You may notice exactly the same thing with Dwarf Fortress. It's either "TOADY CAN'T PROGRAM WORTH SHIT" or "HOLY FUCK, EVERYTHING TOADY HAS EVER DONE IS LIKE BEING FUCKED IN THE BRAIN WITH A VELVET COCK THAT EJACULATES CHOCOLATE AND KITTENS!"
You may notice the exact same thing happening for every single game ever that has had a forum. The key is to follow the example of Counter-Strike and not follow the example of Tribes 2.
Counter-Strike ignored all the complaining kids screaming to ban the awp, stop the campers, etc. They only listened to legitimate bug reports. Tribes 2 did everything the loser asked for.
My brother just told me about the water ladder, which seems to be a more compact solution to fast upwards travel than the water elevator.
You may notice the exact same thing happening for every single game ever that has had a forum. The key is to follow the example of Counter-Strike and not follow the example of Tribes 2.
This May surprise you, but I did not, in fact, arrive in the internet fresh faced and innocent yesterday afternoon at three. I simply used the closest example to Minecraft, rather than venturing out to CS or Tribes, or NS/NS2, or whatever else.
Other than that, solid point - To put it simply, Fix bugs, and only fix objectively observable problems with Balance and play. Add value to the game, rather than remove it because of some whiny little scrubs.
and only fix objectively observable problems with Balance and play
No. Do not do this. the fact is that players can not tell if there is a problem with balance and/or play. They can only tell you about obvious bugs like crashing or graphical glitches.
Think of it like this. Google makes all their decisions based on data. This really helps them sell more ads and make more money. They also try to use data to guide their user interface design. Yet, their user interfaces are mostly shit, especially in the Android department. Meanwhile Apple has designers design everything with absolutely no input from users.
Whether it is game design or graphic design, you need to give the professional designers complete power, and trust that they will make the right decision. You also need to know that almost no users have these design skills, so their opinion is worthless. Now you just have to hope that your designers are actually good at their jobs.
No. Do not do this. the fact is that players can not tell if there is a problem with balance and/or play.
Players? Fuck the Players. I mean Literally looking at the game, as a dev, designer, whatever you call yourself being the dude who makes the game, and if you see a problem, a problem of balance, something like that - even just some small cool thing you can add - reach in and tweak it.
Example of what I'm talking about - Valve with TF2. Most of the small updates they do are simply tweaking things to try to improve gameplay, all the time - Save any rants/lectures/whathaveyou about why TF2 is a bad game, because Valve isn't really catering to you with these tweaks, because you think it's a bad game, and you're not playing it, they're trying to improve it and keep it interesting for the players. Yes, they listen to community requests, but rarely will they take community requests about the gameplay.
I don't mean "Listen to the players and try to satisfy their needy little whinges because they got wiped out in 2fort by a well placed turret for the 30th time" I mean "Keep an eye on the game you made, and fix anything that arises that you didn't anticipate and is a problem to the game. Take care of the game after you release it, rather than just abandon it. And don't work on Episode three."
TL:DR - I'm saying exactly what you're suggesting - Make changes to fix bugs and objectively observable problems as observed by experts in the field, ie, problems which have data to prove their existence and experts to see and fix these problems(Ie, you, the developer/whateverthefuckelse), even if they're not strictly a bug in the traditional sense - example, a new tactic breaks the game to fuck and makes it less enjoyable, because you didn't anticipate it, it's not a bug, but fix it anyway.
From what I've heard, the reason that Valve keeps updating TF2 is because every time they update it, the gaming blogs and such report on it. Thus, they can keep the game constantly on everyone's mind, even though it has relatively few players. This keeps new people constantly coming in to Steam, where they will hopefully buy TF2 and other things. This grows the Steam customer base even if people aren't actively playing TF2. It's like a loss leader. Portal was the same thing.
From what I've heard, the reason that Valve keeps updating TF2 is because every time they update it, the gaming blogs and such report on it. Thus, they can keep the game constantly on everyone's mind, even though it has relatively few players. This keeps new people constantly coming in to Steam, where they will hopefully buy TF2 and other things. This grows the Steam customer base even if people aren't actively playing TF2. It's like a loss leader. Portal was the same thing.
I'm not sure sure about that - Yeah, maybe the big updates, but I follow many of the gaming blogs - including Kotaku and 1up, which are pretty much "Here's the latest press release/update news/something that's barely more than filler about a game, couched in a few words written by someone who works for us" blogs, and unless there's a major issue being fixed in an update, or something interesting being added, they don't report on every update, just the major ones, like the "Meet the (class)" updates, the Mann-co store update, and the Halloween update, that sort of thing. Small map changes, exploit fixes, balance issue fixes, really, the majority of those 119 updates I linked to above, don't really get that much gaming press coverage.
It appears that the Minecraft company is going to make another game at the same time. In turn alpha people will get first dibs on playing the beta of said game. Yay?
Thismade me laugh. Some self-absorbed christian thinks the goal of minecraft is to teach christian gospel values.
No, it's a parody.
Well I think that the Christian mythos is so engrained into our culture, that any work of media that is not Sex in the City will have "Christian" values. And why do the Christians get to call dibs on rock made houses!
So, here's a glitch for infinite obsidian I worked out.
Build a gate to the nether with no corners. Walk 1 block in the nether, and build a cornerless gate. Gate out. You'll notice that the gate formed in the real world has corners, even though the source gate doesn't. Salvage the gate for its obsidian. Return to the original gate, and repeat as necessary for a net gain of four obsidian blocks each time.
Build a gate to the nether with no corners. Walk 1 block in the nether, and build a cornerless gate. Gate out. You'll notice that the gate formed in the real world has corners, even though the source gate doesn't. Salvage the gate for its obsidian. Return to the original gate, and repeat as necessary for a net gain of four obsidian blocks each time.
It will generate a whole new portal every time you come back from the nether.
Gate A ------- Gate B <----- Normal World | | Gate A2 ------- Gate B2 <------- Nether
If you destroy Gate B and get the 16 blocks, then use Gate A to get to Gate B2, when you come back, you'll be at a brand new Gate B. 16 blocks a run!
I just started tooling around in the classic mode in the browser. I'm assuming the version you guys are playing is way more robust?
Classic version does not have monsters or crafting. It does not have scarcity of resources. So yes, the executable survival mode is much more rewarding.
I just started tooling around in the classic mode in the browser. I'm assuming the version you guys are playing is way more robust?
Classic version does not have monsters or crafting. It does not have scarcity of resources. So yes, the executable survival mode is much more rewarding.
*sigh* Is it hard to craft or does it tell you in-game how to do it? IE: "Hey guy, you got ten woods and two irons. Howsabout you make a door?"
I just started tooling around in the classic mode in the browser. I'm assuming the version you guys are playing is way more robust?
Classic version does not have monsters or crafting. It does not have scarcity of resources. So yes, the executable survival mode is much more rewarding.
*sigh* Is it hard to craft or does it tell you in-game how to do it? IE: "Hey guy, you got ten woods and two irons. Howsabout you make a door?"
It's not hard to craft. Sometimes it can be hard to find the materials, but that's what exploration is about. To know how to survive your first night, you need to know crafting basics, and there is no in-game tutorial. Go to the YouTubs for help getting through your first night.
It's not hard to craft. Sometimes it can be hard to find the materials, but that's what exploration is about. To know how to survive your first night, you need to know crafting basics, and there is no in-game tutorial. Go to the YouTubs for help getting through your first night.
Or to keep placing blocks under your feet until you are too high in the air to be attacked!
It's not hard to craft. Sometimes it can be hard to find the materials, but that's what exploration is about. To know how to survive your first night, you need to know crafting basics, and there is no in-game tutorial. Go to the YouTubs for help getting through your first night.
Don't bother with that bullshit. Just turn on peaceful mode.
Comments
Counter-Strike ignored all the complaining kids screaming to ban the awp, stop the campers, etc. They only listened to legitimate bug reports. Tribes 2 did everything the loser asked for. How does that shit work?
Other than that, solid point - To put it simply, Fix bugs, and only fix objectively observable problems with Balance and play. Add value to the game, rather than remove it because of some whiny little scrubs.
Think of it like this. Google makes all their decisions based on data. This really helps them sell more ads and make more money. They also try to use data to guide their user interface design. Yet, their user interfaces are mostly shit, especially in the Android department. Meanwhile Apple has designers design everything with absolutely no input from users.
Whether it is game design or graphic design, you need to give the professional designers complete power, and trust that they will make the right decision. You also need to know that almost no users have these design skills, so their opinion is worthless. Now you just have to hope that your designers are actually good at their jobs.
Example of what I'm talking about - Valve with TF2. Most of the small updates they do are simply tweaking things to try to improve gameplay, all the time - Save any rants/lectures/whathaveyou about why TF2 is a bad game, because Valve isn't really catering to you with these tweaks, because you think it's a bad game, and you're not playing it, they're trying to improve it and keep it interesting for the players. Yes, they listen to community requests, but rarely will they take community requests about the gameplay.
Here's the list of updates up till the 119th, if you're interested in an ACTUAL example of what I'm talking about, rather than me clumsily explaining.
I don't mean "Listen to the players and try to satisfy their needy little whinges because they got wiped out in 2fort by a well placed turret for the 30th time" I mean "Keep an eye on the game you made, and fix anything that arises that you didn't anticipate and is a problem to the game. Take care of the game after you release it, rather than just abandon it. And don't work on Episode three."
TL:DR - I'm saying exactly what you're suggesting - Make changes to fix bugs and objectively observable problems as observed by experts in the field, ie, problems which have data to prove their existence and experts to see and fix these problems(Ie, you, the developer/whateverthefuckelse), even if they're not strictly a bug in the traditional sense - example, a new tactic breaks the game to fuck and makes it less enjoyable, because you didn't anticipate it, it's not a bug, but fix it anyway.
Download Save File.
Here's an FAQ documenting Notch's reactions to Twitter questions.
Build a gate to the nether with no corners. Walk 1 block in the nether, and build a cornerless gate. Gate out. You'll notice that the gate formed in the real world has corners, even though the source gate doesn't. Salvage the gate for its obsidian. Return to the original gate, and repeat as necessary for a net gain of four obsidian blocks each time.
Gate A ------- Gate B <----- Normal World
| |
Gate A2 ------- Gate B2 <------- Nether
If you destroy Gate B and get the 16 blocks, then use Gate A to get to Gate B2, when you come back, you'll be at a brand new Gate B. 16 blocks a run!
http://www.minecraftwiki.net/wiki/Crafting