This I remember these days. Before base building autism really took off. Nobody had to watch guides on how to make a German medieval villa with fleshed out interiors of fake seats nobody can actually use. No autofarming anything besides a few monster drops so you could make TNT quick. The world was interesting so glass skyways was peak. Minecraft was it's best when a creative mode wouldn't have made sense or even gotten much use. As soon as creative mode became desirable to people it was already dead.
When the Nether was added, it was supposed to be the first of many biomes that radically changed the game, but it remained functionally useless until Nether Fortresses were added, which in turn solely served as a source of potions and means to reach the End; another biome that remained unfinished for a very long time (and arguably still is, over a decade later).
The hunger system in Minecraft fundamentally prevents playing the game in a way that is not tedious.
The game could have had much more that changes the way you play that you could acquire via exploration but the high food demand that the game presents simply slows the game and hurts exploration immensely all while impeding creativity by having you degenerate in loops of chores. There is nothing interesting about it. It's just busywork.
Beyond this, the developers routinely showed that they don′t understand certain things that were clearly wanted by the players; for instance, the Anvil was meant to create a system in place that allowed players to keep their tools forever but they slapped on an increasing level tax on repairs, with which tools eventually became useless (unless you have Mending).
This is further worsened by the increasing shift toward making it a lobotomized rogue-like instead of elaborating on the survival aspects; prioritizing trading over crafting, looting over mining, farming over exploration.
This is made all the more apparent with the addition of Enchanting Tables and Potions.
This.
The new mechanics only detracted from the experience.
All the RPG features were worse than bad, they dragged mine craft down into the cess pit of online mmorpg to make more sales.
In vanilla I never had diamond armour, never. Didn't need it, didn't care, diamonds better spent on picks. Not interested in hoarding chests full of diamonds, they were just a resource for making picks.
In my mind the idea of leveling up your character or gaining wealth were totally alien and unwelcome. I genuinely used creative, like you would use a ladder, just flick it on and off to build things. Never felt the need to spawn anything in.
Half blocks, I was apprehensive. The whole point of the game was that every block was a block. Half blocks, quarter blocks, there are probably 16th blocks now. There's an unbearable amount of pseud in the new game, first pseud I remember was cactus' damage radius.
I laughed for hours when I realised you could hide a door slamming machine under the map and everyone could hear the sound on the surface. Better times
Yeah. Funny how Mojang wants Minecraft be an adventure/roguelike game, but the most popular mods and modpacks are the ones that focus on the crafting/base-building aspects.
>hurts exploration immensely all while impeding creativity by having you degenerate in loops of chores
I feel like you articulated something I've struggled to put my finger on. You nailed it, Minecraft lost it's vibe not because of How people make bases, but because early on, we didn't really need to, there were almost no gameplay loops trapping us anywhere. Creative mode wouldn't have even made sense to us back then because exploration was the point. We didn't make a base to be seen or to farm or trade. We made a base with a view. I spent days getting away from everyone else on the server just to have a completely isolated gorgeous view. I can't remember the last time I explored to find a place like that. It always has to have some crap next to it now and we pick it because it makes these boring loops easier.
You may take for granted your ability to cut to the heart of an issue, but a lot of people have worked on these games with rooms full of people discussing changes and they all missed the point. Really consider working on a project yourself.
The nether and the end were unwelcome departures from the world, the items and focus on items was materialistic, capitalistic even. At some point they decided to add an in game currency and npc trade, come on.
Redstone was always it's own thing, many people played just as a circuit emulator. This notable subculture was unobtrusive and ruined nothing.
I liked multiplayer when it came out, but it was ruined by people. Initially it was children who behaved in a wholesome fashion but then the vice from the real world spilled in. Stealing, vandalism, aggression, hoarding, greed.
Even single player was ruined for me, knowing that my world is something I'm keeping other players out of. I want to share it; but they would only ruin it
>indev
we were robbed.....
the /mmcg/ pastebin has an infinite FLAOT mod for 1.7
Minecraft Infdev 20100611
sovl
1.0 and on has honestly lost it's vibe.
This I remember these days. Before base building autism really took off. Nobody had to watch guides on how to make a German medieval villa with fleshed out interiors of fake seats nobody can actually use. No autofarming anything besides a few monster drops so you could make TNT quick. The world was interesting so glass skyways was peak. Minecraft was it's best when a creative mode wouldn't have made sense or even gotten much use. As soon as creative mode became desirable to people it was already dead.
Today I will remind them.
>cardboard box house
every time
SOVL
You can see the soul escaping with every iteration.
Just use terrain generation mods/datapacks
they dont capture the soul
>minecraft
>soul
it's not that old yet
when minecraft becomes made in the 90s it will be soul
if it was currently 2014, minecraft would have been made in 1999...
this
this
i wish there was a texture pack that actually properly captured the essence of pre-MS, or at least pre-jappa era minecraft
When the Nether was added, it was supposed to be the first of many biomes that radically changed the game, but it remained functionally useless until Nether Fortresses were added, which in turn solely served as a source of potions and means to reach the End; another biome that remained unfinished for a very long time (and arguably still is, over a decade later).
The hunger system in Minecraft fundamentally prevents playing the game in a way that is not tedious.
The game could have had much more that changes the way you play that you could acquire via exploration but the high food demand that the game presents simply slows the game and hurts exploration immensely all while impeding creativity by having you degenerate in loops of chores. There is nothing interesting about it. It's just busywork.
Beyond this, the developers routinely showed that they don′t understand certain things that were clearly wanted by the players; for instance, the Anvil was meant to create a system in place that allowed players to keep their tools forever but they slapped on an increasing level tax on repairs, with which tools eventually became useless (unless you have Mending).
This is further worsened by the increasing shift toward making it a lobotomized rogue-like instead of elaborating on the survival aspects; prioritizing trading over crafting, looting over mining, farming over exploration.
This is made all the more apparent with the addition of Enchanting Tables and Potions.
>the agricultural revolution ruined minecraft
This.
The new mechanics only detracted from the experience.
All the RPG features were worse than bad, they dragged mine craft down into the cess pit of online mmorpg to make more sales.
In vanilla I never had diamond armour, never. Didn't need it, didn't care, diamonds better spent on picks. Not interested in hoarding chests full of diamonds, they were just a resource for making picks.
In my mind the idea of leveling up your character or gaining wealth were totally alien and unwelcome. I genuinely used creative, like you would use a ladder, just flick it on and off to build things. Never felt the need to spawn anything in.
Half blocks, I was apprehensive. The whole point of the game was that every block was a block. Half blocks, quarter blocks, there are probably 16th blocks now. There's an unbearable amount of pseud in the new game, first pseud I remember was cactus' damage radius.
I laughed for hours when I realised you could hide a door slamming machine under the map and everyone could hear the sound on the surface. Better times
Yeah. Funny how Mojang wants Minecraft be an adventure/roguelike game, but the most popular mods and modpacks are the ones that focus on the crafting/base-building aspects.
couldn't have put it any better
>hurts exploration immensely all while impeding creativity by having you degenerate in loops of chores
I feel like you articulated something I've struggled to put my finger on. You nailed it, Minecraft lost it's vibe not because of How people make bases, but because early on, we didn't really need to, there were almost no gameplay loops trapping us anywhere. Creative mode wouldn't have even made sense to us back then because exploration was the point. We didn't make a base to be seen or to farm or trade. We made a base with a view. I spent days getting away from everyone else on the server just to have a completely isolated gorgeous view. I can't remember the last time I explored to find a place like that. It always has to have some crap next to it now and we pick it because it makes these boring loops easier.
You may take for granted your ability to cut to the heart of an issue, but a lot of people have worked on these games with rooms full of people discussing changes and they all missed the point. Really consider working on a project yourself.
Modern minecraft seems to use a heightmap instead of the weird voxel thing they used to have. It's very samey since the caves and cliffs things
I get what you're saying but the cave update made the caves way better, the underground always sucked in Minecraft until that.
I remember it peaked around 1.03E
The nether and the end were unwelcome departures from the world, the items and focus on items was materialistic, capitalistic even. At some point they decided to add an in game currency and npc trade, come on.
Redstone was always it's own thing, many people played just as a circuit emulator. This notable subculture was unobtrusive and ruined nothing.
I liked multiplayer when it came out, but it was ruined by people. Initially it was children who behaved in a wholesome fashion but then the vice from the real world spilled in. Stealing, vandalism, aggression, hoarding, greed.
Even single player was ruined for me, knowing that my world is something I'm keeping other players out of. I want to share it; but they would only ruin it
>noo you cant grief in mineycraft