This new update is great, I just don't like the new recipe book feature, because it's a bit nooby. And I don't like the way mojang changed the achievements to advancements, as I prefer a linear achievement set, or at least being able to see some of the achievements before completing any, so that I know what to work towards. It's a great update otherwise.
Does anyone else have issues crafting items such as chests,hoppers,torches and unable to turn items such as red stone blocks in to dust and diamond blocks back in the diamonds. Please can someone help? I do believe the the update to 1.12 has done this to my game.
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I don't like the new 1.12 update because it adds so many unnecessary things that help out almost nobody unless you are a person who likes to build.
This is repeated every single update. If you so care to share with us, what is "necessary"?
We got Parrots, several new, colorful building blocks that are easily obtainable in Survival, new sounds, a text-to-speech for memes, and more quality of life additions. I personally appreciate all of this. (Except for the Recipe Book. I'm quite annoyed by it.)
I like that they finally added colored beds; that was something that should have been added a long time ago.
I don't think they should have changed the wool colors, though, for two reasons:
1) It makes some old builds look weird.
2) It decreases the variety in colors.
The concrete is also neat, but I think it's kind of what hardened-clay/stained-clay/terracotta should have been. If the hardened-clay/whatever block colors were more close to the actual dyes, the concrete would probably not have been necessary. I like that that hardened looks sort of like colored stone, and has an earthy tinge to it, though I think it would have been better if it had had a color palette closer to that of the dyes.
Most people don't use resource packs. If I am building something on a multiplayer server, I wouldn't want it to look completely different to the majority of people. Not only is it an objectively bad change (because it changes the colors of blocks people have used already in builds), but it is also an unneeded change. If we have the bright concrete, why do we need wool of the same color?
I think it was a really moronic move on Mojang's part. They change parts of a game that is already loved by many people, and then get frustrated when people complain.
", sans-serif">I think in 1.12 the colors have gone a little bit to bright it would be nice if it could be a litlle darker. I personaly dont like the aqua wools brightness as its its the i litlle to bright for me and my friends likings. GOOB BYE!!!
No, that's not what I mean. When I say change, I mean changing something that is already in the game, not adding new features. I am not talking about the additions of iron golems, new biomes, or whatnot, I am talking about the fact that Mojang has a recent trend of "fixing things that ain't broke." Every heard that saying?
Can you explain to me why we needed the color change of wool? How does it put the game forward? Other features (like new biomes or new structures or new mobs) put the game forward. Changing something that is already in the game is asking for controversy.
I don't mind the new colors and textures that have been added and as for the recipe book it does need some work to make it better. The version the consoles use for he recipe book would of been better to use than the current one. The achievements menu is almost none existent now and looks like something from alpha. The UI for the inventory menus and for item selection has to be my biggest gripe. I can't just click on an item and move it now to were I want. There was nothing wrong with clicking the item to select it than be able to move it to where I wanted it regardless of what was there. Click and hold to move an item may seem like less effort needed but it requires an open slot for the item to move to. (I know minor detail). Click and drag is not how the inventory screen should work. So far that's the only issues I have with the new update but only time will tell if I find more problems with it.
...The UI for the inventory menus and for item selection has to be my biggest gripe. I can't just click on an item and move it now to were I want. There was nothing wrong with clicking the item to select it than be able to move it to where I wanted it regardless of what was there. Click and hold to move an item may seem like less effort needed but it requires an open slot for the item to move to. (I know minor detail). Click and drag is not how the inventory screen should work. So far that's the only issues I have with the new update but only time will tell if I find more problems with it.
There was no such change in this update. You're the one who enabled touch screen mode.
New blocks: yay, always like having more decorative choices.
Gameplay ergonomics: SIMPLY even more HORRIBLE than what they already were.
The combat is more "balanced", true, but it simply not very simple & fun anymore. Basically, you have to constantly fall back when in battle. For a combat based game, ok, but for a mining & building game, it just detracts from the enjoyment. I'd have gone with slowing down a LOT the "swiping and then pulling back" movements for striking with sword or tools. Not having such a ridiculous "timer".
But even worse are the boats. Instead of "being in control" and just targeting where YOU want to go, you have to actively "paddle" left and right. This would be similar to say playing say a puzzle game where instead of simply clicking the part of the screen with the item you want, you,d have to use arrow keys to slowly move the mouse to the item. Or an RPG where you have to alternate left and right to make your character walk. It is just very unwieldy, It just makes boats VERY imprecise to use, and the player,s attention moves away from "just being able to enjoy the scenery" and towards" click festival micromanagement.
Carpal tunnel syndrome simply won the game. It seems Mojang doesn,t have an ergonomic gameplay user interface designer in there.
I stopped playing the more recent versions because of this.
Another example of bad User interface design:
Vanilla: must double-tap then hold forward to sprint. Automatically stopping sprinting when you pass too close to anything or even sneeze.
After only a couple hours playing, I usually get severe carpal tunnel syndrome pains in my wrist joint.
MITE Minecraft Is Too Easy: sprint key is a TOGGLE. You want to sprint? You sprint. You want to walk? You walk. Simple enough. Must less strain in the
Needing to micromanage EVERY movement your character must make = SIMULATION = BAD
Simpler "Higher level" controls where the UI uses ther bare minimum to *GET" the *intention* of the player, and then works with that = GOOD.
As another example, let's compare Parasite Eve controls vs Spiro the dragon controls:
PE: left = rotate left, right = rotate right, forward = move forward. Can't move while turning. Can't move while shooting.
Very annoying and the UI is always getting "in the way" of what thep layer actually really wants to do. Sudden camera switch and Eve is now near top of screen and you want to turn to shoot at a monster on the left orf the screen? Gah, remember then to press to the right to shoot towards the left of screen then !
Spyro: just just pick a direction and the game will make thel ittle dragon brake, accelerate, turn, breath fire, whatever, and all at once, in order to reach the desired and specificed vector of action.
Super simple even a 5 years old gets it intuitively, players's brain is 100% on the game itself, not on the interface.
UI should be as simplified and unobstructive as possible, almost "invisible".
I like that british expression :-) but for boats, maybe it works for others, but for me it's a lot more "roundabouts" and next to no "swings". Previously, all I had to do to look around was just stop accelerating and look around and I could look around 360 degrees very easily. And when I wanted to go somewhere, pointing to it was stupidly easy. Sure, you can just press only the forward key, but that won't make you go where you want unless it just happened to be perfectly straight ahead, so now I've got 3 keys to deal with to try to go somewhere instead of only one, and "lining up" with the direction where I actually want to go is next to impossible because you constantly overshoot your turns. Now it's a limited field of view with controls that are disconnected from the actual view. i.e. "micromanage your arms movements to paddle" instead of a "character-overview type of control", just point and the character does what is necessary, no matter what that action (turn, acccelerate, whatever) may actually be". So they basically downgraded the efficiency of the interface by an entire indirection level. It's basically a boat UI done by people with zero idea what ergonomically designing an interface is all about.
Having 2 or 3 digits required to be on the keyboard all at once is a real pain for me. As in: Literally. Same for "constantly needing to press more keys to adjust course". Wheras slightly moving a mouse is, ergonomically speaking, much less stress on the wrists. Especialyl considerign that the hand on the keyboard is not the same as the hand on the mouse, so the wrist stress is also spread out more evenly. So with a sprint toggle, instead of "hold an additionnal key down", you'd not even need to "hold" that extra key in order to sprint: your Steve would keep on trying to sprint no matter what happens. i.e. actually making the interface as painless and be as "not in the way" as possible, that is the only real way to go for any serious game design to go.
Given that boating and spriting are 99% of my way to travel, these new user interface choices completely "killed" Minecraft for me. Luckyly, the launcher allows me to play the older versions. Better to pass on all the new blocks, than having severe wrist pains after only a mere hour of playing. Too bad the mod I play is the only one I know of that uses a toggle for sprinting. Is there a tiny mod out there to "turn sprint button into a toggle" ? That sure would help me a whole lot.