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kozykricket · 4 hours
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Mods? Take him to the stump of his favorite childhood tree.
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kozykricket · 4 hours
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beautiful women with cute names like "google" and "pay pal" keep sliding into my email inbox to tell me about their updated terms of service
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kozykricket · 4 hours
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Everyone on tumbr is like gay this lgbtq that, and I'm over here just eating so much sour cream ormf ormf ormf ormf ormf ormf ormf ormf romf ormf ormf ormf
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kozykricket · 5 hours
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you ever just think "what if i moved somewhere else, practiced changing my voice, changed my entire wardrobe and hairstyle out, and just went by a different name" and
guh?? unsure which part of that actually really gets me feelin.
more thoughts on this but theyre fairly personal
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kozykricket · 8 hours
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there is so much intimacy in creating something together
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kozykricket · 1 day
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tldr wind charges are fun, the trial chambers are fun, the update generally evokes a Joyous feeling of "yeah lets just have some silly ol things" ...and it sets up a lot of good pieces like trial spawners, to be used in more contexts in the future also, i listened to the OST while writing this all. I'm on Endless now.
Now that we have music and a name for 1.21, I'll give some of my thoughts ... on 1.21 as it is. That is to say, I'll withdraw any comments about "they... didn't update this unrelated thing :/" because like... yes, theres many other things that I think they could've updated, and I do hope they get to stuff thats on the backburner/backlog soon, but I respect 1.21 heavily for its lovely, wonderful additions LONG READ AHEAD!!
Tricky Trials feels like it … didn’t overscope, and thus was able to accomplish confidently what it had set out to do: To add more fun to Minecraft. Yes, there are of course still issues in Minecraft, and many things on the backlog / stuck in the ideas box, but… when you just look at 1.21 for what it DOES and not for what it DOESNT do? You get a 9/10 update, I’d say.
By focusing on the trial chambers, they’ve really created a special experience. A more refined dungeon than any other. I want to talk about… why I love trial spawners. 
So, I’ve thought frequently of adding my own dungeons to minecraft, but a struggle I always came to was… If I want the player to have several rooms with encounters of enemies, how will I do that elegantly? If its rooms with spawners, they’ll just be overwhelmed forever in each room until they light it up… and they’ll be able to farm a single room for mob loot, if they so please. They’d also be able to just… completely farm the heck out of every single spawner constantly working, like you can do with battle towers in modded minecraft. I think that feels a bit too cheap. But what if you go the nether fortress route, and just have mobs spawn in the structure? Well, thats … random. Its based on the mobcap, which is unpredictable especially in multiplayer. There won’t be a consistent difficulty to the dungeon… which leaves the bastion route: Designated single time enemy spawns. It’d probably be the best, but… it also leaves the enemies to wander around while the player is in nearby rooms. What if I only want them to spawn in when the player gets near? That’s… exactly what the trial spawner is. It goes on a long cooldown, so it might as well be a single time spawner. You get into a single encounter with a wave of mobs when it gains line of sight with you, and this allows for there to be plenty of them in the chambers without it being overpowered to farm or overwhelming if not lit up. The per player loot via vaults is also fantastic. It lets players who are “late to the server / structure” have a chance at getting their own loot, and even still enjoying themselves with trial spawners resetting their cooldowns. An example of why trial spawners help the experience for players coming to structures late, is… even if we had once-per-player loot in say, bastions, there’d still be… no piglins left guarding the treasure. No fun experience, just purely the loot. But with trial spawners AND vaults? You get the full experience… minus any destruction your friends may have caused to the structure, and a few chests or so. But the chests are mostly just supplies like wood as far as I’ve seen.
And then, to add on top of that, the ominous events system lets us experience the same structure AGAIN but in a HARDER mode that lets us access more cool and powerful loot in the ominous vaults… its brilliant!
But lets get back to 1.21 being Fun: I think the breeze, mace, and wind charges are perfect examples of just purely fun content. The Mace feels a tad unbalanced at times, but its also just… fun? Like, yeah, it could stand to pierce armor less, or do less single target damage, but in terms of flying with wind burst and wind charges? Thats just FUN. When was the last time we got a fun utility consumable? Ender pearls? They aren’t even that fun, its just teleporting. Movement in games is very, very fun. Wind charges stopping your fall damage to some extent feels like they’re welcoming you into giving them a try. This combined with the open chambers of the titular structure, and the overall adventure-map like design leads to … more fun!
I really respect how the ominous trials throwing potions to make encounters tougher is done, because it feels so much like a thing you’d see done in some adventure map. A lot of the trial chambers feels very in touch with what a player might make as a map or challenge for their friends. Which, I think does sort of take away from player-built structures and challenges, but luckily they kept all of the redstoning extremely simplistic, relying on breezes to activate the dispensers. It feels hard to critique such a fun dungeon just because “it feels really well made, like it was actually made by a real person with intent” because… well, we can have a little bit of fun, can’t we? Sure, if every structure was like this, I’d have some concerns for the sandbox elements of minecraft, but having one structure in the game that embodies what the end product of creation can look like? I think that works out well. Might even inspire some people!
And theres a certain jankiness of using in game mechanics like dispensers and potions that makes it feel… human, as opposed to extremely gamey. 
Theres more I could say, I’m sure. Like how the breeze is quite a breathe of fresh air in terms of enemy design, being a disruptor / support rather than full on beeline-attack-you
But yeah, I think 1.21, Tricky Trials, is shaping up to be fun. I know mojang had been thinking about how they needed to freshen up the extrinsic content a little bit, even though minecraft IS a game focused on intrinsic motivation; doing what YOU want to do.
But having fun midgame things for people to do when they want to take a break from their personal projects is something I consider important. Maybe I want to take a break from building my house, but I don’t wanna stop playing minecraft, so I’ll pop on over to the nearest trial chamber, and do some fights.
…Did I even mention how much groundwork this lays for future updates? Like, they can use trial spawners and vaults in MORE structures, like giving them to, I dunno, strongholds! Bastions! 
I do hope 1.22 is an update that focuses on updating old stuff to newer standards, like new models for old animals or new sounds for old wood types… or changing some old weird recipes…
But as Tricky Trials stands on its own? It’s great. Maybe the vault loot needs a bit of tweaking; I sorta disagree with different dungeons having different pieces of gear… I’d like to get enchanted pickaxes, but the experience is overall pretty good, considering I can actually get XP and mob loot in an engaging manner rather than just running around at night.
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kozykricket · 1 day
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Now that we have music and a name for 1.21, I'll give some of my thoughts ... on 1.21 as it is. That is to say, I'll withdraw any comments about "they... didn't update this unrelated thing :/" because like... yes, theres many other things that I think they could've updated, and I do hope they get to stuff thats on the backburner/backlog soon, but I respect 1.21 heavily for its lovely, wonderful additions LONG READ AHEAD!!
Tricky Trials feels like it … didn’t overscope, and thus was able to accomplish confidently what it had set out to do: To add more fun to Minecraft. Yes, there are of course still issues in Minecraft, and many things on the backlog / stuck in the ideas box, but… when you just look at 1.21 for what it DOES and not for what it DOESNT do? You get a 9/10 update, I’d say.
By focusing on the trial chambers, they’ve really created a special experience. A more refined dungeon than any other. I want to talk about… why I love trial spawners. 
So, I’ve thought frequently of adding my own dungeons to minecraft, but a struggle I always came to was… If I want the player to have several rooms with encounters of enemies, how will I do that elegantly? If its rooms with spawners, they’ll just be overwhelmed forever in each room until they light it up… and they’ll be able to farm a single room for mob loot, if they so please. They’d also be able to just… completely farm the heck out of every single spawner constantly working, like you can do with battle towers in modded minecraft. I think that feels a bit too cheap. But what if you go the nether fortress route, and just have mobs spawn in the structure? Well, thats … random. Its based on the mobcap, which is unpredictable especially in multiplayer. There won’t be a consistent difficulty to the dungeon… which leaves the bastion route: Designated single time enemy spawns. It’d probably be the best, but… it also leaves the enemies to wander around while the player is in nearby rooms. What if I only want them to spawn in when the player gets near? That’s… exactly what the trial spawner is. It goes on a long cooldown, so it might as well be a single time spawner. You get into a single encounter with a wave of mobs when it gains line of sight with you, and this allows for there to be plenty of them in the chambers without it being overpowered to farm or overwhelming if not lit up. The per player loot via vaults is also fantastic. It lets players who are “late to the server / structure” have a chance at getting their own loot, and even still enjoying themselves with trial spawners resetting their cooldowns. An example of why trial spawners help the experience for players coming to structures late, is… even if we had once-per-player loot in say, bastions, there’d still be… no piglins left guarding the treasure. No fun experience, just purely the loot. But with trial spawners AND vaults? You get the full experience… minus any destruction your friends may have caused to the structure, and a few chests or so. But the chests are mostly just supplies like wood as far as I’ve seen.
And then, to add on top of that, the ominous events system lets us experience the same structure AGAIN but in a HARDER mode that lets us access more cool and powerful loot in the ominous vaults… its brilliant!
But lets get back to 1.21 being Fun: I think the breeze, mace, and wind charges are perfect examples of just purely fun content. The Mace feels a tad unbalanced at times, but its also just… fun? Like, yeah, it could stand to pierce armor less, or do less single target damage, but in terms of flying with wind burst and wind charges? Thats just FUN. When was the last time we got a fun utility consumable? Ender pearls? They aren’t even that fun, its just teleporting. Movement in games is very, very fun. Wind charges stopping your fall damage to some extent feels like they’re welcoming you into giving them a try. This combined with the open chambers of the titular structure, and the overall adventure-map like design leads to … more fun!
I really respect how the ominous trials throwing potions to make encounters tougher is done, because it feels so much like a thing you’d see done in some adventure map. A lot of the trial chambers feels very in touch with what a player might make as a map or challenge for their friends. Which, I think does sort of take away from player-built structures and challenges, but luckily they kept all of the redstoning extremely simplistic, relying on breezes to activate the dispensers. It feels hard to critique such a fun dungeon just because “it feels really well made, like it was actually made by a real person with intent” because… well, we can have a little bit of fun, can’t we? Sure, if every structure was like this, I’d have some concerns for the sandbox elements of minecraft, but having one structure in the game that embodies what the end product of creation can look like? I think that works out well. Might even inspire some people!
And theres a certain jankiness of using in game mechanics like dispensers and potions that makes it feel… human, as opposed to extremely gamey. 
Theres more I could say, I’m sure. Like how the breeze is quite a breathe of fresh air in terms of enemy design, being a disruptor / support rather than full on beeline-attack-you
But yeah, I think 1.21, Tricky Trials, is shaping up to be fun. I know mojang had been thinking about how they needed to freshen up the extrinsic content a little bit, even though minecraft IS a game focused on intrinsic motivation; doing what YOU want to do.
But having fun midgame things for people to do when they want to take a break from their personal projects is something I consider important. Maybe I want to take a break from building my house, but I don’t wanna stop playing minecraft, so I’ll pop on over to the nearest trial chamber, and do some fights.
…Did I even mention how much groundwork this lays for future updates? Like, they can use trial spawners and vaults in MORE structures, like giving them to, I dunno, strongholds! Bastions! 
I do hope 1.22 is an update that focuses on updating old stuff to newer standards, like new models for old animals or new sounds for old wood types… or changing some old weird recipes…
But as Tricky Trials stands on its own? It’s great. Maybe the vault loot needs a bit of tweaking; I sorta disagree with different dungeons having different pieces of gear… I’d like to get enchanted pickaxes, but the experience is overall pretty good, considering I can actually get XP and mob loot in an engaging manner rather than just running around at night.
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kozykricket · 2 days
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i think i shouldve stuck to my whole "im not watching much deltarune theories because they have a good chance to be right and then i ruin the surprise for myself" because i just watched a video that seems absolutely darn correct and ...its definitely not something ive heard much of before. but it feels like it makes a lot of sense.
oh well, i still aint gonna overhype myself, and thus i shall still enjoy myself
there are many mysteries, as well. not just a single mystery, anyways. like. we've got... -soul shenanigans -the knight(s?) -gasters whole deal -ralseis whole deal -dess' whole deal -dark world logic -and more character development !
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kozykricket · 2 days
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mm the room im in rn just filled with the scent of like . hand sanitizer. and i love it its so nice
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kozykricket · 2 days
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sad to see a lot of games have really cool plans and then cut them. feels like a lotta sorta big franchises n games have been
well
ig theyve always done so, but… feels different when you can FEEL the potential, the missed potential of something
whether it be pokemon or five night freddy, its like. you can tell there was a good plot
and the plots they replace em with arent even like BAD but just focus on entirely different things, its kinda awkward. when theres still vague like… signs. like
well, you can tell the game was originally designed around the original plans. and then they change…
which is faaair yknow . i get it, overscoping happens sometimes.
subnautica below zero did a decent job considering they Completely rewrote every element of the story.
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kozykricket · 3 days
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the existence of carbon based life implies the existence of carbon cringe life
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kozykricket · 3 days
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right off the bat gonna agree that the mob votes are kinda frustrating sometimes, but… ultimately if i remember that theyre just supposed to be fun and let us boost one idea out of the ideas bin, i enjoy them. i think some of what the developer Xilefian has said on the mob votes may be interesting reads… they honestly do have potential to be fun things.
of course, theres stuff he legally cant talk about, but these are his raw thoughts as someone who works at mojang, and … he thinks the mob votes arent actually bad in concept, just that the context of them is … maybe we lack context for the intentions of them
i cant say it as well as he can, so here:
‘course, he doesnt represent mojang, but its nice insight nonetheless
so in minecrafts latest youtube video, they basically. confirmed my suspicions of how content thats being worked on is only really added if it can be strategically efficiently bundled with other stuff by that i mean, they said they saw a team member working on a little wolf variants project, and thought it worked really nice to fit together with wolf armor as the 1.20.5 team was working on primarily refining armadillos and wolf armor. so ... if armadillos hadn't won, they 1) wouldnt have an excuse to add wolf armor (even though realistically it could be just, made of typical materials or of turtle scutes) 2) wouldnt have had a convenient reason to spend time on implementing wolf variants into the actual game (i would assume its quite the Thing to get something out of being a personal project and into "yeah okay that'll be in The Best Selling Game for years to come, no turning back" its kinda... im conflicted on how i feel about that
i dunno, its just how things are. which also reminds me of a xilefian (dev) quote about how like (paraphrased but) "If you think you're losing out on tons of content by just seeing a mob lose in a vote, you wouldn't last a day actually being AT mojang" (implying that theres constantly just. echoes of little projects and ideas constantly going on and being worked on) so, again, the conclusion is that mojang is certainly not lazy, but simply corporate and corporate means strategic means safe means careful means- you get the point
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kozykricket · 3 days
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good and bad
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kozykricket · 3 days
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“S”uicune
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kozykricket · 3 days
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yeah i oughta do this with “mojang lazy” people n such lol
i must not stir the pot. stirring the pot is the notifications-killer. participation in the discourse is the little-death that brings total activity obliteration. i will face the bad opinions on the internet. i will permit them to pass over me and through me. and when they have gone past, i will turn the block button onto their source. where the discourse has come from there will be nothing. only i will remain.
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kozykricket · 3 days
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and Yes sometimes even the bestest of closest of people to you can annoy or disappoint you sometimes , but friendship prevails !! as long as it isnt purposefully malicious or is consistently hurting
At some point in your life, you were taught that being slightly annoying is an unforgivable sin. Maybe it was by your parents or a teacher or a friend or a bully or an older sibling. But someone taught you that being slightly annoying is a crime punishable by death.
You must unlearn this.
You must accept that all people will be annoying at some point or another in their lives, maybe all of their lives, and that this is okay. It is okay for strangers on the bus, it is okay for children in the grocery store, it is okay for people on social media, and it is okay for you.
If you ever want to truly love your fellow humans, if you ever want to truly love yourself, you must have forgiveness for being annoying.
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kozykricket · 3 days
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At some point in your life, you were taught that being slightly annoying is an unforgivable sin. Maybe it was by your parents or a teacher or a friend or a bully or an older sibling. But someone taught you that being slightly annoying is a crime punishable by death.
You must unlearn this.
You must accept that all people will be annoying at some point or another in their lives, maybe all of their lives, and that this is okay. It is okay for strangers on the bus, it is okay for children in the grocery store, it is okay for people on social media, and it is okay for you.
If you ever want to truly love your fellow humans, if you ever want to truly love yourself, you must have forgiveness for being annoying.
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