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Cake day: July 15th, 2023

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  • ClaireDeLuna@lemmy.worldtoMinecraft@lemmy.worldLets talk about Grian..
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    3 months ago

    I feel like they should try a few different themes/formats per season to try and breakup the burnout that seems rather evident.

    Unique worlds via data packs (technically still vanilla) challenges that inspire creative builds. Or just other unique aesthetics.

    Maybe limiting things like the nether roof access to have more nether themed builds

    Creativity either through restrictions or getting a new lense via shaders/resource packs (bare bones).

    Idk but at this point I feel like the formula has ran its course with a lot of the hermits. Minecraft content in general has kind of bottomed out with long term series too on an algorithmic level.

    One idea I kinda had was limiting the world size to something rather small and encouraging people to live in a “communal” way and less of their solo ways. That way real estate is less and the bases are forced to be close together which would encourage some potentially cool collaborations with each other.






  • There’s a block called a cartography table, place that in a village and trade with the villager that uses it. Eventually they will trade you special maps that tell you the location of certain structures. That’s a good way to find some side structures.

    Caves are great, big snow capped mountain caves are better when you go deep ;)


  • “Done” doesn’t always mean complete, generally that’s where games go that I didn’t finish, never returned, and don’t plan on ever playing again.

    But to answer your question

    Far Cry: horrible update, AI is broken, don’t care to fix it

    Far Cry Primal: Didn’t hate it but I didn’t love it, caused major eye pain too so I couldn’t play long.

    Penumbra: Requiem: Abandoned the vibes of the previous two penumbra games which were the precursors to the amnesia games, didn’t enjoy the puzzles either.

    Planet Centauri: Development Hell, no interest anymore.

    Sniper Elite: weird funky controls just not enjoyable for me got about midway through before tapping out.

    We happy few: mostly abandoned by the devs, game suffered due to being rushed.

    Out of those I beat 3, the rest I either didn’t make the return window or kept for library collection reasons.







  • I’ve just finished organizing all of my PC games into a whole ass alphabetical list with checkboxes, highlights, a damn KEY, even includes large mods and DLC

    The hope is I can use it to track games I’m playing instead of bouncing around from title to title unnecessarily or being paralyzed and picking nothing.

    Currently playing Yakuza 0, and got two other games I’m playing when I’m bored or taking a short break from the big game



  • Modal transport design is probably a huge reason why this works. I would be interested to see the pedestrian deaths in a packed busy city like NYC vs the wide suburban roads of the rest of America.

    My theory is that roads designed with the purpose of driving faster (designed with a higher modal level) are commonly placed within high pedestrian areas within the US (Stroads) and due to that higher modal mental state people are “comfortable” and thus use their phones as their brains are less occupied. While in a busy city street they’re in that 1st modal mental state so they are focused on their surroundings way more.