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Goddamn, every fucking time in the past 10 years that I have tried to get into Minecraft or Terraria, I keep getting ridiculously frustrated trying to play either game the way they're intended. Nothing is more frustrating than a game that's not particularly difficult punishing mistakes in ways that make you take sometimes 30 mins to an hour to get back lost inventory.
How did anyone get addicted to these games? I can't play these games and feel anything other than frustration, like at all.
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I kind of feel the same about stuff like monster hunter.
I get the concept and I'm not a flaming trashcan but I just never had fun playing.
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Could play minecraft in peaceful mode. Might be more your speed if you don't want to deal with combat, hunger meters, and player death.
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Well, you can always try Creative/Exploration mode
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Which actually makes that mechanic all the more jarring. In both games.>>1060760
I mean, that's how I usually play, but the game makes it explicit that this is a "cheat". Trying to play survival mode as intended, without that "cheat" turned on is like ... how does anyone like this annoying mechanic >>1060789
Have no problem with any of that. It's the "drop all your inventory on death" mechanic that kills the experience for me.
Also not really being able to pause the game in single player mode, in combination with the "lose your inventory" mechanic means that if I am playing without the cheat on, then trying to pause for like, a bathroom break, means losing my inventory. >>1060848
Creative mode is pretty boring to me.
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I guess in that case, to each their own. I've never been bothered by the drop your gear aspect. It's not that different from dark souls. Maybe if I had a really nice enchant on an item it would be a bummer, but everything else is pretty easily replaceable with materials I've got back at the base.
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Maybe if you "git gud" you will enjoy it more?
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>punishing mistakes in ways that make you take sometimes 30 mins to an hour to get back lost inventory.
That's the thing about roguelikes, they're fun but very unforgiving. And that itself is often part of the appeal.
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For Minecraft, I put down a bunch of random bunkers with a bed and some chests and then dig into a nearby mountain to fetch all sorts of materials, then come out and deposit the stuff I made into the chests.
Don't think the basic actions in Minecraft are that unforgiving. Or maybe I haven't had that much issues.
Terraria tends to be harsher. Since some material in Terraria is a lot rarer to find. I've cursed my way when I losy my golden weapon/armor set by accidentally dropping into the lava.
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If it were actually hard then I would feel like I would have to actually
get good instead of feeling set back by what amounts to little mistakes, like getting knocked into a pit of lava by a random zombie and losing everything in your inventory, especially an ore you were specifically there to to gather to bring back to your chest or base. At least with the souls games, it's expected and getting back the souls you collected rarely involves trying to gather each piece of your inventory after its spread all over the place. it's all in one convenient spot. >>1060925
I actually kinda hate rogue-likes they feel like an empty promise. Like, procedurally generated dungeons rarely have interesting layouts and end up feeling like reviewing all the pieces in the same tile set over and over. The same problem that a lot of sandbox open world games have when every dungeon on the map looks basically the same sonyou don't feel the same sense of discovery or wonder you might if each dungeon were designed to look and feel distincly unique and imaginative.
And like this farkle-like "how far are you willing to risk it" is really only a mechanic I find enjoyable in those mystery dungeon games that typically have a whole second other game that takes place outside the dungeon, like how that one Rogue-like/mystery dungeon game Azure dreams where the dungeon is basically there as a means to make money that one puts into developing a town in a sort of harvest moon-like town simulator. >>1060929>For Minecraft, I put down a bunch of random bunkers with a bed and some chests and then dig into a nearby mountain to fetch all sorts of materials, then come out and deposit the stuff I made into the chests.
I think that's basically how survival mode is supposed to be played.
How I play it, doesn't make the process of trying to bring back everything I mined less annoying and making the game feel tedious
to me when that happens. >Don't think the basic actions in Minecraft are that unforgiving. Or maybe I haven't had that much issues.
They're not unforgiving, inventory dropping makes the game feel frustratingly tedious cause there is rarely any challenge to regaining your inventory, it just feels annoyingly repitive. >Terraria tends to be harsher. Since some material in Terraria is a lot rarer to find. I've cursed my way when I losy my golden weapon/armor set by accidentally dropping into the lava.
Yeah, I sincerely struggle to find any enjoyment in terraria despite the fact that it looks like it could be really fun, like right up my alley, just like Minecraft, but stuff like that is practically a deal breaker for me.
Plus Terraria has a generally frustratingly counter-intuitive interface for what is essentially a 2-D platformer.
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I always just used mountains as my home, and then found a nearby relatively flat area to quarry the shit out of. Then I just... dig down and store what I get from that.
Definitely not how most people enjoy Minecraft, but I'd just put something on Netflix and just sort of zen out to it. By the time I'm finished with a season of a show I've got so much rock and ore that I'm good to go. I usually use the rock and dirt to make floating islands above the mountain I live in.