Okay, considering that there are a whole host of peculiar suggestions in regards to what to add into minecraft next I have a suggestion that is perhaps large in scope but simple in nature. Every "place" in Minecraft all has some degree of varience: the surface with their biomes, the Nether with its forts, lava lakes and gravel blotches, and even the End with its miscellaneous islands and structures. That is, every place in minecraft but the incredibly mundane and easily accessible ocean.
The lack of content for the ocean is shocking, considering that Oceans have been in the game nearly since its inception and the fact that much more peculiar ideas have had more effort put into them like the Nether and End. I concede that atleast Ocean Monuments are something, but that barely fills the vast blue void. The Oceans are easy development space, ready to be tapped and perhaps add a whole slee of new, palletable content into the game. While I don't think that many will disagree with the idea that more content should be added to the Oceans (And if you do, do say why) I will try to ofcourse lay out a specific set of suggestions so feel free to criticize, elaborate on and propose your own specific vision.
Suggestions:
1. Tangible, Fleshed out Fish: Although it seems many find the idea of fish in the enviroment to be cumbersome, I would argue that it is the most simple way to improve the diversity of the ocean while making it more enjoyable and enriching for the player. In my opinion fishes would be best implemented as detailed below:
a. Purposeful, Passive A.I: In my opinion, fish should be similar to Rabbits in terms of how they behave in game: rapidly swimming away from any player who splashes about in the water. On one hand this is often how fish behave in general and on the other, this would prevent players from simply jumping into the water on day one and awkwardly slashing random fish with their sword. Fish within a radius should be attracted to the hook of a fishing rod.
b. Fishing: An easy mechanic to flesh out, the now tangible fish would be attracted to the hook(possibly with the addition of bait into the game) and the player would bring them in once hooked in a manner similar to what is already existent in the game.
c. Biome Specific Fish: Although I didn't lay my ideas for any specific biomes for the ocean yet, the type of fish you find aswell as their quantity should be determined by the part of the ocean you are in.
d. More fish: Simple enough and self-explanatory. As much as 80% of all species are marine in nature. More fish translates to more content, aswell as a more diverse and intruiging world. The quantity of new types of fish doesn't have to be alarming; but a few new ones will be a sight for sore eyes. Specific ideas for marine species will accompany their respective biome.
2. Marine Biomes: Personally, and I feel many share this sentiment, the Earth's oceans are perhaps one of the most incredible places in the world and are host to some of the most wonderful enviroments and ecosystems. There is plenty of content to be had here, and below I list just a few suggestions:
a. Kelp Forest: Marked by a relatively flat ocean floor fairly close to the surface and covered with towering kelp plants, this forest esque waterscape acts as a refuge for plenty of wildlife ranging from Urchins which crawl along the seafloor and Rockfish.
Rockfish - A simple, rather generic fish that inhabits Kelp Forests. Can be caught and consumed by the player, though even when cooked the Rockfish would supply a meager quantity of hunger filling 1 drumstick when raw and 2 when cooked.
Urchins - Spikey little balls that largely ignore the player whilst traversing the ocean floor. Players must be careful not to make contact with this passive creature, or else they risk being pricked by their spikey appendages which also poison the player. When the Urchin is killed, it drops nothing but its corpse which can then be thrown in a manner most similar to a snowball or an egg: except, it will do a decent quantity of damage and have a 10% chance to poison its victim so long as the victim in question is suspect to it.
Kelp - Kelp, which grow in pillars from the ocean floor up until a block below the surface, are the foundation of their ecosystem though to the player they offer largely trivial use. When harvested, the Kelp can be turned into either Lime Dye or dried in a Furnace to produce seaweed which can be eaten for half a drumstick or can be combined with any raw fish to produce Sushi which will provide 3 drumsticks of Hunger.
b. Coral Reef: Everyone's favorite ocean biome, though it is quite a rarity. It has a greater rate of biodiversity than perhaps anywhere else in the whole world. The Coral Reef streches from perhaps 3 to 8 blocks below the surface; the surface of the Reef is dominated by ofcourse Coral of varying appearances which grow ontop of Limestone* blocks. With these denizens live a vast quantity of marine species such as the Barracuda, Pufferfish, Clownfish, and Blue Tang. Sponges will also naturally spawn here.
*Limestone Blocks - Naturally generating in Coral Reefs, I propose that Limestone replace Gravel or Sand in the process of making Concrete. In addition, Corals can be farmed ontop of limestone.
Coral - The heart of the ecosystem, Corals have use as decorative pieces aswell as the potential to create Coral blocks which are also used in decoration. Coral has a small chance to spread fo adjacent Limestone blocks if lighting is sufficient.
Barracuda - Perhaps the greatest threat in the Reef, Barracudas are long slender fish which, while fragile, strike fast and hard. The Barracuda will ignore the player so long as they stay out of its relatively small agro-range of approximately 5 blocks. Though they spawn in the reef in small quantities, if the player is unprepared and doesn't proceed with caution the Barracuda could pose a major detriment to the player's life. Once the player is within Agro-range the Barracuda will close the gap rapidly and strike with near perfect aim. Barracuda have a chance to drop their Teeth, which can be used to produce either 1 bone meal or brewed to make a Potion of Aim*.
*Potion of Aim: When used, the player will be gifted auto-aim for combat with a sword; striking in the vicinity of a mob regardless of your orientation will strike the mob so long as it is within normal range.
Clownfish - Largely mundane but beautiful fish, the Clownfish will retain the rather mundane function they possessed in the game currently.
Blue Tang - Similar to the Clownfish in the sense that they restore a mere half a drumstick of Hunger, the Blue Tang when eaten however will have a chance to inflict Nausea on the player thanks to their notoriously distasteful flesh and the presence of mild toxins. In addition however, the Blue Tang can be used to brew Potions of Nausea.
Pufferfish - Pufferfish are not to be trifled with. The inflated little fish should not be bumped into and are best acquired via a safe fishing rod. If bumped into, the Pufferfish will inflict the same effects as it does when eating it in the original game. Ouch! Atleast they can still be used to make a Potion of Water Breathing.
c. Open Ocean: Ah yes. Blue water as far as the eye can see-- very familiar. Largely devoid of life except for the occasional Tuna, Turtles, Squids and Sharks. Ocean monuments also spawn here in the depths.
Tuna - Tuna; the prize of the sea. Any good fisherman dreams of catching one. Though not exactly plentiful, a careful search will generally lead to an easy discovery as Tuna are the second most abundant inhabitant of this biome. When captured, they can be cooked for a rewarding 5 drumsticks-- quite the reward for such a catch!
Turtle - The innocent Turtle swims about aimlessly in the vast stretch of the ocean, largely tending to its own business. Rare and majestic, the Turtle's shell protects it from many predators and acts as a major detriment to any player who would wish to take it down. Though, if the player does manage to take it down it is rewarded with its shell which can be used in Brewing to craft a Potion of Resistance*
*Potion of Resistance - Applies the status effect Resistance to the user. Fairly self-explanatory.
Squid - The most common animal in the Open Ocean. They're the same derpy creatures we've all grown to love.
Sharks - Unlike many other creatures and implementations, the existence of the Shark is not in anyway for your benefit. Though Sharks are majestic creatures that are largely misunderstood by humans the ones that inhabit the oceans of Minecraft are inherently blood thirsthy and proficient predators. Though rare, the Shark will attack anything within its decently sized Agro-Range of 25 blocks including players and even those innocent Turtles. Sharks have a healthy quantity of HP aswell as being able to inflict decent damage-- thus, they are best avoided by the player at all times. Especially since they drop nothing. They are a challange to the player, a roadbump on the way to your path of dominance.
UPDATE: In addition to adding the below, I also went back and added descriptions for some things that were missed.
d. Trenches: The most remote and rare of all ocean Biomes, the Trenches represent quite a challange to the player with its great depth and intimidating creatures: the most infamous of them being the Anglerfish though the intimidating Shark can also be found at these depths as can docile squid. Marine Snow in the form of stray Experience Balls float in small quantities in these deep, dark waters. Yet despite its dangerous and inaccessible nature, Trenches are one of the two biomes that are able to spawn Emeralds and in the case of these undersea ravines, Emeralds spawn in frequencies much higher than their Terrestrial counterparts.
Anglerfish - With their tell-tale lures, large spiny teeth and menacing eyes, Anglerfish are terrifying creatures that provide a unique challange to the player. Though some will actively hunt and move about, others will utilize ambush tactics to catch their prey. If an Anglerfish stays still, all but its lure will become invisible and it will appear as though its bait has become an innocent experience ball. The only thing that can reveal the Angler is the occasional bubble emitted from where it would be. Though the Angler is defintely a creature you do not wish to mess with, killing one can provide unique rewards. Anglerfish have a 90% chance to drop Angler Flesh* and a 10% chance to drop their Lures**.
*Angler Flesh - Angler Flesh, other than being able to be used as food for your dogs, has only a few niche uses. Similar in properties to Rotten Flesh, Angler Flesh will likely inflict you with Hunger. And although it cannot be used in Brewing, it does have chance to give you Water Breathing for thirty seconds. Thus, it has a Niche use as an emergency source of air which can be useful in dire situation.
**Angler Lure - The much more useful and interesting of the two drops provided by the Angler, the Angler Lure when held on either hand by the player emits and eerie green light, acting as dynamic lumination for the player[Though keep in mind this is purely client side and aesthetic, other than providing light it will not prevent mobs from spawning]. In addition, NPC fish such as the Blue Tang, Clownfish, Tuna and Pufferfish are attracted to the Lure, which causes them to behave similarly to how mobs can be lead by food on land.
3. Changes to Rivers and Beaches: Largely humble, and they stem off ideas that have been established earlier in the text.
a. Rivers: I think River generation should be much more dynamic, and the potential size of rivers should be increased. In addition, adding Salmon could potentially make things much more interesting.
Salmon - The Kings of the River Ecosystem, Salmon can be found rather abundantly in the larger rivers. Though quick and having the ability to jump out of the water if startled, Salmon provide a rewarding 3.5 drumsticks when cooked-- yum!
b. Beaches: I'm much more satisified with the current state of Beaches, mostly because I ask myself what else is there to add? Though I will advocate for the addition of a single NPC.
Crab - Snip Snip! Though not very aggressive, this creature can hurt you a little bit should you come too close. Mostly atmospheric, the Crab's meat can provide some meager sustenance though on the other hand, Crabs are somewhat easy to catch. Crabs can be tamed via using fish and can also breath underwater. Little snipper pals!
4. Changes to Boats: I'm not advocating for the addition of some grandiose ship system where people control these hulking masses of wood and travel the sea at insane speeds on motor boats-- not at all. I just want some more variety.
a. Boat "slots": As it stands in Vanilla, a boat can carry two people. I propose that instead of having an occupancy of two, you should be anle to add a Crafting table, Chest, Furnace or Dispenser to your boat. In the case of a Dispenser, I feel like it would be fun, though perhaps not practical, to have the ability to fire arrows or fire charges WHILE in the boat. A man can dream! Regardless, even just adding the ability to put Crafting tables, Chests and Furnaces will be a major and practical improvement.
b. Sail boat: I can already hear the growning. Hear me out. The boat would be small, perhaps the size of about 3 or 4 boats. To construct, its design would have to be incremental: you'd have to create the Hull and the Sail seperately. To construct the hull, I envision you having to add additional blocks to the ends of the traditional boat design and for the sail, I imagine it would take a two sticks with a slimeball inbetween, attached to strings in a triangular shape with paper in the middle. Sail Boats have a few advantages: they would have 4 instead of 2 "slots", and they would move marginally faster. As trade offs they would obviously be more expensive, and are unable to be carried in your inventory: once destroyed, it will turn into a mess of wooden blocks and sticks. Unlike boats, they are also unable to slowly derp its way across the land.
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FAQ and Concerns:
What about lag?
There have been plenty of proposals by others such as reducing the quantity of new mobs, reducing the spawn rate of new mobs and causing fish to despawn after they are a certain distance from the player, like Squid.
Personally, I am most interested in the latter most suggestion because this would also prevent rapid fish population and support a higher diversity of species for the player to enjoy. In addition I would argue that new Biomes with higher densities of fish like Kelp forests and Coral should be made rarer not only to reflect their relative rarity in the real world but also to reduce lag and general clutter.
Isn't this too much Ocean content?
Although this is a matter of opinion, I would argue no, its not. The ocean as it stands is incredibly bland and has the least diversity of any place in the game; adding most of this would at the very least bring it to the level of other regions in the game. Regardless, if just one of my ideas got added to the game in some form or another I'd be extremely happy-- any improvement to the oceans is welcome on my part, even if its not my idea.
Some of this stuff seems unbalanced, shouldn't it be removed?
I would argue that most of the stuff in here can be balanced by tweaking the rarity of the mob that has it or the drop rate of the item. Once again though its not a hill I would die on, and I'm not opposed to consider removing certain ideas.
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HELP NEEDED!
I do this all on my phone and I'm new to the forums, so my thread isn't very pretty! If anyone wants to help me with making it more appealing or creating visuals PLEASE pm me!
Also for everyone out there, you can do your part by simply telling people that more stuff should be added to the oceans. Mojang will probaly never see this, but maybe if general sentiment shifts towards the ocean they will atleast understand that this is what its player base wants and perhaps they will add to it on their own. Please also remember to critique and make your own suggestions!
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But, what I'm most curious about is this. What do you guys think? Questions? Critique? Do you believe the Oceans should have more content? If so, what do you like and dislike about my suggestions? Any suggestions of your own?
Well, this is a pretty well-made suggestion. I don't see many problems with it, though the large amount of mobs would probably be really laggy and reduce the number of enemy mobs in oceans. It would also mean that we'd need a lot more on land, since oceans should have less content than the land due to the lack of a reason to actually do anything there.
Either way, I like the idea of improving oceans. I Support!
Well, this is a pretty well-made suggestion. I don't see many problems with it, though the large amount of mobs would probably be really laggy and reduce the number of enemy mobs in oceans. It would also mean that we'd need a lot more on land, since oceans should have less content than the land due to the lack of a reason to actually do anything there.
Either way, I like the idea of improving oceans. I Support!
Thank you for the support! As you and Qoajo said, lag may be a possible problem, though I'm not exactly sure. I would presume that lag could be mitigated via either curtailling the frequency of fish spawns to the point that it lags no longer. Though, perhaps if it has to be curtailed too much the best option would be to remove some of the less important species so the more important ones can have their due abundance. I'm unsure-- but regardless of how it should be done, its good to see some people would like to have more content added to a unfairly neglected part of the world. Thanks folks!
Thank you for the support! As you and Qoajo said, lag may be a possible problem, though I'm not exactly sure. I would presume that lag could be mitigated via either curtailling the frequency of fish spawns to the point that it lags no longer. Though, perhaps if it has to be curtailed too much the best option would be to remove some of the less important species so the more important ones can have their due abundance. I'm unsure-- but regardless of how it should be done, its good to see some people would like to have more content added to a unfairly neglected part of the world. Thanks folks!
I'll get to writing more indepth shortly!
A possible solution to lag is to make them spawn and despawn only when the player are near where they spawn at, like ocelots or squids.
I agree with pretty much everything, but I suggest throwing the turtle shell/Potion of Resistance out the window. It's a complete upgrade for the player to need a shell instead of making a golden apple. It makes sense, but isn't balanced. Also, I don't know if oceans need that much content. After a certain threshold it starts to feel bloated.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
A well thought out Suggestion & I totally Support - Lag issues aside (mind you mods like 'mo'creatures don't seem to suffer much & that has LOADS more mobs added). The addition of extra food products is a nice little addition - but like Cerroz, I think the turtleshell/potion may be a little to OP
It looks perfectly fine overall, but my issues are with the two potions. Resistance shouldn't be available in a potion form because Resistance 2 makes you take a lot less damage, and the auto-aim just sounds cheaty.
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Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Thank you all for such wonderful feedback, praise and criticism! So far what I've noticed are two major qualms: the Potion of Resistance and worry of lag.
In regards to the latter, I'm not too knowledgable in programming or anything of the sort but as I see it we have three solutions we could entertain assuming that lag is a problem:
Decrease new mob's spawn frequency.
Decrease the quantity of new mobs in general.
Or, and to me this is the most interesting, simply make it so that these Oceanic mobs despawn as ivuul suggested. This in my opinion is the best option, not only because it would potentially decrease lag but due to the difficulty and awkwardness of having to potentially breed fish, having them spawn and despawn as needed is a good deal compared to having a laggy game with depopulated pockets of fish.
Also another idea(which is not mutually exclusive with any of the above) is simply reducing the frequency of spawning for oceanic biomes with large quantities of mobs(Coral Reefs and Kelp Forest). This would not only help combat lag, but would also reflect reality as the open ocean is the dominant waterscape in real life. This would also "declutter" the oceans, another concern of some. Anyway, what do you guys think of this proposed solution?
As for the former issue regarding the Potion of Resistance, perhaps making Turtles rare or reducing their chance to drop their shells could be adequately balancing? Or perhaps the effect duration will be shortened when compared to that given by Golden Apples? Perhaps you guys think it is just best removed-- though if there are any suggestions on how to balance it, then I would be much more inclined to accept that than outright removal.
Update soon-- bogged down with Exams. Gah! Thank ya'll again for all the input!
Also, do you guys have any unique suggestions regarding oceans?
I think it's a good idea! Would make adventures across the ocean and finishing a lot more interesting. Not much fun throwing a hook in and having an invisible catch pull on it. If not everything you've listed, at least some aspects you've suggested. Maybe even starting off small and playing around with the additions before moving on to the next idea.
The ocean monument was indeed a great addition as well as the guardian mob but other than their presence in the ocean and the random groups of squid, the ocean is just an empty void. Coral reefs would be a lovely addition with the biodiversity you suggested for them to carry. It'd be nice to have more that'll fight back in the big ocean blue. Hope that a developer does actually see this post and truly considers it!
Well thought out suggestion! The game truly does have a lot of potential.
I agree with pretty much everything, but I suggest throwing the turtle shell/Potion of Resistance out the window. It's a complete upgrade for the player to need a shell instead of making a golden apple. It makes sense, but isn't balanced. Also, I don't know if oceans need that much content. After a certain threshold it starts to feel bloated.
I don't think it would feel bloated. The limitations on ocean interaction (Aquafinity, water breathing, etc) would regulate how much players could interact with the ocean until they acquire those items. Oceans are big, and a huge pain to navigate even with those. I think reducing the barrier of entry for ocean content, and allowing players to make something like a diving helmet and fins to swim easier and breath underwater for a limited period of time would improve it significantly.
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I love the everything about it but a 1 thing. The potion of aim seems overpowered. Imagine having it on a PVP server. I love the idea but the barracuda should probably be one of the rarest mobs you have named.
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If planks and sticks were added to the thrash system off fishing, you can make tools at sea, but this opposes a new problem: How does trash and loot work? Do you know it's thrash or loot because the dobber is moving, but there's no fish, or do fish randomly turn into different items, maybe when you reel in a fish it'll give you a saddle to go with that fish ?
I got a solution ! There could be a new feature, the stream :
-When you swim or boat, if you are in a stream, you'll be pushed aside, towards or backward.
- Items are too pushed, so we can imagine some items in the bottom of the ocean, which can be pushed by a stream and then be caught by the player.
To preserve the player from diving instead of fishing (wich will destroy the game), the loots/trash will be hidden in a new block called didn't found how it is called but it is like a kind of mud found in the bottom of the ocean. This block will sometimes hide items, and is swept ? destroyed ? disappeared ? when a water stream is near. So searching items by diving will be more difficult than fishing them.
What do you think ?
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🥖 As a french I usually make english mistakes, so don't be afraid to correct me if I used an inappropriate word. Thanks. 🥖
Okay, considering that there are a whole host of peculiar suggestions in regards to what to add into minecraft next I have a suggestion that is perhaps large in scope but simple in nature. Every "place" in Minecraft all has some degree of varience: the surface with their biomes, the Nether with its forts, lava lakes and gravel blotches, and even the End with its miscellaneous islands and structures. That is, every place in minecraft but the incredibly mundane and easily accessible ocean.
The lack of content for the ocean is shocking, considering that Oceans have been in the game nearly since its inception and the fact that much more peculiar ideas have had more effort put into them like the Nether and End. I concede that atleast Ocean Monuments are something, but that barely fills the vast blue void. The Oceans are easy development space, ready to be tapped and perhaps add a whole slee of new, palletable content into the game. While I don't think that many will disagree with the idea that more content should be added to the Oceans (And if you do, do say why) I will try to ofcourse lay out a specific set of suggestions so feel free to criticize, elaborate on and propose your own specific vision.
Suggestions:
1. Tangible, Fleshed out Fish: Although it seems many find the idea of fish in the enviroment to be cumbersome, I would argue that it is the most simple way to improve the diversity of the ocean while making it more enjoyable and enriching for the player. In my opinion fishes would be best implemented as detailed below:
a. Purposeful, Passive A.I: In my opinion, fish should be similar to Rabbits in terms of how they behave in game: rapidly swimming away from any player who splashes about in the water. On one hand this is often how fish behave in general and on the other, this would prevent players from simply jumping into the water on day one and awkwardly slashing random fish with their sword. Fish within a radius should be attracted to the hook of a fishing rod.
b. Fishing: An easy mechanic to flesh out, the now tangible fish would be attracted to the hook(possibly with the addition of bait into the game) and the player would bring them in once hooked in a manner similar to what is already existent in the game.
c. Biome Specific Fish: Although I didn't lay my ideas for any specific biomes for the ocean yet, the type of fish you find aswell as their quantity should be determined by the part of the ocean you are in.
d. More fish: Simple enough and self-explanatory. As much as 80% of all species are marine in nature. More fish translates to more content, aswell as a more diverse and intruiging world. The quantity of new types of fish doesn't have to be alarming; but a few new ones will be a sight for sore eyes. Specific ideas for marine species will accompany their respective biome.
2. Marine Biomes: Personally, and I feel many share this sentiment, the Earth's oceans are perhaps one of the most incredible places in the world and are host to some of the most wonderful enviroments and ecosystems. There is plenty of content to be had here, and below I list just a few suggestions:
a. Kelp Forest: Marked by a relatively flat ocean floor fairly close to the surface and covered with towering kelp plants, this forest esque waterscape acts as a refuge for plenty of wildlife ranging from Urchins which crawl along the seafloor and Rockfish.
Rockfish - A simple, rather generic fish that inhabits Kelp Forests. Can be caught and consumed by the player, though even when cooked the Rockfish would supply a meager quantity of hunger filling 1 drumstick when raw and 2 when cooked.
Urchins - Spikey little balls that largely ignore the player whilst traversing the ocean floor. Players must be careful not to make contact with this passive creature, or else they risk being pricked by their spikey appendages which also poison the player. When the Urchin is killed, it drops nothing but its corpse which can then be thrown in a manner most similar to a snowball or an egg: except, it will do a decent quantity of damage and have a 10% chance to poison its victim so long as the victim in question is suspect to it.
Kelp - Kelp, which grow in pillars from the ocean floor up until a block below the surface, are the foundation of their ecosystem though to the player they offer largely trivial use. When harvested, the Kelp can be turned into either Lime Dye or dried in a Furnace to produce seaweed which can be eaten for half a drumstick or can be combined with any raw fish to produce Sushi which will provide 3 drumsticks of Hunger.
b. Coral Reef: Everyone's favorite ocean biome, though it is quite a rarity. It has a greater rate of biodiversity than perhaps anywhere else in the whole world. The Coral Reef streches from perhaps 3 to 8 blocks below the surface; the surface of the Reef is dominated by ofcourse Coral of varying appearances which grow ontop of Limestone* blocks. With these denizens live a vast quantity of marine species such as the Barracuda, Pufferfish, Clownfish, and Blue Tang. Sponges will also naturally spawn here.
*Limestone Blocks - Naturally generating in Coral Reefs, I propose that Limestone replace Gravel or Sand in the process of making Concrete. In addition, Corals can be farmed ontop of limestone.
Coral - The heart of the ecosystem, Corals have use as decorative pieces aswell as the potential to create Coral blocks which are also used in decoration. Coral has a small chance to spread fo adjacent Limestone blocks if lighting is sufficient.
Barracuda - Perhaps the greatest threat in the Reef, Barracudas are long slender fish which, while fragile, strike fast and hard. The Barracuda will ignore the player so long as they stay out of its relatively small agro-range of approximately 5 blocks. Though they spawn in the reef in small quantities, if the player is unprepared and doesn't proceed with caution the Barracuda could pose a major detriment to the player's life. Once the player is within Agro-range the Barracuda will close the gap rapidly and strike with near perfect aim. Barracuda have a chance to drop their Teeth, which can be used to produce either 1 bone meal or brewed to make a Potion of Aim*.
*Potion of Aim: When used, the player will be gifted auto-aim for combat with a sword; striking in the vicinity of a mob regardless of your orientation will strike the mob so long as it is within normal range.
Clownfish - Largely mundane but beautiful fish, the Clownfish will retain the rather mundane function they possessed in the game currently.
Blue Tang - Similar to the Clownfish in the sense that they restore a mere half a drumstick of Hunger, the Blue Tang when eaten however will have a chance to inflict Nausea on the player thanks to their notoriously distasteful flesh and the presence of mild toxins. In addition however, the Blue Tang can be used to brew Potions of Nausea.
Pufferfish - Pufferfish are not to be trifled with. The inflated little fish should not be bumped into and are best acquired via a safe fishing rod. If bumped into, the Pufferfish will inflict the same effects as it does when eating it in the original game. Ouch! Atleast they can still be used to make a Potion of Water Breathing.
c. Open Ocean: Ah yes. Blue water as far as the eye can see-- very familiar. Largely devoid of life except for the occasional Tuna, Turtles, Squids and Sharks. Ocean monuments also spawn here in the depths.
Tuna - Tuna; the prize of the sea. Any good fisherman dreams of catching one. Though not exactly plentiful, a careful search will generally lead to an easy discovery as Tuna are the second most abundant inhabitant of this biome. When captured, they can be cooked for a rewarding 5 drumsticks-- quite the reward for such a catch!
Turtle - The innocent Turtle swims about aimlessly in the vast stretch of the ocean, largely tending to its own business. Rare and majestic, the Turtle's shell protects it from many predators and acts as a major detriment to any player who would wish to take it down. Though, if the player does manage to take it down it is rewarded with its shell which can be used in Brewing to craft a Potion of Resistance*
*Potion of Resistance - Applies the status effect Resistance to the user. Fairly self-explanatory.
Squid - The most common animal in the Open Ocean. They're the same derpy creatures we've all grown to love.
Sharks - Unlike many other creatures and implementations, the existence of the Shark is not in anyway for your benefit. Though Sharks are majestic creatures that are largely misunderstood by humans the ones that inhabit the oceans of Minecraft are inherently blood thirsthy and proficient predators. Though rare, the Shark will attack anything within its decently sized Agro-Range of 25 blocks including players and even those innocent Turtles. Sharks have a healthy quantity of HP aswell as being able to inflict decent damage-- thus, they are best avoided by the player at all times. Especially since they drop nothing. They are a challange to the player, a roadbump on the way to your path of dominance.
UPDATE: In addition to adding the below, I also went back and added descriptions for some things that were missed.
d. Trenches: The most remote and rare of all ocean Biomes, the Trenches represent quite a challange to the player with its great depth and intimidating creatures: the most infamous of them being the Anglerfish though the intimidating Shark can also be found at these depths as can docile squid. Marine Snow in the form of stray Experience Balls float in small quantities in these deep, dark waters. Yet despite its dangerous and inaccessible nature, Trenches are one of the two biomes that are able to spawn Emeralds and in the case of these undersea ravines, Emeralds spawn in frequencies much higher than their Terrestrial counterparts.
Anglerfish - With their tell-tale lures, large spiny teeth and menacing eyes, Anglerfish are terrifying creatures that provide a unique challange to the player. Though some will actively hunt and move about, others will utilize ambush tactics to catch their prey. If an Anglerfish stays still, all but its lure will become invisible and it will appear as though its bait has become an innocent experience ball. The only thing that can reveal the Angler is the occasional bubble emitted from where it would be. Though the Angler is defintely a creature you do not wish to mess with, killing one can provide unique rewards. Anglerfish have a 90% chance to drop Angler Flesh* and a 10% chance to drop their Lures**.
*Angler Flesh - Angler Flesh, other than being able to be used as food for your dogs, has only a few niche uses. Similar in properties to Rotten Flesh, Angler Flesh will likely inflict you with Hunger. And although it cannot be used in Brewing, it does have chance to give you Water Breathing for thirty seconds. Thus, it has a Niche use as an emergency source of air which can be useful in dire situation.
**Angler Lure - The much more useful and interesting of the two drops provided by the Angler, the Angler Lure when held on either hand by the player emits and eerie green light, acting as dynamic lumination for the player[Though keep in mind this is purely client side and aesthetic, other than providing light it will not prevent mobs from spawning]. In addition, NPC fish such as the Blue Tang, Clownfish, Tuna and Pufferfish are attracted to the Lure, which causes them to behave similarly to how mobs can be lead by food on land.
3. Changes to Rivers and Beaches: Largely humble, and they stem off ideas that have been established earlier in the text.
a. Rivers: I think River generation should be much more dynamic, and the potential size of rivers should be increased. In addition, adding Salmon could potentially make things much more interesting.
Salmon - The Kings of the River Ecosystem, Salmon can be found rather abundantly in the larger rivers. Though quick and having the ability to jump out of the water if startled, Salmon provide a rewarding 3.5 drumsticks when cooked-- yum!
b. Beaches: I'm much more satisified with the current state of Beaches, mostly because I ask myself what else is there to add? Though I will advocate for the addition of a single NPC.
Crab - Snip Snip! Though not very aggressive, this creature can hurt you a little bit should you come too close. Mostly atmospheric, the Crab's meat can provide some meager sustenance though on the other hand, Crabs are somewhat easy to catch. Crabs can be tamed via using fish and can also breath underwater. Little snipper pals!
4. Changes to Boats: I'm not advocating for the addition of some grandiose ship system where people control these hulking masses of wood and travel the sea at insane speeds on motor boats-- not at all. I just want some more variety.
a. Boat "slots": As it stands in Vanilla, a boat can carry two people. I propose that instead of having an occupancy of two, you should be anle to add a Crafting table, Chest, Furnace or Dispenser to your boat. In the case of a Dispenser, I feel like it would be fun, though perhaps not practical, to have the ability to fire arrows or fire charges WHILE in the boat. A man can dream! Regardless, even just adding the ability to put Crafting tables, Chests and Furnaces will be a major and practical improvement.
b. Sail boat: I can already hear the growning. Hear me out. The boat would be small, perhaps the size of about 3 or 4 boats. To construct, its design would have to be incremental: you'd have to create the Hull and the Sail seperately. To construct the hull, I envision you having to add additional blocks to the ends of the traditional boat design and for the sail, I imagine it would take a two sticks with a slimeball inbetween, attached to strings in a triangular shape with paper in the middle. Sail Boats have a few advantages: they would have 4 instead of 2 "slots", and they would move marginally faster. As trade offs they would obviously be more expensive, and are unable to be carried in your inventory: once destroyed, it will turn into a mess of wooden blocks and sticks. Unlike boats, they are also unable to slowly derp its way across the land.
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FAQ and Concerns:
What about lag?
There have been plenty of proposals by others such as reducing the quantity of new mobs, reducing the spawn rate of new mobs and causing fish to despawn after they are a certain distance from the player, like Squid.
Personally, I am most interested in the latter most suggestion because this would also prevent rapid fish population and support a higher diversity of species for the player to enjoy. In addition I would argue that new Biomes with higher densities of fish like Kelp forests and Coral should be made rarer not only to reflect their relative rarity in the real world but also to reduce lag and general clutter.
Isn't this too much Ocean content?
Although this is a matter of opinion, I would argue no, its not. The ocean as it stands is incredibly bland and has the least diversity of any place in the game; adding most of this would at the very least bring it to the level of other regions in the game. Regardless, if just one of my ideas got added to the game in some form or another I'd be extremely happy-- any improvement to the oceans is welcome on my part, even if its not my idea.
Some of this stuff seems unbalanced, shouldn't it be removed?
I would argue that most of the stuff in here can be balanced by tweaking the rarity of the mob that has it or the drop rate of the item. Once again though its not a hill I would die on, and I'm not opposed to consider removing certain ideas.
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HELP NEEDED!
I do this all on my phone and I'm new to the forums, so my thread isn't very pretty! If anyone wants to help me with making it more appealing or creating visuals PLEASE pm me!
Also for everyone out there, you can do your part by simply telling people that more stuff should be added to the oceans. Mojang will probaly never see this, but maybe if general sentiment shifts towards the ocean they will atleast understand that this is what its player base wants and perhaps they will add to it on their own. Please also remember to critique and make your own suggestions!
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But, what I'm most curious about is this. What do you guys think? Questions? Critique? Do you believe the Oceans should have more content? If so, what do you like and dislike about my suggestions? Any suggestions of your own?
Well, this is a pretty well-made suggestion. I don't see many problems with it, though the large amount of mobs would probably be really laggy and reduce the number of enemy mobs in oceans. It would also mean that we'd need a lot more on land, since oceans should have less content than the land due to the lack of a reason to actually do anything there.
Either way, I like the idea of improving oceans. I Support!
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
I know little of computers, so I don't know about the potential lag issue. Other than that, I support.
Join the revolution, comrade.
Thank you for the support! As you and Qoajo said, lag may be a possible problem, though I'm not exactly sure. I would presume that lag could be mitigated via either curtailling the frequency of fish spawns to the point that it lags no longer. Though, perhaps if it has to be curtailed too much the best option would be to remove some of the less important species so the more important ones can have their due abundance. I'm unsure-- but regardless of how it should be done, its good to see some people would like to have more content added to a unfairly neglected part of the world. Thanks folks!
I'll get to writing more indepth shortly!
This sounds great. This would also make water breathing potions and respiration enchantments much more useful.
I have nothing here, go look somewhere else.
I suggest that more focus on the monument spawns.
A possible solution to lag is to make them spawn and despawn only when the player are near where they spawn at, like ocelots or squids.
I agree with pretty much everything, but I suggest throwing the turtle shell/Potion of Resistance out the window. It's a complete upgrade for the player to need a shell instead of making a golden apple. It makes sense, but isn't balanced. Also, I don't know if oceans need that much content. After a certain threshold it starts to feel bloated.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
A well thought out Suggestion & I totally Support - Lag issues aside (mind you mods like 'mo'creatures don't seem to suffer much & that has LOADS more mobs added). The addition of extra food products is a nice little addition - but like Cerroz, I think the turtleshell/potion may be a little to OP
It looks perfectly fine overall, but my issues are with the two potions. Resistance shouldn't be available in a potion form because Resistance 2 makes you take a lot less damage, and the auto-aim just sounds cheaty.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Thank you all for such wonderful feedback, praise and criticism! So far what I've noticed are two major qualms: the Potion of Resistance and worry of lag.
In regards to the latter, I'm not too knowledgable in programming or anything of the sort but as I see it we have three solutions we could entertain assuming that lag is a problem:
Decrease new mob's spawn frequency.
Decrease the quantity of new mobs in general.
Or, and to me this is the most interesting, simply make it so that these Oceanic mobs despawn as ivuul suggested. This in my opinion is the best option, not only because it would potentially decrease lag but due to the difficulty and awkwardness of having to potentially breed fish, having them spawn and despawn as needed is a good deal compared to having a laggy game with depopulated pockets of fish.
Also another idea(which is not mutually exclusive with any of the above) is simply reducing the frequency of spawning for oceanic biomes with large quantities of mobs(Coral Reefs and Kelp Forest). This would not only help combat lag, but would also reflect reality as the open ocean is the dominant waterscape in real life. This would also "declutter" the oceans, another concern of some. Anyway, what do you guys think of this proposed solution?
As for the former issue regarding the Potion of Resistance, perhaps making Turtles rare or reducing their chance to drop their shells could be adequately balancing? Or perhaps the effect duration will be shortened when compared to that given by Golden Apples? Perhaps you guys think it is just best removed-- though if there are any suggestions on how to balance it, then I would be much more inclined to accept that than outright removal.
Update soon-- bogged down with Exams. Gah! Thank ya'll again for all the input!
Also, do you guys have any unique suggestions regarding oceans?
I think it's a good idea! Would make adventures across the ocean and finishing a lot more interesting. Not much fun throwing a hook in and having an invisible catch pull on it. If not everything you've listed, at least some aspects you've suggested. Maybe even starting off small and playing around with the additions before moving on to the next idea.
The ocean monument was indeed a great addition as well as the guardian mob but other than their presence in the ocean and the random groups of squid, the ocean is just an empty void. Coral reefs would be a lovely addition with the biodiversity you suggested for them to carry. It'd be nice to have more that'll fight back in the big ocean blue. Hope that a developer does actually see this post and truly considers it!
Well thought out suggestion! The game truly does have a lot of potential.
I don't think it would feel bloated. The limitations on ocean interaction (Aquafinity, water breathing, etc) would regulate how much players could interact with the ocean until they acquire those items. Oceans are big, and a huge pain to navigate even with those. I think reducing the barrier of entry for ocean content, and allowing players to make something like a diving helmet and fins to swim easier and breath underwater for a limited period of time would improve it significantly.
I love it !
Just a little point : the turtle should be hitten only on its head (crits) and its feets, the shell protect from all damages.
I love the everything about it but a 1 thing. The potion of aim seems overpowered. Imagine having it on a PVP server. I love the idea but the barracuda should probably be one of the rarest mobs you have named.
I do think that Minecraft should have more ocean content, but this is going the wrong way. Mabey you could make a modification for this?
-by me, duh!
Alright guys! I've finally finished the final update!
I'm happy with the amount of interest generated, even if its modest. I also added an FAQ section, just to address some frequent concerns.
Thank you all for such a warm welcome to the forums!
Also please try to say what you do and don't like about my ideas-- it makes it much clearer for me to see who supports my idea and who doesn't.
I got a solution ! There could be a new feature, the stream :
-When you swim or boat, if you are in a stream, you'll be pushed aside, towards or backward.
- Items are too pushed, so we can imagine some items in the bottom of the ocean, which can be pushed by a stream and then be caught by the player.
To preserve the player from diving instead of fishing (wich will destroy the game), the loots/trash will be hidden in a new block called
didn't found how it is called but it is like a kind of mud found in the bottom of the ocean. This block will sometimes hide items, and isswept ? destroyed ? disappeared ?when a water stream is near. So searching items by diving will be more difficult than fishing them.What do you think ?
What ? My idea (the stream and the kindofmudthing), or his ideas ?