I have a feeling that this shouldn't be a new arrow but rather a kind of enchantment for bows. It would definitely make it more efficient. Cos it's hard enough getting a pasmarine shard which means fighting a heck a lot of irritating guardians. Half support.And having the arrow disappear so fast is unreasonable. So I went so much trouble to make the arrow and in the end it just disappears? One way to solve this problem is to make a new type of mob which drops this kind of arrow(like how on land you have skeletons dropping arrows).
I have a feeling that this shouldn't be a new arrow but rather a kind of enchantment for bows. It would definitely make it more efficient. Cos it's hard enough getting a pasmarine shard which means fighting a heck a lot of irritating guardians. Half support.
Part of the point of the suggestion is that prismarine arrows serve as a form of loot for the dungeon and therefore give non-builders an incentive besides "it's there and it's difficult" to explore it.
Also, Dinnerbone wants structure-specific unique weapons and this fits the bill sorta (by being craftable but only through items found specific to one dungeon).
And having the arrow disappear so fast is unreasonable. So I went so much trouble to make the arrow and in the end it just disappears? One way to solve this problem is to make a new type of mob which drops this kind of arrow(like how on land you have skeletons dropping arrows).
I made it disappear so quickly so that you won't have Prismarine arrows flying for hundreds of blocks if they happen to miss their target in some cases (good luck getting that back to begin with), but if you happen to not want to fire the arrow when you have it nocked, you can still shoot it at your feet and pick it up.
Its Minecraft, you can create cover by placing blocks. People want more challenge, Mojang gives us more challenge. Ah well, a new kind of arrows that fires like a fire charge is badaß. All dungeons should sometimes have a treasure chest with a scroll in it. When you read the scroll you have learnt to make prismarine arrows and after that the scroll automaticly gets destroyed. This would be so cool!!! You could first do some jungle/desert temples until you find the prismarine arrow scroll. After that it will become practically possible to finally raid the awesome underwater temples!
You can create cover by placing blocks... inside the temple, where there are actually blocks that you can place more blocks on. You can't place a block in the open ocean.
I dislike the scroll idea as it seems like a relatively unnecessary step in the crafting process and deters people from exploring Ocean Monuments early on in the game if they so desire.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Out of curiosity why do you think this would balance it more? I see no reason for this although I could be overlooking something.
However, it acts quite differently from a regular arrow, besides being a pointy thing that goes in your foe. For starters, a prismarine arrow travels through the air at 80% of the speed of a regular arrow and deals only two and a half hearts (5pts) of damage when fully charged. A prismarine arrow, however, is not affected by gravity and maintains a constant speed; when fired, a prismarine arrow will fly directly ahead of your cursor.
As your original post:
Deals 2 1/2 hearts fully charged
Not affected by gravity and stays at 80% velocity until it hits a target
Having an infinite amount of these arrows while already pretty balanced would make everything too easy and the point of the arrows being special a little less special. Personally if these were vanilla, I'd never use the normal arrow again simply because I COULD snipe everything with these. It would make killing everything even easier including the Ender Dragon/Ender Crystals; even if the damage was 1/3rd the damage of a normal Arrow.
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I support this. Having more arrow types would be a good thing, only if balanced. I like the idea of having a special kind of arrow that works better underwater than the normal one, while still retaining balance. Also, having it only obtainable by killing the Guardians would give a better sense of progression. The first one would be incredibly difficult to take down, but they'd only be decently dangerous after the first one died.
I do think that it should have the reduced damage abovewater (I said so earlier), but underwater I think it should either have a lower penalty or none at all.
That would show that the arrows are even better underwater and are really the best choice, while above water you will have to choose between.
Normal: Good Above Water, Bad Below
Prismarine: Good Above Water, Great Below Water
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Ever had something (or somebody) on your railroad that you did not want there?
Seems like that would be more of an annoyance than anything, especially in heated combat. If you want to use the other arrow you have to toss an arrow or fire an arrow which pretty much translates to a pain in the neck. My original plan was to include a quiver (and allow you to switch arrow types by pressing maybe V or something), but including a quiver just for the purposes of one arrow would be a waste of time to code and would also make the suggestion kinda wishlisty.
Then why not make a prismarine bow instead. it would have the same characteristics, but less confusing for the game to figure out what arrow to fire. Crafting = (W - Wood S-String P-Prismarine)
WS
P S
WS
It could shoot well through the water and pull back on a right-click (if stuck to a mob it would be pulled back like with a Fishing Rod). What would be a good damage output and durability for it?
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If regular is Vanilla then what flavor is your Minecraft?
I think that instead of arrows despawning after 10 seconds, they should become affected by gravity after 100 blocks. and while they are unaffected by gravity, they should have the trail behind them.
Another Ideal I was thinking about, the whole switching with a left click is hard to get used to.
What about just making another bow that contains prismarine crystals (excuse the spelling) in the crafting recipe?
I support this idea, but one thing that makes it too op is the anti-gravity thing. Maybe it could take longer to fall, and not be affected by water instead. What do you think?
Edit: Also, left-clicking is not really convenient, I think. The bow could recognize both the prismarine and the regular arrows, but what determines which will be used is their position in the inventory (if you organize some stacks of arrows and fire them, you'll know what i'm talking about).
I think you should change the name to prismarine harpoon instead of prismarine arrow cos in latin, arrow means aerial projectile, which doesn't make sense when it's underwater. So it would make more sense if it is called a harpoon, which actually belongs underwater.And another suggestion:
If you don't want the arrow travelling hundreds of blocks away due to the anti gravity property, you should make the arrow slow down in the water before finally stopping, suspended in the wate, so that players don't have to swim so far to pick up the arrow. This will solve that problem as well as implementing realistic physics for underwater projectile travel.
Not affected by gravity and stays at 80% velocity until it hits a target
Having an infinite amount of these arrows while already pretty balanced would make everything too easy and the point of the arrows being special a little less special. Personally if these were vanilla, I'd never use the normal arrow again simply because I COULD snipe everything with these. It would make killing everything even easier including the Ender Dragon/Ender Crystals; even if the damage was 1/3rd the damage of a normal Arrow.
My personal opinion: if you can get enchantments, then having infinite prismarine arrows wouldn't make things too easy. Why? Enchantments already make things too easy to begin with.
That being said, I agree with you after thinking about it, although for different reasons. For me, it's not that infinite prismarine arrows would make the standard ones less special; killing things in one shot is a good bit nicer and would save on bow durability, which is much more important now that you can't infinitely repair things any more. It's that infinite prismarine arrows would make getting more than a few Prismarine arrows pointless.
Perhaps we could establish prismarine as being "anti-magic", and making it so that enchantments have a lessened effect when you use a Prismarine arrow instead of a regular arrow. Power provides a smaller damage bonus, Punch deals less knockback, Flame doesn't burn things for as long, and Infinity would only have a chance to not consume an arrow rather than never consuming arrows. This'd also provide a bigger incentive to use regular arrows over prismarine arrows since there will be an even bigger damage difference between the two arrows on a Power V bow. This would also allow for some other interesting loot made from prismarine, should Dinnerbone or Jeb want to add more loot to the Ocean Monument. For example, a prismarine helmet (or necklace but we don't have a slot for necklaces) that has mediocre protection but lessens the duration and potency of potion effects inflicted upon the user.
I do think that it should have the reduced damage abovewater (I said so earlier), but underwater I think it should either have a lower penalty or none at all.
That would show that the arrows are even better underwater and are really the best choice, while above water you will have to choose between.
Normal: Good Above Water, Bad Below
Prismarine: Good Above Water, Great Below Water
The only noticeable thing reducing the penalty while underwater would do is make Guardians easier to kill (and maybe make a select few situations in PvP different). Doesn't sound like a good idea to me. The idea is to make ranged combat against Guardians possible, not your go-to option to kill them.
Personally I think it would be far simpler to just keep it weak, but massively increase the speed it travels at (charging takes the same amount of time), the speed increase would basically make these arrows underwater act like normal land arrows, and they would go much farther and faster on land.
But either way I support, it's pretty good.
Sounds like it might be confusing for the game to figure out the arrow's actual damage since arrow speed=damage. Yeah, it'd probably be simpler to code, and I doubt it'd be a huge deal, but I don't really like that idea because it would be infuriating to fight a sniper with prismarine arrows like that. For it to be balanced, the damage would have to be so low that armor would laugh at it (hell, I'd say it's already like that now). In a sniper duel with two well-armored archers using prismarine arrows, nobody will die, but if one of them stops fighting then the other will annoy him/her to death since you can't really dodge something that fast.
I think this would work better as an enchantment, also being easier to code in instead of the bow needing to know what arrow is being used.
Making this an enchantment ruins the point of the arrows being made of prismarine and giving purpose besides making prismarine blocks to the prismarine shards; furthermore, it also ruins the sense of progression that prismarine arrows give, and if someone enchants a bow with this and they don't want it, they're stuck with it.
I think you should change the name to prismarine harpoon instead of prismarine arrow cos in latin, arrow means aerial projectile, which doesn't make sense when it's underwater. So it would make more sense if it is called a harpoon, which actually belongs underwater.
I say arrow because it's fired from a bow. I would imagine that more people associate "arrow" with "projectile fired from a bow" rather than the Latin meaning of "aerial projectile". Calling it a harpoon, while technically more correct, seems like it would be a bit fishy to me (no pun intended).
And another suggestion:
If you don't want the arrow travelling hundreds of blocks away due to the anti gravity property, you should make the arrow slow down in the water before finally stopping, suspended in the wate, so that players don't have to swim so far to pick up the arrow. This will solve that problem as well as implementing realistic physics for underwater projectile travel.
Defeats the purpose of having an underwater arrow since arrow speed is directly tied to arrow damage. If the arrow is slower, it deals less damage. Also, doesn't work on land (and if you made it work on land it'd defeat the purpose even more).
I support this idea, but one thing that makes it too op is the anti-gravity thing. Maybe it could take longer to fall, and not be affected by water instead. What do you think?
Edit: Also, left-clicking is not really convenient, I think. The bow could recognize both the prismarine and the regular arrows, but what determines which will be used is their position in the inventory (if you organize some stacks of arrows and fire them, you'll know what i'm talking about).
Selecting the arrow based on inventory position was my original idea, but I changed it in case one wanted to switch arrows without having to reorganize my entire inventory. I suppose that instead of left-clicking, it could be some other key (ctrl maybe) but the left mouse button seems most convenient.
The original arrow used should probably be based on inventory position, though (or perhaps it should remember what you used last, with the game assuming that the last-used arrow was a regular arrow if you've never shot a bow). That might be why people are complaining about how selecting the arrow might be confusing for the game; I had assumed it was obvious that the original arrow would be selected by inventory position. Guess not.
I think that instead of arrows despawning after 10 seconds, they should become affected by gravity after 100 blocks. and while they are unaffected by gravity, they should have the trail behind them.
Decent idea, but if you spam arrows without charging them, you're going to have a loooooooot of very slow projectiles moving for a long time lagging the game up. Perhaps rather than basing it on distance, base it on time instead; it flies perfectly straight for ten seconds, then becomes affected by gravity.
Another Ideal I was thinking about, the whole switching with a left click is hard to get used to.
What about just making another bow that contains prismarine crystals (excuse the spelling) in the crafting recipe?
(This particular reply also goes for the other person who suggested a prismarine bow.)
I made prismarine arrows instead of a prismarine bow primarily for three reasons:
1) It doesn't fit well. Unless you count gold tools (which, let's face it, suck), there are absolutely no side-tiers (side-grades, if you will) in Minecraft. Implementing this idea as a bow instead would make it the first and only side-grade, making it very out of place. I could suggest a bunch of other side-grades alongside it, but that'd be rather wishlisty.
2) It isn't as much of a drain on prismarine as it should be. Assuming a prismarine bow has the same durability as a regular bow, once you get one you won't need to grab the resources for another bow until it breaks.
3) It takes up a hotbar slot if you wanted to use both a regular bow and a prismarine bow. We don't exactly have very many of those as-is.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Part of the point of the suggestion is that prismarine arrows serve as a form of loot for the dungeon and therefore give non-builders an incentive besides "it's there and it's difficult" to explore it.
Also, Dinnerbone wants structure-specific unique weapons and this fits the bill sorta (by being craftable but only through items found specific to one dungeon).
I made it disappear so quickly so that you won't have Prismarine arrows flying for hundreds of blocks if they happen to miss their target in some cases (good luck getting that back to begin with), but if you happen to not want to fire the arrow when you have it nocked, you can still shoot it at your feet and pick it up.
Out of curiosity why do you think this would balance it more? I see no reason for this although I could be overlooking something.
You can create cover by placing blocks... inside the temple, where there are actually blocks that you can place more blocks on. You can't place a block in the open ocean.
I dislike the scroll idea as it seems like a relatively unnecessary step in the crafting process and deters people from exploring Ocean Monuments early on in the game if they so desire.
As your original post:
Here's a basic texture I made if you want to use it in your article. This is a great idea that I fully support.
Won't let me post image so here is the link:
http://lh4.ggpht.com/1kWtbbkIPdYgWb2wzefsImTZItaQCQUOS8L5Ga46KZwXyYHlR0Y3xtrRCN1b_scs8EUU42khwqntxNy47wlZ
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var po = d.createElement('script');
po.type = 'text/javascript'; po.async = true; po.src = '//static.flnwdgt.com/build/js/hireme-sdk.js';
var s = d.getElementsByTagName('script')[0];
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That would show that the arrows are even better underwater and are really the best choice, while above water you will have to choose between.
Normal: Good Above Water, Bad Below
Prismarine: Good Above Water, Great Below Water
Then why not make a prismarine bow instead. it would have the same characteristics, but less confusing for the game to figure out what arrow to fire. Crafting = (W - Wood S-String P-Prismarine)
WS
P S
WS
Full Support.
I love your point about the Harpoon. Maybe even use Prismarine Shards in the crafting recipe for Harpoons? Pattern idea:
blank, Lead, Prismarine Shard
blank, Stick, blank
Stick, blank, blank
It could shoot well through the water and pull back on a right-click (if stuck to a mob it would be pulled back like with a Fishing Rod). What would be a good damage output and durability for it?
If regular is Vanilla then what flavor is your Minecraft?
SUPPORT!
Another Ideal I was thinking about, the whole switching with a left click is hard to get used to.
What about just making another bow that contains prismarine crystals (excuse the spelling) in the crafting recipe?
I support it! and I LOVE the Ideal about snipers!
Edit: Also, left-clicking is not really convenient, I think. The bow could recognize both the prismarine and the regular arrows, but what determines which will be used is their position in the inventory (if you organize some stacks of arrows and fire them, you'll know what i'm talking about).
If you don't want the arrow travelling hundreds of blocks away due to the anti gravity property, you should make the arrow slow down in the water before finally stopping, suspended in the wate, so that players don't have to swim so far to pick up the arrow. This will solve that problem as well as implementing realistic physics for underwater projectile travel.
Constantly evolving, reaching further heights.
My personal opinion: if you can get enchantments, then having infinite prismarine arrows wouldn't make things too easy. Why? Enchantments already make things too easy to begin with.
That being said, I agree with you after thinking about it, although for different reasons. For me, it's not that infinite prismarine arrows would make the standard ones less special; killing things in one shot is a good bit nicer and would save on bow durability, which is much more important now that you can't infinitely repair things any more. It's that infinite prismarine arrows would make getting more than a few Prismarine arrows pointless.
Perhaps we could establish prismarine as being "anti-magic", and making it so that enchantments have a lessened effect when you use a Prismarine arrow instead of a regular arrow. Power provides a smaller damage bonus, Punch deals less knockback, Flame doesn't burn things for as long, and Infinity would only have a chance to not consume an arrow rather than never consuming arrows. This'd also provide a bigger incentive to use regular arrows over prismarine arrows since there will be an even bigger damage difference between the two arrows on a Power V bow. This would also allow for some other interesting loot made from prismarine, should Dinnerbone or Jeb want to add more loot to the Ocean Monument. For example, a prismarine helmet (or necklace but we don't have a slot for necklaces) that has mediocre protection but lessens the duration and potency of potion effects inflicted upon the user.
The only noticeable thing reducing the penalty while underwater would do is make Guardians easier to kill (and maybe make a select few situations in PvP different). Doesn't sound like a good idea to me. The idea is to make ranged combat against Guardians possible, not your go-to option to kill them.
Sounds like it might be confusing for the game to figure out the arrow's actual damage since arrow speed=damage. Yeah, it'd probably be simpler to code, and I doubt it'd be a huge deal, but I don't really like that idea because it would be infuriating to fight a sniper with prismarine arrows like that. For it to be balanced, the damage would have to be so low that armor would laugh at it (hell, I'd say it's already like that now). In a sniper duel with two well-armored archers using prismarine arrows, nobody will die, but if one of them stops fighting then the other will annoy him/her to death since you can't really dodge something that fast.
Making this an enchantment ruins the point of the arrows being made of prismarine and giving purpose besides making prismarine blocks to the prismarine shards; furthermore, it also ruins the sense of progression that prismarine arrows give, and if someone enchants a bow with this and they don't want it, they're stuck with it.
I say arrow because it's fired from a bow. I would imagine that more people associate "arrow" with "projectile fired from a bow" rather than the Latin meaning of "aerial projectile". Calling it a harpoon, while technically more correct, seems like it would be a bit fishy to me (no pun intended).
Defeats the purpose of having an underwater arrow since arrow speed is directly tied to arrow damage. If the arrow is slower, it deals less damage. Also, doesn't work on land (and if you made it work on land it'd defeat the purpose even more).
Selecting the arrow based on inventory position was my original idea, but I changed it in case one wanted to switch arrows without having to reorganize my entire inventory. I suppose that instead of left-clicking, it could be some other key (ctrl maybe) but the left mouse button seems most convenient.
The original arrow used should probably be based on inventory position, though (or perhaps it should remember what you used last, with the game assuming that the last-used arrow was a regular arrow if you've never shot a bow). That might be why people are complaining about how selecting the arrow might be confusing for the game; I had assumed it was obvious that the original arrow would be selected by inventory position. Guess not.
Decent idea, but if you spam arrows without charging them, you're going to have a loooooooot of very slow projectiles moving for a long time lagging the game up. Perhaps rather than basing it on distance, base it on time instead; it flies perfectly straight for ten seconds, then becomes affected by gravity.
(This particular reply also goes for the other person who suggested a prismarine bow.)
I made prismarine arrows instead of a prismarine bow primarily for three reasons:
1) It doesn't fit well. Unless you count gold tools (which, let's face it, suck), there are absolutely no side-tiers (side-grades, if you will) in Minecraft. Implementing this idea as a bow instead would make it the first and only side-grade, making it very out of place. I could suggest a bunch of other side-grades alongside it, but that'd be rather wishlisty.
2) It isn't as much of a drain on prismarine as it should be. Assuming a prismarine bow has the same durability as a regular bow, once you get one you won't need to grab the resources for another bow until it breaks.
3) It takes up a hotbar slot if you wanted to use both a regular bow and a prismarine bow. We don't exactly have very many of those as-is.