THIS THREAD IS NO LONGER BEING UPDATED AS MINEZ 2 WAS RELEASED (last real update October 11 2014)

Yep, I'm shutting this bad boy down. It's run it's course and made it almost a year, but all good things come to an end. I was considering making this thread into something else but I realized I need to just let it go. This thread informed a lot of people about MineZ 2, especially before summer 2014 when it was more unknown. I enjoyed all of the love you gave me for this as well as updating it. It was one of the most replied to and viewed thread in the MineZ forums (and will hold both records here for a while more likely. Lastly, I'd like to thank WhyHopOnPop. If you're asking why, he made this post which inspired this whole thing. Anyway, thanks for tuning in, see you next time!

You heard right! A second MineZ is coming out! This post is the one place to go for all information on MineZ 2!

Click all links for the best experience.

Sources are below the quote.

Red

links are clickable.

Version: 1.9 (versions implemented 8/2/14).

If you know any information not here PM me it or reply with it!

Here is an example of the formatting used here (does not apply to Admin Responses or FAQ Sections):

Quote, this was copy pasted from somewhere a staff member said something

This is where it says when the quote was from and additional info.

This is where it says who said it and has a link to the source.

Admin Responses

To boost my ego

"

I like this cause it forces me to remember all the bullshit that comes out of my mouth or keyboard is recorded somewhere. Good to see I have pretty much kept on track with what I have promised." - LazerTester. Source.

Source. "Wow, this is really thorough o_o" - GoldBlade51.

Source. "I like this because it forces me to remember my early days!" - Majicou.

Frequently Asked Questions

These are paraphrased and are here to address some of the questions I see asked over and over again.

Q: Will MineZ 2 be premium only?

A: No, although as with most gamemodes it will have a premium only Alpha beforehand.

Q: Will MineZ 2 have a normal full PvE server?

Source. A: Yes. The staff know some players enjoy a PvE server and it will continue to be a premium perk.

Q: What will the MineZ 2 map be like:

A: It will be big and populated with buildings like MineZ 1. It will be less wide and more long than the current MineZ (source+pics below).

Q: Will players keep their spawn items, gold names, etc in MineZ 2 ?

Source. A: No. MineZ 2 will be like a whole new game.





Q: Will the original MineZ be removed once MineZ 2 comes out?

A: No, both will be here to stay but I expect MineZ servers to be cut down a bit (unconfirmed but MineZ is emptyish now













Videos





Videos of MineZ 2 gameplay, etc. I list a small summary of things in the video as well.





This is from October 2014

Summary of features shown off:

Reviving is a thing.

MineZ 2 will use 1.8 to show the name's of towns when you enter them, as well as when you're dead, and certain timers.

It shows off more of the borders system and PvP timers.

MineZ 2 will have more types of zombies, like in When in Rogue.

There will be weapon lore (descriptions).

Swords will have a history system with kills, owners, and more.

You will be able to upgrade/break down tools/armor to make them better.

You will be able to level up your skills with certain items.

MineZ 2 will have 1.5 potions.

This is just the things that stood out to me, I highly recommend watching it.













Pictures/Builds

Pretty pictures for you to see things in MineZ 2 visually!

Landscape Pictures: First - Second - Third - Fourth - Fifth

"Colus" Pictures: First - Second - Currently it's called " Colus " (reconfirmed by HighlifeTTU's stream. Most likely will stay).

"Torchwood" Pictures:

Unamed town pictures:

Halo's Portfolio -

:

Random Pictures:

-

-

The death screen (will never be public) -

World Borders/Zone

1 2 3 s:(more detail lower down)

















Progress

Things concerning the release date/how close MineZ 2 is to release. In chronological order (higher up=more recent).

MineZ 2 is so close. So very close. We're working hard to deliver it as soon as we can.

This is from October 2014

Soon. I promise. We're knocking out our list very quickly. At this point all the loot tables are finished and we are playing the game, balancing stuff. There are also a few content related things to finish up (some mob stuff), but some of this can be worked on during premium testing.

This is from October 2014

@Foxfrie117 DEFINITELY!!! We'll probably do a weekend alpha soon, just got to make sure it is nice and polished beforehand

This is from September 2014. It is in response to a tweet asking when there would be premium early access to MineZ 2.

Lazertester:

Anyways, a small update for you folks. We are getting very close to an alpha release. Stay tuned!

This is from September 2014. It is an excerpt from a post that is featured lower down in the Features area.

There's still much work to be done. Rogue got to a playable state while we waited for some more MineZ 2 progress buildwise. Now that MineZ 2 is in solid shape we've shifted over to MineZ 2. You will see MineZ 2 launch before more Rogue progress is made

This is from September 2014

Protip: if loot tables are being created, then loot will be placed soon. If the game has loot, it probably has all the stuff the loot is supposed to enable you to do. If it has all the stuff for you to do, then it's probably nearing alpha.

This is from September 2014.

Starting on the loot tables for MineZ 2. The map is beautiful, and so much new stuff to do. Exciting stuff!

This is from September 2014.

HighlifeTTU:

It's hard. I haven't come out and publicly declared anything until it was 90% completed. I learned a long time ago that sharing your lofty goals with your audience tends to disappoint rather than impress. It is much better to underpromise and over deliver.

This is from September 2014, I can assume this means MineZ 2 is 90% done.

Of course it has slowed development of MineZ 2, I have to go back a rewrite a lot of features of every game because Mojang removed things like per player nametag coloring (so no more Wasted red and green nametags) and the global boss bar, so basically every game needs a new timer display.

This is from September 2014, this is in a thread talking about 1.8's effect on Shotbow

anyway, I'd say it's possibly more than 80% done for initial release

To clarify, this is just a rough estimate and only refers to building the map. This doesn't include the actual coding.

That being said, we're currently working hard to make this map even cooler than the last.

Everything about MineZ is up in the air for possible change. We will be considering all the things that were done right and that could have been done better from the first game. This includes how loot and mobs will work (since nothing is confirmed yet, I have to be a bit vague about it).

This is from August 2014.

Goldblade51: Sources:

-

Not really, it probably needs a couple of solid weeks of code

This is from June 2014

Lazer:

The current major projects we have are:

1.7 update

Roguelike (Name to be announced)

MineZ 2.0

Unavowed It will be ready when it is ready. That's roughly the order in which they will be completed and released, with minor projects and necessary work (bugfixes, cool new features, content updates, etc.) scattered in between. Almost the entire last 6 weeks have been spent on the 1.7 update from a development perspective. Halo and his crew are plugging away at the new MineZ map, the Unavowed team is working on the first race's area, and the Roguelike builders are pumping out new builds for that project. Unavowed is a huge project that is taking lots of time, having giant Minecraft updates always throw a wrench into the mix. If you think we're going to just snap our fingers and produce a high quality Minecraft MMO you are mistakenIt will be ready when it is ready.

This post was from January 2014. The 1.7 was done a while back and When in Rogue is being worked on along with MineZ 2 at the moment.

LazerTester:

Features

Any other information concerning what the game will be like.









[Will there be punishment for death if revived?]



Yes, if you die, you drop all your stuff. If someone is around to revive you, chances are they will be able to grab whatever they want. As for health and hunger, there will likely be a penalty to avoid replenishment via revival (talked about during Highlife's stream)



[Do you have any plans to add legendarys (Or if you dont add legendarys will there be certain quests where you can get for example a grapple)]



No concrete plans yet. We're leaning towards having minor buffs that you can place on weapons or armor so it would be about modifying existing equipment instead of getting new stuff (see Highlife's stream). Grapples will actually be a craftable item in MIneZ 2.



[Suggestion] Maybe add clues that players were there... for example when ever you take damage blood falls on the ground (Redstone) so if your bleeding someone can track you, and if you log off the blood disappears this would be cool if for example your bleeding you can track that person forcing them to find a bandage soon.



I like that idea. The only concern I would have is that dropped blood (redstone) could mess with existing circuits and persistent particle redstone trails could cause hits in server performance.



[Is there anyway you can stop the production of a community made map and make it so you have to make your own map rewarding you for more places you explored]



There isn't a lot we can do about players making and sharing their own maps and we kind of expect it. We will likely host an official map some time after release (a few weeks or more). We definitely respect and understand the desire to explore the new map blind.



[Will zombies drop food or water bottles?]



Yes, they can drop a number of other things as well (better loot from harder zombies)



[Will water bottles be something permanent youll have in your inv?]



The current spawn kit provides you with a water bottle, but you can also drink directly from water sources if your hands are empty.



[Is there a way to make it so theres certain places you can drink water without infection and certian areas where you will have infection.]



No confirmation on that, but you can get fresh water from cauldrons at the moment, although those deplete pretty quickly. The infection occurs at a low chance by drinking murky water, so it's only a significant hazard if there's nobody with milk or antibiotics.



[The last question of course brings me to the question..will you have to boil water to not have the chance of infection if you can enter the above feature.]



If the water bottle isn't called "murky water", you won't need to boil it.



[Will you make it so dead players cant hear live players to remove trolling and such.]



I'm not sure what you mean by trolling (trash talking?) We'll see what happens when we get to testing



[Will Highlife make another jacsebalon to celebrate MineZ 2?]



I don't know if Jacsebalon will ever cross the PvP border given his history with MineZ 1... maybe someone will step up into the abyss to take his place



[Will there be a roadmap?]



There will be no maps of any kind at first. At some point, we may release a basic artistic map so there's some idea of where to go.



[Will there be guild/clan tags? Or have a guild system in MineZ 2?]



No plans that I'm aware of involving a formal clan/guild system, but I think that's a good suggestion.



Please keep in mind that Highlife and lazertester are working at a crazy pace and things are changing rapidly. I might not be completely updated on everything, so there is likely some inaccuracy here. I think once we start testing, most of your questions will be better answered.

This is from October 2014.

Wolves are in, who knows what else...

Nope, they will behave individually instead of grouped.

This is from October 2014.

LazerTester:

For those wondering, yes... we've allowed reviving. When you die, you turn into a ghost and have 60 seconds to find a friendly player to revive you. If no one revives you, you are sent back to spawn. This also allows you to walk around as a ghost and search for someone to revive you if you die in a fairly populated town. We felt this would be a positive change for players working in groups up north, but also add an interesting dynamic to harder boss fights and dungeons. We can now safely have some bosses one or two hit you in dungeons we feel require multiple people. Dungeons won't be in on release, but will follow pretty quickly thereafter. They will be instanced dungeons, similar to an MMO. We are trying to keep as many people in a single "server" as possible through zone instancing.



Items drop upon death immediately. We felt we should allow players the option to revive AND take someone's items. This means you can revive someone, hand out a few items to them, but take a few as a your own reward for being such a jolly good fellow. It also means you can earn trust by returning all of someone's items, strengthening one of our core goals with MineZ 2: encouraging co-operative behavior.



This should also be interesting in clan fights. You now have to make decisions between reviving fallen teammates or chasing an enemy. We'll be playing close attention to this though, and may even have items/sword powers in the future that reduce or eliminate the ability to respawn timer if it ends up making large clans too powerful. We'll just have to see.



Side note - the zombie you see in the screenshot is an upgraded zombie. There are now tiers of zombies, some hitting harder / having more health than normal zombies. These upgraded zombies will drop loot that will make it worth your effort to kill them.

You lose all your items. Even if you get revived you have to get your things back. This also assumes your buddy is able to revive you without dying as well.

The person being revived can choose to respawn back in town, or just run away from the malicious individual. Both players must remain standing still for a revive to happen. This also means that in combat, if you are fighting a group and see someone reviving a ghost, you can just pop them with an arrow to stop the revive.

> Can you cancel the 60 seconds and just respawn?



Yes, this is planned.



> Can you still talk while dead?



You can make ghost sounds, like yawp said.

this This is from October 2014. The picture isone.

HighlifeTTU:

Sources:

This week we have started placing loot in MineZ 2, which means we've designed and implemented the loot tables for part of the map. We've made some fundamental changes to the loot tables and design though in an effort to make the experience more satisfying for new and veteran players.



In the current MineZ, our "common chests" are typically filled with junk or low value items. So as a player, you eventually learn to ignore the common chests and focus on what matters, food/military/tool/hospital chests. However, common chests are the majority of the chests in the world, since specialty chests are added very carefully to balance towns out. This is frustrating for new players, since they don't know that most the chests they loot will produce junk items. For veteran players, it means ignoring common chests all together.



With MineZ 2 we've completed redone the loot tables. Common chests are now filled with nearly every item you can find in food/military/tool/hospital chests. The more important the item, the more rare it is to be seen in a common chest (some items at a mere 1% or less). What this means is that if you search through an entire town, you should get a large variety of items you need, not just junk. The specialty chests still exist, as we want veteran players to be able to easily find the items they are looking for. However, this change will mean that running to a town with hospital chests to get potions isn't your only option. You can loot common chests with a small chance of getting what you need, giving you an alternative (albeit slower) to looting.



Also, special care has been taken to item lore. When we originally made MineZ, item lore did not exist. Now that is does, almost every item has its function and craftable elements detailed on the item itself. This is important for new players, but also important for veterans as we've introduced a lot of custom items that can be crafted, including different qualities of weapons that need to be upgraded/repaired. No longer will you get an item and wonder what it does, or what it can be crafted into.



Speaking of recipes, since we have a lot of custom recipes in MineZ, lazer and aet have created a fantastic new recipe book. While we aren't sure if we are going to have you discover recipes or not, finding a recipe for a custom item will be very painless. This will keep players in the game and prevent you from having to reference a wiki for crafting.



Last but not least, I just want to give a shout out to the build team. Lazer and I have been given world previews for months now, but have not really run around the world until the last few weeks. The world is absolutely beautiful. The builds are incredible, and as we sit in mumble many people express their wonder as they come upon the various towns in the world. I think you will love exploring a brand new world.



Anyways, a small update for you folks. We are getting very close to an alpha release. Stay tuned!

Not quite. We still differentiate the loot found between the south, north, and far north areas of the map. However, looting any town in a respective region has a chance to give you some of the better items.

This is from September 2014, the second quote is responding to a post asking if you could find iron in a spawn town.

1. I like your hunting idea. We'll see where it gets us.



2. Raw fish would have a high chance of infecting you, making furnaces more important.



3. Here's the resources system so far: Logs will be able to be broken with axes, stone and coal with picks. The blocks won't break but they will get more damaged as you mine them. You will have a chance of getting a stick from a log, a small stone from a stone or coal ore block, and chance of getting a coal piece from a coal ore block.



9 sticks will be combined into a plank, which will enable you to make low quality wood tools yourself, or upgrade existing wood tools, planks will also be a central resource for the building system I mentioned.



9 Small Stones will combine into a gravel, which will be smelted into Cobble, which will enable you to make low quality stone tools and weapons. It will also be an important resource for the building system.

nah, we'll stick to furnaces for cooking. Even if we were actually running 1.8 we're talking 3-4 entities per campfire plus it is built on a bug.

This is from September 2014 and was in response to a post suggestion hunting and cooking which can be seen in the source.



Source LazerTester:

Codyfoxazor, there has been a rumor of another boss when the map is released

yet another statement taken out of context.

The statement refers to new boss dungeons. not a new "mob" to fight.

Although, you never know...

the only thing we can change the size of are things that naturally grow, like horses, the wither etc. Pigmen only have 2 states, baby and full grown. So we can't create a giant pigman without you using a texture pack.

We can use the giant because the giant is in the game. Even if it isn't used anywhere in vanilla.

By new boss, i was refering too a new dungeon, like the frostbane zombie, or the witherboss up north.

Who knows, there may even be a giant Mr_Darn to fight one day! #rumoursStartLikeThat!

This is from November 2013.

Mr_Darn: Sources:

-

Planning on multiple bosses on the new MineZ map.

This is from February 2014

LazerTester:

On a plane so I'll be brief:

There will be no map at first. However we are considering a drawn map with general landmarks to provide some guidance. At some point we will host a map but its really when the community has already made one.

There will be new boss mobs.

I'll make sure grappling is fixed

There is a plan to bring more crafting back into MineZ. That's all I'll say.

This is from February 2014.

HighlifeTTU:

We'll probably host a map after it already exists. I don't know if you remember, but one of the biggest things at the start of MineZ was everyone clamoring to make maps of it. At some point, the map is just available to everyone, and there's no reason to try to keep it hidden.

The following are my personal opinions and do not reflect the official stance of the Shotbow Network (I honestly don't know what the plans are, so everything here is me talking as if I wasn't staff):

Nerfing Spawn-Items (Sugar, Grappling, PvE in South)

There's a lot in this about nerfing, essentially, spawn-items. I'm thinking - what if users didn't spawn in with their spawn-items, but recovered them from one of several deposits that would be located somewhere beyond spawn -- making it so that, essentially, anyone who spawns in is the same as anyone else. This would give spawn items a slightly smaller advantage (their purpose being to "get north faster') but would end a lot of the "fun killing" in the south.

No MineZ 2 Map

[1] [+3] is known to travel far and wide and WorldDownload pretty much everything, and I'm sure he's not the only one. Highlife has pointed out there won't be a map at first. But eventually, even early on, someone is going to make a map. /u/redstonehelper [+3] is known to travel far and wide and WorldDownload pretty much, and I'm sure he's not the only one.

No Speed Pots in Store

The original purpose of XP was to give users the choice of what to buy from their achievements, with the ability to buy it being nice. I say it should stay in the store, but maybe make it so that it can only be purchased if the user has the achievement (if that's possible).

This is from February 2014.

Navarr: Source:

-

I've already talked to Red about it. I'll supply him with the right stuff to build a map, but it won't be for a few weeks while the community is discovering things. We want the start of the new map to be exciting and fun for everyone.

This is from September 2014. This is on there being a map for MineZ 2. Red refers to RedBanHammer.

How is minez 2 turning out?

Very Nicely, I am very excited for everyone to see it

can you supply and information on minez 2?

Well, I want everyone to be immersed into this new MineZ, with almost no knowledge of what they will find. I really want people to explore it and find new places. We will not have a map of the world for along time, to encourage adventuring. The map itself is drastically different than the original MineZ. We have been working very hard to make it the most fun you can have. I think you will find some very......interesting things

What build are you most proud of?

Currently, It is a certain build in MineZ 2, but off all the ones you can see, it is the Shrine of the Dusk

This is from February 2014, it's in a Q and A format as this was from an AMA halowars91 did.

Planning both of these, but with a better system. The new system will have unclaimed signs and you'll get a token you can use to purchase the sign. Better real estate will require more tokens, but ultimately, you as the player will decide where your sign is versus us picking for you.

This was in August 2014. To clarify this is in response to a post about being able to get your name on a house like at the start of the original MineZ.

HighlifeTTU:

There's never been an unstraight answer, I would like to add some form of persistence that allows you to alter the world in some fashion, but Settlements will not be it.

It will most likely incorporate gathering and crafting, yes. Still unsure of the final shape at this point.

This was from August 2014.

LazerTester:

Because the structured format of settlements didn't blend well with the unstructured format of MineZ. For starters, only a few got to have the fun of being the leader, placing buildings, and managing their resources. The system I mentioned the other day will be familiar to those who participated in the settlements experiment and I think you're going to like what it grew up to be.

This is from September 2014, this is on if settlements will be in MineZ 2 and the system he mentioned is lower down in this section.

Not quite. Map is getting very close and lazer is already working on bringing the MineZ code up to date / optimize it. We are also actively discussing our major design decisions. While I still don't want to give a date, it is now beyond the planning phases and actual work is being done on it (outside map building, which has been happening all along).

This is from August 2014

HighlifeTTU:

(on what people will spawn with)

Maybe nothing at all. We will see.

This is from August 2014

HighlifeTTU:

Hey folks,

As the MineZ 2 map gets closer I've begun writing down various design ideas that we've had over the last few months. One that has gained quite a bit of traction is the idea that the entire southern coastline, and southern towns, would be PvE. The idea here is that the initial act of scavenging for your basic loot would be a co-operative experience. Once you get your starting gear, you've hopefully made some friends and venture north from there. This helps a ton with one of MineZ's fundamental problems: New player frustration and southern town murder sprees by northern veterans.

There are a couple ways we can do this, but it is primarily border driven:

Option 1: Players can leave the PvE area, but will gain protection if they enter it again. If you are in combat before entering the PvE area, you are combat tagged and players can continue to fight you in the PvE area. This is very similar to the way the HCF spawn works, for those of you who've played HCF.

Option 2: Players are flagged PvE when they spawn. Once they've crossed the border, they lose their PvE tag and will be attackable by any other player. This means that the PvE zone is no longer safe for you, as any player can initiate combat with you. This also allows for a command to disable your protection from the onset of play, if you are a daring little devil. I tend to lean towards option one since you can't cheese new players into attacking you when your PvE flag is gone. However, it is fairly popular in some MMOs so I don't want to discount it entirely.

Anyways, the purpose of this thread is to bring discussion to this change. It would be a VERY big change for MineZ. Some questions to start the discussion:

Do you like the idea of a PvE south to ease the transition for new players? Assuming you like the PvE south, which option above (or other option) would you prefer? Go!

This is from August 2014. I highly suggest clicking the source button and checking out the full thread as it is an interesting discussion.

That is what is meant by Regions. 3 servers per world instance are currently planned, but that is scalable if needed.

Exactly, as displayed in the image album above, you will approach a border that warns you that you are crossing into a new server. A little ways past that border you will be sent to the server hosting that region, inventory and all, and continue as if nothing had happened.

Sure, which is why you are told that you are crossing a border. I'll probably give the player a couple of seconds of invisibility followed by an extra second or so of not being able to hit anyone to balance it out. That way you can't abuse the invisibility to get the first hit on some dude, but really I want hanging around near the server borders to not be the cool thing to do.

This is from August 2014. These posts are mostly replying to other posts, so are worded like that. The first quote has hyperlinks. From the pictures we can also infer players will spawn with a leather chest plate.

Yes. Depending on load, we can cut the map into several different regions. This basically makes use of the MMO style stuff we presented on /r/minecraft over a year ago. I believe the plan for now is two southern regions and then one northern region. We can also instance dungeons though to an instance server, but that would be in an expansion later. This is all thanks for When in Rogue, by the way. Had we done MineZ 2 before When in Rogue, we likely would have not moved forward with the instancing, since we did not have very much expertise in it yet.

this This is from August 2014. The post he is referencing is

Fun fact: I recoded both Zombies and Giants this week for MineZ 2.

Another fun fact: MineZ and MineZ 2 will both be getting the wardrobe functionality where you can pick the color you want your leather armor to be. I am considering letting you do that with Iron as well by making it leather since the entire Armor system is being hijacked, though that would potentially interfere with PvP and identifying your enemy's strength.

Zombies have been heavily optimized, Giants now throw blocks everywhere with their stomp, this [1] is a thing.

This is from August 2014, the "this" in the second quote is a hyperlink to

picture

You will be able to combine potions to upgrade them at a workbench.

This is from August 2014.

If you were to have the ability to acquire materials and craft player made persistent structures in the vast wasteland, what functions of structures would there be?

Example ideas: Storage, Farm, Trophy Display, Workshop, Brewery

here This is from August 2014, as a side note they would be persistent as stated

This is not DayZ nor was it intended to be. MineZ IS a fantasy themed zombie survival game with potions, grapples, swords made of diamond, and giants. I am not a fan of a debug screen either. I know DayZ had it but once again, this is not DayZ. More types of infected is a MUST, however. MineZ 2 will see the addition of infected wolves as a harassment mob which will leap at the player from a distance to attack and run away if hit.

original imgur album This is from August 2014, wolves were going to be added to MineZ a while back - here's the

Very little, for one you got the dimensions backward. It is taller than it is wide, allowing for more south to north progression.

This is from September 2014 and Lazer is talking about the map.

LazerTester:

Minez2 will have persistent storage. Not sure about the item signing.

This is from August 2014.

What if I told you there is full player persistent housing?

I've said too much.

This is from September 2014

- THIS IS NOT MINEZ 2 . This was planned in February 2012, and many of the features were going to be transferred to

U navowed, the Shotbow MMORPG (which may not become a thing anymore).

However, some still apply to MineZ 2.