u/adamlbrown3

What type of Minecraft player are you?
▲ 1 r/MinecraftUnlimited+1 crossposts

What type of Minecraft player are you?

Where do you fit on the Minecraft playstyle spectrum ? Do you play for low-stress relaxation, or for thrills and excitement? Do you look for singleplayer immersion, or a more interactive style of play?

From what I can see from the statistics, 2/3rds of players are towards the top or left, but the most vocal community members are towards the bottom and right? Do you worry that Mojang listens to much to these voices?

https://preview.redd.it/baluac96232h1.png?width=1422&format=png&auto=webp&s=dbade43009e728ea90026323d8a7aa5dc09dc7a2

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u/adamlbrown3 — 2 days ago

There are a lot of things you can do in either creative mode, spectator mode, or by using commands, that you can't organically do within game in survival mode.

Arguably, it would be more fun if *some* of these things were possible in survival mode, even if they were very difficult to achieve, expensive, involved etc.

Which do you think it would be good if some kind of mechanism were introduced to make possible, and if so, how difficult should it be, how should it work, and what should it require?

- altering the time

-controlling the weather

- controlling mob spawning (eg summoning or access to spawn eggs)

- controlling mob behaviour (eg disable hostility, griefing)

- access to unlimited items (like creative inventory)

- complete invulnerability to damage

- ability to fly, or maybe just float

- ability to phase through solid blocks

- teleportation

- keep inventory upon death

- mass-kill commands

- set a biome

- fill command - to automate building

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u/adamlbrown3 — 20 days ago

So in my day job I'm an systems analyst, so I thought I'd do a quick systems analysis of minecraft to see how we can solve some of the common complaints. So I've done one (extremely simplified) schematic of how minecraft currently works, and one of how I think it could be improved (the orange arrows represent changes I think should be made).

The green boxes are "early game foundational game loops" - the purple boxes are "exploration regions" and the blue boxes are "internal systems". The red box is just a late-game outcome state - it doesn't feed back into anything else. The arrows show the dependencies - ie the systems you have to master before you can explore a region or the region you have to explore before you can master a system, etc etc, ie you can't brew potions until you've visited the Nether and collected blaze powder and netherwart, etc.

As you can see from the before picture, there are quite a lot of missing links, stuff that could and should link together that doesn't, and some aspects of the game that are just not well integrated at all and feel pointless/like dead-ends. So I've stuck a load of arrows on to show how this could be improved, so that everything you do feeds into something else and there are no deadends.

IMV this would improve every single aspect of Minecraft gameplay - pulling all the different aspects of the game together more coherently, providing players with more choices as to exactly how they want to progress, and extending the gameplay options pretty much indefinitely without having to turn to mods etc.

https://preview.redd.it/4jdtlhvr5iyg1.png?width=1828&format=png&auto=webp&s=a7f8fe7288841bf55be0ca6c4233d3c0b90c4034

https://preview.redd.it/1qi4dglt5iyg1.png?width=1825&format=png&auto=webp&s=28598913dad99e65711dfce433df8bb40ef5c902

reddit.com
u/adamlbrown3 — 21 days ago