I'll continue to try to reword the original post for readability. As of right now, I don't want to touch anything without removing too much detail.
Considering that it's been decided that the rift will only be collected naturally, you can put the recipes inside a spoiler. They'd still be there for those that want to see them, but wouldn't take up a lot of space.
Don't be afraid to post more than the casual reader might want to look at in case they don't read it all, just put any extra information within spoilers, which can be read by someone who wants to learn more about uses, details, etc.
I've edited the OP so it has a small section saying exactly what the nether rift does, I've also taken your suggestion and compacted the recipes into a spoiler.
This should make the suggestion far more presentable.
I encourage everyone to post their points/love/hate for this.
I know how to solve the problem of trapped players: Rifts could be randomly spawning entities found only in the nether, which float very slowly and randomly, but to speed things up, anti rifts could be added, which will always attract normal rifts, and repel anti rifts and anything that a rift would attract. Anti rifts would not be moved by rifts, and would not wander, but would be repulsed by large numbers of blocks. And to keep the rift quantities equal, their spawn rates lower with their number. If a rift and anti rift collid, they should both immediately disappear.
To make rift blocks, the recipe should be an eye of ender and the rift or anti rift.
And I don't think it should be that easy to take. It should also be taken in a bottle. If the player takes it in a bottle, the player will be attracted with high strength towards anti rifts. Rather risky in the nether, as if there is one anywhere near you, you will all too likely be pulled into it. If this happens, the anti rift dissapears, so does one bottle with a rift. Obviously, this is will almost always be bad for the player. And as for the difficulty of collecting something which repels you, I don't think that needs much explaining.
Interesting. Not 100% fond of the idea, but I like where it's going.
A few notes: Nether rifts do not move and I fear for how antirifts would operate should they exist. I personally dislike losing a hard-earned rift simply because you come too close to another rift.
To reduce confusion, this system would use the same type of code that exp orbs use to pull toward the player, except in 3d space instead of on the ground.
I know how to solve the problem of trapped players: Rifts could be randomly spawning entities found only in the nether, which float very slowly and randomly, but to speed things up, anti rifts could be added, which will always attract normal rifts, and repel anti rifts and anything that a rift would attract. Anti rifts would not be moved by rifts, and would not wander, but would be repulsed by large numbers of blocks. And to keep the rift quantities equal, their spawn rates lower with their number. If a rift and anti rift collid, they should both immediately disappear.
To make rift blocks, the recipe should be an eye of ender and the rift or anti rift.
And I don't think it should be that easy to take. It should also be taken in a bottle. If the player takes it in a bottle, the player will be attracted with high strength towards anti rifts. Rather risky in the nether, as if there is one anywhere near you, you will all too likely be pulled into it. If this happens, the anti rift dissapears, so does one bottle with a rift. Obviously, this is will almost always be bad for the player. And as for the difficulty of collecting something which repels you, I don't think that needs much explaining.
Moving rifts could be a problem with lag. I'm not sure if it would be much worse, but having something moving at the same time as it affects the movement of something(s) else sounds like it would produce a lot of lag.
Like Yoshi, I don't think the player should lose a rift so easily, considering that they're both hard to get (because of the gravity mechanic) and non-renewable.
The rift-in-a-bottle seems to cheap for rifts. Iron makes moving rifts a little more expensive. That said, having them go into bottles instead of buckets means one has to prepare for getting rifts, rather than using an all-purpose bucket most (I'm assuming) carry around.
The suggestion, correct me if I'm wrong, was created before the introduction of enchanting and therefore uses older mechanics; it is possible that I could renovate it so it uses bottles instead; but it's such a minute change; the vehicle of transportation isn't the problem, the acquisition is.
sounds cool, but since ghasts are a bit weak (easy to dodge fireballs, easy to kill with a bow etc.) possible you could make it so that ghast fireballs are not effected by the rift, and any that pass through it get supercharged? (like a creeper struck by lightning) so that it can destroy blocks such as cobble, and has more damage and a bigger radius?
Just having the rifts affect arrows and the player would make it hard to get into a position to fight the ghast, move around to dodge, and actually hit the ghast with arrows. And giving ghasts the ability to shoot around rifts (shooting just the right amount to the side so it hits) would make dodging and knocking back fireballs harder.
This is one of my favorite threads in the suggestion forums. The nefarious possiblilities are endless, even if the rifts have a relatively short range. Would it be possible to get stuck in them, or will you always be slung out the "other end" with a different trajectory?
So...nothing would happen if you were to be sucked in? I support the idea, but I'm thinking something special should happen if you are caught in the center (besides dying). I'm also curious about the affects it would have on arrows.
If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
So...nothing would happen if you were to be sucked in? I support the idea, but I'm thinking something special should happen if you are caught in the center (besides dying). I'm also curious about the affects it would have on arrows.
It will pull the arrow, the closer to the center of the well, the faster the pull. This means that, positioned correctly, you can fire an arrow around a corner. If positioned even better, you can potentially have the arrow fire off, skip through 2 or 3 gravity wells and come wheeling back at your face which is a total design feature I'd like to see.
The design has been playing around the idea of eventually being stuck, but enough momentum would actually create an orbit and you will eventually break free so long as you play with the momentum well enough.
It will pull the arrow, the closer to the center of the well, the faster the pull. This means that, positioned correctly, you can fire an arrow around a corner. If positioned even better, you can potentially have the arrow fire off, skip through 2 or 3 gravity wells and come wheeling back at your face which is a total design feature I'd like to see.
The design has been playing around the idea of eventually being stuck, but enough momentum would actually create an orbit and you will eventually break free so long as you play with the momentum well enough.
I like the sound of an orbiting arrow. CHALLENGE ACCEPTED!
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If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
I like the sound of an orbiting arrow. CHALLENGE ACCEPTED!
Yes indeed, ultimate trap. Imagine you have about 100 arrows orbiting a nether rift, a player presses a switch and turns off the well and those arrows scatter across the entire room and no one is safe MWAHAHAHAHA... ahem... I mean...
My vision was that they would be in open sight and frequent enough to where you don't go dozens of chunks before spotting one.
They are a bit too common for my taste, but I'd say reducing the factor by 66~80% should do the trick
I feel that the nether rifts should be purely random except a notable absence around initial entry portals.
I am pressed for time so if you could host and maintain a thread in mod requests, I'll link your thread in this suggestion's OP.
@Firehawkdelta: Thanks for the points, I'll update when I get some time.
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Changed the rarity from 1 in 10000 to 1 in 50000. This means that you should see 3 roughly every 4 chunks. Or a 75% chance that each chunk has one.
Also added firehawkdelta's recipe and changed the wording per his recommendation.
Added a section for mob behavior including ghasts and endermen.
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Considering that it's been decided that the rift will only be collected naturally, you can put the recipes inside a spoiler. They'd still be there for those that want to see them, but wouldn't take up a lot of space.
Don't be afraid to post more than the casual reader might want to look at in case they don't read it all, just put any extra information within spoilers, which can be read by someone who wants to learn more about uses, details, etc.
Pipes
This should make the suggestion far more presentable.
I encourage everyone to post their points/love/hate for this.
OFFICIAL POSTING/REPLYING GUIDELINES
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To make rift blocks, the recipe should be an eye of ender and the rift or anti rift.
And I don't think it should be that easy to take. It should also be taken in a bottle. If the player takes it in a bottle, the player will be attracted with high strength towards anti rifts. Rather risky in the nether, as if there is one anywhere near you, you will all too likely be pulled into it. If this happens, the anti rift dissapears, so does one bottle with a rift. Obviously, this is will almost always be bad for the player. And as for the difficulty of collecting something which repels you, I don't think that needs much explaining.
A few notes: Nether rifts do not move and I fear for how antirifts would operate should they exist. I personally dislike losing a hard-earned rift simply because you come too close to another rift.
To reduce confusion, this system would use the same type of code that exp orbs use to pull toward the player, except in 3d space instead of on the ground.
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Moving rifts could be a problem with lag. I'm not sure if it would be much worse, but having something moving at the same time as it affects the movement of something(s) else sounds like it would produce a lot of lag.
Like Yoshi, I don't think the player should lose a rift so easily, considering that they're both hard to get (because of the gravity mechanic) and non-renewable.
The rift-in-a-bottle seems to cheap for rifts. Iron makes moving rifts a little more expensive. That said, having them go into bottles instead of buckets means one has to prepare for getting rifts, rather than using an all-purpose bucket most (I'm assuming) carry around.
Pipes
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Again, if anyone has any comments at all, feel free to post, I'll try to respond in kind to each poster.
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Just having the rifts affect arrows and the player would make it hard to get into a position to fight the ghast, move around to dodge, and actually hit the ghast with arrows. And giving ghasts the ability to shoot around rifts (shooting just the right amount to the side so it hits) would make dodging and knocking back fireballs harder.
Pipes
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Again, if anyone has anything they would like to add, post away.
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It will pull the arrow, the closer to the center of the well, the faster the pull. This means that, positioned correctly, you can fire an arrow around a corner. If positioned even better, you can potentially have the arrow fire off, skip through 2 or 3 gravity wells and come wheeling back at your face which is a total design feature I'd like to see.
The design has been playing around the idea of eventually being stuck, but enough momentum would actually create an orbit and you will eventually break free so long as you play with the momentum well enough.
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I like the sound of an orbiting arrow. CHALLENGE ACCEPTED!
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