Earlier quoted context omitted.
When it takes 30 minutes to load your mod pack and even with a RAM disk and a healthy number of fast cores on a dedicated server you're still dipping below 20 fps on some occasions, it's time for a leaner edition than java. I'm not even saying java is inherently the problem, but the java edition of minecraft is not performant and the bedrock edition is.
As I remember from setting up a server way, way back is you want to give that JVM as much memory as you can trow at it.
Nostalgia for Minecraft
111–120 of 146 posts
Re: Nostalgia for Minecraft
#112Re: Nostalgia for Minecraft
#113Earlier quoted context omitted.
Didn't they unify everything so all the different clients (desktop, mobile etc) can log into the same worlds? That would have been a hell of a lot of work.
No, not really. There's a "Windows" version for Windows-based desktops that can co-mingle with the other C++ versions, but the main version of the game is still based on Java, with the features being ported to the various console versions shortly after. The Java version remains the only way to play Minecraft on Mac and Linux, for example, and it's also where pretty much the entire modding scene lives. It's a little c…
Re: Nostalgia for Minecraft
#114A few commenters are responding on how they think certain features in addition to Minecraft would make a killer game. I don’t think Minecraft’s success had anything to do with its featureset. To paraphrase notch, he believed in a model of good enough vs perfect and continually released updates that added the minimal needed for the feature he wanted, responding to user feedback in real-time. This was unheard of at the…
Re: Nostalgia for Minecraft
#115Earlier quoted context omitted.
I don't know. They've added a ton of underwater content, new structures, mobs (bees, foxes, llamas, phantoms, drowns, etc), sunken ships and treasure maps. If anything, they've had a better release cycle since the acquisition.
What the game really needs is what was promised ages ago: a mod API on the C++ edition.
Re: Nostalgia for Minecraft
#116Correct me if you know of any earlier examples.
Re: Nostalgia for Minecraft
#117A few commenters are responding on how they think certain features in addition to Minecraft would make a killer game. I don’t think Minecraft’s success had anything to do with its featureset. To paraphrase notch, he believed in a model of good enough vs perfect and continually released updates that added the minimal needed for the feature he wanted, responding to user feedback in real-time. This was unheard of at the…
As I recall Minecraft's snowball started with geek dads watching Notch live coding and buying the game for their kids. https://youtu.be/MhQ70O1MiXc
Re: Nostalgia for Minecraft
#118Earlier quoted context omitted.
> So if you slay too many Gorgs soon there would be none left. Leave them alone and they'll eat all the Fraggles. Players would form culling expeditions every week. [...] I think the venerable Ultima Online had a few features like that, or was supposed to, not completely sure. Ultima Online tried to have such an ecology, but the players didn't react to it as described despite the game designers giving players minimal…
As best I recall (it seems it's not easy to find sources now) the biggest problem was with player-killing and griefing. The devs left player-character interactions relatively unrestricted in the expectation that social order would be (largely) maintained by the in-character actions of the PCs. Similar things had worked in text-based MUDs of the time. When they naturally got a Hobbesian bloodbath instead (classic MUDs…
Not really, in my experience. In MUDs with unrestricted player killing, in-game policing did very little to stop it (unless you count intervention from immortals/wizards, I.e. admins)
Re: Nostalgia for Minecraft
#119I ask because both the exploratory and (more importantly) the build/customize parts were a big element of that - also, it is still active (I believe) even if not exactly "thriving" today.
Re: Nostalgia for Minecraft
#120A multiplayer persistent world like Minecraft with physics would be amazing, and probably replicate Minecraft's success. e.g. If I chop down a tree at the top of a hill it could roll down and potentially wreck your house. Or causing cave-ins and avalanches from indiscriminate mining. Building dams and rerouting rivers. Building realistic defenses and then siege weapons. Fun Add in critter breeding and predation for d…
I saw it was on Steam the other day, I guess they tried to add some storyline to it.