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Author Topic: Minecraft - It has blocks.  (Read 2422394 times)

Saint

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3930 on: August 22, 2010, 02:27:44 pm »

Notch almost finished biomes for the last friday update before this weekend.
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Hazordhu 2: Dwarven recruits wanted!
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Hugehead

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3931 on: August 22, 2010, 02:29:14 pm »

Then gave us fences and broken mobs. :(
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Soulwynd

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3932 on: August 22, 2010, 02:33:56 pm »

Then gave us fences and broken mobs. :(
Surprise!
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Apple Master

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3933 on: August 22, 2010, 02:44:49 pm »

Fences are awesome.
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Vattic

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3934 on: August 22, 2010, 04:40:25 pm »

I'd still argue strongly against grinding, skill progression, etc. One of Minecraft's charms is the idea that you can do everything.

Personally, I'd say that you could increase specialization in a few other ways that don't add grindy elements:

* Biomes. For instance, clay is currently ultra-rare. If some biome existed where clay was abundant, then people in other biomes would end up trading for it - it'd be a real pain to sail halfway across the known map just to mine a few clay blocks. Likewise for other items; a massive desert might not have any trees. A mountain range might have more iron than your average plain. And so on. Not only would this encourage players to trade, it would also give us 'trade routes' and the like for free.

I agree Minecraft is refreshingly different but skill progression isn't necessarily bad if implemented well. The way I pictured it you'd be able to do everything as well as you can now it's just that you'd be able to gain perks with time. I admit that, thinking about it, if it was limited enough not to be annoying it likely won't add any benefit to the game either. I mentioned it because it might encourage a division of labour.

Your vision of how biomes will change things is interesting, I hope there will be notable differences besides cosmetic ones. Wood should never be a trade commodity, on a deep map I built an underground tree farm because I got sick of jumping my way to the surface, one shrub and you have an inexhaustible supply. I still doubt there will be a division of labour or major trade save on an RP server.
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SHAD0Wdump

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3935 on: August 22, 2010, 04:51:30 pm »

An example of an interesting perk for a miner would be the ability to 'sense' ore through two or three layers of stone.

 Woodcutters could grow trees faster, allowing them to harvest faster. Maybe also have a higher chance of growing large trees as well.

 Farmers, have faster crop growth? Perhaps they could also get damp soil farther out from squares they prepare?

 Smiths could have shorter wait times when smelting. Perhaps longer burn times with materials as well?
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Nikov

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3936 on: August 22, 2010, 04:59:21 pm »

I don't see a need for such mechanics. On a roleplaying server, the woodcutter is the woodcutter and the miner is the miner. On any other server, such mechanics would only hinder free play. It might be nice to have free stone tools through a serverside script for your chosen profession, but official work by Notch on such things seems needless to me.

I would like to see more uses for cloth, all edible animals drop meat, the ability to pull animals around with ropes, and so forth. Ensuring that wheat plants produce at least one seed when mature would also be a nice change. Multiple ladders per crafting stack would also be great.

But that's for discussing on their forum, isn't it?
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SHAD0Wdump

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3937 on: August 22, 2010, 05:02:33 pm »

Ensuring that wheat plants produce at least one seed when mature would also be a nice change.
I'm pretty sure that's already the case. And I swear that using the hoe to harvest results in better returns.
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penguinofhonor

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3938 on: August 22, 2010, 05:17:55 pm »

I really only play single player right now. My current goal is to create a huge world in the air above the normal world, shrouding the surface in darkness. My newly crafted surface will take the place of the current surface, which will become a realm of monsters like caves are now. I haven't gotten far, though I'm beginning to craft a large, flat desert above the ocean.

I'm waiting for multiplayer survival to at least get killable monsters before I start playing it.
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Aqizzar

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3939 on: August 22, 2010, 05:25:09 pm »

Multiple ladders per crafting stack would also be great.

Why in God's name does six iron bars and one stick make sixteen track sections, but seven sticks makes one ladder?  I'm usually not one to pitch a bitch about balance, but that's just ridiculous.  I'm sure it just had to do with Notch wanting it easy to test and play with minecarts by making them relatively cheap to set up, and the ladders were just an oversight, but it's time to get this stuff straight.

Anyway, how much luck has been had enforcing RP on a server anyway?  Especially if you're not online to watch, or some guy starts building penises when no one's looking and then the lynching begins.
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Calhoun

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3940 on: August 22, 2010, 05:29:58 pm »

Why in God's name does six iron bars and one stick make sixteen track sections, but seven sticks makes one ladder?  I'm usually not one to pitch a bitch about balance, but that's just ridiculous.

So the material costs don't quite add up, but honestly, wood is just slightly less abundant than dirt. It doesn't really bother me.
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Jay

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3941 on: August 22, 2010, 06:58:06 pm »

wood is just slightly less abundant than dirt
Also, it's the only 100% renewable resource in the game.
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Saint

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3942 on: August 22, 2010, 07:23:34 pm »

To be honest one or two ingots could be used to build one rail to the track.
and I guess 1 stick is cut into thirds or fourths or whatever it was.
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Hazordhu 2: Dwarven recruits wanted!
You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

MC Dirty

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3943 on: August 22, 2010, 07:36:26 pm »

<deleted>
« Last Edit: August 10, 2022, 09:24:49 pm by MC Dirty »
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ductape

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #3944 on: August 22, 2010, 07:56:33 pm »

I have an idea for division of labor that involves no grinding at all.

You break labor into roles like has been suggested, miner, carpenter/lumberjack, etc. Then you have player pick their role, and while any player can do ANYTHING, if your role matches the activity you get bonuses. This will encourage us to use specialists instead of do everything ourselves.

Each player can only hold one role at a time. If you want to switch roles, you pick the new role and wait a period of time while your skill increases, with no grinding. As your skill in the new role increases, your old skill is fading. At some point they will be at equilibrium and then finally your new skill starts to get stronger.

It is not realistic at all, but little in minecraft is. It in some way resembles how Star Wars Galaxies worked, without the grind part. Kind of a cross between SWG and Eve Online.
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