History YMMV / MineCraft

23rd Aug '17 6:44:38 PM Az0riusG4m3r
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23rd Aug '17 6:40:28 PM Az0riusG4m3r
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1st Aug '17 12:18:13 PM treehugger0369
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** When Parrots were first introduced, they were tamed via cookies, which were clearly chocolate chip. There was an uproar on Reddit over the fact that chocolate is poisonous to parrots, and if any younger players tried to mimic the game, they could seriously hurt or even kill their pet parrots. Mojang heard the complaints and not only changed the mechanics so that parrots were tamed with seeds instead, but made it so that any attempt to feed a parrot a cookie would instantly kill it, possibly as a form of damage control to demonstrate to younger players what would ''really'' happen if they fed their parrot a cookie.
29th Jul '17 3:12:46 PM flameclaw0x7
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** The Player with the biggest pack of friendly Wolves [[TooDumbToLive (and isn't accidentally killed by them first)]] usually wins; players have been known to spend whole episodes and wasting numerous hearts worth of health trying to harvest enough bones to recruit them, sometimes when they'd be better off conserving their limited resources and investing the energy into more practical advantages.

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** *** The Player with the biggest pack of friendly Wolves [[TooDumbToLive (and isn't accidentally killed by them first)]] usually wins; players have been known to spend whole episodes and wasting numerous hearts worth of health trying to harvest enough bones to recruit them, sometimes when they'd be better off conserving their limited resources and investing the energy into more practical advantages.
27th Jul '17 2:07:54 AM NonoRobot
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** Someone thought it would be funny to start a "Notch head for your avatar week" on the official forums. [[http://www.dropbox.com/gallery/5181268/1/Notch%20Head?h=a0fad4 This was the result a few days later.]]



** [[http://youtu.be/pcyx_jSjmuU This.]] Probably one of the saddest Minecraft narratives in a while. Also ''severe'' MoodWhiplash.



** In turn, ''Minecraft'' is frequently accused of "ripping-off" other games like ''Dwarf Fortress'' and ''Infiniminer'', as shown in this [[https://www.youtube.com/watch?v=N__BhXhbSUs video]].
19th Jul '17 6:37:47 PM Ize
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** A less random case would be The Nether, a molten wasteland that's difficult to navigate due to containing a literal ''sea'' of lava, a handful of powerful mobs, and titanic clusters of Netherrack that make it difficult to find Nether Fortresses, which are the only reason a player comes here in the first place.

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** A less random case would be The Nether, a molten wasteland that's difficult to navigate due to containing a literal ''sea'' of lava, a handful of powerful mobs, and titanic clusters of Netherrack that make it difficult to find Nether Fortresses, which are the only reason a player comes here in the first place.contain mobs that drop items necessary to progress.
12th Jul '17 5:00:52 PM Shedlessguy
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** The Fire Aspect enchantment for swords, which when coupled with diamond armor and a diamond sword, makes it unbelievably easy to kill any player in PVP matches.
24th Jun '17 8:57:46 AM morenohijazo
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** 1.12 replaced achievements with advancements. "On a Rail" is no longer available, but instead gave us "How Did We Get Here?", which requires having all 20 status effects that can be legitimately acquired in survival ''at the same time''. The worst part is that requires having Mining Fatigue and Levitation at the same time: those two status effects are only inflicted by a mob who only lives at the bottom of the ocean and a mob who only lives in a floating island in the middle of nowhere, respectively. And then you'd have to be inflicted with Wither at the same time, which requires a mob which is found nowhere near the two aforementioned mobs, or another mob who is summonable but destroys everything close, including those two aforementioned mobs. Even then, you'll also need to spend lots of resources in building beacons and brewing potions.
** The advancement system also gave us "Serious Dedication", which would be more a Goddamned Achievement if that trope existed, but anyway. You must waste two diamonds on a diamond hoe, something you would never think of crafting if it wasn't because of the advancement. And that's not the end: you must use it until it runs out of durability, which will require a lot of time (it has 1562 uses) unless you till every single dirt block you see (1562 blocks being much more than you'd till in a normal, or even somewhat large, farm) or use it to hit mobs (which drains durability faster, but hoes are very weak in combat).
22nd Jun '17 3:22:11 PM flameclaw0x7
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** The combat revamp in 1.9. While, admittedly, it makes facing monsters more challenging and fun, harkening to the old days of "hit monster, back away, rinse and repeat". However, nearly everyone agrees that it ruins [=PvP=] combat and turns the originally fast-paced duels into slow games of waiting for your opponent to drop their shield. If you join a [=PvP=] oriented server (minigames, factions, etc) don't be surprised if they abolish the new system by making all swords have a million points in attack speed.

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** The combat revamp in 1.9. While, admittedly, While it makes facing monsters more challenging and fun, harkening to the old days of "hit monster, back away, rinse and repeat". However, nearly everyone agrees that it ruins [=PvP=] combat and turns the originally fast-paced duels into slow games of waiting for your opponent to drop their shield. If you join a [=PvP=] oriented server (minigames, factions, etc) don't be surprised if they abolish the new system by making all swords have a million points in attack speed.
22nd Jun '17 3:15:22 PM flameclaw0x7
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** Mining. Let's be honest, nobody wants to spend hours on end branch mining just to find the five diamonds to progress onto a diamond pickaxe and enchanting table. What really takes the cake is that, unlike other resource-collecting mechanics, mining for resources is near impossible to automate.



** 1.8 added a way to get mob heads. Unfortunately, the only way to get them is to have the mob (zombie, skeleton, creeper, or wither skeleton) be killed by a charged creeper. This entails waiting for a thunderstorm, hoping for a creeper to get struck by lightning, staying at a distance where the creeper neither kills you or despawns, bringing a mob to the creeper, and then not dying when the creeper explodes, which is ''very'' difficult, especially on Hard or [[HarderThanHard Hard]][[FinalDeath core]] mode. Needless to say, not many people were happy with the [[FakeDifficulty unnecessary]] [[LuckBasedMission difficulty]] in obtaining a trophy.

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** 1.8 added a way to get mob heads. Unfortunately, the only way to get them is to have the mob (zombie, skeleton, creeper, or wither skeleton) creeper) be killed by a charged creeper. This entails waiting for a thunderstorm, hoping for a creeper to get struck by lightning, staying at a distance where the creeper neither kills you or despawns, bringing a mob to the creeper, and then not dying when the creeper explodes, which is ''very'' difficult, especially on Hard or [[HarderThanHard Hard]][[FinalDeath core]] mode. Needless to say, not many people were happy with the [[FakeDifficulty unnecessary]] [[LuckBasedMission difficulty]] in obtaining a trophy.


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** The combat revamp in 1.9. While, admittedly, it makes facing monsters more challenging and fun, harkening to the old days of "hit monster, back away, rinse and repeat". However, nearly everyone agrees that it ruins [=PvP=] combat and turns the originally fast-paced duels into slow games of waiting for your opponent to drop their shield. If you join a [=PvP=] oriented server (minigames, factions, etc) don't be surprised if they abolish the new system by making all swords have a million points in attack speed.
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.MineCraft