Minecraft

Minecraft Dev Tracker




29 Sep

Comment

Originally posted by Pingas9999

what exactly does "sound of music" teach/challenges the player other than it being a reference to classic?

As said, the C&C Part 2 ones aren't really teaching anything, they're more challenges. For Sound of Music, I'd say it's just teaching you that there even is a meadow biome. But it's not a very strong case for onboarding out of many examples.

Comment

Originally posted by U-Knighted

I don’t have a problem with the amount of advancements, but I think the advancement screen could use improving. There’s so many split paths that you usually have to drag up vertically to see them all, wasting all of the horizontal screen real estate.

No denying that, I think our UI could always use improvements. One step at a time :)

Comment

Originally posted by The_Cardboard_Cookie

Are you accepting to be held accountable when this causes somebody to lose their Hardcore world?

(This is a joke)

yes

Comment

Originally posted by Shulzky

I hope my very large snapshot 21w06a world doesn't get too badly corrupted, I've had it for ages now. Sad to see the moody brightness not to be set to default, it really made the game a lovely challenge when caving, but I'll just change it back to moody brightness again. Absolutely loving what beauties of seeds I've found lately, they're amazing

We set the default to 50% because caves are now much bigger, and lighting things up is much more difficult to be able to reasonably see the game underground.

Trust me, I love moody, it's my preferred way to play too. But in 1.18, I think the default should be higher for the average player - especially new players who have never played before. It's quite intimidating to light up a big cave.

Comment

Originally posted by TAway_Derp

Can we get some more tools to deal with the underground water? There's so much of it now. It's frustrating to dig into these huge aquifers. It's easy to get lost. And underwater lighting is expensive.

The way I understand the game, mining to get iron is an early game thing. But sponges and sea lanterns are more late game stuff. So there's not much in early game player can do with aquifers other than go around them.

Speaking of early game, mining just feels a lot slower than it used to be. I'm getting so much plain stone. And I'm only getting blobs of four iron ore blocks at a time when I do find any. This is on Y=16, which should be optimal for iron. How frequent are these new giant ore veins? Am I supposed to burn stone pickaxes until I find an ore vein?

So far, I'm not crazy about splitting up the ores to different levels. This makes mining more tedious. And it makes the emergent gameplay methods like "iron golem farms" more appealing. Seems counterintu...

Read more

Adding breathing potions to the treasure chests was one tool we gave this snapshot, but I think I agree with you right now it's not too easy to deal with early on.

Comment

Originally posted by AndrewIsntCool

Thank you for the explanation. I guess I just felt like some of the new achievements were so specific compared to some of the older ones, like having three different achievements for looking at things through the spyglass, versus visiting 40+ biomes combined in one achievement.

Also, is there a specific reason why the "Wax on" and "wax off" achievements are combined in the Bedrock Edition? You say you want to have them separate, which I now understand why, but they are not separate in all versions of Minecraft

The spyglass one was definitely not teaching/onboarding and more just silly challenges. There's room for both, although realistically those sort of advancements feels more like what I'd consider "achievements".

Achievements are different in Bedrock with a different purpose, and if we can avoid having too many small achievements the better. They're generally meant to be challenges more than onboarding tools.

Comment

Originally posted by yackbard

Wonder if this change is anything to do with zombies picking up items and not despawning like the glow squid ink pickup removal.

Nope I'd consider that a separate problem, we just thought it would be a really cool way to diversify the cave biomes and make Dripstone Caves more unique..

ALSO, it will potentially highlight the very cool interaction with tridents making pointed dripstone fall when they land on them! We're hoping some players might get hit by some dripstone if a Drowned misses and hits it from above ;)

Comment

Originally posted by AndrewIsntCool

I honestly think they have been adding too many advancements in these past few update cycles. Like "wax on" and "wax off" achievements could easily be one.

There's a good reason they're two instead of one - it's good if advancements can be a teaching tool. Waxing a copper block uses honeycomb, and dewaxing uses an axe. Two completely different items. Conveying that to players who don't look at the wiki is really important.

That's why we have separate advancements with separate icons to indicate what item to use.

For C&C Part 2 we're going for more challenges, because they can be really fun too.