
“I’m a big roguelike fan,” explains Notch. “It’s really fun. The idea is that you level up really, really fast. You can grind away and level up fast if you want to, or you can just play as normal and level up that way. The longer you play, the bigger the risk of dying becomes. It’s the part that really works. If it feels like it’s too harsh, we might make it half or something like that. But the fact that you lose everything – you lose all your inventory anyways.”
This is looking like it's more and more to do with the much anticipated "Adventure Update" moniker that Patch 1.8 has been dubbed with.
...right?
I know.... I would think that he would out right say "So when you die, you don't respawn and you lose your world", but he doesn't say that at all. Does permadeath mean when you die you lose all of your experience? Because I am totally fine with that.
We already have a miner, we want mages, swordsman, archers.....
And wahat about a name change?
World of minecraft sounds good
This is -SURVIVAL-. Not creative. Not 'superhardcore moinkraft'. This is survival. The exp, the permadeath, exc. It's suppose to actually announce the fact that this is now a survival game. Yes, it's still sandbox. It's a new type of game. And this is one hell of a game. Now, you honestly can't believe that this will ruin it forever. I'm almost positive Notch will update creative, and you can go about building amazing houses and what not. While I, however, will be enjoying the new update.
Honestly? Permadeath isn't big. It's like your usual death, except you loose all of your barely-earned levels, and loot. Oh darn. Exp? Gives you something to do, and something to loose. Hunger? Why not make it even more challenging to keep your character alive in this survivalist minecraft world? People need to calm down, step back, and realize this is minecraft SURVIVAL mode. It's not creative, and it sure as hell isn't adventure mode. It's simply, survival.
Undoubtedly, one or two features will make it into the next minecraft game mode.
In roguelikes where it's from? Permadeath is the concept that you, the hero, have one chance to complete your objective, and if you die, the character's saves are all deleted.
However the article isn't using the term right, in the article, "permadeath" is used as a very lazy short-hand for "When you die, you are dropped back to spawn at square one" as well as drum up pointless controversy into the future mechanic.
Pretty much levels increase as you play, but reset to 0 (or 1, whatever the initial state is) on death, to incentivize behaviors conductive to survival and increase tension as you play; after all you have more to lose from a creeper sneaking up behind you and blowing up while you're exploring, so you're going to want to make more armor, place more torches, block up pathways for later exporation, and so on. Levels seem to be "don't be lazy just because you've honeycombed the place and can get your items when you die no matter where you are you now have something to lose that you can't get back without real effort".
How about you learn to read yourself, yes?
Permadeath sounds lame, though I can see it getting added hard/hardcore difficulty for those who want more of an edge to their game (And I'm not even sure how that'd work in SMP). I just don't like spending hours/days/weeks/months on a map in SSP only to lose it all forever because of one mistake. I also don't want to deal with stupid remarks of "Go play creative mode then if you want to build". What if I like doing both?
Everything else is fine(and workarounds like loosing all exp/levels instead), I just hope permadeath is optional in some way shape or form.
I know many roguelikes delete all of your stuff, like Realm of the Mad God, a few that I wrote myself (that I should really distribute), and that seems to be all I can name of the top of my head. However, what many people in this forum seem to be forgetting is that since they think the idea of a world being deleted sucks, and since so many other people feel the same way, NOTCH WOULD NEVER IMPLEMENT IT. It is foolish to assume he would, and if he did not make it toggleable, HE WOULD LOSE A HUGE AMOUNT OF PLAYERS. Seriously, its just bad business... no one in their right mind would change a game that irrevocably. He just meant levels are lost as well as inventory, and would have said it outright if worlds are lost. Besides, wouldn't the article have been very careful to point that out if it was true?
And as for everyone flaming about mild RPG elements being added, JUST BECAUSE THEY ARE THERE DOESN'T MEAN YOU HAVE TO USE THEM. Just stay level 1! Don't interact with towns! Don't go into the new dungeon areas! It's that simple!
And that is all I have to say about that.
Other than that small concern,I'm more than happy about everything in this update.
I'm sure you'll enjoy it.
He has also used his time to play with experiments like this before. This is how we ended up with infinite maps and the crafting system you see today. And back then, those proposals were met with bitching and naysayers too.
Originally, we had to throw ore into a fire and bars would pop out...
So yeah. Just take it easy, gents.
Based on the article, death will work exactly as it does now. Except in addition you lose all your levels you gained while alive, which seem to provide some kind of advantage directly related to survival itself (I'm guessing, in order of likely-hood: more health (starting with a small number of hearts and building up to 10/20), more hunger, more sprint, innate damage reduction).
Also block, cave story's xp system is worse for a game like minecraft, because you lose XP every hit, and we have fall damage,