from fall damage by hitting the top of a ladder anymore.
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There is no such thing as false satisfaction. There is only satisfaction.
Getting more stuff in the same amount of time does not improve satisfaction. People will like the change for the first few hours, but then it becomes the new standard and over time just causes the game to be shorter.
And I would like for it to stay that way.
I'm not trying to say I'm a better coder than you. A degree gets you a job, but doing your own projects is what makes you a better programmer. Those books will probably teach you more than any class.
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I'm also studying game programming. The difference is that I'm earning a Computer Science degree and working on games as I go, so I actually write code. For example, I just this morning vastly improved my specialized 3-dimensional collision resolution system.
Your point of view represents one of the biggest threats to the game industry. You want games to be even shorter than they already are. We're already seeing an average of only 8-12 hours of gameplay in $60 games.
And what's this about "getting the same things as the average user?" You don't "get" anything by playing Minecraft.
1
Clearly you don't understand what games are. Minecraft is not a tool you use to achieve some real-life end result.
You even contradict yourself. First you say that playing survival is justified because it is more fun than creative, but then you say that spending more time playing is a bad thing. The challenges added by survival inevitably force you to play longer to build the same castle that you could build in an hour in creative mode.
1
A curved scale causes everyone to lie in some middle region. In the old system, the idea was that nobody would reach level 50 (although people went to great lengths to reach it just to complain it wasn't worthwhile); instead you would cap somewhere around the 20s based on how many mobs you killed.
The real problem with the old system was that most good enchantments were at levels above 30. You could easily go through an entire diamond sword getting that much experience just so that your next sword is a bit better, but at that point a stronger sword is pretty much worthless.
While this new system does support more play styles, it makes it trivial to reach the max level for any of them. The system really just needs the quadratic growth back, since right now you can easily get more level 30s than you have tools to enchant.
0
This backpack is basically what the enderchest is. The only difference is that it is more convenient. The funny thing is, a lot of the pro-chest people are saying that convenience is good, but pretty much all of them claim that the chest as implemented is perfect. If convenience is so awesome, why wouldn't you want it to be implemented as this backpack instead?
The reason is simple: the backpack is obviously overpowered. With the chest, you get to claim ignorance to the fact that it works like a backpack and insult people for supposedly wanting to make it harder to link your bases. This is evidenced by several pages of people asking "How is it overpowered", giving new readers the impression that there is no opposing argument.
There will always be arguments between those who understand what a game is and those who do not. I know that a game becomes fun by creating challenges that the player figures out how to overcome in the easiest way. Others will just say "Games are supposed to be fun" over and over to justify adding "fun" things that actually remove challenges.
One final note: the way this works in multiplayer is terrible. It effectively operates under different rules in singleplayer and multiplayer. In singleplayer, the chest works as a backpack and a shared storage network between bases, but in multiplayer its only real use is to quickly send items to a friend. I thought singleplayer and multiplayer were supposed to be coming closer together.
2
Your Youtube channel contains copyrighted content that you are using without permission, which is as illegal to transmit as a Minecraft download. You are actually the one providing pirated content.
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On January 13, 2011, Notch included the FastRender mod by Scaevolus. This is the only mod that has ever been incorporated into the game.
In other words, you really are a liar.
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Why are you completely unwilling to credit Notch with creative mode when it was entirely his creation to begin with? Why do you insist on lying about Notch's stance on mods?
As it turns out, Notch is the only one who has added a mod. He implemented Scaevolus's save format back in early beta.
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While you're at it, why don't you make all your textures partially transparent so you can see through walls?
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Also, you don't have to worry about dying from fall damage by hitting the top of a ladder anymore.