hey guys i was building an adventure map when i came up with a really neat idea for new dungeon loot. my idea is to add silver flutes into the game, which can be enchanted for different purposes. essentially how flutes would work is that you could sometimes find the instruments in dungeon chests, however they would be uncraftable to add to their value and rarity, much like saddles. when selected, holding down the right-click button will play a little 8-bit tune, like in zelda or mario 3. although this would appear to be useless, enchanting them would be able to give them loads of different perks, however they would only be able to be enchanted once. some of these enchantments as listed below, have only a limited amount of range for their influence, increasing with every tier up.
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Possible Enchantments:
Herder (Tiers 1-2)- Universally controls mobs, but only within the flute's boundaries of influence. This will allow the player to herd neutral mobs without the use of wheat or carrots. lol maybe even herd villagers
Glow (Tiers I-2)- Emits a small amount of light around the player while holding right-click, getting brighter with each tier up. This is not a permanent light source, but rather a tool to allow the player to see in dark caves. The catch is that you will constantly be switching back and forth between items, making it go dark again. This will be a very interesting tool for night-time exploration.
Current (Tier I)- when holding the right-click button and pointing at redstone, you can power that block and send out a current. although i can't think of too many reasons as to why this would be useful, I'm sure that there are some creative minds who will have some ideas (but i don't think this one is that great).
Confuse (Tiers 1-2)- Confuses most hostile mobs and "stuns" them for around 3 seconds, or until the player attacks them. This is mainly going to be used as a chance for the player to escape from enemies when his health is depleted, or just to get a cheap shot at enemies (although this would be more effective if there weren't other enemies trying to kill you outside your range of influence).
Shove (Tiers 1-2)- Essentially like knock back, except for the fact that it doesn't harm enemies, but rather pushes them away. Holding right-click and aiming at mobs under your flute's influence will knock them back. Can be used for escape or to push enemies off of cliffs.
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well, those are all of the ideas i have at the moment for the whistle. if anyone likes this or sees potential in it, please let me know or give insight as how these things would work. thx!
I do not think the current and confuse should be implemented because a. current would complicate redstone and possibly cause problems (besides, a redstone flute doesn’t really make sense) and 2. confuse would be overpowered because depending on how long it takes for them to be stunned it would be really just cheating.
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Don’t quote me. And Don’t quote me on not wanting to be quoted either.
The flute by itself sounds alright, but here's some criticsm for each enchantment:
Herder - It's not horrible, but this is just an upgrade from wheat. Animals can already be duplicated with ease if you get two of the same in a fenced area. I'm not hating on this enchantment, but I think an upgrade from wheat isn't that worth adding. That's just me though.
Glow - Nope, nope and nope. This will require dynamic lighting, which the game doesn't have and would lag the **** out of people if it was added. Many players with good PC's are getting battered by simple chunk updates, so imagine what accurate dynamic lighting would do.
Current - I can see how this would be useful, but I'm not seeing much of a connection between redstone mechanics and flutes.
Confuse - This one seems a bit overpowered. This could be used as a spammed get-out-of-fighting-free card. Most splash potions and bows used at the right distance can already pick off mobs with ease.
Shove - So this is like a concussion blast around the player? If that's the case, I like it.
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The instruments in minecraft idea is pretty good and I have discussed a number of times but, the enchantments could be added to such as different songs would do different things. You would have to remember each song and it would take a few seconds to do each thing so, it wouldn’t be overpowered.
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Don’t quote me. And Don’t quote me on not wanting to be quoted either.
The flute by itself sounds alright, but here's some criticsm for each enchantment:
Herder - It's not horrible, but this is just an upgrade from wheat. Animals can already be duplicated with ease if you get two of the same in a fenced area. I'm not hating on this enchantment, but I think an upgrade from wheat isn't that worth adding. That's just me though.
Glow - Nope, nope and nope. This will require dynamic lighting, which the game doesn't have and would lag the **** out of people if it was added. Many players with good PC's are getting battered by simple chunk updates, so imagine what accurate dynamic lighting would do.
Current - I can see how this would be useful, but I'm not seeing much of a connection between redstone mechanics and flutes.
Confuse - This one seems a bit overpowered. This could be used as a spammed get-out-of-fighting-free card. Most splash potions and bows used at the right distance can already pick off mobs with ease.
Shove - So this is like a concussion blast around the player? If that's the case, I like it.
I like your idea, but it should have a low durability and you should not be able to move while using it to make it less powerfull, then 0_zippy couldn't complain!
I think there should be one called "canine" which teleports your wolves to you, and if they're already near you, it makes them attack nearby mobs!
brilliant!how about this enchantment if durability is added:
Water Nymph (Tier I)- When playing the flute and pointing at any water source blocks, it makes a fish pop out of the water, so that you could use it to get some grub. It would be very useful for cave exploration, since you could use it to get food when running on empty.
The concept itself is pretty good. I love the Current enchantment; as much as everyone hates TLoZ being associated with Minecraft, it's still not a terrible thing to have a couple of nods to it. Herder's no slouch, either.
Glow, dynamic lighting or not, still isn't very good, I think; torches aren't that hard to get, plus it's not hard to just break a torch when you don't need it on a wall and just put it somewhere else.
Shove's alright. Confusion may be overpowered.
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Egads..this is World of Warcraft meets Battlefield 1942 in a dark alley with way too much to drink and no discarded mattress nearby.
You didn't read the post properly, did you? It's purpose is to control non-farm animals, not to do the same thing as wheat.
You got me there, but the post said neutral mobs. That could possibly refer to Endermen and Zombie Pigmen, and if that's the case, that's possibly more overpowered.
Not if the player was immobilised while playing the flute, then it would be like placing a torch, then removing it.
True, but if this was the case, the OP should mention things like that. That also depends on the radius of light, otherwise you could just place a torch rather than perform an immobolizing flute play.
This is minecraft, it doesn't have to make sense!
Statements like that will not strengthen points. If easy-craft buttons and levers can get redstone wires going, why have a flute do it too? The flute could activate the wrong end of a redstone circuit and improperly run a redstone creation.
I agree but if the flute had low durability and immobilised the player, it would be less powerful and therefore would only be used when really needed.
Again, this is true, but the OP has to mention these things otherwise arguments like this just become back-and-forth snowballs made of speculation.
--------------------------------------------------------------------------------------------------------------------------------------------
Possible Enchantments:
Herder (Tiers 1-2)- Universally controls mobs, but only within the flute's boundaries of influence. This will allow the player to herd neutral mobs without the use of wheat or carrots. lol maybe even herd villagers
Glow (Tiers I-2)- Emits a small amount of light around the player while holding right-click, getting brighter with each tier up. This is not a permanent light source, but rather a tool to allow the player to see in dark caves. The catch is that you will constantly be switching back and forth between items, making it go dark again. This will be a very interesting tool for night-time exploration.
Current (Tier I)- when holding the right-click button and pointing at redstone, you can power that block and send out a current. although i can't think of too many reasons as to why this would be useful, I'm sure that there are some creative minds who will have some ideas (but i don't think this one is that great).
Confuse (Tiers 1-2)- Confuses most hostile mobs and "stuns" them for around 3 seconds, or until the player attacks them. This is mainly going to be used as a chance for the player to escape from enemies when his health is depleted, or just to get a cheap shot at enemies (although this would be more effective if there weren't other enemies trying to kill you outside your range of influence).
Shove (Tiers 1-2)- Essentially like knock back, except for the fact that it doesn't harm enemies, but rather pushes them away. Holding right-click and aiming at mobs under your flute's influence will knock them back. Can be used for escape or to push enemies off of cliffs.
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well, those are all of the ideas i have at the moment for the whistle. if anyone likes this or sees potential in it, please let me know or give insight as how these things would work. thx!
Herder - It's not horrible, but this is just an upgrade from wheat. Animals can already be duplicated with ease if you get two of the same in a fenced area. I'm not hating on this enchantment, but I think an upgrade from wheat isn't that worth adding. That's just me though.
Glow - Nope, nope and nope. This will require dynamic lighting, which the game doesn't have and would lag the **** out of people if it was added. Many players with good PC's are getting battered by simple chunk updates, so imagine what accurate dynamic lighting would do.
Current - I can see how this would be useful, but I'm not seeing much of a connection between redstone mechanics and flutes.
Confuse - This one seems a bit overpowered. This could be used as a spammed get-out-of-fighting-free card. Most splash potions and bows used at the right distance can already pick off mobs with ease.
Shove - So this is like a concussion blast around the player? If that's the case, I like it.
very good insight. thanks
yeah i guess that could work
brilliant!how about this enchantment if durability is added:
Water Nymph (Tier I)- When playing the flute and pointing at any water source blocks, it makes a fish pop out of the water, so that you could use it to get some grub. It would be very useful for cave exploration, since you could use it to get food when running on empty.
Glow, dynamic lighting or not, still isn't very good, I think; torches aren't that hard to get, plus it's not hard to just break a torch when you don't need it on a wall and just put it somewhere else.
Shove's alright. Confusion may be overpowered.
You got me there, but the post said neutral mobs. That could possibly refer to Endermen and Zombie Pigmen, and if that's the case, that's possibly more overpowered.
True, but if this was the case, the OP should mention things like that. That also depends on the radius of light, otherwise you could just place a torch rather than perform an immobolizing flute play.
Statements like that will not strengthen points. If easy-craft buttons and levers can get redstone wires going, why have a flute do it too? The flute could activate the wrong end of a redstone circuit and improperly run a redstone creation.
Again, this is true, but the OP has to mention these things otherwise arguments like this just become back-and-forth snowballs made of speculation.