>>323395489 it got popular the glitchy honeymoon had to end sometime, 1.8 was the beginning of excessive polish 1.8 changed almost all core aspects in some way from how you play the game all the way up to more homoginized and predictable terrain generation
and then further updates past 1.8 added too much fluff that ultimately very half baked ideas like the ender dragon mushroom biomes, enchanting, and xp, and endermen to an extent
>>323395489 Notch and now Mojang don't even know what the hell to do with the game and through their lack of vision to create something cohesive and makes logical sense, they allowed the fanbase to be fractured into the people who want 3D Dawrf Fortress, the people who are happy with a half finished bare bones game because they can mod it however they want, and the people who are happy with a half finished barebones game because al they care about is building anyway. The people who wanted 3D Dwarf Fortress are long gone, leaving only the people who are happy with a half finished barebones game they can either mod or just mess around with building stuff and that is all Mojang needs to make their millions. There's no need to make the game anything more than just to releasing periodic update adding pointless shit to the game to keep everyone's interest.
>>323398568 for me personally I like back then how modded server software like bukkit with plugins that really hampered the experience of the game like you can't dig here go out 500 blocks etc.
and it's kinda painful to see a server become more segmented and generic
Like i used to go on a server and they used to have this town that they had protected merged with the free build world with the town protected but eventually they had to get rid of the map i cant remember if it was corruption issues or outdatedness
they setup a new map and eventually replaced the old one
it used to be a server about just building stuff and talking
but then once they implemented the new map everything felt like it got more generic they split up everything into seperate worlds, added pvp worlds, hunger games, and the free build world suffered in alloted world size and their was no exploring the abandoned buildings of players of yesteryear which made it not that fun
>>323399656 My best minecraft experience was when somoene made a gigantic floating island, it was large enough to have many biomes, but there was nothing beyond it, the server had a plugin that banned you until wipe if you died, and it was a survival "last man standing" game with other people, i lost against the very last guy.
As a multiplayer experience the game became cancerous, but i still enjoy the game as a single player. With no hacks or anything of course. What i liked the most was getting lost in the caves, finding lava, etc, and i still have that. I don't need to prove my autism level by building huge elaborate shit for others to see and judge, so i can build small functional shit that serves its purpose and that's it. I can dick around with Redstone without worrying about someone fixing up the wiring while I'm gone.
It's still decent, I'm still sad is not 3D Dorf fortress, and multiplayer is gay
>>323395489 Minecraft went off in 15 directions at once as development continued on, so it got a lot of ideas that were only sort of implemented.
For example, Alchemy and Enchanting exist, but both have some major flaws -- Alchemy requires a lot of monster hunting for components and only has a so-so effect on many potions or a somewhat boring, linear effect, such as bonus damage or a heal that is pretty much meaningless when you already regenerate HP anyway. Enchanting is a neat idea to strengthen equipment, but it's still for the most part +damage or +armor and the way you gain experience encourages building mob grinders to get the XP. Both things are endgame content, the enchanting table requiring obsidian and diamonds, the alchemist's stand needing blaze rods obtained from nether fortresses. I would suggest creating a lesser alchemist's stand from overworld materials that can't make the same potions as the current one, and move weaker, more vanilla enchantments to simple anvil recipes.
Hunger was an ok concept, but I feel like you regenerate HP far too fast. I would make it so you only regenerate a half heart every 30 seconds or so to promote potion use, or require you to use a bed to get your HP back. Healing shouldn't be just as easy as stuffing steaks down your throat rapidly.
The bosses don't really serve a lot of purpose because combat mechanics aren't very deep in Minecraft. The ender dragon is more annoying since you just move around and kill some crystals to take him down while wearing a pumpkin on your head or standing in water. The wither is pretty much a beatdown with a sharpness 5/smite diamond sword, killing it before it kills you. No other enemy is a real threat after you get iron armor, when can be had within the first 10 minutes of starting a new world. The only exception to this are creepers not because they can do a large amount of damage, but because they can destroy stuff you build.
https://www.youtube.com/watch?v=nFGt90wdmAE mine was back in beta one of my friends invited me to his schools minecraft club server there were no monsters but it was beautiful it was just a tight knit circle of friends having fun exploring and building shit like a city and personal houses no protection plugins and everyone trusted eachother, no one stole anything from eachother,
we just built and talked with eachother and had our own little adventures, even the moderators celebrated my birthday once, I can remember alot of the events, and i can remember when it all stopped 1.8.... when it released nearly everyone stopped playing i didn't know why at the time, but i was one of the last people to go on and it closed down a little bit after...
>>323400512 There's not a whole lot of reasons to explore because the concept of dungeons was never really developed. Most resources just require you to mine a lot anywhere in the world. Strongholds don't really hold any unique loot beyond the Ender Portal. "Dungeons" still remain a 7x5x5 cobblestone block with a monster spawner. The nether provides some unique terrain and challenges, but ultimately falls to the same issue as its overworld counterparts.
Building is fairly limited as well, but thankfully there's more and more materials every update. It would be nice to include all sorts of different objects in addition the the stuff we got recently like cobblestone walls, potted plants, etc for those looking to build vanity buildings. For people looking for functional buildings, such as a fortress that is actually designed to repel attacks, there's not a lot of reasons to build anything more than a 5x5 dirt cube because nothing really bothers you outside of other players, who will just chisel straight through whatever you build anyway.
And finally, speaking of players, the final issue with Minecraft is that PvP simply isn't engaging or interesting. As above, building things to repel invaders is useless, the only real material that slows them down is obsidian, which is difficult to gather in quantities needed, and doesn't really stop someone with a diamond enchanted pickaxe anyway. No NPCs are available to defend what you build either, so maintaining a base on a server that won't be sacked as soon as you hop offline is difficult to say the least. Fighting other players is usually pretty dull, limited to who has the stronger equipment, and if evenly matched, consists of two players running at each other clicking wildly to score hits with the occasional bow user. There hasn't been new ways to fight since the bow's been made either, unless you count dumping lava buckets on people.
>>323401820 Modders helped MC's situation somewhat by providing focused developments to specific parts of the gameplay. Industrialcraft provided an electrical system along with factory style objects to aid in the creation of technical items. Better Dungeons added just that, larger, more detailed dungeons to explore and conquer with unique enemies/bosses and loot. Thaumcraft added in new environmental mechanics in the form of aura/taint, a way to utilize this ambient magic, and magical themed items to go with it. Terrain mods help to generate more interesting or realistic terrain. Twilight Forest adds an entirely new dimension to explore, complete with unique enemies and dungeons and loot. None of these mods really coordinate to provide a supplemental experience to the base game however, with most completely outdoing anything you can get in vanilla Minecraft and thus rendering the base game obsolete when enabled.
Mods also are the saddest thing with Minecraft as well. Notch had access to a massive amount of amateur talent with great ideas that could've been harnessed to improve Minecraft dramatically with a little coordination. Although he did eventually absorb horses from Mo' Creatures, many other modmakers with good works were left ignored, when it would've been trivial for Mojang to shell out a few thousand bucks to have a modmaker produce content on contract with Mojang's supervision. The Aether, for example, would've been a lovely addition to Minecraft during its time, far more interesting than The End was.
>>323397856 Think about the bright side, your biological demise is approaching with light speed. When you die everything stops, memories, emotions, opinions. And death even if it's painful it's just a moment.. really doesn't matter after that nothing will exist anymore.
>>323395489 They should have just opened it up for modders and made it more stable. Everything they've done was already was a mod. If they had an Xbox mod marketplace they would be rolling in the 12 year old parent money. The game just needed some polish and the only necessary additions were things that mods couldn't do well. Playing early versions of mod packs like tekkit was great with friends.
The law of Cohesion. It got popular, new games like Minecraft came along who did things better, Minecraft devs tried to catch up, they failed. It always ends like this for indie games. DayZ is a brilliant example.
>>323412904 Yeah they used to have a free to play version on the website. It was just a creative mode and all you could was build or play games like Lava Survival and Zombie Escape. Lava Survival was great.
If the game would've stopped after the bed update I would still be playing it probably. Honestly, if you need all that content (especially from people who won't go into the concept 40% ish) get a modder to do it for you. I remember playing and watching all those low quality looking videos of MC right after the bed update and feeling so cozy and at home. It felt good.
>>323413318 OP explains it top notch. >1.8 Even after I recovered, I perm felt a huge loss of entertainment value (especially survival, holy shit ;_:7) after it. Any update post 1.8 made the game COMPLETELY UNPLAYABLE.
No joke, I played my 360 MC version because before it got the Xbone port they hardly ever, if ever, updated it. It didn't have 1.8 for a series of months, even afterwards it took a while to get updated past the basic form of 1.8.
>>323396115 >predictable terrain generation I was never able to gen interesting worlds after that update. I think that's what killed it for me. My favourite longest played map had a valley with mountains that had sheer drops, a desert nearby with mountains surrounding it. Just a whole bunch of cool shit in every direction... and then after the update every world following was just nothing followed by nothing and more nothing.
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