Fae/Faer
Level 90
Overlord Birb Technomancer
1,690

Forum Posts

1 - 20 of 162

    Cpt. Corn
    07/14/2024 1:45 am
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    history
    I disagree. Old netherrack was great.
    2
    Cpt. Corn
    07/14/2024 1:41 am
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    The game needs low res textures or else you would just get very bad lag.
    1
    Cpt. Corn
    06/29/2023 2:25 pm
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    1
    Cpt. Corn
    06/11/2017 1:59 pm
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    1
    Cpt. Corn
    06/02/2017 2:15 pm
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    Finished my entry right here. Hope you love it.
    https://www.planetminecraft.com/skin/ja ... e-3958684/
    1
    Cpt. Corn
    01/21/2014 5:57 am
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    Man, I was so excited to join up this server for the sake of it being 1.7, but man... I was looking for a BETA 1.7 server, I totally forgot Minecraft has gone this far in their version numbers. :/

    *sigh*
    1
    Cpt. Corn
    01/21/2014 5:54 am
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    I'm aware of this, but I don't know if there are any servers (preferably for Beta 1.7.3) that I could go to for this.

    Speaking of which, the new launcher was a fantastic addition to Minecraft, but still... there's a lot of problems with the game currently.
    1
    Cpt. Corn
    01/21/2014 3:18 am
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    While I do commend the use of mathematics, a game's life should not only be measured entirely by its profit or financial success. Rather, in addition to this, a game's life can be seen in its development, and how this development has effected the players.

    Was Minecraft the same game it was a few years ago? Has it changed for better or for worse? Has it evolved or has it mutated?

    Whatever happens to the game's quality cannot be tracked by the profits that are made, but by those who play the game after it is purchased. What measurements are used afterwards could be by the demographics in place, the reviews of the game (both user and critic), and so on are what are needed to show if the gameplay, not the game itself, is dying. And a game, unfortunately, can still be profitable even if its gameplay has been changed for the worse.
    1
    Cpt. Corn
    01/21/2014 2:55 am
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    I don't think Minecraft is going to die, but the original Minecraft I knew and loved is practically gone. A few bad apples spoil the bunch, or in this case, a few (or a lot of) bad updates can corrupt a good game.

    Your question is not a silly one, I wish more people would ask it.
    1
    Cpt. Corn
    11/11/2013 5:34 am
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    I'd be their creative director, giving them all that I understand of what Minecraft needs to fix, as well as all that I can do, at the moment, to give them good ideas to think about. By the end of the day, there would be no telling if I had changed their minds about what Minecraft needs to do in order for it to be great again, but if they would like to hear me out again, then I would welcome them to hire me for more than one day.

    I suppose you wouldn't know what I had in mind unless you read this.
    1
    Cpt. Corn
    11/07/2013 4:38 am
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    Well, according to an old changelog that you can't see for some odd reason (and yet I can when I edit my pack), my texture pack was posted on PMC on 6/30/2011, and it was a hit at the Minecraft Forums at the time. I drew traffic from them and they flocked over to my pack, which allowed me to gain so much experience over the course of the first day it was uploaded.

    So yea, you are right, it wasn't my first day, mainly because I joined to stop some imposter... I didn't post anything 'til many days after that. But I still remember gaining 20 levels over the course of one day.
    1
    Cpt. Corn
    11/07/2013 4:30 am
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    Microsoft just want your money, and so does Sony, but at least Sony will do it with style.

    I'll continue being a PC gamer though.
    1
    Cpt. Corn
    11/06/2013 4:54 pm
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    I remember going from level 1 to 20 on my first day. I wonder what level I was after my first week...
    1
    Cpt. Corn
    10/19/2013 3:35 pm
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    Aye, me too. I'm getting quite anxious. xD
    1
    Cpt. Corn
    10/13/2013 2:50 pm
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    Wolf_paladin
    Why would you not want these?

    -World/Biome Generation focuses too much on the macroscopic level, where everything looks realistic from above, but nothing too interesting comes into place from the player's point of view. Back then, the world offered a lot of interesting places to plant your first house, but nowadays I find the world really bland.
    -Biomes used to use color from scales dependent on rainfall and temperature, which would work at its finest when you had a texture pack replicating the Fall season. You'd get all your reds, oranges, and yellows dotting around in the right places. But in the current Minecraft, you'd only get one color for the biome. So the Fall season would fall short when the whole forest is in pure red or some other color, but not a mix of any kind.
    -The End was a very boring endgame scenario, I think this is self-explanatory. In truth, Minecraft should end when your creativity runs out, not by means of a poorly executed, though optional, quest of sorts.
    -Endermen actually could stay around, but they'd need a different drop.
    -In general, alchemy, beacons, and brewing was poorly executed, and birthed some new mobs mainly to reinforce those activities, which is an excuse for depth in a game since some folks aren't really interested in those activities, unless it caters to the sandbox aspect of the game, which it doesn't.
    -Villages obstructed a player's usual first-night experience in the game, where the beginning goal is to build a house and survive the night. But apparently villages give you the option to use their housing as well as their crops and other utilities that just created a complete shortcut into an important and iconic part of the game. Villages also have a poor trading system, which also incorporated emeralds into the game. Emeralds didn't really change the poor trading system much at all.
    -Snow Golems is an almost silly means of defense, which works for some people, but not everyone.
    -Iron Golems seemed to have been made as a means of defense towards the villages, but since I want villages to be removed, then they might be removed as well. However, I do like the Iron Golems, and I think they'd make a fine hostile mob given the right situation.
    -Witches... not too sure what they are for, but maybe I'm biased against them because they look like the villagers.
    -Mooshrooms are a part of a completely unnecessary mushroom biome. Giant mushrooms, however, don't sound that bad on their own though
    -Anvil could and probably should be kept, I just felt that iron blocks could be used as anvils through a quick means to repair tools, and a GUI wouldn't be necessary - all of this is based on a server plug-in that I remember.
    -Beef, Chicken, and Rotten Flesh were just other sources of food that I felt had devalued the worth of the pig, but considering the necessity of the hunger bar, I could understand why they could be kept. I just think that the hunger bar could be improved a bit.

    However, when I wrote that, I forgot of a few topics that I want to include:

    -Baby mobs are and have always been (at least for me) an awkward-looking part of Minecraft. Of course, I don't mind breeding, so as long as it isn't overly forced, but I don't want to see baby zombies and pigs with giant heads... I don't need that aesthetic.
    -Zombies with armor sounded and looked like a bad idea. I thought good ol' Steve was the only adventurer capable of crafting armor, but apparently zombies are able to use them? I feel like it is an excuse to deliver more challenging mobs to the game, instead of putting some elbow grease together in thinking of tougher mobs.
    -When the wolf came out, some people were afraid that a companion mob would take the player's focus away from the sandbox/adventure aspect of the game, but I didn't really find the wolf a problem. However, the wolf could be improved to reinforce a better companionship. But since the ocelot was added to give more companion-like mobs, I felt that they were devaluing the wolf a bit. Now, some people like that the cats, although I find them kind of unnecessary. The developer's though did give cats the ability to scare creepers away... but in the end it sounded like an excuse to make cats seem more worthwhile.
    -As for the horse, we already had a sprinting capability which was pretty fast, and pig's are capable of being ridden... other than that I don't really know what horses do, but as a texture packer, I do know that there are about 12 or more texture files for this mob, which is way too much! Not only is the modeling on the horse a bit more complex than it needs to be, but the amount of textures is too damn high... same goes with the villagers. And in the end, I haven't really heard many people liking the horses, which is enough for me to ask for its removal.
    1
    Cpt. Corn
    10/12/2013 11:36 pm
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    Ah, now that's what I want to hear.

    However, not everything can be improved. Surely you can salvage some things and turn them into something better, but then not everything can be salvaged either... and so this suggests that some things should be removed, if nothing else can be done.
    1
    Cpt. Corn
    10/12/2013 11:22 pm
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    I'm afraid kids are here to stay, and I did make a point awhile back that might yield some understanding as to how this demographic began dominating Minecraft:

    Back then, I think the demographic for this game ranged from teenagers to adults, and it kind of stayed that way until the game got popular, if that's accurate to say.

    However, I would argue that a lot of the older players got bored or disappointed of Minecraft when the Adventure Update came around, and from then on the demographic shifted over to younger folks. It's even possible that each update onwards has been an effort to give the younger demographic more toys to play, rather than enhancing the gameplay, which would have appealed to the older demographic.

    And in a possible psychological response, it could be that the older demographic will attack or dismiss the younger demographic in an effort to get their game back, even though these actions would do nothing to improve the game at all. At most, it could only improve the social atmosphere, but that's the server's job to make sure that the social atmosphere is mature and fun, regardless of age. But basically, I'm just thinking that kids are just a scapegoat for a bigger problem at hand, or I could be wrong.
    1
    Cpt. Corn
    10/12/2013 11:13 pm
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    Yea, I'd agree with that.

    That update is a must, but it's been postponed for ages, probably because the developers are too busy appeasing the wants of the masses. But, if you'd like to make a suggestion then this place would be an ideal place to do it: http://www.reddit.com/r/MinecraftSuggestions
    1
    Cpt. Corn
    10/12/2013 5:46 pm
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    I'm thankful that someone has some empathy to relate with me on this... I was getting kind of worried that people have forgotten (or they simply haven't played before the Adventure Update).

    However, I still believe creepers should be in the game, mainly because it is a very iconic mob, and one that many have gotten a thrill out of. Perhaps annoyance was the intended challenge of the mob... Sssssss....
    1
    Cpt. Corn
    10/12/2013 5:38 pm
    Fae/Faer • Level 90 : Overlord Birb Technomancer
    AFTGOG
    um.. EXCUSE ME?! So you basically think the game should be wholly a redstone experimentation game. because without all that, it leaves redstone and creative mode, removing all point to survival. Not everyone is as dedicated to straight up building blocks as you are. actually, very few are. If you hadn't noticed yet, the future of minecraft is more in online PVP and increasingly dynamic survival endeavors. Without nearly ANY room for debate.

    It's a shame that my explanation further down the thread has failed to get notice, so I'll repost it once more:

    -World/Biome Generation focuses too much on the macroscopic level, where everything looks realistic from above, but nothing too interesting comes into place from the player's point of view. Back then, the world offered a lot of interesting places to plant your first house, but nowadays I find the world really bland.
    -Biomes used to use color from scales dependent on rainfall and temperature, which would work at its finest when you had a texture pack replicating the Fall season. You'd get all your reds, oranges, and yellows dotting around in the right places. But in the current Minecraft, you'd only get one color for the biome. So the Fall season would fall short when the whole forest is in pure red or some other color, but not a mix of any kind.
    -The End was a very boring endgame scenario, I think this is self-explanatory. In truth, Minecraft should end when your creativity runs out, not by means of a poorly executed, though optional, quest of sorts.
    -Endermen actually could stay around, but they'd need a different drop.
    -In general, alchemy, beacons, and brewing was poorly executed, and birthed some new mobs mainly to reinforce those activities, which is an excuse for depth in a game since some folks aren't really interested in those activities, unless it caters to the sandbox aspect of the game, which it doesn't.
    -Villages obstructed a player's usual first-night experience in the game, where the beginning goal is to build a house and survive the night. But apparently villages give you the option to use their housing as well as their crops and other utilities that just created a complete shortcut into an important and iconic part of the game. Villages also have a poor trading system, which also incorporated emeralds into the game. Emeralds didn't really change the poor trading system much at all.
    -Snow Golems is an almost silly means of defense, which works for some people, but not everyone.
    -Iron Golems seemed to have been made as a means of defense towards the villages, but since I want villages to be removed, then they might be removed as well. However, I do like the Iron Golems, and I think they'd make a fine hostile mob given the right situation.
    -Witches... not too sure what they are for, but maybe I'm biased against them because they look like the villagers.
    -Mooshrooms are a part of a completely unnecessary mushroom biome. Giant mushrooms, however, don't sound that bad on their own though.
    -Anvil could and probably should be kept. I just felt that iron blocks could be used as anvils through a quick means to repair tools, and a GUI wouldn't be necessary - all of this is based on a server plug-in that I remember.
    -Beef, Chicken, and Rotten Flesh were just other sources of food that I felt had devalued the worth of the pig, but considering the necessity of the hunger bar, I could understand why they could be kept. I just think that the hunger bar could be improved a bit.

    But allow me to tell you what is more important in Minecraft. More than anything, Minecraft was a sandbox-adventure game... but the mode happened to be called survival, and rightfully so. But, if survival happens to be more important than the core sandbox-adventure gameplay, then I feel that we are being distracted. I would even argue that Minecraft is not even a sandbox-adventure game anymore... it's more focused on poor RPG elements that some other games could quickly satisfy, like Terraria and Cube World.
    1

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