What? No. It was just for the sake of convenience. You don't need a quiver to fire an arrow. Also,..um...this isn't a suggestion. Wrong section. We're discussing whether or not Dinnerbone was right.
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Yeah, that's what I was hoping they were aiming to do. You could attach the quiver to the armor in the crafting grid. That way it would be visible on your back. And you do the same thing to take it off the armor.
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Honestly, I think the Quivers are a great idea, but it's really not needed. To me, it makes a tlot of sense if you're holding an arrow in your left hand, sliding it into the bow (held in your right), then pulling the string back with your left hand, then releasing the arrow. I think that it should be required to have the arrow you wish to shoot in your off hand. I've always thought of the inventory as a virtual backpack or assortment of pockets, and it doesn't make too much sense to just touch your bow and have an arrow appear from your back pocket.
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In MY opinion the quiver COULD be in the game as some sort of "booster" for the arrows, the quiver allows one in real life to fire arrows a bit faster than if the arrows was in a pocket or (god forbid) in the other persons hand. The quiver could be used as a way to make the Bow shoot faster at a cost of range and damage. As a addition the "multiple-stacks-of-arrows" mechanic to a quiver I would think would work for storing 1 (ONE) type of arrow at a time, what I mean is that the quiver could hold 4 stacks of arrows but only ONE type in each quiver at any one time. The quiver would also be named in accordance of that arrow type "Normal Quiver", "Spectral Quiver" and "[Insert Other Type] Quiver", the name is what denotes what type of arrow goes in and if the Player takes all the arrows out, it become suitable for another type of arrow. (Such as a "Normal [Empty] Quiver" becoming a "[now filled] Spectral Quiver").
The quiver must be manually place in the "off hand" slot (Just like any sort of block or weapon/tool in the inventory). The Quiver could be place on the same layer as the armor but about .0001 minecraftian-pixels larger to give the effect of being above the armor layer while also looking like it's connected to the armor. The render part would be quite a hard job to do, and would be quite challenging(I know a bit about the Java Language and it would be complicated). Now if the game adds New mobs, more Arrow Mechanics(Such as "Enchanted arrows" or "Redstone Torch arrows" etc) and Dozens (I mean like 10) new arrows the Quiver would be a nice addition but as far as we all know, we are getting only 4 or 5 new arrow types so the Quiver isn't quite necessary as of NOW.
I would LOVE to have it in the game as much as anything, but I feel there isn't enough for Bows (and especially arrows) for the Quiver to earn a spotlight in 1.9 (In 2.0 however....ah nevermind).
1a. The problem is, people will think it's a broken mechanic. Unnecessary failure leads to anger. Anger leads to Rage. Rage leads to bad reviews, bad reviews leads to less income and less development. Any developer would not want to introduce a mechanic that punishes the player for pressing the wrong key at an important time, because it would hurt them themselves.
1b. That may be more balanced, but it removes one of the more useful aspects of the quiver, storage. Limiting them to one stack almost entirely voids why they would be used. You could say that having multiple arrows is useful, but it is also OP. You can set fire to, poison, and mark your enemy from a distance, almost at the same time, before the battle even starts, giving you an unfair advantage. Its like simultaneously throwing a poison potion and shooting someone with a flame bow.
2a. You forget that the Minecraft Inventory is almost the exact opposite of realism. I would like to see you try striking things with a heavy Golden Sword while simultaneously juggling 64 flaming torches IRL. In most cases, Gameplay always comes before realism. Minecraft doesn't limit the player to carrying one torch at a time, nor does it care that you are holding 64 cubic meters of solid stone compressed 64 times in your hand.Yes, a forty meter sword is unrealistic, but so is a sword that is around one meter long, yet can somehow reach thing three meters away. Its equivalent to having a sword longer that the player is tall.
2b. I admit a level of defeat on this one. But, the quiver would still act as an almost useless item buffer, and it would cause havoc with the suggestion of multiple arrows adding up to 64 for in total. How would it know which ones to auto-load?
2c. Here, I am talking about "Whether or not Dinnerbone made a bad decision.", the very purpose of this Poll. The quiver is confusing and redundant to the New Player. The entire purpose of Mojang as a COMPANY is to sell the game to new players. New Players means more money, and more money means more development. Why would he implement something that confuses the very people Mojang is trying to sell to? He decided to remove it for a reason, which none of us know. Dinnerbone knows more than any of us how it would effect the game, he didn't remove it just because.
3. If quivers were implemented, I would actually want them to work like this. It is cool, clean, and simple.
4. However, there is one problem. Even if they just changed the z position of the quiver, they would also have to change the length, width, and position of the straps to fit, which means more models.
Different tiers of armor and tools are NOT redundant. They are there for a reason: Progression. You don't give the player high tier armor at the beginning, they work their way up to those high tiers. Chain is pretty useless, but it is a trophy, a full set of chain armor in perfect condition is a sign that you are at a high level of the game and have gone through many dungeons and such. Storage blocks are neither redundant. Redstone blocks have an actual purpose in redstone. And, as you said, other blocks are for storage and because they LOOK NICE. They are purely for decoration, they are not Gameplay affecting. Plus, they are not redundant because nothing exists like them, and are not, by definition, redundant.
The difference is that a quiver IS Gameplay affecting, and its Gameplay use is already taken up. Take this example. Say quivers never existed, and were never revealed in Alpha. Then, after 1.9, I went to the Suggestions forum and suggested that Quivers be added. These quivers would work exactly the same way as the quivers that would have been added by Dinnerbone worked, no differences. My suggestion would likely be shot down, unsupported, because it was redundant from a Gameplay perspective. Why bother having something that needs a new slot, barely stores any arrows, and needs a brand new 3D model just to do something that a feature of the game already does? If I suggested Quivers as purely decorative, I would also not get any support, because Quivers are something that inherently need a use. Something like a Quiver cannot be redundant Gameplay wise, or useless Gameplay wise, because of the idea behind a Quiver in general.
What I meant about being able to be challenged was easily pushed over. Every suggestion can be challenged yes, but before then, almost all of the suggestions for adding the Quiver was simply "I want it because it is cool." or "I am an archer, Quivers are good." I now realize that that comment before mine wasn't that easy, but it still could have been stronger. Yours, by the way, was an awesome argument.
As for your last comment, that is one of the worst arguments ever. If they keep getting pulled, maybe there is a reason that this happens. Maybe there is a reason that Quivers never made it into the game then and are unlikely to make it into the game now, or maybe ever. Maybe the idea of a Quiver simply always fails when it is attempted to be introduced to the Vanilla Game.
1a. I must say that you cannot condemn this idea on the argument of, "People will think it's a broken mechanic." Not everyone will know how it works, true. But the same is true for players who just joined the game, and is extended to, well, most things for a new player. I have a friend who just started playing Minecraft and she wasn't sure how pistons worked, why they didn't push obsidian, things like that. She asked if it was a bug, and I told her no (obviously). The point is, it seemed like a broken mechanic, and can be solved by 1) asking someone 2) googling or 3) using the Wiki. I just don't see the mechanic as being all that complicated, much less too complicated for new players.
1b. Yes, my suggestion does indeed limit storage, however that is to limit some of the "OPness" that would come with the bow. Once again, how many people carry more than 2 stacks of arrows at one time, even to kill the wither?
1c. I have to contest the statements that "It's an unfair advantage" and "poisoning and shooting someone with a flaming bow." These both have to do with the mechanics of the arrows themselves, not the quiver. If you shoot someone with a poison arrow using a flame enchanted bow, than yes. You are going to result in a poisoned, flaming (angry) foe. As for the "unfair advantage," I've heard this spouted by people who think that it's unfair being killed by some guy in prot IV armour (et. cetera), and they're just in iron armour. It all comes down to preparation. If you're prepared, than chances are: you'll win, especially if you have the time to attack someone with a bow first.
2a. I had to laugh on this one. Not at you, but at myself for how I worded my argument. When I said 'realism' I of course meant it in the Minecraftian way (that is to say, a world where you can have a chunk of stone hovering in the middle of the air. Cool yeah, but definitely not realistic). As for the torches and the sword: The reason why you don't have 1 torch to carry is because it doesn't spread light when held (like in some mods). Whenever I use a mod like shaders or that lighting one that I forget the name of, I generally only do carry one torch because that's what's needed. If the game had such lighting methods, then a mechanic only allowing one torch would make sense. As it is, we don't, and such is the need for 64 torches. The sword thing: Yeah, not everyone carries a claymore, but it's just how minecraft is. I would love to see a shorter range for swords but that's not really what we're discussing here. Gameplay does come before realism, but realism can be encompassed to be a part of gameplay (I.E. health, hunger, drowning, suffocating). I believe that quivers would also enhance the gameplay while adding in a bit of realism.
2b. I, too, have to admit a bit of defeat on this. I'm not sure how the quiver would really work. I don't know how it would pull, and as some have said, it would make sense to be able to carry arrows as well, and not just rely on the quiver. All I can say for this is that I would imagine there would be a slot (or slots) for the arrows, and that it would pull from those. I would also assume that the quiver would pull from the closest slots from its slot, leaving the inventory arrows out of the equation.
2c. I have one word to sum up this rebuttal: redstone. Why did Mojang add it? It wasn't called for, and no one asked for it. However, mojang added it because it was a useful, helpful, and just plain cool idea. The quiver would be much the same. It would be a new feature: helpful, cool, and useful. What's different from the quiver and redstone? Well...I guess that's a lot :p. But, they would share the qualities of helpfulness and usefulness.
3. I would too!
4. Yes, and they would probably align it to the players body as well. I'm not all that sure, to be totally honest with you. I am by no means a programmer. However, I must say that all new features require more programming and nothing should be barred for that sole reason.
I suppose that you're right, it was a fairly bad example. But let's look back to redstone, with is most definitely not needed for gameplay, and quite a few people don't even really have any truck with it aside from redstone lamps. It is redundant to have another system for agricultural management, but it is undeniably useful. It's a good redundancy, which I feel would be the same with the quiver.
I've already answered the first part of this argument, and as for the second half: it doesn't matter whether or not it was revealed in Alpha. Chances are, it would already have been suggested. You can look around the forums and you will most probably find a mod that adds quivers, such as Mine & Blade Battlegear 2 (love the mod. Haven't used it forever though). I am also, however, extremely confused. First, you say that quivers are redundant. Then, in this paragraph, you say that quivers are not redundant? I have, as I said, shown that quivers are redundant, but not with the negative connotations generally applied to the word.
My last comment wasn't really meant to be an argument. It was just that: a comment (so I guess that you'd be right in saying it was a terrible argument). I'm tired of seeing it pulled, but that's my opinion. I want quivers, but that's my opinion.
Finally, this forum wasn't created to add suggestions for the quiver, but to see whether the community does want it. The very least I can say is that this little piece of the community does indeed want quivers, for all the reasons listed above and in my previous comments.
1. That could be both OP and annoying. Shoot your enemy with a fire arrow, then immediately poison and mark them? Plus, you would have to cycle back around if you miss the wanted one, and we don't know how many arrows we could be getting.
Not really, You can already put Poison and Fire on an enemy pretty fast with a Fire Sword and an AOE Poison potion...
2. Redundant, why not just keep them in your inventory and have them auto load into your hand slot? It might be okay if the Quiver held enough storage, but if it did, it could be OP. It would also require you to order your arrows, so it doesn't pull unwanted ones. Not to mention, new players would be very confused about why they can't load multiple stacks of arrows of the same type.
No. It would auto-pull only the stack you depleted.
3. You would still have to take it out of its slot to reload, which is painstaking for my reasons posted above. And don't tell me it wouldn't have a slot, it would just have to be in your inventory, that would be rediculous, people would have multiple Quivers and be OP.
No, it would just have it's own GUI within the normal player GUI for putting one stack of each arrow type in it when you have a Quiver in the Quiver slot.
It doesn't matter if it is a sprite or model. A model would actually interfere with armor, either the Quiver would clip the armor, or levitate off your back without it,
and checks would require multiple models and cause lag.
I want an awesome Quiver model dammit! If you had no armor it would be right on your back. If you had armor, it would be just above the armor like an 1/8th of an inch or something like that. Checks? Are you talking about for when the quiver is loaded? It would just show 1 arrow in the quiver if loaded with any arrow. the Arrow model already exists, so it would be easy to put one inside the Quiver model.
No one has yet posted convincing evidence as to why Quivers are useful and not Redundant, without them being challengable or OP.
I just did. Quivers would allow you to keep those pesky arrows out of your inventory and in a place where they should be! Then you can carry more Potions into battle!
Thank you for the challenging arguments Really, I don't care whether or not quivers are added, I was simply playing Devil's Advocate. I was trying to have people see the other side of the coin, if only to have a discussion and not a silent vote. I now realize, for what I feel is an impasse, that quivers are something that, no matter how long and hard sides buff against each other, cannot be decided by argument alone. Each side will have arguments that resolve other arguments, and it will just dissolve into such detail that the original topic becomes meaningless. It ultimately comes down to what, in this case Dinnerbone, decides. If he kept it, okay, there's good reason to do so. If he doesn't, okay, there's good reason to do so. I'm happy either way, and though some people may argue, whatever decision is probably the best decision, for reasons we probably don't and can't know. Maybe there was some problem with Quivers that forced him to abandon them, but only he can know. Maybe there wasn't, and they are returning later, only he can know. This discussion truly made my day, and I thank you all greatly for that
(Also, KaosC57, you can read my comment at the top of this page for further detail, and while you are at it, the Mountain Man's wonderful further argument. However, this comment tells about my overall stance and opinion on this topic.)
Alright, how much more do you think the quivers should be than the non-quivers before I send (or tweet) it off? 70%? 80%? I don't know. What do you guys think?
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Thank you as well, and thank you for playing devils advocate as well I think that us presenting our arguments probably helped to word some of the reasons for and against the quiver that people have. I agree that there are good reasons for and against it as well, and...people are just going to have to choose. I guess that I want the quiver, but at the same time it's not all that important, and I think I see why Dinnerbone didn't want to implement it. Honestly, I think he's trying to shy away from the skills 'n buffs school of gameplay and the quiver makes a step in the RPG direction (not that there's anything wrong with it, it's just that's not the minecraft we all know and love).
Anyway, thank you for the great arguments, and at the end of the day I guess I just wish I knew exactly why Dinnerbone removed the quiver.
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It'd be nice to have a quiver, and to access those arrows with a hotkey. So you have your fun little normal arrows in your inv., and you have your whatever-arrows in your quiver, just press a button and it lets you know you've switched to the quiver.
It'd be nice to have a quiver, and to access those arrows with a hotkey. So you have your fun little normal arrows in your inv., and you have your whatever-arrows in your quiver, just press a button and it lets you know you've switched to the quiver.
You do realize that it would be very hard and take a long time to code something like you want into the game.
I honestly don't think the quiver should be added, because it takes some of the challenge and decision making away. The whole point of a limited inventory is to make you decide what you should bring along, what will prove more valuable. You have to decide how many arrows you take with you, because if you take too many, you may find yourself throwing away some, and if you don't take enough, you'll run out. The quiver gives space for arrows without the micromanaging needed for keeping them in your inventory.
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My reasons are the same as tootootootootoo's, and even with the least clunky way of adding arrows to the quiver(slots in the inventory that can only be used while a quiver is equipped), it would still only give you a few more slots for arrows.
I actually thought the quiver was pretty cool, but it's not really needed, arranging arrows left to right in your inventory works just fine, if you want to prioritize an arrow,open your inventory, shift-click the existing item out of off hand, and drag the new one in, done.
Many of you have stated that you are real life archers, that requires a lot of skill and dedication, however even if quivers are useful IRL, that doesn't automatically make them useful in Minecraft.
Many of you have also said they should be added because it is realistic, Minecraft is not about realism, realism is only a good reason when the thing benefits gameplay.
I think it'd be more interesting with quivers. So I vote the first option.
What? No. It was just for the sake of convenience. You don't need a quiver to fire an arrow. Also,..um...this isn't a suggestion. Wrong section. We're discussing whether or not Dinnerbone was right.
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Oh, what do quivers do? Do they equip like armor and are visible on the character? If I can still fire arrows, I think that is kinda neat.
Well, prioritizing arrows huh, Crapa.
Yeah, why not just put the ones you want to fire in the loadout slots?
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Yeah, that's what I was hoping they were aiming to do. You could attach the quiver to the armor in the crafting grid. That way it would be visible on your back. And you do the same thing to take it off the armor.
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Honestly, I think the Quivers are a great idea, but it's really not needed. To me, it makes a tlot of sense if you're holding an arrow in your left hand, sliding it into the bow (held in your right), then pulling the string back with your left hand, then releasing the arrow. I think that it should be required to have the arrow you wish to shoot in your off hand. I've always thought of the inventory as a virtual backpack or assortment of pockets, and it doesn't make too much sense to just touch your bow and have an arrow appear from your back pocket.
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WOO!!!!!!!! QUIVEEEEERRRS!!!! Quivers would be more realistic, so yeah. #QuiversFTW
It only makes sense to implement a quiver, it's a realistic feature which I'm excited for.
As an archer I can say this would put a realistic spin on things which is always nice. As an in-game archer I can safely say
I would much rather the quiver because you just can't go wrong with extra inventory space and as a Link fanboy I was
beside myself with nostalgia when I first heard about it being added. There may be an additional bit of coding to put this in
but that effort can make a ton of difference so...
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In MY opinion the quiver COULD be in the game as some sort of "booster" for the arrows, the quiver allows one in real life to fire arrows a bit faster than if the arrows was in a pocket or (god forbid) in the other persons hand. The quiver could be used as a way to make the Bow shoot faster at a cost of range and damage. As a addition the "multiple-stacks-of-arrows" mechanic to a quiver I would think would work for storing 1 (ONE) type of arrow at a time, what I mean is that the quiver could hold 4 stacks of arrows but only ONE type in each quiver at any one time. The quiver would also be named in accordance of that arrow type "Normal Quiver", "Spectral Quiver" and "[Insert Other Type] Quiver", the name is what denotes what type of arrow goes in and if the Player takes all the arrows out, it become suitable for another type of arrow. (Such as a "Normal [Empty] Quiver" becoming a "[now filled] Spectral Quiver").
The quiver must be manually place in the "off hand" slot (Just like any sort of block or weapon/tool in the inventory). The Quiver could be place on the same layer as the armor but about .0001 minecraftian-pixels larger to give the effect of being above the armor layer while also looking like it's connected to the armor. The render part would be quite a hard job to do, and would be quite challenging(I know a bit about the Java Language and it would be complicated). Now if the game adds New mobs, more Arrow Mechanics(Such as "Enchanted arrows" or "Redstone Torch arrows" etc) and Dozens (I mean like 10) new arrows the Quiver would be a nice addition but as far as we all know, we are getting only 4 or 5 new arrow types so the Quiver isn't quite necessary as of NOW.
I would LOVE to have it in the game as much as anything, but I feel there isn't enough for Bows (and especially arrows) for the Quiver to earn a spotlight in 1.9 (In 2.0 however....ah nevermind).
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1a. I must say that you cannot condemn this idea on the argument of, "People will think it's a broken mechanic." Not everyone will know how it works, true. But the same is true for players who just joined the game, and is extended to, well, most things for a new player. I have a friend who just started playing Minecraft and she wasn't sure how pistons worked, why they didn't push obsidian, things like that. She asked if it was a bug, and I told her no (obviously). The point is, it seemed like a broken mechanic, and can be solved by 1) asking someone 2) googling or 3) using the Wiki. I just don't see the mechanic as being all that complicated, much less too complicated for new players.
1b. Yes, my suggestion does indeed limit storage, however that is to limit some of the "OPness" that would come with the bow. Once again, how many people carry more than 2 stacks of arrows at one time, even to kill the wither?
1c. I have to contest the statements that "It's an unfair advantage" and "poisoning and shooting someone with a flaming bow." These both have to do with the mechanics of the arrows themselves, not the quiver. If you shoot someone with a poison arrow using a flame enchanted bow, than yes. You are going to result in a poisoned, flaming (angry) foe. As for the "unfair advantage," I've heard this spouted by people who think that it's unfair being killed by some guy in prot IV armour (et. cetera), and they're just in iron armour. It all comes down to preparation. If you're prepared, than chances are: you'll win, especially if you have the time to attack someone with a bow first.
2a. I had to laugh on this one. Not at you, but at myself for how I worded my argument. When I said 'realism' I of course meant it in the Minecraftian way (that is to say, a world where you can have a chunk of stone hovering in the middle of the air. Cool yeah, but definitely not realistic). As for the torches and the sword: The reason why you don't have 1 torch to carry is because it doesn't spread light when held (like in some mods). Whenever I use a mod like shaders or that lighting one that I forget the name of, I generally only do carry one torch because that's what's needed. If the game had such lighting methods, then a mechanic only allowing one torch would make sense. As it is, we don't, and such is the need for 64 torches. The sword thing: Yeah, not everyone carries a claymore, but it's just how minecraft is. I would love to see a shorter range for swords but that's not really what we're discussing here. Gameplay does come before realism, but realism can be encompassed to be a part of gameplay (I.E. health, hunger, drowning, suffocating). I believe that quivers would also enhance the gameplay while adding in a bit of realism.
2b. I, too, have to admit a bit of defeat on this. I'm not sure how the quiver would really work. I don't know how it would pull, and as some have said, it would make sense to be able to carry arrows as well, and not just rely on the quiver. All I can say for this is that I would imagine there would be a slot (or slots) for the arrows, and that it would pull from those. I would also assume that the quiver would pull from the closest slots from its slot, leaving the inventory arrows out of the equation.
2c. I have one word to sum up this rebuttal: redstone. Why did Mojang add it? It wasn't called for, and no one asked for it. However, mojang added it because it was a useful, helpful, and just plain cool idea. The quiver would be much the same. It would be a new feature: helpful, cool, and useful. What's different from the quiver and redstone? Well...I guess that's a lot :p. But, they would share the qualities of helpfulness and usefulness.
3. I would too!
4. Yes, and they would probably align it to the players body as well. I'm not all that sure, to be totally honest with you. I am by no means a programmer. However, I must say that all new features require more programming and nothing should be barred for that sole reason.
I suppose that you're right, it was a fairly bad example. But let's look back to redstone, with is most definitely not needed for gameplay, and quite a few people don't even really have any truck with it aside from redstone lamps. It is redundant to have another system for agricultural management, but it is undeniably useful. It's a good redundancy, which I feel would be the same with the quiver.
I've already answered the first part of this argument, and as for the second half: it doesn't matter whether or not it was revealed in Alpha. Chances are, it would already have been suggested. You can look around the forums and you will most probably find a mod that adds quivers, such as Mine & Blade Battlegear 2 (love the mod. Haven't used it forever though). I am also, however, extremely confused. First, you say that quivers are redundant. Then, in this paragraph, you say that quivers are not redundant? I have, as I said, shown that quivers are redundant, but not with the negative connotations generally applied to the word.
My last comment wasn't really meant to be an argument. It was just that: a comment (so I guess that you'd be right in saying it was a terrible argument). I'm tired of seeing it pulled, but that's my opinion. I want quivers, but that's my opinion.
Finally, this forum wasn't created to add suggestions for the quiver, but to see whether the community does want it. The very least I can say is that this little piece of the community does indeed want quivers, for all the reasons listed above and in my previous comments.
Not really, You can already put Poison and Fire on an enemy pretty fast with a Fire Sword and an AOE Poison potion...
No. It would auto-pull only the stack you depleted.
No, it would just have it's own GUI within the normal player GUI for putting one stack of each arrow type in it when you have a Quiver in the Quiver slot.
I want an awesome Quiver model dammit! If you had no armor it would be right on your back. If you had armor, it would be just above the armor like an 1/8th of an inch or something like that. Checks? Are you talking about for when the quiver is loaded? It would just show 1 arrow in the quiver if loaded with any arrow. the Arrow model already exists, so it would be easy to put one inside the Quiver model.
I just did. Quivers would allow you to keep those pesky arrows out of your inventory and in a place where they should be! Then you can carry more Potions into battle!
Thank you for the challenging arguments Really, I don't care whether or not quivers are added, I was simply playing Devil's Advocate. I was trying to have people see the other side of the coin, if only to have a discussion and not a silent vote. I now realize, for what I feel is an impasse, that quivers are something that, no matter how long and hard sides buff against each other, cannot be decided by argument alone. Each side will have arguments that resolve other arguments, and it will just dissolve into such detail that the original topic becomes meaningless. It ultimately comes down to what, in this case Dinnerbone, decides. If he kept it, okay, there's good reason to do so. If he doesn't, okay, there's good reason to do so. I'm happy either way, and though some people may argue, whatever decision is probably the best decision, for reasons we probably don't and can't know. Maybe there was some problem with Quivers that forced him to abandon them, but only he can know. Maybe there wasn't, and they are returning later, only he can know. This discussion truly made my day, and I thank you all greatly for that
(Also, KaosC57, you can read my comment at the top of this page for further detail, and while you are at it, the Mountain Man's wonderful further argument. However, this comment tells about my overall stance and opinion on this topic.)
Alright, how much more do you think the quivers should be than the non-quivers before I send (or tweet) it off? 70%? 80%? I don't know. What do you guys think?
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seems like we need M&B battlegear mod for the quivers again *sigh*
Thank you as well, and thank you for playing devils advocate as well I think that us presenting our arguments probably helped to word some of the reasons for and against the quiver that people have. I agree that there are good reasons for and against it as well, and...people are just going to have to choose. I guess that I want the quiver, but at the same time it's not all that important, and I think I see why Dinnerbone didn't want to implement it. Honestly, I think he's trying to shy away from the skills 'n buffs school of gameplay and the quiver makes a step in the RPG direction (not that there's anything wrong with it, it's just that's not the minecraft we all know and love).
Anyway, thank you for the great arguments, and at the end of the day I guess I just wish I knew exactly why Dinnerbone removed the quiver.
It'd be nice to have a quiver, and to access those arrows with a hotkey. So you have your fun little normal arrows in your inv., and you have your whatever-arrows in your quiver, just press a button and it lets you know you've switched to the quiver.
You do realize that it would be very hard and take a long time to code something like you want into the game.
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Check out my website Here!Website is down until further notice.I honestly don't think the quiver should be added, because it takes some of the challenge and decision making away. The whole point of a limited inventory is to make you decide what you should bring along, what will prove more valuable. You have to decide how many arrows you take with you, because if you take too many, you may find yourself throwing away some, and if you don't take enough, you'll run out. The quiver gives space for arrows without the micromanaging needed for keeping them in your inventory.
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My reasons are the same as tootootootootoo's, and even with the least clunky way of adding arrows to the quiver(slots in the inventory that can only be used while a quiver is equipped), it would still only give you a few more slots for arrows.
I actually thought the quiver was pretty cool, but it's not really needed, arranging arrows left to right in your inventory works just fine, if you want to prioritize an arrow,open your inventory, shift-click the existing item out of off hand, and drag the new one in, done.
Many of you have stated that you are real life archers, that requires a lot of skill and dedication, however even if quivers are useful IRL, that doesn't automatically make them useful in Minecraft.
Many of you have also said they should be added because it is realistic, Minecraft is not about realism, realism is only a good reason when the thing benefits gameplay.
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
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