X

NOTICE

Are you sure you want to report this?

84

Experimental World Generation Snapshot 7 Feedback

108 Comments

Post a new comment:

Please sign in to leave a comment.

Sorted by oldest
  • 25
    Registered User commented
    Comment actions Permalink

    Reducing Elytra rocket boost to assist in making traversal more balanced is not a terrible idea. What I do disagree with is reducing boost to reduce lag. What should instead be done is performance improvements.

    Yes, there's only so much that can be done in regards to multi-threaded support, and the more entities then the more lag - this is indisputable, but optimizations can be made in various aspects of the game that will improve overall performance. Especially with chunk loading/generation and the lighting engine but entity optimizations wouldn't go a miss too. This is now more important than ever as the increase in height limit will mean slower load times and will impact servers negatively, elytra or otherwise.

    That said, elytra speed and boost gamerules would not be a bad thing for server admins. 

  • 23
    Registered User commented
    Comment actions Permalink

    They could add powder snow over the cave entrances in the mountains, that would further encourage the player to wear leather boots as powder snow is very easy to break.

  • 22
    Registered User commented
    Comment actions Permalink

    I think the elytra changes make sense and are good for the game, though it would be nice to see over methods of transport (like rails) get some improvements.

    Anyway, what I'd mainly like to see changed/improved the most regarding world generation is the size of some of the multi-noises to be larger by default or at the very least easily configurable, or a large biomes option re-added. Perhaps they will be configurable via datapack but even then I really miss the old sliders for changing world gen stuff.

    Either way, I think that the biomes currently are just a bit too small on average (and their sizes are very inconsistent). Maybe increase the scale of all the noises apart from the continentalness one. Also, (could be wrong) it seems like VERY small microbiomes never generate, so if the noise scale was increased wouldn't there be less microbiomes?

  • 7
    Registered User commented
    Comment actions Permalink

    Shattered/Amplified terrain should, on average, cover much more of the terrain, as it is disappointing to finally find some shattered terrain, only for it to be a tiny, micro-mountain.

  • 16
    Registered User commented
    Comment actions Permalink

    Instead of just a bunch of random blobs of magma in aquifer caves, they should generate in strips of magma (similar to how calcite generates on stony peaks), alongside obsidian. This way, we can recreate the large magma and obsidian ravines of 1.17, while still having the improved cave generation.

  • 8
    Registered User commented
    Comment actions Permalink

    Love the new work on the biomes and generation, no complaints about the Elytra changes, as per other comments, please look in to way to improve performance, especially for us server owners.  I host my own MC servers, between 8 and 18 at any one time, with the new changes to heights and caves, my testing shows I will have to drop to 4-6 servers at a time, even with 32 cores and 256GB of ECC ram and every instance running on a m.2 SSD (samsung pro drives for enhanced performance), I am guilty I do run 2 servers per drive though, one low pop and one higher. 

    please look into project mammoth, they found a way to utilize a centralized DB to handle chunk changes and then current MC instances (multiple) can all access the same game world by reading and writing changes to the DB.  This might be something MC could move to in order to prevent rewriting the entire game to allow for better multicore support.

  • 25
    Registered User commented
    Comment actions Permalink

    While the elytra change is fine, it brings to mind the fact that transportation Minecraft is rather unbalanced. For most players, there is no reason to build a minecart track, as boats on ice is around 10 times faster. In my opinion, boats on ice should be slowed to 20 and 30 blocks per second with packed and blue ice respectively, and minecarts should be made faster, to somewhere between 16 and 24 blocks per second.

  • 25
    Registered User commented
    Comment actions Permalink

    When it comes to transportation, I think the entire meta is broken. The fact that rails are slower than horses despite requiring established infrastructure makes no sense. There was a snapshot years ago where rails where made much faster, around 24 m/s or something, but they removed it because there were some issues with it. I think the idea has been largely forgotten about since then. A max speed rail system should easily be able to outpace the fastest horses with speed 2. And furnace minecarts should actually be made good for something too. The whole boat ice-road thing is also broken as hell. Elytra are really just the tip of the iceberg. One way they might improve them imo is make it so you can't use leads while flying. Limiting their use only to players and nothing else would gently encourage users to invest in other transportation modes as well without being too harsh. I think it would also be cool if they became less efficient at high altitudes, to encourage players to dive through narrow valleys and stuff. It would make flight way more interesting.

  • 22
    Registered User commented
    Comment actions Permalink

    I'm really loving what is happening in these experimental snapshots, and as I've said before, they just keep getting better every week! At this point, there are only a few things that I would still suggest. You guys have done an incredible job.

    1) Individual forest types need to be bigger. As it is, it's not at all uncommon to find nearly all the wood types in one spot since forest varieties change so quickly. In all the testing I've done, I've never come across a vast dark oak forest - or really, a vast forest of any singular type - like I have seen in previous versions of the game. An increase in the size of individual forest types would *really* help the world feel larger and more varied. (I would especially note that jungles desperately need this. Jungles used to be huge. Now they're so small that you can almost always see to their edges in all directions.)

    2) Extreme biomes should have more distance between them. It's still very common to find a desert/mesa biome within 800-1500 blocks of a large snowy area, and that makes exploring large areas less rewarding. Also, I feel that jungles are a lot more common than they used to be, and making them a little rarer would make finding them much more exciting.

    3) Deepening the ocean would really make the world feel bigger. Since the world has gotten deeper, it seems like this would be a natural step to take. But I don't know what all goes into making a change like that on the technical side, so I understand if it's not doable.

  • 6
    Registered User commented
    Comment actions Permalink

    This specific change to Elytra doesn't seem to solve any of the problems you outlined. But as an alternative for the issue of chunk loading, is it viable to smoothly slow the player's gliding speed when approaching still-loading chunks? This would be more future-proof while not affecting gameplay when the server loads in time, and could potentially be applied to other forms of travel.

    Nerfing traveling speed as a whole is very dismaying for me. I don't understand why people say being able to travel fast is "unbalanced". How fast you can get somewhere isn't some form of competition. Travel time is basically grinding, and grinding makes any game less fun, and we grinded to get the elytra in the first place. We can still explore the terrain if that's our play style, don't force it on others who don't have the time to like myself.

  • 0
    Registered User commented
    Comment actions Permalink

    maybe also remove the ability to rocket boost straight up because there's no way a small firework can lift the weight of an adult human

  • 1
    Registered User commented
    Comment actions Permalink

    add when you look up at 90 degrees the elytra is closed, as you can use 3 fireworks and dive 1000 blocks!

    also clean it up, I think there is a bug - when with a trident with a pulling rod on elytra during the rain, no other elytra is wasted during use, and this speeds up you, unlike fireworks!

    and add in the game settings to disable the new mechanics of the elite so that there are no questions and hate

  • 3
    Registered User commented
    Comment actions Permalink

    In my opinion, the elytra changes to the durability are wayy to OP. Maybe a solution to this is if a player hits a certain speed with an elytra it starts to reduce durability? (e.g. if a player glides down fast enough that they'd die when hitting a block, their elytra could start losing durability).

  • 4
    Registered User commented
    Comment actions Permalink

    I think Riptide also should take elytra durability, otherwise it's a little OP to spam Riptide III and elytra durability stays same.

  • 3
    Registered User commented
    Comment actions Permalink

    I like the reduced 3D noise. The world still has plenty of height in lots of places, but you also get plenty of flat, spacious areas that are great for building. It also makes natural village generation more common, which is nice.

  • 10
    Registered User commented
    Comment actions Permalink

    I definitely agree with the other comments that minecarts need a big upgrade. It just doesn't make sense to go to all the trouble to develop functional minecart railways when other modes of transportation blow minecarts out of the water. For all the resources that are required to make functional railways, minecart travel should be one of the fastest modes of transportation in the game.

  • 2
    Registered User commented
    Comment actions Permalink

    Hello, I am posting this comment to share with you that I was in a survival minecraft server in the 7th experimental snapshot with a friend of mine, and we kept finding the same biomes over and over again: The following ones: flower forest, dark forest, tall birch forest, I tested it in a few worlds. Those are the biomes that *I feel* like they are generating too much in comparison to the other biomes. I don't know if it's a bug or just my bad luck.

  • 4
    Registered User commented
    Comment actions Permalink

    With all due respect I think it's a pretty horrible change to nerf elytras, I feel it would be better to improve other forms of transportation instead of nerfing Elytras

  • 4
    Registered User commented
    Comment actions Permalink

    I believe the elytra movement speed nerf is not a great choice when balancing mobility in the game. It is an end game item.
    I think instead of nerfing the elytra to balance mobility, you should instead buff other forms of movement. Make rails faster or add new rails or minecarts that can move faster.
    Make horses faster. Maybe add enchants to saddles or horse armour that could increase movement speed so that there is progression (maybe give horses frost walker).
    I understand that increased movement speed can lead to performance issues in the game but I firmly believe that the Mojang team would be able solve these issues without taking out or limiting a part of the game.

  • 1
    Registered User commented
    Comment actions Permalink

    I don't know which experimental version this is related to, but I just found a panda on an island in my exp. 7 snapshot.  The biome is forest, not bamboo forest, just forest.  I really feel sorry for the guy because there is no bamboo in sight.

  • 0
    Registered User commented
    Comment actions Permalink

    using the latest bedrock  beta 1.17.30.25.  i haven't been able to find coal.  i am just generating charcoal instead.  i have 30 iron, 12 gold, 8 diamond, copper and redstone but no coal.  is that just because i haven't found any yet?

  • 1
    Registered User commented
    Comment actions Permalink

    Personally, to me the dripstone caves don't look very grand. Maybe you could make the dripstone larger with more blotches, something similar to minecraft live but not exact?

  • 0
    Registered User commented
    Comment actions Permalink

    I'm with the people that think rocket boost nerf is a bad idea, it will only encourage players to use more of them, and will come as an annoyance to most players, including myself. minecraft already contains enough useless annoyances that are meant to balance the game, please stop.

  • 0
    Registered User commented
    Comment actions Permalink

    surface biomes bleed underground causing blank boring caves 90% or so of the time

    hope its a bug

  • 3
    Registered User commented
    Comment actions Permalink

    The Elyta changes do make sense, I prefer this new durability change compared to the original one. Now you can glide/ use it a little longer than before.

  • 2
    Registered User commented
    Comment actions Permalink

    Elytras weren't nerfed at all, it's more a buff than anything, if you know how to utilize the Elytra perfectly. Also, there is no durabilty subtraction when using a Trident, which is WAY faster and even on 1.17 the load times struggle when it is spammed. So all in all, the argument that it will help with the loading of chunks, is null and void, especially when simple creative mode (1 player in the world) walking to a generation zone lags the game already and you have to wait for the game to catch up. big oof.

    Also, what about speed buffed+soul-sand+dolphin water channels (up to 150bps) or blue ice boat roads (approx 80bps)? These will, when built also will be affected by load time. So a quick and dirty "nerf" to an end-game item, while well intended, doesn't do much. It would be better to take a look at all the other options which exist (horse, minecart, other creations from technical players) and balance these out a bit better, so players can have more freedom to choose their mode of travel instead of one item for ever.

    while the terrain looks more balanced compared to the previous experimental versions, I don't like the massive amount of water in the caves. meeting one, once in a while could be an unwelcome surprise, and be somewhat interesting/a nuisance, but this amount of it is simply not fun to explore and will force players back to the old meta of strip mine tunnels instead of caving. also the aquifers tend to stick out unnaturally and need a bit of polish in my opinion.

  • 6
    Registered User commented
    Comment actions Permalink

    A bit of biome distribution feedback:

    In my opinion, deserts are way too rare and badlands are way too common. Before 1.18, badlands were very rare, only generating in warm/dry regions marked as "special," which worked out to less than 0.5% of the world. I'm sure most players are open to badlands becoming more common than they used to be, but the change is drastic in these experimental snapshots.

    Deserts have the opposite problem -- Deserts used to be a very common biome in hot/dry regions of the old biome system, but they've gotten much rarer in the experimental snapshots and usually show up next to badlands. Savannas are much more common than deserts or badlands -- perhaps some of the areas that are currently savannas could be switched to desert under certain circumstances?

    Completely unrelated feedback:

    Please reduce the light level for monster spawners. At light level 11, it is impossible to prevent spawns with redstone lamps in a 9x9x8 room, the most common configuration for grinder spawn rooms, without placing blocks in potential spawn areas.

    Also, I fully support the elytra changes (although maybe Riptide should reduce durability too)

  • 5
    Registered User commented
    Comment actions Permalink

    Well, im late to the party, but i just watched the last recently posted dev diaries, and i makes me want to give some feedback again. So, here we go.

     

    Nothing to complain, actually. The world generation is just epic.

    • There's mountains that are really easy to find, perfect. 
    • Mountains are sooo amazing. There's a good balance between the steep and the roundy mountains. Excelent.
    • Caves connection are very good. They connect really well with the mountains and the other caves, it's just... Wow. 
    • Some terrain, normally next to big mountains, are elevated. So you can play like you're in y60 but you're actually at y90 or something. This is really cool.
    • Rivers and beaches? No comments. They feel harmonic with the rest of terrain.
    • I dont know if um just crazy or something, but i feel that the "Smooth Terrain" from this XSnapshot make the terrain even more natural and harmonic too.
    • Elytra changes are very good. Keep it.
    • After all, the powder snow ends up being a cool challenge. I underestimated its design.

    Some suggestions:

    • Shattered terrain, specially eroded badlands, feels so... Tiny? I would like to see a higher, larger and more caotic terrain to call "Shattered". 
    • Keep the skeletons without bows! During those snapshots the skeleton spawners spawn skeletons withou bows. Keep it as a rare chance to occur, it's very cool.

    Again, you guys are doing an excellent work. Have a nice day!

  • 5
    Registered User commented
    Comment actions Permalink

    I hope The Warden can swim, 'cause you're going to have a hard time finding a dry cave for him! 

    Seriously, it's gotten pretty hard to get to diamonds and redstone levels. In fact, I'm having trouble getting anything dry below sea level. Mountains help a bit, but still pretty wet down there. 

  • 2
    Registered User commented
    Comment actions Permalink

    Hi, I need to tell you this Mojang! Yes, i agree that the update is very good, but you need to do something to fix the lag of the Official version will be released. My computer has 32gb of ram but it still drop fps when I fly elytra to a large mountain or big cave,...!
    Thanks for reading this!