Yeah, I was on single player a bit ago to finally check out the nether, and it was like being on a crowded server with a bunch of lag. There's nothing quite like watching leaves burn one second and being on fire the next because you went to put out a fire on a tree you wanted to save.
I've spent the past two days exploring this cave system and this is what I found just before I called it quits for today. The best part about having to use the Tiny setting is that you get a sneak peek of what's ahead.
With Morrowind's system, it was like everything except a 1 was an auto-miss until you hit a certain skill threshold, which is where my complaint lies. Even with the highest possible starting skill, you'd still fail to hit a mudcrab most of the time on a new game. Meanwhile, spells were all hit...
I played D&D some years ago, and I wasn't really fond of it. A shit roll is still a shit roll and all the modifiers in the world, excepting god mode, won't help it. It's fine if you're the one rolling the dice, since you have some semblance of control. It's not fine if it's completely out of...
You never played Morrowind without using skill potions to up your melee, did you? Whacking away at a mudcrab for five minutes and only hitting it twice in that timeframe is not a fun time when your stabby thing of choice is clearly going right through it. Even Oblivion's system of "if you hit...
I'd be happy if they just got rid of enemy scaling. It's retarded to do a late-game quest and get an awesome piece of armour only to fight a standard bandit who is wearing something twice as good. It'd also be nice if they somehow managed to import the charm of Morrowind without reverting to...
They just want an objective. How many other games do you know of where the choice of what to do is entirely on the player? Now how many of those don't have some sort of strictly negative/positive consequence for any given action, whether in a morality scale or loot acquisition? With Minecraft...
I'm currently indifferent. We can get new stuff with the current map, we just have to explore out further when the update gets here. On the other hand, that's a lot of walking, unless we can build hellgates in our current area and use that to expand our bounds. Of course, I may just be tired...
Make a compass, stand at your house, face the direction the compass is pointing. Use the /compass command, then follow the opposite of that direction on the map. You just have to keep in mind that the map is rotated 135* anti-clockwise. So what is actually west appears to be southeast on the map...
That's shitty. I've resigned myself to restructuring the beaches around my lighthouse since someone seems to think that pit mining sand and not even bothering to cover it back over is the greatest thing ever. Seriously considering constructing a Hokey wall.
Congratulations! You're wrong!
Basically, we'd just have to explore us up some more map. The new block types just won't be present on existing areas in any natural sense, but will be available in chunks that currently exist outside what we've explored so far.