From 9aee4a04b17ba16393bb11d52d2bffcf7310b8a4 Mon Sep 17 00:00:00 2001 From: YouHaveTrouble Date: Fri, 9 May 2025 19:03:15 +0200 Subject: [PATCH] improving minecraft post --- src/content/posts/improving-minecraft.md | 70 ++++++++++++++++++++++++ 1 file changed, 70 insertions(+) create mode 100644 src/content/posts/improving-minecraft.md diff --git a/src/content/posts/improving-minecraft.md b/src/content/posts/improving-minecraft.md new file mode 100644 index 0000000..2374b62 --- /dev/null +++ b/src/content/posts/improving-minecraft.md @@ -0,0 +1,70 @@ +--- +title: "Improving minecraft" +publishDate: "09 May 2025" +description: "Applying good principles of game design to minecraft." +tags: [ "games", "game-design", "minecraft" ] +--- + +In this post I wanted to talk a little bit about game design theories and how they can be applied to the game I've been +playing and modding for a while now, Minecraft. + +## Addressing sand/gravel duplication + +To solve any kind of issue, we need to understand where the root of the problem lies. In this case, the problem is that +there isn't a reliable way to obtain large amounts of sand and gravel. Even mojang themselves acknowledged this and are +looking for a way to provide a solution. + +My proposal is to add a mechanic to already existing item, the anvil. Anvil falling is currently just used for a meme or +for traps. Why not give it another use? If you drop an anvil on cobblestone, it could break it down into gravel. If you +then drop it again on gravel, it could break it down into sand. It would be amazing to see anvil juggling contraptions +with pistons and slime blocks, along with a classic cobblestone generator. This way using existing mechanics we created +something new that effectively solves the problem of getting sand and gravel reliably without having to destroy your +local desert biome. + +You can try this solution in action on paper/purpur server using +PurpurExtras' `anvil-crushes-blocks` option. + +## Item durability + +Items breaking has been a status quo in Minecraft for a long time. At the start tools and armor were meant to be +disposable and easily replaced. As time went on, this changed significantly. Now a lot of resources can be invested to +create a perfect set of tools and armor. This development is not bad by itself, we can definitely work around it, but +first we need to figure out what doesn't fit in the current state of the game. We need to follow the symptoms to get to +the root of the problem. + +The first thing anyone wants on their items currently is definitely mending. It pretty much trivializes entire durability +mechanic. You just need to build a mob farm and swing by it sometimes to keep your items permanently. This has severe +side effects on the entire equipment system. There is no need to ever decide what armor to wear, you just show up in your +infinite maxed netherite armor and don't think about it. + +For this, I propose two steps to be taken that might sound insane, but I promise you they work as a whole. + +1. Remove the cumulative cost of repairing items using an anvil. Items are a huge time and effort investment now, there +is no need to take away the ability to repair them more than few times. Apart from that, this system is just fine as it +is. It takes resources and a level per material piece to repair items, that's high enough cost, and it keeps players +farming the materials to fix their equipment. +2. Remove mending enchantment. This might sound absolutely absurd, but let's think about it for a second. If you have +mending on your gear, the gear progression ends on that. There's nothing more you can do or prepare. Combined with +removing the anvil cumulative repair cost, this will add additional depth of equipment management. Should I use my maxed +netherite armor for this fight knowing that I will need to get more netherite to repair it? Or should I use my diamond +armor that's cheaper to maintain? People that prefer to minmax still have the option to do so, even in-combat repair +would still be possible, it would even be faster than mending and experience potions. + +I personally used this ruleset to play myself and a couple of servers I ran. If you want to try it out, you can use +Purpur's `anvil.cumulative-cost` option and +Mending-Be-Gone plugin. + +## Counterplay + +This one is a bit more subjective than the previous entries, but I genuinely believe it's worth considering. It really +sucks when you get one-shot and there is nothing you can do about it. So, I propose to have a player health threshold, +where if player is above it, they will not be able to die from a single hit. Imagine a situation where someone drops on +you with a mace, you're on full health, but you die instantly. That doesn't sound really fair. With my suggestion, you +would be left with 1 health left, and you'd have precious time to react by pulling out a totem or a shield. Thresholds +value could be configurable, but I'd say 10 health (5 hearts) is a good starting point. + +## Finishing thoughts + +This blog post is a culmination of me theorising and experimenting with minecraft mechanics for nearly 5 years now. +I hope at least some people will adapt these changes on their servers to make things more interesting. I also hope that +you will also think how the game could be improved and experiment with different new mechanics as well! Thanks for reading!