One thing that has always annoyed me about Minecraft is just how short the progression is. You punch a log, make a crafting table, make some tools and a furnace, and then it's pretty much just get some diamonds and make an enchanting table. The anvil is pointless, brewing is largely ignored, and even the furnace is never is improved as the player progresses. The game tries to pad the gameplay by making a lot of grinding involved in "beating" the game, but this largely just encourages the use of farms and abusing the generation to get good equipment early. I personally feel that's not how the game is supposed to be played.
My goal for Minecraft 2 is to make a long base game while resorting to artificial padding as little as possible. One way I plan to accomplish this is to lengthen and improve the various crafting systems of the game. I always did like how Minecraft crafting was unique, and I don't plan to change that, but some of the more advanced systems could use a bit of an overhaul.
Crafting Your Equipment the Way You Want
All the crafting systems from Minecraft return in this sequel, but several of them are overhauled to make them more useful. At first, your only method of crafting is the 2x2 grid in your inventory, but you'll quickly unlock more ways to build your equipment.
One thing to note is that while most recipes can be crafted from the start as long as you have the station and the materials, some recipes are locked and require the player to obtain a blueprint (attempting to craft these recipes will show a silhouette of the product with a question mark over it to let you know this makes something, but you don't have the knowledge to do so). This will encourage exploration and tackling different scenarios to unlock all the recipes.
The Crafting Tables
Something that always irked me about crafting tables was that they were so cheap. Literally all you need is one unit of one of the easiest blocks to obtain in the game and then you suddenly have access to 99% of the game's recipes. What's the point of even making advanced crafting require a block in that case?
To fix this, I plan to make the crafting table a bit more expensive, though not very much, and once you have access to your first crafting table you should be established enough that it shouldn't be difficult to make more of them. The new recipe is as follows:
W F
L W
W=Wood, F=Flint, L=Leather. Note that anywhere you can get wood you should also be able to get these other two materials, albeit they are more difficult to obtain.
Requiring flint and leather now requires the player to do a bit of exploring and adds some additional challenge to getting established. To reduce the annoyance of getting flint from gravel, the first gravel block a player breaks is guaranteed to drop flint. The player can also get leather from a larger variety of animals, including pigs and sheep.
The crafting GUI is the same as it is now, giving a 3x3 crafting grid and having a recipe book icon. This is used to craft basic recipes that should require some investment to make rather than the simple recipes of the 2x2 crafting grid. Later in the game, you can also unlock a 4x4 Enhanced Crafting Table, made by surrounding a crafting table with iron blocks, and late game you can make a 5x5 Advanced Crafting Table using some expensive resources from one of the new dimensions. Having larger crafting grids allows for more complex and expensive recipes and discourages carrying a whole base in your pocket.
The Furnace
The furnace is one of the most useful blocks in Minecraft, as it lets the player cook food and smelt ore. However, while you are given the option of different types of fuel to use, one almost always chooses coal (or charcoal early game) due to how cheap it is and how long it burns. I plan to have Minecraft 2 include more fuels than its predecessor, and plan to make them more unique by giving them all three values rather than just one:
Burn Time: This is the time in seconds the fuel burns for. This is the same as the current value.
Smelt Speed: All smeltable items have their own "Smelt Time" stat (for example, a steak takes less time to cook than some ore). A fuel's smelt speed stat is a modifier that reduces this time. A smelt speed of 2 means that this fuel smelts items twice as fast.
Quality: Higher quality fuels yield more product per smelting operation. A fuel with a quality of 2 will provide twice as much product than a fuel with a quality of 1. Quality only affects smelting ore; cooking food will always yield only as much as you put in.
For example:
Wood is cheap and is terrible in all respects.
Coal has a long burn time but a slow smelt speed and a low quality. Charcoal is a bit faster and has a slightly better quality.
Blaze rods burn out quick, but smelt quickly and have slightly above-average quality.
Lava burns for quite a while, but also smelts slowly, and its quality is terrible.
The furnace GUI consists of three main parts: the fuel slot on the left, the ore slot(s) in the middle, and the output slot on the right. There's also a meter for each slot. The fuel meter tells how long the current fuel will remain burning. It's a brighter yellow for higher-quality fuels, and the brightness of the meter pulses, with slower pulses meaning longer burn time. Each ore slot has a meter under it, saying how long it will continue to smelt before a unit of the ore is depleted. The output meter displays how long until one ingot is produced.
There are three types of furnaces. The Basic Furnace is crafted like the current furnace and has one ore slot. The Enhanced Furnace is crafted with 12 bricks in a square on an Enhanced Crafting Table and has two ore slots, as well as burns 50% longer. The Advanced Furnace requires some of the new materials from one of the new dimensions and an Advanced Crafting Table. It has four ore slots, burns 50% longer than a Basic Furnace, and has a 25% quality rating bonus for fuels.
To begin smelting, place an ore in an available ore slot and a fuel in the fuel slot. Once the smelting process begins, one unit of each of the ores will be moved out of the corrosponding ore slot and into the smelting indicator below each slot. The output meter will begin to fill up, and when it does, you will get an ingot, or ingots, depending on what you put in. If you use the same ore, you can smelt a lot faster and efficiently. If you use different ores, you can get special alloys that will be more powerful than the sum of its parts. However, invalid combinations will result in you just getting the weakest ingot, so be careful.
The Anvil
I personally have always found anvils to be annoying. They are one of the most expensive crafting stations in the game, requiring a ridiculous amount of iron to obtain, and yet, unlike every other crafting station in the game, they can break, and the rate at which this will happen is determined solely by luck, meaning they can break in as little as three uses. These mechanics, along with their repair mechanic being rendered largely obsolete with the addition of mending, means that I have found anvils to be mostly pointless in my playthroughs.
I plan to fix this by requiring anvils to be used to make weapons and armor. You can still craft "rudimentary" wooden and stone equipment as well as leather armor at a crafting table, but equipment of iron tier and above now require some investment to make. Anvils look similar to what they currently do, are still effected by gravity, and have the same recipe, but never break.
The anvil GUI has been significantly changed:
You can place up to two types of materials in most recipes: one type for red slots, and another for blue slots. The exception is armor, which can only be made from one material. This gives you some customizability, for example, have a gold hilt with an iron blade. As you can see, this makes equipment more expensive, but also adds in more customizability, and with the quality modifier of furnaces it won't take much longer to get what you need.
The third tab consists of two slots and is used to upgrade, repair, rename, and apply enchantment gems to weapons and armor.
To help compensate for the hike in cost, your equipment doesn't permanently break anymore. Once something reaches 50% of durability, it starts being less effective. Tools take longer to break blocks, armor provides fewer armor points, and weapons do less damage. When an item breaks, a broken version of the item replaces it, and it can no longer be used until it is repaired. To repair something, simply put the item on the anvil and add more of the item's base (slot 1) material in the second slot. This will also cost 1-5 levels, depending on how many times the player has repaired that item already.
You can also use anvils to upgrade a currently existing item. Each tier has its own unique trait, and thus instead of crafting a new item out of a more powerful tier, you may want to upgrade an item of an older tier to keep its trait. To do that, simply take the item you want and place 8 units of the material of the desired tier in the second slot. The item will become "gilded" with the upgraded tier, increasing its stats, but mantaining its traits. Note that while cheaper than creating a whole new item, upgrading an item is no replacement for crafting one. The durability is not increased, and they don't get any additional enchantment sockets.
You can rename any item by putting it in the anvil and typing a name into the textbox. Doing so costs one experience level.
There will also be a red recipe book, which you can use to see what each part does and the different material traits that you have discovered.
Anvils are also required to apply enchantment gems to items, which I'll detail in the next section.
The Enchanting Table
A couple of diamonds, some obsidian, and a book are still all that is required to make this classic. However, enchanting has been changed significantly. I never liked the randomness of the enchanting system, as this was one of many things that encouraged grinding. The recent change to their mechanics was a welcome addition, at least for me, but I still feel there's too much luck involved. Instead, I propose changing enchanting to a system of sockets and enchanted gems.
The GUI is now comprised of three slots: the lapis slot, the gem slot, and the output slot. There is also a purple recipe book icon. You make an enchantment gem by placing several of the desired gem into the gem slot and an equal amount of lapis in the lapis slot. Once you do, you'll see an experience counter detailing how many levels it costs to enchant this gem. More powerful enchantments require more levels to create. In addition, there are three sizes of enchantment gems: small requires four gems, medium requires 16, and large requires 32 gems, but each size is significantly more powerful than the previous. However, as each size requires more experience to make than the last, you may not be able to do the enchantment right away, as enchantment tables have a cap on the amount of experience you can use in a single operation. To increase this cap, you will have to add bookshelves.
To apply an enchantment, you will have to go put it and an item with at least one open socket on an anvil. All items crafted at an anvil have sockets, from 2-6. This will consume a number of experience levels based on the quality of the item to enchant, the number of enchantments it already has, and the enchantment being applied. This means that late game enchanting can become really expensive, costing upwards of 50 levels with end-game equipment. You can also stack the same enchantment multiple times, though an enchantment that will be stacked costs much more to apply. Note that the application of enchantments is permanent, so choose carefully.
Enchantment gems will not have the same effect on all pieces of equipment. For example, a diamond enchantment might give weapons more damage, but give armor more durability. I'll get more into detail when I talk about the specifics of each gem when I discuss caving.
The purple recipe book in the enchanting GUI can be used to see what each gemstone does.
The Brewing Stands
I don't know about you, but I have never once brewed a potion in Minecraft. Potions are clunky and often underpowered. To fix this, you drink potions twice as fast, are no longer slowed down by them, and they stack to 4. To balance this out, instant health and instant harming are no longer obtainable, and consuming a second potion within 30 seconds of another will give you nausea for 30 seconds. In addition, splash potions are replaced with tipped arrows, which are made by combining one arrow with a potion. Tipped arrows are heavy and don't fly far, but will give the effect of the potion to whoever it hits. If it misses, it will break and create a splash of a weaker version of the effect at the impact point.
There are three types of brewing stands. The Basic Brewing Stand can only brew one potion at a time, can't brew higher-level potions, and requires fuel to use (any fuel can be used, and burn time and smelt speed are considered, but not quality). It is crafted with two iron bars and three smooth stone in an upside-down T. The Enhanced Brewing Stand is crafted by combining a now much-rarer blaze rod with the Basic Brewing Stand. It can brew two potions at a time, can brew Tier II potions, and fuel burns twice as long. The Advanced Brewing Stand is crafted with some expensive materials from one of the new dimensions (like the Advanced Crafting Table) and can brew three potions at once, can brew Tier III potions, and doesn't need fuel to brew.
Brewing a potion no longer requires nether wart (which is going to be more difficult to initially obtain anyway), so brewing can be made use of early on (you'll need it!). Instead, nether wart is used to upgrade a potion from Tier I to Tier II. It is also required to combine potions. To combine potions, place both the potions into a cauldron, which will make a brown liquid. Place a number of nether warts into the cauldron equal to the sum of the tiers (two Tier I potions requires two, one Tier I and one Tier III requires four, etc.). Next, hit the cauldron with a flint and steel to start the boiling process. When the potion is ready (which can take anywhere from 30-90 seconds), it will change color. When this happens, use an empty bottle to scoop out the new combined potion. Time it well, as if you do it too early, the potion will be weakened, and if you do it too late, the potion will have a lower duration. You will get a mundane potion, which just gives you nausea, if you add too much or not enough nether wart, try to combine a potion that has already been combined, or remove the potion way too early or late. I'm also considering having certain secret effects that can only be created by combining different potions together, so experiment!
Upgrading a potion from Tier II to Tier III requires a rare end-game ingredient.
A blue recipe book icon on the brewing GUI will tell you what all the ingredients and effects that you have discovered do
Minecraft 2 doesn't include any new crafting stations, as anything I could think of was either too complicated or could just be combined into an existing station. There is clearly going to have to be some changes in balancing with the differences in resource costs, but I've kept these in mind when designing the other game mechanics, so hopefully nothing gets too tedious.
Some parts I like, but many I dislike. The first would be expanded crafting tables. Unless we have a reason for them, there isn't any reason to include them. And as it is described right now, nothing needs more than a 3x3 grid. There are lots of other fun ways to enhance the grid, like having a version that can leave items on (having played with some mods that do this it is actually much nicer than it going back into your inventory imo), or a portable one (maybe playing into those upgrades for players from the last thread), or things like that. There are better alternatives to upgrading that block.
The Furnace stuff sounds okay, but I would need some examples using current game items to see how it works in your head more. I am not huge on the Anvil bit. Making higher tiers of armor? Sure. It even kind of acts as an upgraded Crafting Table. I might even be fine with the larger cost depending on furnace output. But MS Paint is your friend for images. A rudimentary drawing in Paint is a thousand times better than trying to do it with text. I have more feedback but my lunch break is ending soon so I have to cut it off now.
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<Previous | Minecraft 2, Part 4: Crafting Introduction
One thing that has always annoyed me about Minecraft is just how short the progression is. You punch a log, make a crafting table, make some tools and a furnace, and then it's pretty much just get some diamonds and make an enchanting table. The anvil is pointless, brewing is largely ignored, and even the furnace is never is improved as the player progresses. The game tries to pad the gameplay by making a lot of grinding involved in "beating" the game, but this largely just encourages the use of farms and abusing the generation to get good equipment early. I personally feel that's not how the game is supposed to be played. can't say I play enough Vanilla to entirely agree, but that does sound accurate
My goal for Minecraft 2 is to make a long base game while resorting to artificial padding as little as possible. One way I plan to accomplish this is to lengthen and improve the various crafting systems of the game. I always did like how Minecraft crafting was unique, and I don't plan to change that, but some of the more advanced systems could use a bit of an overhaul.
may I consider "game consultant/designer for MMO/RPG games" as a future career for you?
Crafting Your Equipment the Way You Want
All the crafting systems from Minecraft return in this sequel, but several of them are overhauled to make them more useful. At first, your only method of crafting is the 2x2 grid in your inventory, but you'll quickly unlock more ways to build your equipment.
One thing to note is that while most recipes can be crafted from the start as long as you have the station and the materials, some recipes are locked and require the player to obtain a blueprint (attempting to craft these recipes will show a silhouette of the product with a question mark over it to let you know this makes something, but you don't have the knowledge to do so). This will encourage exploration and tackling different scenarios to unlock all the recipes.
aslong as ALL blueprints can be obtained renewably, IE through villagers or some kind or other players being able to craft them once they're been learned, otherwise high-population servers could suffer from only the most dedicated players being able to make these things The Crafting Tables
Something that always irked me about crafting tables was that they were so cheap. Literally all you need is one unit of one of the easiest blocks to obtain in the game and then you suddenly have access to 99% of the game's recipes. What's the point of even making advanced crafting require a block in that case? fair point
To fix this, I plan to make the crafting table a bit more expensive, though not very much, and once you have access to your first crafting table you should be established enough that it shouldn't be difficult to make more of them. The new recipe is as follows:
W F
L W
W=Wood, F=Flint, L=Leather. Note that anywhere you can get wood you should also be able to get these other two materials, albeit they are more difficult to obtain.
mhhhhm
Requiring flint and leather now requires the player to do a bit of exploring and adds some additional challenge to getting established. To reduce the annoyance of getting flint from gravel, the first gravel block a player breaks is guaranteed to drop flint. The player can also get leather from a larger variety of animals, including pigs and sheep.
the leather seems good, but I think a better idea for flint would be to make it crafted with 3 or four gravel, sense gravel dropping flint is possible the worst mechanic in Minecraft
The crafting GUI is the same as it is now, giving a 3x3 crafting grid and having a recipe book icon. This is used to craft basic recipes that should require some investment to make rather than the simple recipes of the 2x2 crafting grid. Later in the game, you can also unlock a 4x4 Enhanced Crafting Table, made by surrounding a crafting table with iron blocks, and late game you can make a 5x5 Advanced Crafting Table using some expensive resources from one of the new dimensions. Having larger crafting grids allows for more complex and expensive recipes and discourages carrying a whole base in your pocket.
so much for no new crafting blocks
The Furnace
The furnace is one of the most useful blocks in Minecraft, as it lets the player cook food and smelt ore. However, while you are given the option of different types of fuel to use, one almost always chooses coal (or charcoal early game) and the fact that any fuel you don't use is wasted. due to how cheap it is and how long it burns. I plan to have Minecraft 2 include more fuels than its predecessor, and plan to make them more unique by giving them all three values rather than just one:
Burn Time: This is the time in seconds the fuel burns for. This is the same as the current value.
Smelt Speed: All smeltable items have their own "Smelt Time" stat (for example, a steak takes less time to cook than some ore). A fuel's smelt speed stat is a modifier that reduces this time. A smelt speed of 2 means that this fuel smelts items twice as fast.
Quality: Higher quality fuels yield more product per smelting operation. A fuel with a quality of 2 will provide twice as much product than a fuel with a quality of 1. Quality only affects smelting ore; cooking food will always yield only as much as you put in.
so, for example, a blaze rod could smelt items really fast and for a long while, but wouldn't get much metal from ores, while lava would be slower but give many more Metal per ore? seems good
Cooking and smelting is handled a bit differently to accommodate the new quality modifier. When you place a fuel and material in the furnace, the furnace no longer starts the smelting process automatically. Instead, you now have to click the new "smelt" button. Doing so immediately consumes a unit of fuel and one unit of the material to smelt. The material being smelted will be shown to the right of the material slot, with a meter under it representing how much longer it will burn for. When this reaches 0, the material is depleted and another is consumed. Higher quality fuels reduce the rate at which this meter depletes, allowing for more smelting operations on a single material. Underneath that is the smelt meter, which tells how long until the furnace will finish smelting one unit (it is similar to the current arrow pointing to the output slot). Once the furnace has started smelting, it will continue smelting automatically until it either runs out of fuel or materials, the output slot is full, or the player clicks on the smelt button again.
There will be a gray recipe book which you can use to see the specifics of each fuel and smeltable item that you have discovered.
glad to see a new book, but i'm not a fan of the smelt button, seems like it's only there to break super smelter Setups The Anvil
I personally have always found anvils to be annoying. They are one of the most expensive crafting stations in the game, requiring a ridiculous amount of iron to obtain, and yet, unlike every other crafting station in the game, they can break, and the rate at which this will happen is determined solely by luck, meaning they can break in as little as three uses. These mechanics, along with their repair mechanic being rendered largely obsolete with the addition of mending, means that I have found anvils to be mostly pointless in my playthroughs. agreed
I plan to fix this by requiring anvils to be used to make weapons and armor. You can still craft "rudimentary" wooden and stone equipment as well as leather armor at a crafting table, but equipment of iron tier and above now require some investment to make. Anvils look similar to what they currently do, are still effected by gravity, and have the same recipe, but never break.
The anvil GUI has been significantly changed. It now looks like a 7x7 crafting grid with a textbox and an output slot. Crafting equipment now requires several more resources; for example, the new recipe for a sword is:
---1--- --111-- --111-- --111-- --111-- -22222- ---2---
You can swap the 1 and the 2 for various materials (for example, have a gold hilt with an iron blade). As you can see, this makes equipment more expensive, but also adds in more customizability.
Anvils are required to make all tools and armor:
--111-- ---2-11 ---2111 ---1--- --111-- 11-2-11 ---2111 ---2--- --111-- 1122211 ---2--- ---2-11 ---2--- --111-- 1122211 ---2--- ---2--- ---2--- ---2--- 1111111 ---2--- ---2--- ---2--- ---2--- 1111111 ---2--- ---2--- ---2--- ---2--- --111-- ---2--- ---2--- ---2--- ---2--- --111-- Pickaxe --Axe-- --Hoe-- Shovel- -Totem-
1111111 ------- ---1--- 1111--- -11111- 1111111 ---1--- ---1--- 2---11- -12221- 1111111 ---1--- --111-- 2-----1 -12221- --222-- ---1--- --111-- 2-----1 -12221- --222-- ---1--- ---2--- 2-----1 -12221- --222-- ---2--- ---2--- 2---11- -12221- --222-- ---2--- ---2--- 1111--- -11111- Hammer- Dagger- -Spear- --Bow-- Shield-
(Cheesy ASCII art ftw. I will be discussing the specifics of each tool, weapon, and armor in the next suggestion, when I talk about combat.)
*feminine robotic voice* Play Of The Game -flashes over pictures of Cheesy ASCII art-
Wow, these are expensive! A full set of iron armor and a hammer will cost you 117 iron ingots, and that's if you use another material for the secondary slots! Fortunately, you'll be getting more ingots per ore with the new fuel quality system, and the larger caves that will be introduced have more potential for ore than ever before. It will slow down progression a bit, but not by much, and it will feel more like you properly earned it whenever you craft a tool.
will this be like Tinkers construct where each metal has a unique attribute (lead makes it poisnis, Electrum allows you to charge a eapon by running around for extra damage, Cobalt snowballs your mineing speed, ect.) or will it be purely statistical?
To help compensate for the hike in cost, your equipment doesn't permanently break anymore. Once something reaches 50% of durability, it starts being less effective. Tools take longer to break blocks, armor provides fewer armor points, and weapons do less damage. When an item breaks, a broken version of the item replaces it, and it can no longer be used until it is repaired. To repair something, simply put the item on the anvil and add more of the item's base (slot 1) material anywhere on the grid. This will also cost 1-5 levels, depending on how many times the player has repaired that item already.
seems fair
You can also use anvils to upgrade a currently existing item. Each tier has its own unique trait, and thus instead of crafting a new item out of a more powerful tier, you may want to upgrade an item of an older tier to keep its trait. To do that, simply take the item you want and surround it with 8 of the desired tier. The item will become "gilded" with the upgraded tier, increasing its stats, but maintaining its traits. Note that while cheaper than creating a whole new item, upgrading an item is no replacement for crafting one. The durability is not increased, and they don't get any additional enchantment sockets.
so it is like TC then, also, will there be any new metals added to populate the caves, or no? and does this mean the end for crystal armor? makes sense, considering that it's actually extremely fragile
You can rename any item by putting it in the anvil and typing a name into the textbox. Doing so costs one experience level.
that level seems pointless
There will also be a red recipe book, which you can use to see what each part does and the different material traits that you have discovered.
cool
Anvils are also required to apply enchantment gems to items, which I'll detail in the next section.
The Enchanting Table
A couple of diamonds, some obsidian, and a book are still all that is required to make this classic. However, enchanting has been changed significantly. I never liked the randomness of the enchanting system, as this was one of many things that encouraged grinding. The recent change to their mechanics was a welcome addition, at least for me, but I still feel there's too much luck involved. Instead, I propose changing enchanting to a system of sockets and enchanted gems. i'm listening
The GUI is now comprised of a single slot, an "Enchant!" button, and a purple recipe book. You make an enchantment gem by placing several of the desired gem into the slot. Once you do, you'll see an experience counter detailing how many levels it costs to enchant this gem. More powerful enchantments require more levels to create. In addition, there are three sizes of enchantment gems: small requires four gems, medium requires 16, and large requires 32 gems, but each size is significantly more powerful than the previous. However, as each size requires more experience to make than the last, you may not be able to do the enchantment right away, as enchantment tables have a cap on the amount of experience you can use in a single operation. To increase this cap, you will have to add bookshelves.
so the gems get fused together?
To apply an enchantment, you will have to go put it and an item with at least one open socket on an anvil. All items crafted at an anvil have sockets, from 2-6. This will consume a number of experience levels based on the quality of the item to enchant, the number of enchantments it already has, and the enchantment being applied. This means that late game enchanting can become really expensive, costing upwards of 50 levels with end-game equipment. You can also stack the same enchantment multiple times, though an enchantment that will be stacked costs much more to apply. Note that the application of enchantments is permanent, so choose carefully.
i'm guessing that there are faster ways to get levels later on?
Enchantment gems will not have the same effect on all pieces of equipment. For example, a diamond enchantment might give weapons more damage, but give armor more durability. I'll get more into detail when I talk about the specifics of each gem when I discuss caving.
I feel a better system would be to attune a gem to a certain type of enchantment 9so diamonds for combat based, amethyst for magic based, Rose quarts for healing/life based, ect.and then other items would have to be added to add the proper enchantment, so redstone could be swing/mineing speed, Flint could be for damage ,ect
The purple recipe book in the enchanting GUI can be used to see what each gemstone does.
The Brewing Stands
I don't know about you, but I have never once brewed a potion in Minecraft. Potions are clunky and often underpowered. To fix this, you drink potions twice as fast, are no longer slowed down by them, and they stack to 4. To balance this out, instant health and instant harming are no longer obtainable, and consuming a second potion within 30 seconds of another will give you nausea for 30 seconds. In addition, splash potions are replaced with tipped arrows, which are made by combining one arrow with a potion. Tipped arrows are heavy and don't fly far, but will give the effect of the potion to whoever it hits. If it misses, it will break and create a splash of a weaker version of the effect at the impact point. I think you should be able to drink more than 1 potion at a time, maybe two or 3 before getting potion sickness, or perhaps liking it to a certain catalyst for the potion or maybe even certain rings or totems
There are three types of brewing stands. The Basic Brewing Stand can only brew one potion at a time, can't brew higher-level potions, and requires fuel to use (any fuel can be used, and burn time and smelt speed are considered, but not quality). It is crafted with two iron bars and three smooth stone in an upside-down T. The Enhanced Brewing Stand is crafted by combining a now much-rarer blaze rod with the Basic Brewing Stand. It can brew two potions at a time, can brew Tier II potions, and fuel burns twice as long. The Advanced Brewing Stand is crafted with some expensive materials from one of the new dimensions (like the Advanced Crafting Table) and can brew three potions at once, can brew Tier III potions, and doesn't need fuel to brew.
i'm guessing that the better brewing stands are also more efficient? (you only need 1 instance of an ingredient to make two or three potions like with the current brewing stands) also, anyone want to bet this new dimention is the aether- wait ONE of them? how many are you adding?
Brewing a potion no longer requires nether wart (which is going to be more difficult to initially obtain anyway), so brewing can be made use of early on (you'll need it!). Instead, nether wart is used to upgrade a potion from Tier I to Tier II. It is also required to combine potions. To combine potions, place both the potions into a cauldron, which will make a brown liquid. Place a number of nether warts into the cauldron equal to the sum of the tiers (two Tier I potions requires two, one Tier I and one Tier III requires four, etc.). Next, hit the cauldron with a flint and steel will Steel be a new metal? to start the boiling process. When the potion is ready (which can take anywhere from 30-90 seconds), it will change color. When this happens, use an empty bottle to scoop out the new combined potion. Time it well, as if you do it too early, the potion will be weakened, and if you do it too late, the potion will have a lower duration. You will get a mundane potion, which just gives you nausea, if you add too much or not enough nether wart, try to combine a potion that has already been combined, or remove the potion way too early or late. I'm also considering having certain secret effects that can only be created by combining different potions together, so experiment!
so like potion of speed and potion of strength would give potion of haste? I like it
Upgrading a potion from Tier II to Tier III requires a rare end-game ingredient.
Dragons breath?
A blue recipe book icon on the brewing GUI will tell you what all the ingredients and effects that you have discovered do
Minecraft 2 doesn't include any new crafting stations, as anything I could think of was either too complicated or could just be combined into an existing station. There is clearly going to have to be some changes in balancing with the differences in resource costs, but I've kept these in mind when designing the other game mechanics, so hopefully nothing gets too tedious.danke komerade
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responses in BOLD. overall, I do like the Varity in crafting, so apart from the few things I mentioned SUPPORT
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Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
Some parts I like, but many I dislike. The first would be expanded crafting tables. Unless we have a reason for them, there isn't any reason to include them. And as it is described right now, nothing needs more than a 3x3 grid. There are lots of other fun ways to enhance the grid, like having a version that can leave items on (having played with some mods that do this it is actually much nicer than it going back into your inventory imo), or a portable one (maybe playing into those upgrades for players from the last thread), or things like that. There are better alternatives to upgrading that block.
I'm making the advanced crafting tables so that players are discouraged to carry them with them, as it requires difficult-to-obtain materials. In addition, this allows for much more expensive recipes (currently, unless you engage in multi-step crafting, you're limited to just nine materials per recipe). Yeah, being able to store your items or having one portable is nice, but they're only for convenience and don't add any kind of progression. They're not really an upgrade so much as a quality of life improvement. I want to allow upgrading in order to add an additional goal and lock some of the more powerful recipes behind late-game items. This kind of system has been shown to work in mods such as "Better than Wolves" and games like Terraria.
The Furnace stuff sounds okay, but I would need some examples using current game items to see how it works in your head more.
Oops, my bad. I meant to include some examples. Generally, cheaper fuels either burn long or smelt quickly, with low quality, while expensive fuels generally are the opposite.
I am not huge on the Anvil bit. Making higher tiers of armor? Sure. It even kind of acts as an upgraded Crafting Table. I might even be fine with the larger cost depending on furnace output. But MS Paint is your friend for images. A rudimentary drawing in Paint is a thousand times better than trying to do it with text. I have more feedback but my lunch break is ending soon so I have to cut it off now.
I started to make some images, but I was just filling in the slots with 1 and 2 anyway, so I ended up just using the example text from my rough draft and coloring it to increase the contrast.
may I consider "game consultant/designer for MMO/RPG games" as a future career for you?
That's my dream job (especially if I can somehow land a job at Nintendo making Zelda games, but that seems unattainable in the foreseeable future)
aslong as ALL blueprints can be obtained renewably, IE through villagers or some kind or other players being able to craft them once they're been learned, otherwise high-population servers could suffer from only the most dedicated players being able to make these things
Well, considering the world is virtually infinite, every blueprint can be obtained an infinite number of times. However, most blueprints are renewable (some of the less useful ones, such as perhaps "intricate carved wood planks," might only be available from chests in dungeons, but again these dungeons occur a virtually infinite number of times).
the leather seems good, but I think a better idea for flint would be to make it crafted with 3 or four gravel, sense gravel dropping flint is possible the worst mechanic in Minecraft
I guess it could just cost gravel, but where would you get flint from instead?
so, for example, a blaze rod could smelt items really fast and for a long while, but wouldn't get much metal from ores, while lava would be slower but give many more Metal per ore? seems good
Personally, I would have blaze rods have a short burn time but with a faster smelt speed and slightly better quality, while lava would burn for quite a while but would smelt slowly and have a low quality. However, you get the basic idea.
glad to see a new book, but i'm not a fan of the smelt button, seems like it's only there to break super smelter Setups
Yeah, originally smelting was a bit more complex, so pressing the smelt button was needed to confirm what you were doing. However, I suppose it can be removed now that smelting has been simplified a bit.
will this be like Tinkers construct where each metal has a unique attribute (lead makes it poisnis, Electrum allows you to charge a eapon by running around for extra damage, Cobalt snowballs your mineing speed, ect.) or will it be purely statistical?
Each tier of metal has its own unique trait. I won't be copying Tinker's Construct, but the idea is similar, albeit simplified.
so it is like TC then, also, will there be any new metals added to populate the caves, or no? and does this mean the end for crystal armor? makes sense, considering that it's actually extremely fragile
There will be several new metals and gemstones, though most of the new ones will require going very deep or visiting the other dimensions. Diamond (and "joke" emerald armor) will exist solely for the reason that diamonds can be made into equipment in the current game, but diamond equipment is more for magic resistance and durability rather than damage and armor points.
that level seems pointless
Eh, that's how the current game does it, and I don't see too much of a reason to save a player one level.
so the gems get fused together?
Yeah. One diamond enchantment would be made combining several diamonds together. However, you cannot fuse multiple types of enchantments.
i'm guessing that there are faster ways to get levels later on?
Yeah, late game enemies give a lot more XP than mobs in the current game. Also, you won't be losing XP as fast, since you'll drop less of it when you die unless you're playing on hard.
I feel a better system would be to attune a gem to a certain type of enchantment 9so diamonds for combat based, amethyst for magic based, Rose quarts for healing/life based, ect.and then other items would have to be added to add the proper enchantment, so redstone could be swing/mineing speed, Flint could be for damage ,ect
That's a good idea, but it's a bit complex for Minecraft, and that will leave you with some enchantments won't be usable on certain equipment (no point in increasing the damage of a pair of boots).
I think you should be able to drink more than 1 potion at a time, maybe two or 3 before getting potion sickness, or perhaps liking it to a certain catalyst for the potion or maybe even certain rings or totems
Well, I can't imagine a player needing to drink too many potions at once, considering there aren't that many effects, but perhaps it could be a chance determined by your magic resistance.
i'm guessing that the better brewing stands are also more efficient? (you only need 1 instance of an ingredient to make two or three potions like with the current brewing stands) also, anyone want to bet this new dimention is the aether- wait ONE of them? how many are you adding?
Yeah, the more advanced brewing stands are more efficient, using fewer ingredients per potion as it will brew more potions from one ingredient.
I plan on adding two new dimensions (possibly a third if I can figure out how to make it unique enough), in addition to the nether, which is going to have a big spin on it and be a lot different. The End won't be returning, at least at release, as there was never much to do there anyway and with the defeat of the Ender Dragon, the End has basically been defeated and a new beginning can take place.
As much as I like the Aether mod, the Aether won't be formally implemented as I don't find it creative and unique enough.
will Steel be a new metal?
You know, flint and steel? That one item you use to light your nether portal and then never use again?
Initially, I didn't think about adding steel, but perhaps if I can find a way to implement it with the limited smelting mechanics, it might be available.
so like potion of speed and potion of strength would give potion of haste? I like it
Good example! However, they wouldn't all be like literally combining two effects into one similar effect; they could potentially make something you might not initially predict.
Dragons breath?
The Ender Dragon, along with its breath, is not available in this game, so no. It is something from the other new dimension.
responses in BOLD. overall, I do like the Varity in crafting, so apart from the few things I mentioned SUPPORT
I don't know about you, but I have never once brewed a potion in Minecraft[/i].Potions are clunky and often underpowered. To fix this, you drink potions twice as fast, are no longer slowed down by them, and they stack to 4.
You. Can't. Be. Serious. Are you aware how powerful potions can be? Do you know how much [i]one[/i] potions can turn the tide of things. Being able to walk across the Nether's lava? Able to do some deep sea mining because Water Breathing? Fighting with Strength I and Swiftness I, while splash potioning your wolf with Strength I. Yeah, that's not underpowered in any sense of the world. No potion stacking.
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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.
You. Can't. Be. Serious. Are you aware how powerful potions can be? Do you know how much one potions can turn the tide of things. Being able to walk across the Nether's lava? Able to do some deep sea mining because Water Breathing? Fighting with Strength I and Swiftness I, while splash potioning your wolf with Strength I. Yeah, that's not underpowered in any sense of the world. No potion stacking.
consuming a second potion within 30 seconds of another will give you nausea for 30 seconds.
Voila, instant balance. Good luck actually doing any fighting or undersea mining without being able to see what you're doing.
Regardless of the potion sickness, the game is being designed with the fact that you can consume multiple potions at a time very quickly. It's not imbalanced as a good player is expected to do it.
Good luck actually doing any fighting or undersea mining without being able to see what you're doing.
Water Breathing adds some extra light to your diving. Not enough? Night Vision.
Regardless of the potion sickness, the game is being designed with the fact that you can consume multiple potions at a time very quickly. It's not imbalanced as a good player is expected to do it.
Wait, I'm so lost now. You're talking the game (first or second) being designed for quick consuming of potions but your idea of potion sickness stops that? I don't even know the context of this very quote.
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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.
And if you want to avoid said annoyance, then you can simply not drink more than one potion at a time. The system is designed so that you can drink more than one potion at a time, but doing so punishes the player. Besides, it gives a realistic use to an otherwise pointless potion effect.
Water Breathing adds some extra light to your diving. Not enough? Night Vision.
With the nausea effect, you won't be able to see as well. You can still do stuff, but you won't be as effective. You should still be able to mine, as I don't see having multiple mining effects being too unbalanced, but where it would really be unbalanced, combat, it makes it more difficult to properly gauge where your opponent is.
Wait, I'm so lost now. You're talking the game (first or second) being designed for quick consuming of potions but your idea of potion sickness stops that? I don't even know the context of this very quote.
I'm talking about the sequel. You can consume your first potion quickly, but trying to consume more than one in quick succession is discouraged, though not impossible. The quote is right after I talked about potions being drunk faster and not impeding movement.
Perhaps a compromise is in order. Maybe shorter time to drink a potion but a cooldown after using one. Or maybe the potion combining functionality is the key here. If a Strength potion is too powerful when instantly followed by a Speed potion, maybe have it be restricted in some way as explained and then the player will resort to a Strength + Speed potion that either needs a tier 2 potion of each type to make (but only yielding a tier 1 potion) or has a severely reduced duration.
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And if you want to avoid said annoyance, then you can simply not drink more than one potion at a time. The system is designed so that you can drink more than one potion at a time, but doing so punishes the player. Besides, it gives a realistic use to an otherwise pointless potion effect.
That's stupid. The potion system is perfectly balanced as is. You can't stack potions but you can drink as many as you want, and some of them require extremely hard to get ingredients. On of that, you may have to do some speedy click-dragging to get to more potions in your non-hotbar inventory. That's like saying "If you don't want to be in the school play, just drop out of school!"
With the nausea effect, you won't be able to see as well. You can still do stuff, but you won't be as effective. You should still be able to mine, as I don't see having multiple mining effects being too unbalanced, but where it would really be unbalanced, combat, it makes it more difficult to properly gauge where your opponent is.
So this annoying nausea is more annoying than I thought...
I'm talking about the sequel. You can consume your first potion quickly, but trying to consume more than one in quick succession is discouraged, though not impossible. The quote is right after I talked about potions being drunk faster and not impeding movement.
In the first quote I responded to in this very post, you provided the problem as the solution... to the problem. Let's cure someone's cancer by adding more cancer cells to their cancer cells.
I can not get over the fact that you said potions are "clunky and often underpowered", but then present something that weakens the integrity of them. Just... huh? They are not underpowered. You're missing out, dude. The right potions can turn you into a lightning fast tank with night vision. That is the ultra-antithesis of underpowered.
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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.
Perhaps a compromise is in order. Maybe shorter time to drink a potion but a cooldown after using one. Or maybe the potion combining functionality is the key here. If a Strength potion is too powerful when instantly followed by a Speed potion, maybe have it be restricted in some way as explained and then the player will resort to a Strength + Speed potion that either needs a tier 2 potion of each type to make (but only yielding a tier 1 potion) or has a severely reduced duration.
Well, the nausea is kind of a cooldown. If someone can come up with a better idea for one, I'm open to it, but I don't want to completely remove the ability to drink potions in quick succession.
That's stupid. The potion system is perfectly balanced as is. You can't stack potions but you can drink as many as you want, and some of them require extremely hard to get ingredients. On of that, you may have to do some speedy click-dragging to get to more potions in your non-hotbar inventory. That's like saying "If you don't want to be in the school play, just drop out of school!"
Yes, it's balanced—for Minecraft. Minecraft 2 is a different matter; it's designed to be harder. However, I, along with a bunch of other players, find that the inability for potions to stack makes them underpowered (if it wasn't so annoying, then why is stackable potions such a common suggestion?).
And besides, Minecraft isn't school, so I guess you can't compare the two.
So this annoying nausea is more annoying than I thought...
Nah, it's just a visual effect, like it currently is. It just happens to also cause those side effects, but those occur with the current game.
In the first quote I responded to in this very post, you provided the problem as the solution... to the problem. Let's cure someone's cancer by adding more cancer cells to their cancer cells.
Regardless of certain opinions, Minecraft isn't cancer, so I guess this comparison doesn't work either.
Anyway, the nausea is the solution to the potion balancing problem. It is not the solution to the nausea.
I can not get over the fact that you said potions are "clunky and often underpowered", but then present something that weakens the integrity of them. Just... huh? They are not underpowered. You're missing out, dude. The right potions can turn you into a lightning fast tank with night vision. That is the ultra-antithesis of underpowered.
And how often do you bother to make yourself as such? It's not very difficult to get ingredients, so you could be this lightning fast tank with night vision all the time—but you don't because moving potions around is annoying and can't be done in the heat of battle when they're the most important.
Regardless, it seems neither of us is going to be gaining ground if this argument continues. Even if potions being stackable is somehow imbalanced, it's not the end of the world and won't remove all difficulty. Do you have feedback on anything else in the suggestion?
oO i felt the anvil combined with a fishing rod is the most OP thing in minecraft ever. i'mean: a diamond pickaxe is okay, but with efficiency 4, unbreaking 3 and mending!? no need for a higher tier of tools if you instamine all relevant blocks.
(don't get me wrong, i don't like how op a fish farm is because it generates stuff while you are afk just wanting to point out that an anvil is not pointless in the current state of the game)
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to your suggestion:
no to the blueprint system. not if the character is still saved in a world. and just maybe if your character is world independent (think of terraria).
To reduce the annoyance of getting flint from gravel, the first gravel block a player breaks is guaranteed to drop flint.
Special cases aren't special enough to break the rules.
Having larger crafting grids allows for more complex and expensive recipes and discourages carrying a whole base in your pocket.
this is not clear to me, since you could just carry the 5x5 bench with you it does not change anything (especially not with shulker boxes or enderchest) (edit: in your part 3 suggestion you suggested up to 70 inventory slots, no way you cant carry all your base with you).
and since there is not rly a limit in blocks (at least not in an minecraft rewrite) you could also add "part items" so you'd need multiple parts to form a larger item instead of having a 5x5 grid.
rly, there are other possible ways to enhance a workbench. e.g. having a slot for a tool (see thaumcraft, where you can place a wand)
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why the smelt button? This will make all redstone automated smelting machines obsolete!?
i don't like quality being a property of the fuel, should be a property of the furnace.
different smelt speeds would be a nice addition though. would use more lava if it would be faster...
The anvil GUI has been significantly changed. It now looks like a 7x7 crafting grid with a textbox and an output slot.
7x7? you must like crafting grids....
i think the mod tinkers construct has a way better grip on what you want you anvil to be....
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yeah .... can't say i like the proposed changes to enchanting and brewing.
the whole suggestion feels ... like a forceful attempt to slow everything down - and add crafting grids.
terraria has a nice tier progression. not because its slow, or costly or complex, but because its deep. to reach the next goal you need to meet the previous.
For minecraft i don't think thats rly possible without changing the feel of the game entirely. But its fine, they are different games.
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oO i felt the anvil combined with a fishing rod is the most OP thing in minecraft ever. i'mean: a diamond pickaxe is okay, but with efficiency 4, unbreaking 3 and mending!? no need for a higher tier of tools if you instamine all relevant blocks.
(don't get me wrong, i don't like how op a fish farm is because it generates stuff while you are afk just wanting to point out that an anvil is not pointless in the current state of the game)
You use the anvil to combine a couple of enchantments, and then never use it again unless you somehow let your equipment break. With the addition of Mending, their main use has been rendered obsolete.
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to your suggestion:
no to the blueprint system. not if the character is still saved in a world. and just maybe if your character is world independent (think of terraria).
For the most part it's just an optional collectathon, like the music discs. Most of them are just for decorative options, and the few that are required are just there to gate progress, so you have to defeat this one boss before you move on to the next dimension, so to speak.
Special cases aren't special enough to break the rules.
It's one flint. It's not fun to grab a whole bunch of gravel and break it to no avail. If flint is now going to be required, it shouldn't be so tedious to get.
this is not clear to me, since you could just carry the 5x5 bench with you it does not change anything (especially not with shulker boxes or enderchest) (edit: in your part 3 suggestion you suggested up to 70 inventory slots, no way you cant carry all your base with you).
and since there is not rly a limit in blocks (at least not in an minecraft rewrite) you could also add "part items" so you'd need multiple parts to form a larger item instead of having a 5x5 grid.
Well, the Advanced Crafting Table is made from expensive non-renewable tools, so unless you're confident you won't die (or you're playing on easy), you risk losing a difficult-to-replace block. Adding a tool slot is basically the same thing unless there's some other use for the tool.
rly, there are other possible ways to enhance a workbench. e.g. having a slot for a tool (see thaumcraft, where you can place a wand)
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why the smelt button? This will make all redstone automated smelting machines obsolete!?
i don't like quality being a property of the fuel, should be a property of the furnace.
different smelt speeds would be a nice addition though. would use more lava if it would be faster...
I've already removed the smelt button; I agreed with somebody else that it didn't need to be there.
If quality was a property of the furnace, everyone would still use coal all the time because of how cheap it is. I'm trying to discourage a "superior" fuel.
7x7? you must like crafting grids....
i think the mod tinkers construct has a way better grip on what you want you anvil to be....
I love Tinker's Construct, but its too complicated for Minecraft or its sequel. Another crafting grid is more familiar to the target audience, and doesn't require that I have three parts per tool (such as an invisible binding).
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yeah .... can't say i like the proposed changes to enchanting and brewing.
Could you explain?
the whole suggestion feels ... like a forceful attempt to slow everything down - and add crafting grids.
terraria has a nice tier progression. not because its slow, or costly or complex, but because its deep. to reach the next goal you need to meet the previous.
For minecraft i don't think thats rly possible without changing the feel of the game entirely. But its fine, they are different games.
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Well, I do have to slow down crafting, simply because this game is planned to be about four times longer than Minecraft. Having played Terraria (which again, I do enjoy), I know what you're saying, but I'd have to disagree with its crafting being deep—it's just gather some materials at the right station, which just means a longer progression, not a deeper one, due to the lack of any customization.
This is another part of the suggestion where if I understood where you were going, if I had a complete picture, I may have a different opinion. You are slowing things ridiculously down and making parts of the game really annoying if they were to exist in Minecraft 1. I have to go find a gravel to even craft basic 3x3 items? What happens if I spawn in a savannah biome? Do I take forty years to find a single block, and in the meantime am forced to stay on the surface for lack of a pick? I sincerely hope there is more early-game content, but I can't know and if you're planning on it I still can't know if it's good enough to compensate.
The furnace seems overcomplicated. While it's probably not that bad, I think your explanation of it could be made better.
The anvil is outright ludicrous in the same way that requiring people to find flint for crafting tables is. Again, whatever early-game content you're planning must make up for using dozens of resources for everything, and because I cannot read your mind or the future I'm stuck wondering if you even know what you're doing.
So enchantment gems are like enchanted books? Is enchanting gems still random?
Potions are not underpowered, they just take some planning. I don't often use them because I do not often have the need to be overpowered. I don't think this is solved by doing something to potions, but rather by increasing the amount of situations in which people have need of them.
I'm really not digging the anvil. All of that, just for some decent armor? I like the customizability aspect, but there comes a point where you plumb chase away newbies.
I don't know if this is already something you thought about but my biggest problem with Minecraft is partially the pacing (I agree that it is too fast to get to the end game) but more importantly that how much you can do doesn't really scale with how far you are in the progression system. It scales nicely until you get Iron, and then for the most part it slows down. All you get after that is a tier that lets you mine one new block (that you don't need more than a few of really unless you want to build with it), and then some minor speed and drop increases.
If the progression system is to be slowed down, then I would like to increase what I can do at regular increments. An example would be the Hammer of Tinker's Construct. It takes a while to get (at least as far as materials, you can make one of any tier), but it leads to a huge boost of speed and resource collection. Not only that, but because it clears Stone so much faster, I can clear areas for builds much faster. I can make tunnels for rail systems much faster. The Lumber Axe is similar for clearing forests, and the special Shovel (can't remember the name) works great for Dirt and making quick paths.
That is what I am most interested in. Not being essentially done with getting upgrades halfway into the game and then getting tiny little increments as I proceed to end game. I actually really dislike that I have absolutely nothing to look forward to as far as tool upgrades before I even got to the Nether. The Nether gives me potions (which I, like the OP, rarely use), and then I can get an Elytra in the End, which is fun but not really all that feasible for regular use.
One of the biggest upgrades I could think of would be inspired by Builder Wands from mods. If you could get an item to place multiple blocks at once (within reason), it would make large builds way less punishing to make in the end game.
Or a new crafting station called a Carpenter's Table that lets you make Blueprints for structures that you can place, and it makes a "ghost" of the structure where you place it. It can be walked through but it displays the exact materials you need to make it. Possibly letting you add blocks to it by placing the correct block anywhere in the "ghost structure" where that block is valid and it will automatically places thek anywhere that block is needed. It wouldn't instantly place all the blocks of that type in the right spots (it would go as fast as normally placing multiple blocks in a row does), and you would have to reach at least one of that block to place all of them (no placing your roof block without actually climbing to the roof).
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Yes, it's balanced—for Minecraft. Minecraft 2 is a different matter; it's designed to be harder. However, I, along with a bunch of other players, find that the inability for potions to stack makes them underpowered (if it wasn't so annoying, then why is stackable potions such a common suggestion?).
An idea being suggested a lot doesn't make it good. There's a reason why potions never stacked in the first place? I don't get where the "underpowered" thing even comes from. You're suggesting this stuff to stack but then dampen it down with the annoying potion sickness thing. Why buff it and then water it down if it can just be left alone?
And besides, Minecraft isn't school, so I guess you can't compare the two.
Ugh, dude. No. The comparison had to do with your really weird answer.
Regardless of certain opinions, Minecraft isn't cancer, so I guess this comparison doesn't work either.
And here I'm thinking that cancer, school and Minecraft were all the exact same thing this whole time. It's a good thing someone was on this forum to tell me otherw- Duuuuude, again. This is about your answer about your potion stuff.
Anyway, the nausea is the solution to the potion balancing problem. It is not the solution to the nausea.
There's gonna come a time where two potions will really help you out. That doesn't need to be ruined with some annoying effect.
And how often do you bother to make yourself as such? It's not very difficult to get ingredients, so you could be this lightning fast tank with night vision all the time—but you don't because moving potions around is annoying and can't be done in the heat of battle when they're the most important.
That's why you drink this stuff before the battle. You can also pull it off during one, it's just more tedious to do. There's another issue, if I'm fighting a boss and need all the help I can get. I don't want some trollish nausea effect happening.
Regardless, it seems neither of us is going to be gaining ground if this argument continues. Even if potions being stackable is somehow imbalanced, it's not the end of the world and won't remove all difficulty. Do you have feedback on anything else in the suggestion?
The 4x4 and 5x5 crafting grids are too much. They're overspoiling and pave the way to having to remember a mass ton more complex recipes. Also, you make a comment on how easy it is to get a crafting table. There's a lot to do in the game, chances are, it's best to have all this stuff unlocked from the start.
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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.
while i'm not going to go into the potion thing, I do believe you underestimate the potential of a 4x4 and 5x5 grid, this basically allows you to make items with les limitations. in a 3x3 grid, you're limited to 9 ingredients unless you use multistep-crafting, but with a 4x4, that goes up to 16 slots, then 25 with a 5x5 grid, meaning that it can be much easier to balance recipes because you have more potential for ingredients, a good comparison would be health. with 10 health, enemies are basically forced to do damage in increments in 10% of your HP, in a game like TES, this would be SEVERLY Limiting, as it can make things way to hard to balance, 40% of your health may seem to little, but 50% can seem to much. the same could be said for crafting, by adding those 16 extra slots, you greatly increase the potential for balance in recipes, for example, for X recipe you have used all 9 slots with 1 of those slots being for diamonds to balance it. but you feel adding only 1 diamond to help balance it is to little, but adding a full block is to expensive, but with a 4x4 grid, you could make X recipe take 4 diamonds to craft. This was just an example of course, and there are much more practical ones, but I just figured I should throw my two cents in, regardless of how bad I am at throwing
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Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
While all that is true, until we start seeing examples of things where that balance comes into play we have nothing to base it on other than the current game, in which we have had the 3x3 grid forever and haven't even come close to running out of recipes that are balanced or make logical sense.
I do think a large problem in this thread is that the gameplay loops and overall progression system have not yet been explained. We have "X crafting item does Y and Z and can be upgraded to do this", but without the bigger picture to provide context it all falls kind of flat. The design is kind of being explained in the reverse of what it should be.
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Introduction
My goal for Minecraft 2 is to make a long base game while resorting to artificial padding as little as possible. One way I plan to accomplish this is to lengthen and improve the various crafting systems of the game. I always did like how Minecraft crafting was unique, and I don't plan to change that, but some of the more advanced systems could use a bit of an overhaul.
Crafting Your Equipment the Way You Want
One thing to note is that while most recipes can be crafted from the start as long as you have the station and the materials, some recipes are locked and require the player to obtain a blueprint (attempting to craft these recipes will show a silhouette of the product with a question mark over it to let you know this makes something, but you don't have the knowledge to do so). This will encourage exploration and tackling different scenarios to unlock all the recipes.
The Crafting Tables
To fix this, I plan to make the crafting table a bit more expensive, though not very much, and once you have access to your first crafting table you should be established enough that it shouldn't be difficult to make more of them. The new recipe is as follows:
W F
L W
W=Wood, F=Flint, L=Leather. Note that anywhere you can get wood you should also be able to get these other two materials, albeit they are more difficult to obtain.
Requiring flint and leather now requires the player to do a bit of exploring and adds some additional challenge to getting established. To reduce the annoyance of getting flint from gravel, the first gravel block a player breaks is guaranteed to drop flint. The player can also get leather from a larger variety of animals, including pigs and sheep.
The crafting GUI is the same as it is now, giving a 3x3 crafting grid and having a recipe book icon. This is used to craft basic recipes that should require some investment to make rather than the simple recipes of the 2x2 crafting grid. Later in the game, you can also unlock a 4x4 Enhanced Crafting Table, made by surrounding a crafting table with iron blocks, and late game you can make a 5x5 Advanced Crafting Table using some expensive resources from one of the new dimensions. Having larger crafting grids allows for more complex and expensive recipes and discourages carrying a whole base in your pocket.
The Furnace
The furnace GUI consists of three main parts: the fuel slot on the left, the ore slot(s) in the middle, and the output slot on the right. There's also a meter for each slot. The fuel meter tells how long the current fuel will remain burning. It's a brighter yellow for higher-quality fuels, and the brightness of the meter pulses, with slower pulses meaning longer burn time. Each ore slot has a meter under it, saying how long it will continue to smelt before a unit of the ore is depleted. The output meter displays how long until one ingot is produced.
There are three types of furnaces. The Basic Furnace is crafted like the current furnace and has one ore slot. The Enhanced Furnace is crafted with 12 bricks in a square on an Enhanced Crafting Table and has two ore slots, as well as burns 50% longer. The Advanced Furnace requires some of the new materials from one of the new dimensions and an Advanced Crafting Table. It has four ore slots, burns 50% longer than a Basic Furnace, and has a 25% quality rating bonus for fuels.
To begin smelting, place an ore in an available ore slot and a fuel in the fuel slot. Once the smelting process begins, one unit of each of the ores will be moved out of the corrosponding ore slot and into the smelting indicator below each slot. The output meter will begin to fill up, and when it does, you will get an ingot, or ingots, depending on what you put in. If you use the same ore, you can smelt a lot faster and efficiently. If you use different ores, you can get special alloys that will be more powerful than the sum of its parts. However, invalid combinations will result in you just getting the weakest ingot, so be careful.
I personally have always found anvils to be annoying. They are one of the most expensive crafting stations in the game, requiring a ridiculous amount of iron to obtain, and yet, unlike every other crafting station in the game, they can break, and the rate at which this will happen is determined solely by luck, meaning they can break in as little as three uses. These mechanics, along with their repair mechanic being rendered largely obsolete with the addition of mending, means that I have found anvils to be mostly pointless in my playthroughs.
I plan to fix this by requiring anvils to be used to make weapons and armor. You can still craft "rudimentary" wooden and stone equipment as well as leather armor at a crafting table, but equipment of iron tier and above now require some investment to make. Anvils look similar to what they currently do, are still effected by gravity, and have the same recipe, but never break.
The anvil GUI has been significantly changed:
You can place up to two types of materials in most recipes: one type for red slots, and another for blue slots. The exception is armor, which can only be made from one material. This gives you some customizability, for example, have a gold hilt with an iron blade. As you can see, this makes equipment more expensive, but also adds in more customizability, and with the quality modifier of furnaces it won't take much longer to get what you need.
The third tab consists of two slots and is used to upgrade, repair, rename, and apply enchantment gems to weapons and armor.
To help compensate for the hike in cost, your equipment doesn't permanently break anymore. Once something reaches 50% of durability, it starts being less effective. Tools take longer to break blocks, armor provides fewer armor points, and weapons do less damage. When an item breaks, a broken version of the item replaces it, and it can no longer be used until it is repaired. To repair something, simply put the item on the anvil and add more of the item's base (slot 1) material in the second slot. This will also cost 1-5 levels, depending on how many times the player has repaired that item already.
You can also use anvils to upgrade a currently existing item. Each tier has its own unique trait, and thus instead of crafting a new item out of a more powerful tier, you may want to upgrade an item of an older tier to keep its trait. To do that, simply take the item you want and place 8 units of the material of the desired tier in the second slot. The item will become "gilded" with the upgraded tier, increasing its stats, but mantaining its traits. Note that while cheaper than creating a whole new item, upgrading an item is no replacement for crafting one. The durability is not increased, and they don't get any additional enchantment sockets.
You can rename any item by putting it in the anvil and typing a name into the textbox. Doing so costs one experience level.
There will also be a red recipe book, which you can use to see what each part does and the different material traits that you have discovered.
Anvils are also required to apply enchantment gems to items, which I'll detail in the next section.
The Enchanting Table
The GUI is now comprised of three slots: the lapis slot, the gem slot, and the output slot. There is also a purple recipe book icon. You make an enchantment gem by placing several of the desired gem into the gem slot and an equal amount of lapis in the lapis slot. Once you do, you'll see an experience counter detailing how many levels it costs to enchant this gem. More powerful enchantments require more levels to create. In addition, there are three sizes of enchantment gems: small requires four gems, medium requires 16, and large requires 32 gems, but each size is significantly more powerful than the previous. However, as each size requires more experience to make than the last, you may not be able to do the enchantment right away, as enchantment tables have a cap on the amount of experience you can use in a single operation. To increase this cap, you will have to add bookshelves.
To apply an enchantment, you will have to go put it and an item with at least one open socket on an anvil. All items crafted at an anvil have sockets, from 2-6. This will consume a number of experience levels based on the quality of the item to enchant, the number of enchantments it already has, and the enchantment being applied. This means that late game enchanting can become really expensive, costing upwards of 50 levels with end-game equipment. You can also stack the same enchantment multiple times, though an enchantment that will be stacked costs much more to apply. Note that the application of enchantments is permanent, so choose carefully.
Enchantment gems will not have the same effect on all pieces of equipment. For example, a diamond enchantment might give weapons more damage, but give armor more durability. I'll get more into detail when I talk about the specifics of each gem when I discuss caving.
The purple recipe book in the enchanting GUI can be used to see what each gemstone does.
The Brewing Stands
I don't know about you, but I have never once brewed a potion in Minecraft. Potions are clunky and often underpowered. To fix this, you drink potions twice as fast, are no longer slowed down by them, and they stack to 4. To balance this out, instant health and instant harming are no longer obtainable, and consuming a second potion within 30 seconds of another will give you nausea for 30 seconds. In addition, splash potions are replaced with tipped arrows, which are made by combining one arrow with a potion. Tipped arrows are heavy and don't fly far, but will give the effect of the potion to whoever it hits. If it misses, it will break and create a splash of a weaker version of the effect at the impact point.
There are three types of brewing stands. The Basic Brewing Stand can only brew one potion at a time, can't brew higher-level potions, and requires fuel to use (any fuel can be used, and burn time and smelt speed are considered, but not quality). It is crafted with two iron bars and three smooth stone in an upside-down T. The Enhanced Brewing Stand is crafted by combining a now much-rarer blaze rod with the Basic Brewing Stand. It can brew two potions at a time, can brew Tier II potions, and fuel burns twice as long. The Advanced Brewing Stand is crafted with some expensive materials from one of the new dimensions (like the Advanced Crafting Table) and can brew three potions at once, can brew Tier III potions, and doesn't need fuel to brew.
Brewing a potion no longer requires nether wart (which is going to be more difficult to initially obtain anyway), so brewing can be made use of early on (you'll need it!). Instead, nether wart is used to upgrade a potion from Tier I to Tier II. It is also required to combine potions. To combine potions, place both the potions into a cauldron, which will make a brown liquid. Place a number of nether warts into the cauldron equal to the sum of the tiers (two Tier I potions requires two, one Tier I and one Tier III requires four, etc.). Next, hit the cauldron with a flint and steel to start the boiling process. When the potion is ready (which can take anywhere from 30-90 seconds), it will change color. When this happens, use an empty bottle to scoop out the new combined potion. Time it well, as if you do it too early, the potion will be weakened, and if you do it too late, the potion will have a lower duration. You will get a mundane potion, which just gives you nausea, if you add too much or not enough nether wart, try to combine a potion that has already been combined, or remove the potion way too early or late. I'm also considering having certain secret effects that can only be created by combining different potions together, so experiment!
Upgrading a potion from Tier II to Tier III requires a rare end-game ingredient.
A blue recipe book icon on the brewing GUI will tell you what all the ingredients and effects that you have discovered do
Minecraft 2 doesn't include any new crafting stations, as anything I could think of was either too complicated or could just be combined into an existing station. There is clearly going to have to be some changes in balancing with the differences in resource costs, but I've kept these in mind when designing the other game mechanics, so hopefully nothing gets too tedious.
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I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
Some parts I like, but many I dislike. The first would be expanded crafting tables. Unless we have a reason for them, there isn't any reason to include them. And as it is described right now, nothing needs more than a 3x3 grid. There are lots of other fun ways to enhance the grid, like having a version that can leave items on (having played with some mods that do this it is actually much nicer than it going back into your inventory imo), or a portable one (maybe playing into those upgrades for players from the last thread), or things like that. There are better alternatives to upgrading that block.
The Furnace stuff sounds okay, but I would need some examples using current game items to see how it works in your head more. I am not huge on the Anvil bit. Making higher tiers of armor? Sure. It even kind of acts as an upgraded Crafting Table. I might even be fine with the larger cost depending on furnace output. But MS Paint is your friend for images. A rudimentary drawing in Paint is a thousand times better than trying to do it with text. I have more feedback but my lunch break is ending soon so I have to cut it off now.
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Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
To bad that's getting shut down after, what was it again? 38 years?
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
I'm making the advanced crafting tables so that players are discouraged to carry them with them, as it requires difficult-to-obtain materials. In addition, this allows for much more expensive recipes (currently, unless you engage in multi-step crafting, you're limited to just nine materials per recipe). Yeah, being able to store your items or having one portable is nice, but they're only for convenience and don't add any kind of progression. They're not really an upgrade so much as a quality of life improvement. I want to allow upgrading in order to add an additional goal and lock some of the more powerful recipes behind late-game items. This kind of system has been shown to work in mods such as "Better than Wolves" and games like Terraria.
Oops, my bad. I meant to include some examples. Generally, cheaper fuels either burn long or smelt quickly, with low quality, while expensive fuels generally are the opposite.
I started to make some images, but I was just filling in the slots with 1 and 2 anyway, so I ended up just using the example text from my rough draft and coloring it to increase the contrast.
That's my dream job (especially if I can somehow land a job at Nintendo making Zelda games, but that seems unattainable in the foreseeable future)
Well, considering the world is virtually infinite, every blueprint can be obtained an infinite number of times. However, most blueprints are renewable (some of the less useful ones, such as perhaps "intricate carved wood planks," might only be available from chests in dungeons, but again these dungeons occur a virtually infinite number of times).
I guess it could just cost gravel, but where would you get flint from instead?
Personally, I would have blaze rods have a short burn time but with a faster smelt speed and slightly better quality, while lava would burn for quite a while but would smelt slowly and have a low quality. However, you get the basic idea.
Yeah, originally smelting was a bit more complex, so pressing the smelt button was needed to confirm what you were doing. However, I suppose it can be removed now that smelting has been simplified a bit.
Each tier of metal has its own unique trait. I won't be copying Tinker's Construct, but the idea is similar, albeit simplified.
There will be several new metals and gemstones, though most of the new ones will require going very deep or visiting the other dimensions. Diamond (and "joke" emerald armor) will exist solely for the reason that diamonds can be made into equipment in the current game, but diamond equipment is more for magic resistance and durability rather than damage and armor points.
Eh, that's how the current game does it, and I don't see too much of a reason to save a player one level.
Yeah. One diamond enchantment would be made combining several diamonds together. However, you cannot fuse multiple types of enchantments.
Yeah, late game enemies give a lot more XP than mobs in the current game. Also, you won't be losing XP as fast, since you'll drop less of it when you die unless you're playing on hard.
That's a good idea, but it's a bit complex for Minecraft, and that will leave you with some enchantments won't be usable on certain equipment (no point in increasing the damage of a pair of boots).
Well, I can't imagine a player needing to drink too many potions at once, considering there aren't that many effects, but perhaps it could be a chance determined by your magic resistance.
Yeah, the more advanced brewing stands are more efficient, using fewer ingredients per potion as it will brew more potions from one ingredient.
I plan on adding two new dimensions (possibly a third if I can figure out how to make it unique enough), in addition to the nether, which is going to have a big spin on it and be a lot different. The End won't be returning, at least at release, as there was never much to do there anyway and with the defeat of the Ender Dragon, the End has basically been defeated and a new beginning can take place.
As much as I like the Aether mod, the Aether won't be formally implemented as I don't find it creative and unique enough.
You know, flint and steel? That one item you use to light your nether portal and then never use again?
Initially, I didn't think about adding steel, but perhaps if I can find a way to implement it with the limited smelting mechanics, it might be available.
Good example! However, they wouldn't all be like literally combining two effects into one similar effect; they could potentially make something you might not initially predict.
The Ender Dragon, along with its breath, is not available in this game, so no. It is something from the other new dimension.
Thanks!
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I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
You. Can't. Be. Serious. Are you aware how powerful potions can be? Do you know how much [i]one[/i] potions can turn the tide of things. Being able to walk across the Nether's lava? Able to do some deep sea mining because Water Breathing? Fighting with Strength I and Swiftness I, while splash potioning your wolf with Strength I. Yeah, that's not underpowered in any sense of the world. No potion stacking.
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.
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Voila, instant balance. Good luck actually doing any fighting or undersea mining without being able to see what you're doing.
Regardless of the potion sickness, the game is being designed with the fact that you can consume multiple potions at a time very quickly. It's not imbalanced as a good player is expected to do it.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
Balance? Balance?! Dude, that's annoying.
Water Breathing adds some extra light to your diving. Not enough? Night Vision.
Wait, I'm so lost now. You're talking the game (first or second) being designed for quick consuming of potions but your idea of potion sickness stops that? I don't even know the context of this very quote.
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
And if you want to avoid said annoyance, then you can simply not drink more than one potion at a time. The system is designed so that you can drink more than one potion at a time, but doing so punishes the player. Besides, it gives a realistic use to an otherwise pointless potion effect.
With the nausea effect, you won't be able to see as well. You can still do stuff, but you won't be as effective. You should still be able to mine, as I don't see having multiple mining effects being too unbalanced, but where it would really be unbalanced, combat, it makes it more difficult to properly gauge where your opponent is.
I'm talking about the sequel. You can consume your first potion quickly, but trying to consume more than one in quick succession is discouraged, though not impossible. The quote is right after I talked about potions being drunk faster and not impeding movement.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
Perhaps a compromise is in order. Maybe shorter time to drink a potion but a cooldown after using one. Or maybe the potion combining functionality is the key here. If a Strength potion is too powerful when instantly followed by a Speed potion, maybe have it be restricted in some way as explained and then the player will resort to a Strength + Speed potion that either needs a tier 2 potion of each type to make (but only yielding a tier 1 potion) or has a severely reduced duration.
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That's stupid. The potion system is perfectly balanced as is. You can't stack potions but you can drink as many as you want, and some of them require extremely hard to get ingredients. On of that, you may have to do some speedy click-dragging to get to more potions in your non-hotbar inventory. That's like saying "If you don't want to be in the school play, just drop out of school!"
So this annoying nausea is more annoying than I thought...
In the first quote I responded to in this very post, you provided the problem as the solution... to the problem. Let's cure someone's cancer by adding more cancer cells to their cancer cells.
I can not get over the fact that you said potions are "clunky and often underpowered", but then present something that weakens the integrity of them. Just... huh? They are not underpowered. You're missing out, dude. The right potions can turn you into a lightning fast tank with night vision. That is the ultra-antithesis of underpowered.
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
Well, the nausea is kind of a cooldown. If someone can come up with a better idea for one, I'm open to it, but I don't want to completely remove the ability to drink potions in quick succession.
Yes, it's balanced—for Minecraft. Minecraft 2 is a different matter; it's designed to be harder. However, I, along with a bunch of other players, find that the inability for potions to stack makes them underpowered (if it wasn't so annoying, then why is stackable potions such a common suggestion?).
And besides, Minecraft isn't school, so I guess you can't compare the two.
Nah, it's just a visual effect, like it currently is. It just happens to also cause those side effects, but those occur with the current game.
Regardless of certain opinions, Minecraft isn't cancer, so I guess this comparison doesn't work either.
Anyway, the nausea is the solution to the potion balancing problem. It is not the solution to the nausea.
And how often do you bother to make yourself as such? It's not very difficult to get ingredients, so you could be this lightning fast tank with night vision all the time—but you don't because moving potions around is annoying and can't be done in the heat of battle when they're the most important.
Regardless, it seems neither of us is going to be gaining ground if this argument continues. Even if potions being stackable is somehow imbalanced, it's not the end of the world and won't remove all difficulty. Do you have feedback on anything else in the suggestion?
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
no its not. its just not installed by default but moved to the windows store.
oO i felt the anvil combined with a fishing rod is the most OP thing in minecraft ever. i'mean: a diamond pickaxe is okay, but with efficiency 4, unbreaking 3 and mending!? no need for a higher tier of tools if you instamine all relevant blocks.
(don't get me wrong, i don't like how op a fish farm is because it generates stuff while you are afk just wanting to point out that an anvil is not pointless in the current state of the game)
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to your suggestion:
no to the blueprint system. not if the character is still saved in a world. and just maybe if your character is world independent (think of terraria).
Special cases aren't special enough to break the rules.
this is not clear to me, since you could just carry the 5x5 bench with you it does not change anything (especially not with shulker boxes or enderchest) (edit: in your part 3 suggestion you suggested up to 70 inventory slots, no way you cant carry all your base with you). and since there is not rly a limit in blocks (at least not in an minecraft rewrite) you could also add "part items" so you'd need multiple parts to form a larger item instead of having a 5x5 grid.
rly, there are other possible ways to enhance a workbench. e.g. having a slot for a tool (see thaumcraft, where you can place a wand)
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why the smelt button? This will make all redstone automated smelting machines obsolete!? i don't like quality being a property of the fuel, should be a property of the furnace. different smelt speeds would be a nice addition though. would use more lava if it would be faster...
7x7? you must like crafting grids....
i think the mod tinkers construct has a way better grip on what you want you anvil to be....
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yeah .... can't say i like the proposed changes to enchanting and brewing.
the whole suggestion feels ... like a forceful attempt to slow everything down - and add crafting grids. terraria has a nice tier progression. not because its slow, or costly or complex, but because its deep. to reach the next goal you need to meet the previous.
For minecraft i don't think thats rly possible without changing the feel of the game entirely. But its fine, they are different games.
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You use the anvil to combine a couple of enchantments, and then never use it again unless you somehow let your equipment break. With the addition of Mending, their main use has been rendered obsolete.
For the most part it's just an optional collectathon, like the music discs. Most of them are just for decorative options, and the few that are required are just there to gate progress, so you have to defeat this one boss before you move on to the next dimension, so to speak.
It's one flint. It's not fun to grab a whole bunch of gravel and break it to no avail. If flint is now going to be required, it shouldn't be so tedious to get.
Well, the Advanced Crafting Table is made from expensive non-renewable tools, so unless you're confident you won't die (or you're playing on easy), you risk losing a difficult-to-replace block. Adding a tool slot is basically the same thing unless there's some other use for the tool.
I've already removed the smelt button; I agreed with somebody else that it didn't need to be there.
If quality was a property of the furnace, everyone would still use coal all the time because of how cheap it is. I'm trying to discourage a "superior" fuel.
I love Tinker's Construct, but its too complicated for Minecraft or its sequel. Another crafting grid is more familiar to the target audience, and doesn't require that I have three parts per tool (such as an invisible binding).
Could you explain?
Well, I do have to slow down crafting, simply because this game is planned to be about four times longer than Minecraft. Having played Terraria (which again, I do enjoy), I know what you're saying, but I'd have to disagree with its crafting being deep—it's just gather some materials at the right station, which just means a longer progression, not a deeper one, due to the lack of any customization.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
This is another part of the suggestion where if I understood where you were going, if I had a complete picture, I may have a different opinion. You are slowing things ridiculously down and making parts of the game really annoying if they were to exist in Minecraft 1. I have to go find a gravel to even craft basic 3x3 items? What happens if I spawn in a savannah biome? Do I take forty years to find a single block, and in the meantime am forced to stay on the surface for lack of a pick? I sincerely hope there is more early-game content, but I can't know and if you're planning on it I still can't know if it's good enough to compensate.
The furnace seems overcomplicated. While it's probably not that bad, I think your explanation of it could be made better.
The anvil is outright ludicrous in the same way that requiring people to find flint for crafting tables is. Again, whatever early-game content you're planning must make up for using dozens of resources for everything, and because I cannot read your mind or the future I'm stuck wondering if you even know what you're doing.
So enchantment gems are like enchanted books? Is enchanting gems still random?
Potions are not underpowered, they just take some planning. I don't often use them because I do not often have the need to be overpowered. I don't think this is solved by doing something to potions, but rather by increasing the amount of situations in which people have need of them.
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I'm really not digging the anvil. All of that, just for some decent armor? I like the customizability aspect, but there comes a point where you plumb chase away newbies.
I don't know if this is already something you thought about but my biggest problem with Minecraft is partially the pacing (I agree that it is too fast to get to the end game) but more importantly that how much you can do doesn't really scale with how far you are in the progression system. It scales nicely until you get Iron, and then for the most part it slows down. All you get after that is a tier that lets you mine one new block (that you don't need more than a few of really unless you want to build with it), and then some minor speed and drop increases.
If the progression system is to be slowed down, then I would like to increase what I can do at regular increments. An example would be the Hammer of Tinker's Construct. It takes a while to get (at least as far as materials, you can make one of any tier), but it leads to a huge boost of speed and resource collection. Not only that, but because it clears Stone so much faster, I can clear areas for builds much faster. I can make tunnels for rail systems much faster. The Lumber Axe is similar for clearing forests, and the special Shovel (can't remember the name) works great for Dirt and making quick paths.
That is what I am most interested in. Not being essentially done with getting upgrades halfway into the game and then getting tiny little increments as I proceed to end game. I actually really dislike that I have absolutely nothing to look forward to as far as tool upgrades before I even got to the Nether. The Nether gives me potions (which I, like the OP, rarely use), and then I can get an Elytra in the End, which is fun but not really all that feasible for regular use.
One of the biggest upgrades I could think of would be inspired by Builder Wands from mods. If you could get an item to place multiple blocks at once (within reason), it would make large builds way less punishing to make in the end game.
Or a new crafting station called a Carpenter's Table that lets you make Blueprints for structures that you can place, and it makes a "ghost" of the structure where you place it. It can be walked through but it displays the exact materials you need to make it. Possibly letting you add blocks to it by placing the correct block anywhere in the "ghost structure" where that block is valid and it will automatically places thek anywhere that block is needed. It wouldn't instantly place all the blocks of that type in the right spots (it would go as fast as normally placing multiple blocks in a row does), and you would have to reach at least one of that block to place all of them (no placing your roof block without actually climbing to the roof).
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An idea being suggested a lot doesn't make it good. There's a reason why potions never stacked in the first place? I don't get where the "underpowered" thing even comes from. You're suggesting this stuff to stack but then dampen it down with the annoying potion sickness thing. Why buff it and then water it down if it can just be left alone?
Ugh, dude. No. The comparison had to do with your really weird answer.
And here I'm thinking that cancer, school and Minecraft were all the exact same thing this whole time. It's a good thing someone was on this forum to tell me otherw- Duuuuude, again. This is about your answer about your potion stuff.
There's gonna come a time where two potions will really help you out. That doesn't need to be ruined with some annoying effect.
That's why you drink this stuff before the battle. You can also pull it off during one, it's just more tedious to do. There's another issue, if I'm fighting a boss and need all the help I can get. I don't want some trollish nausea effect happening.
The 4x4 and 5x5 crafting grids are too much. They're overspoiling and pave the way to having to remember a mass ton more complex recipes. Also, you make a comment on how easy it is to get a crafting table. There's a lot to do in the game, chances are, it's best to have all this stuff unlocked from the start.
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
while i'm not going to go into the potion thing, I do believe you underestimate the potential of a 4x4 and 5x5 grid, this basically allows you to make items with les limitations. in a 3x3 grid, you're limited to 9 ingredients unless you use multistep-crafting, but with a 4x4, that goes up to 16 slots, then 25 with a 5x5 grid, meaning that it can be much easier to balance recipes because you have more potential for ingredients, a good comparison would be health. with 10 health, enemies are basically forced to do damage in increments in 10% of your HP, in a game like TES, this would be SEVERLY Limiting, as it can make things way to hard to balance, 40% of your health may seem to little, but 50% can seem to much. the same could be said for crafting, by adding those 16 extra slots, you greatly increase the potential for balance in recipes, for example, for X recipe you have used all 9 slots with 1 of those slots being for diamonds to balance it. but you feel adding only 1 diamond to help balance it is to little, but adding a full block is to expensive, but with a 4x4 grid, you could make X recipe take 4 diamonds to craft. This was just an example of course, and there are much more practical ones, but I just figured I should throw my two cents in, regardless of how bad I am at throwing
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
While all that is true, until we start seeing examples of things where that balance comes into play we have nothing to base it on other than the current game, in which we have had the 3x3 grid forever and haven't even come close to running out of recipes that are balanced or make logical sense.
I do think a large problem in this thread is that the gameplay loops and overall progression system have not yet been explained. We have "X crafting item does Y and Z and can be upgraded to do this", but without the bigger picture to provide context it all falls kind of flat. The design is kind of being explained in the reverse of what it should be.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
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