- xRagan
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Member for 12 years, 8 months, and 3 days
Last active Wed, Mar, 1 2017 10:02:00
- 5 Followers
- 879 Total Posts
- 136 Thanks
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Oct 5, 2011xRagan posted a message on Minecraft Minute: Skyblock Challenge AcceptedI have a question: How do you get seeds in that map, now that you can't till the dirt for seeds anymore? Are we supposed to just ignore the wheat farming, is it an old challenge?Posted in: News
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Sep 29, 2011xRagan posted a message on 1.9 Updates: Old Score Gone, Experience Possible SubstituteI'm rather tentative about hardcore mode for certain games (Minecraft being one), because:Posted in: News
(1) how randomly you can die in the game and
(2) how much the game revolves around long-term progression.
Imagine if WoW, TES Oblivion or similar games had hardcore systems (but ignore the risk of exploitation for WoW, cause that's not my point). True, hardcore is typically optional and people tend to use that as an argument to include it in a game. But on the other hand, let's not forget the fact that ragequitting exists either, which is irrelevant for other players (we just tell them, "boo hoo, tough luck") but highly relevant and important to a game developer who wants his product sales to be as high as possible.
Sure, Minecraft is already a huge success and you don't buy the game twice or at a monthly fee, but those aren't any excuse to ignore other factors that could've made it even more successful. Minecraft is successful because it lacks relevant competition, it doesn't have a monthly fee and , most importantly, it allows casual players with zero computer skills to fully express their creative skills (which is fairly unprecedented in gaming history).
In short, the more random the death system is in a game, the worse it is to implement a Diabloesque Hardcore system. The less random the death system is, the more relevant and fun the hardcore system can be.
Let's make Minecraft even more successful by staying aware of all the marketing factors, as well. Let Hardcore mode be included, but BE SURE to provide the player with a clear and concise warning (not just assume that all players understand fully what Hardcore entails).
I remember playing Diablo 2 Hardcore for the first few times. I had to play it out practically, to "get a feel" of what it actually meant. But since Diablo 2 has a death system that isn't so random (you'll get used to dying), my own experience with Hardcore was as harsh because once I did die, it was early on and I tried again and again till I got used to Hardcore and how you're supposed to play it. AND, once I got used to Hardcore, I stopped dying and I actually became a better player in general.
Also: too soft death systems will feel incredibly boring to many players (no challenge), but too harsh death systems will scare players away from taking risk.
IMO, the best death systems are the ones where you can actually screw up, but still prevent death if you're good at reacting to your own mistakes as they happen (and the game actually allows you to do this). Make a mistake in WoW, and you usually wipe. Make a mistake in Fallout 3, and you can usually "row yourself back in" by making the critical decisions needed.
Cheers :smile.gif:
Quote from Sedoi
Imho - Hardcore must be smtn like: mobs will not die in the daylight, you got only 3 hearts lifebar, no sleeping in the bad, etc. But NOT just simple "Delete world" button...
I agree, I think Hardcore mode in Minecraft should be closer to Nightmare mode in Doom 3 and not just another Diablo 2 Hardcore clone. It worked for Diablo 2, but minecraft isn't the same type of game. Not even close. -
Sep 15, 2011xRagan posted a message on 1.8.1 & Helpful HintsPosted in: News
No, but that's not RoosterInASuit's job either, it's the job of Mojang. :wink.gif: -
Sep 8, 2011xRagan posted a message on 1.8 Updates: Release Date UpdateLike I said... :biggrin.gif:Posted in: News
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Sep 3, 2011xRagan posted a message on 1.8 Updates: Changing the ChestsThe chest6s are NOT facing east-west OMG, the Sun rises and sets in the North-to-South. Notch has confirmed this and you can even confirm it yourself by making a world map. And NO, I'm not joking so stop assuming it's a joke. The chests face the sun = North (if this is the sunrise).Posted in: News
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Sep 2, 2011xRagan posted a message on 1.8 Updates: Changing the ChestsWell, I can see two other things in the first picture, actually: The eos of the sun with smoother lighting, and the fact that Jeb's standing in a MUCH larger and flatter desert biome. The flatness is probably incidental, but larger biomes have been confirmed.Posted in: News
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Sep 2, 2011xRagan posted a message on 1.8 Updates: Player Sprints & Pig SnoutsAlso, I do agree that the new pigs don't look as good. But maybe it's just the angle of it, seeing it in-game might be different. But it's not terrible, I'll live.Posted in: News
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Sep 2, 2011xRagan posted a message on 1.8 Updates: Player Sprints & Pig SnoutsOh man, Jeb this is what I'm talking about. Simple additions to the game that can have huge gameplay value.Posted in: News
I can already imagine all the various uses for this jumping, especially with regards to ravines and the more narrow areas of them. I do hope the ravines in general are super long and wide at the biggest, but having these narrow parts and jumping is just an awesome way to get from A to B with a good amount of risk added to it.
Also, in cave systems I see multiple uses for this, not to mention overland uses as well. Adventure maps, anyone?
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Aug 28, 2011xRagan posted a message on PAX - 1.8 Game Features!I'm hoping that you can switch quickly between adventure and creative modes, so that you don't have to start a new map and be stuck with just one mode.Posted in: News
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Aug 18, 2011xRagan posted a message on 1.8 Updates: Meet More MeatAs long as cooked meat isn't stackable, there's really no gameplay reason why uncooked meat shouldn't be as long as the health gain is small enough so that you can't exploit it in PvP.Posted in: News
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I feel like my mind is getting raped all over by internet dumb syndrome.
Seriously Bethesda, have you ZERO knowledge of your own game and what they're called in COMMON jargon? They're even advertising the new game as Skyrim, the pretitle "The Elder Scrolls" isn't even mentioned in most of Todd Howards videos. I'm sure that even Todd Howard is embarrased right now, he seems to have AT LEAST a certain basic minimum of common sense.
I have to say that the marketing department of games sickens me at times. So focused on earning a buck that they resort to stooping so low that they forget how much it can hurt game sales. I mean, why bother getting long-term reputation when you can earn a dollar right now? How dumb are people? What kind of planet am I living on?
And - most importantly - how does Mountain Dew taste when combined with kaviar?
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Notch are you reading this? :cool.gif:
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(1) how randomly you can die in the game and
(2) how much the game revolves around long-term progression.
Imagine if WoW, TES Oblivion or similar games had hardcore systems (but ignore the risk of exploitation for WoW, cause that's not my point). True, hardcore is typically optional and people tend to use that as an argument to include it in a game. But on the other hand, let's not forget the fact that ragequitting exists either, which is irrelevant for other players (we just tell them, "boo hoo, tough luck") but highly relevant and important to a game developer who wants his product sales to be as high as possible.
Sure, Minecraft is already a huge success and you don't buy the game twice or at a monthly fee, but those aren't any excuse to ignore other factors that could've made it even more successful. Minecraft is successful because it lacks relevant competition, it doesn't have a monthly fee and , most importantly, it allows casual players with zero computer skills to fully express their creative skills (which is fairly unprecedented in gaming history).
In short, the more random the death system is in a game, the worse it is to implement a Diabloesque Hardcore system. The less random the death system is, the more relevant and fun the hardcore system can be.
Let's make Minecraft even more successful by staying aware of all the marketing factors, as well. Let Hardcore mode be included, but BE SURE to provide the player with a clear and concise warning (not just assume that all players understand fully what Hardcore entails).
I remember playing Diablo 2 Hardcore for the first few times. I had to play it out practically, to "get a feel" of what it actually meant. But since Diablo 2 has a death system that isn't so random (you'll get used to dying), my own experience with Hardcore was as harsh because once I did die, it was early on and I tried again and again till I got used to Hardcore and how you're supposed to play it. AND, once I got used to Hardcore, I stopped dying and I actually became a better player in general.
Also: too soft death systems will feel incredibly boring to many players (no challenge), but too harsh death systems will scare players away from taking risk.
IMO, the best death systems are the ones where you can actually screw up, but still prevent death if you're good at reacting to your own mistakes as they happen (and the game actually allows you to do this). Make a mistake in WoW, and you usually wipe. Make a mistake in Fallout 3, and you can usually "row yourself back in" by making the critical decisions needed.
Cheers :smile.gif:
I agree, I think Hardcore mode in Minecraft should be closer to Nightmare mode in Doom 3 and not just another Diablo 2 Hardcore clone. It worked for Diablo 2, but minecraft isn't the same type of game. Not even close.
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Atlantis
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God forbid we ever get a game that actually contains something.
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Just putting it out there, since I didn't see any others point this out.
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This thread was not pointless at all...
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Yeah they got a mod for a sky dimension as well, called Aether. I guess Notch should just ditch that work alltogether then.
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You could copy my fix, if you want. I won't mind :tongue.gif: As you say, we're all just human :tongue.gif: