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    posted a message on Should Mojang start work on Minecraft 2?
    Personally, I'd love to see a Minecraft 2. If they'd do such a thing, it should simply
    be a similar game, but they should take it in a somewhat different direction. Maybe it
    could be a more hardcore survival experience? Maybe it would have a mild horror atmosphere
    (in my opinion, early beta Minecraft already sorta had that)? It would also be interesting
    to see them simply take a more in-depth approach to the same game. Maybe the blocky graphics could be augmented with some simple shaders, combat could be deeper, animations might be fancier with multi-jointed jointed models, everything could be more "dynamic" (trees falling over, explosions actually sending blocks flying instead of just destroying them)
    Posted in: Discussion
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    posted a message on Black Horror, hide and run.
    Yes, we need something in the nether...if not this, SOMETHING...which is actually a threat which can not

    be avoided by simply walking forwards.
    Posted in: Suggestions
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    posted a message on A New Tree. The Apple Tree.
    Quote from lovemooshroom1

    kinda like coco bean sacks?


    Sort of, except that the leaves themselves would actually periodically
    spawn the hanging apples, perhaps a 5% chance per 3 days for each
    leaf block. That sounds like a kinda low chance, but with a sizeable orchard
    you could grow a ton of apples.
    Posted in: Suggestions
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    posted a message on Zombification
    I always thought that instead of being banned, you should turn into an undead
    mob like a zombie or skele when you die in a hardcore server.
    Posted in: Suggestions
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    posted a message on A New Tree. The Apple Tree.
    Anyway, despite what my original post may seem to imply, I suppose I could
    actually support this. If nothing else, it would be nice to have yet another new tree
    perhaps with its own color of logs and planks.

    Although I think apples should grow like upside-down crops on the bottom of
    apple tree leaves, which you can then pick without destroying the leaves.
    Posted in: Suggestions
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    posted a message on A New Tree. The Apple Tree.
    Just how do apples drop from oak trees? I don't know, probably the same way
    that the dead rise, pick up bows and shoot you.
    Posted in: Suggestions
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    posted a message on Shelobs, the greatest of spiders
    Shelobs is a mythical beast (and apparently an 'actor' in the Lord of the Rings), a
    cave-dwelling spider of colossal proportions. Sure, Minecraft already has giant spiders, but
    hey, what can't be improved by adding really giant spiders? This isn't just another "hurrrr
    shpeeder kween boss pl0x, Mojang", though. Survival is a "fight or flight" business, and
    most of the time in Minecraft, it's "fight". So, how about something to evoke that "flighty"
    feeling?




    This is more of a cinematic chase scene sort of monster, although she can theoretically
    be killed. Shelobs spiders spawn very rarely, about one in a 100-chunk area. She is a
    multi-segment entity, with the legs, in a way, having their own separate AI. She walks
    with her main body suspended off of the ground, the legs being able to make
    contact independently with walls, floors and ceilings. They can move in pretty much
    any way at all, and as long as at least 3 of them are making contact with a solid
    block, her "main body", essentially, has antigravity. She runs at the same speed
    as a normal spider but picks up pace slightly if her target is sprinting. She will attack
    any mobs as well as the player, and including normal spiders.

    Shelobs will probably outpace the player frequently, but fortunately her attacks
    are not 100% accurate. When a target gets in range, she'll let out a terrible scream
    and lunge forward, which can be dodged with moderate skill, and she'll bang her
    head comically if she hits a wall. Not so comical is her attack. She will grab the
    player (or other target) in her fangs and drain their health at 3 hearts per second,
    restoring her own equally. Essentially, you're as good as dead and she also eats
    all of your items. To lessen the frustration of this, the items will later be regurgitated,
    each stack trapped in a "spider puke" block which prevents them from despawning, so
    you can come back to retrieve them later...just make sure she's not still around!
    While she pursues a specific target, she will still snap at other potential meals that
    get within range. If overwhelmed by numbers, she can also kick, which deals low
    damage but huge knockback and can stun the recipient.

    If the player runs through an opening too narrow for her to crawl through, she
    will reach in and use a leg sweep. It has a length of 10 blocks and, though it does
    only 1 point (one half-heart) of damage, it pulls the player closer to her

    She doesn't take any knockback from standard damage, although hitting the legs will
    slow her down momentarily and a direct hit to the face will cause her to recoil a bit.
    Likewise, explosive damage will knock her flat and stun her for a few seconds.

    Shelobs spawns naturally below an elevation of 32 blocks and doesn't tend to
    wander much higher than that on her own. She will chase players beyond that
    point, but will never under any circumstance at all walk out into the sunlight. Even at
    night time, she will never go more than 40 blocks from the spot where she emerged.
    She'll return to the cave as soon as the sun begins rising, and will burrow out a tunnel
    if the way has been blocked by a wall. While wandering, she emits a deep, raspy breathing
    noise and her heavy tread can be faintly heard through walls from 40 blocks away. She has
    a vision distance of 50 blocks, but can not sense the player through walls, and will not always
    immediately agro the moment you come into visual range (Poor ol' Shelly's eyesight is getting
    a wee bit blurry with age).


    Ok, so let's say that you're actually crazy enough to try and kill this thing. Shelobs
    has a whopping 350 health, and with a total width of 23 meters including her legs stretched
    to full length, is the largest mob in the game. It would make for quite an epic fight, weaving
    and dodging around her deadly bites and heavy kicks, but keep in mind there's a good chance
    you'll end up as tarantula food, so just g ahead and listen to your better judgment. Run.


    ....although if you do win, you just miiiiight receive some spider hairs which can be crafted
    with boots of any material to give your self the power to climb 20 blocks up walls while wearing
    them. Just maybe...

    Edit: What's been going on lately? Everything I've been posting recently hasn't been
    getting any response at all, negative or positive. Is there some sort of anti-me conspiracy
    going on here due to something unintentionally embarrassing I may have said to one of
    the gods or goddesses of the Minecraft forums?
    Posted in: Suggestions
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    posted a message on spider debuff idea
    Spiders don't die from touching water, but they have a hard time swimming due to the
    fact that they're so small that surface tension tends to pull them downwards. The thing is
    that the spiders in Minecraft run like Olympic athletes and are the size of a Galapagos tortoise.

    There's no reason that water should kill them.
    Posted in: Suggestions
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    posted a message on Combat Overhaul
    Quote from HexMan

    I think, the combat system in Minecraft is just FINE. I don't like this idea (sorry for that), but your bow restrictions are too far and complex and if these were to be added in Minecraft, it would only make the game complex and not to mention boring. I'm not sure about the melee combat system, but I'm sure that MC's system is just fine, no one needs to change that (yeah some things need to be added but not need to be changed.). The restrictions added on the skeleton will make the game easier (skeletons don't have a melee weapon, imagine skeletons fighting with fists!!), the massive amount of arrows will just make it easier. And I don't think any player would like to focus on the saturation/hunger bar while fighting.


    So, NO Support.


    "the combat system in Minecraft is just FINE."? Seriously? The player attacks by merely
    pointing and clicking, and melee mobs attack by just bumping into the player. That's about
    as simple, boring and skill-discouraging as it can get. Playing freaking Pong is more thrilling than
    Minecraft's current combat system.
    Posted in: Suggestions
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    posted a message on Orca: The predator of the 21 seas! Now with a new model!
    I like this idea, but there are still some tweaks that could be made.


    First of all, a rather minor quibble perhaps, is the appearance.


    I'm not exactly a pro modeler, but I'm just going to tell you right off the bat that
    your model looks much more like a sperm whale, with the eyes set forward on a heavy
    upper jaw. Orcas are "beaked" whales like dolphins, and the snout ends in a slender tip.
    Also, the eyes. While I'm well aware that the large white patch is a mere distraction,
    but having the real eyes so apparent, with Minecraft's cartoony style and low-resolution
    textures, just detracts from the iconic appearance IMO. The white underside is also
    underdone a bit.

    As I said I'm no modeler, so I just made a quick doodle of what a Minecraft orca would
    probably look like.




    Now for quibble number 2. You stated that the mob is neutral. The way you describe
    it, though, it's just an aggressive mob with an agro timer. Since orcas can be trained
    in real life, I'd suggest making them somehow tameable, but only to the extent that
    they won't attack you without being attacked first. Perhaps this could be accomplished
    by throwing a bunch of fish to them or something. I know it's not nearly that easy, but
    then again an actual wolf won't become your life-sacrificing best friend because you handed
    him a bone, so hey.

    Since this thing is so ridiculously powerful, I might suggest that it has it own hunger thing.
    It slowly loses hunger points, having a maximum of 3. Every time it kills a mob or player, it
    will regain one hunger, and once it's at max it will mainly stay off the shoreline and in deeper
    waters, so that they aren't just constantly popping up everywhere whenever you try to go to the beach.
    Posted in: Suggestions
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    posted a message on Roaches, Roach Lairs, and Roach Statues...
    Quote from Theriasis

    It's no secret, I deserved that. But the chance to make that comment was clearly paved for me and I didn't think I'd ever get the chance again.

    I also skimped on the potion description part. Now that I've reread the first post, I think the potion is both strange and balanced enough at the same to fit in the game.

    Oh, and koopachris, I am now fully convinced that some of your earlier threads were absolute hoaxes, because your posts are too clever and there was no way you were sincere about some of those ideas.


    Or maybe I was just young, young and reckless.
    Posted in: Suggestions
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    posted a message on Roaches, Roach Lairs, and Roach Statues...
    Quote from Theriasis

    That's right, the almighty sent this angel for you. And then opened a trap door so he could fall all that way down to your level - presumably though, as that angel still had to climb down a bit of scaffolding and then he reached your level.

    But seriously. I honestly would have considered this idea if not for the "potion of vermin" thing. That just screams "I'm not being serious!" The roaches alone are... interesting. And I think I have just enough optimism for the strange statues, but the potion? Come on man.


    Out, ye creature from the pit of mockery and unconstructive criticism!
    By the name of Jeb most codey, I purgeth thee from this thread until you
    actually try and make your own suggestion that doesn't suck! Out! Away!
    Shoo! Bad! Bad!
    Posted in: Suggestions
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    posted a message on Roaches, Roach Lairs, and Roach Statues...
    Quote from RQEnterprise1

    Ok, then lets add giant sea creatures that do absolutely nothing for the game, just cause a ton of lag.


    Ok, what exactly is your definition of "doing something for the game"? What, a new
    cave mob and a new structure to explore, adding some new reasons to go adventuring
    and a new monster to challenge you on your adventures, which gives us a new
    potion, does nothing at all for the game in your opinion? What should we be suggesting, avocados?
    Should nothing ever be added to the game again because it "isn't needed"?
    Posted in: Suggestions
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    posted a message on Stealth and Distractions
    Yes, just yes. Minecraft's action and combat are just getting so dull, anything which
    would spice up the action a bit and add more depth to the engine is welcome in my book.
    Mojang is making too any new items and blocks and spending too much time fixing bugs, when
    what they ought to be doing is beefing up the existing game engine.
    Posted in: Suggestions
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    posted a message on A theory about 0 from Kirby.
    You know 0, don't you? That big creepy red eyeball who made his(?) mark
    on the series by being the first and so far only character in the franchise to
    bleed actual red blood when hurt. Well I have a theory about him. What if
    he is...the human dreamer?

    Ok, now that sounds unlikely, sure. After all, he's a big floating demented
    eyeball who attacks, emotes pain and does just about everything by spraying
    blood all over the place. That blood may actually be of more significance than
    pure shock and gross-out. Everything else, in all the games, just sorta goes
    "poof" wen it dies, as though it never really existed. Because after all, it's
    only a dream. If 0 were also just part of the dream, why would he be an
    exception to this rule? Perhaps the blood signifies that he is, in some way,
    more real than the rest of what we see in the Kirby universe.

    Secondly, let's take a look at one of his iconic powers; taking control
    of other characters with no apparent difficulty. While this could just be
    a story gimmick, it could also be a reference to lucid dreaming; that is, the
    willful control of various aspects of your dream.

    Finally, his design. Not only is he an eyeball, but he's an unusually, may
    I say uncharacteristically, realistic eyeball. While the pupil and iris are too
    small, it has the basic characteristics of a human eye. This is especially
    apparent in Kirby 64 where he is more than an eye, the iris and pupil being
    larger and the shape of the opening of the eyelids being a somewhat narrow
    and...well...realistic shape, especially considering how cartoony the characters
    generally look in Kirby games. Another noteworthy point is that sight is usually
    the dominant sense stimulated by dreams, and arguably the dominant sense
    of a human being.

    Of course there are flaws with such a theory, such as that one would expect
    Dreamland to cease to exist when the dreamer wakes up, which almost always
    accompanies dying in one's dream. But hey, it's just a theory.
    Posted in: General Gaming
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