OH GOD I FELL TO THE SECOND PAGE. MY LIFE IS OOOOOVEEERRRRR.
But for real, bumping for OP update. A real reply-generator here. Some things I've been trying to put into meaningful concepts for forever.
Also, replying to the above: it would cover three blocks long-ways, with the middle having to be over an open space for it to work. The bucket would go down either five spaces, or until it hit a solid block.
Add a climber mob, that can climb up "climbable" blocks (cobblestone, but not smooth stone). They will climb up your walls if they are climbable. You can knock them off with any weapon, they sustain the fall damage and your attack's damage. They act like zombies when on the ground. An easy way to stop them is to smelt the first 4 block layers of the bottom of your walls, because smooth stone has no hand holds. This would weaken your walls for players though.
Hooray for your biome ideas!
Also, weather (events) bound to biomes is neat.
Foggy valleys, rainy swamps, gentle snowfall in a winterwonderland, a blizzard in the mountains.
However, the claims thing might be a bit too complicated for the minecraft spirit, though I really like everything about it.
The crafting recipe seemed odd, perhaps something simpler like just a flag would be more fitting? I think it should be fairly cheap for individual claims. People just building their house should be able to get one up as soon as possible, without having to worry about the more complicated settlement foundation stuff.
These are good ideas as a whole. None of them struck me as being bad.
Personally, my main compliant is about the thread itself. I would prefer it if it was a separate thread for each idea. It is hard to respond to everything at once.
I don't know about adding any mobs that can climb any specific tile just yet. I think the leaper, being able to climb anything the player can, should be enough of one, since digging up the stone, smelting it, and then laying it down as the first four layers of your wall is a TON of work and requires a lot of resources just to keep one mob out. I like the idea, though!
The Totem thing is a bit complicated, I recognize, but it's hard to keep something like that simple AND balanced. The crafting bit is weird mostly because you're not making any specific thing, but you're just proving that you can survive out in the wild. Hence, the mob drops. Maybe you can put down a Brand before you put down a settlement Totem, if it's just you? That'll add in the ability for a player to have his own little digs out in the boondocks without making it too much hassle.
And I do know that the thread is huge, and contains a bunch of varied ideas, but I think it's the lesser of two evils here. I know it can be kind of a data overload, but I would rather not spam the suggestions forum with fifty thousands threads, har.
I had in mind that anything except standing still would scare them off, but you bring up something very interesting. Sure, fishing for real is largely luck-based, but we have stuff that can turn the luck in our favor: lures.
Hm... I might have to add in something regarding lures. Thanks!
Eh, if you guys think I should split this baby up, I will. He's right, I am kind of breaking the rules, and I don't think I should get a free pass. It'll be moved from one big thread to four or five smaller ones that'll constantly be bumped to the top of the forum, though. I do update on almost a daily basis, and several sections at a time.
Whatever you guys want. I'd hate to **** off a mod, har.
Even though I disagree with the way many of these ideas are described, I love the illustrations so much I just don't care. +1 to EVERYTHING in the first post.
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This may be a fad, but I love dragons, so why the heck not?
Thanks, guys. Don't worry, I'm not quitting. I've just been dealing with College work is all. Got some new mob ideas and a bunch of crafting concepts coming. You know, the stuff no one really cares about.
Maybe I'll have a big-time concept like the totems or the biomes thing, but I am having a hard time conceptualizing what I've got in mind.
Thanks, guys. Don't worry, I'm not quitting. I've just been dealing with College work is all. Got some new mob ideas and a bunch of crafting concepts coming. You know, the stuff no one really cares about.
Maybe I'll have a big-time concept like the totems or the biomes thing, but I am having a hard time conceptualizing what I've got in mind.
Your totems idea is one of the best claim flag ideas I've seen ever.
Since you guys seem to like the thread so much, and since I felt like getting my art on, I figured I'd update the art a little bit while you're all waiting on my next major ripoff breakthrough.
How does one initially gain "Chief" status? Is everyone considered a "Chief" to start off with? Or is a person considered a universal "Immigrant" until they acquire a Totem?
Also, pardon me if I didn't understand this completely, but could you explain a bit more the concept of the "bubble" permissions in regards to block ownership?
I mean, from a programming perspective, implementing block ownership would require adding an additional variable to the Block superclass, wherein said variable would simply be a pointer pointing to either null (in case of no ownership) or the Player object (in case of being owned by a player).
The problem arises when dealing with multiple ownership as specified by what I understood to be the rankings within the village. Would the ownership pointer point towards the Totem, or the Chief, or an array or linked list of all the inhabitants?
This is important because that's the whole point of permissions. The way that "admin blocks" (can't recall the right name) work are by server-side variable lists with the player ids of people that are allowed to edit them. Thus, when an edit event is fired, the server receives in that event the ID of the player that fired the event. If the player's ID is not in that variable list, then the change is reverted on the player side and doesn't go through at all on the server side.
The problem arises that the totem objects themselves would have to contain these variable lists and handle all the event reception instead of the server itself, or else the server would have to continually check if the event fired was in the neighborhood of a totem, and if so, pass the event to the Totem object for it to handle.
So how do you differentiate between people with limited permissions? Will you have to include both the player ID, the x-y-z location of the altered block, and the block type class .class (sorry, Javaspeak) in the event, so that the Totem then allows/disallows deletion of that block?
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Oh InputMismatchException, where art thou?
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I'm a big fan of things that scare the **** out of you.
We already have them occurring at random intervals anyway. :tongue.gif:
-Stephen Fry
But for real, bumping for OP update. A real reply-generator here. Some things I've been trying to put into meaningful concepts for forever.
Also, replying to the above: it would cover three blocks long-ways, with the middle having to be over an open space for it to work. The bucket would go down either five spaces, or until it hit a solid block.
Also, weather (events) bound to biomes is neat.
Foggy valleys, rainy swamps, gentle snowfall in a winterwonderland, a blizzard in the mountains.
However, the claims thing might be a bit too complicated for the minecraft spirit, though I really like everything about it.
The crafting recipe seemed odd, perhaps something simpler like just a flag would be more fitting? I think it should be fairly cheap for individual claims. People just building their house should be able to get one up as soon as possible, without having to worry about the more complicated settlement foundation stuff.
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Curse PremiumPersonally, my main compliant is about the thread itself. I would prefer it if it was a separate thread for each idea. It is hard to respond to everything at once.
I don't know about adding any mobs that can climb any specific tile just yet. I think the leaper, being able to climb anything the player can, should be enough of one, since digging up the stone, smelting it, and then laying it down as the first four layers of your wall is a TON of work and requires a lot of resources just to keep one mob out. I like the idea, though!
The Totem thing is a bit complicated, I recognize, but it's hard to keep something like that simple AND balanced. The crafting bit is weird mostly because you're not making any specific thing, but you're just proving that you can survive out in the wild. Hence, the mob drops. Maybe you can put down a Brand before you put down a settlement Totem, if it's just you? That'll add in the ability for a player to have his own little digs out in the boondocks without making it too much hassle.
And I do know that the thread is huge, and contains a bunch of varied ideas, but I think it's the lesser of two evils here. I know it can be kind of a data overload, but I would rather not spam the suggestions forum with fifty thousands threads, har.
Hm... I might have to add in something regarding lures. Thanks!
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Curse PremiumWhatever you guys want. I'd hate to **** off a mod, har.
Technically, you should get that radish out of your ass.
/sarcasm
On-topic: UnsubRedun, keep these ideas in one thread.
Maybe I'll have a big-time concept like the totems or the biomes thing, but I am having a hard time conceptualizing what I've got in mind.
Your totems idea is one of the best claim flag ideas I've seen ever.
Do it
Since you guys seem to like the thread so much, and since I felt like getting my art on, I figured I'd update the art a little bit while you're all waiting on my next major
ripoffbreakthrough.How does one initially gain "Chief" status? Is everyone considered a "Chief" to start off with? Or is a person considered a universal "Immigrant" until they acquire a Totem?
Also, pardon me if I didn't understand this completely, but could you explain a bit more the concept of the "bubble" permissions in regards to block ownership?
I mean, from a programming perspective, implementing block ownership would require adding an additional variable to the Block superclass, wherein said variable would simply be a pointer pointing to either null (in case of no ownership) or the Player object (in case of being owned by a player).
The problem arises when dealing with multiple ownership as specified by what I understood to be the rankings within the village. Would the ownership pointer point towards the Totem, or the Chief, or an array or linked list of all the inhabitants?
This is important because that's the whole point of permissions. The way that "admin blocks" (can't recall the right name) work are by server-side variable lists with the player ids of people that are allowed to edit them. Thus, when an edit event is fired, the server receives in that event the ID of the player that fired the event. If the player's ID is not in that variable list, then the change is reverted on the player side and doesn't go through at all on the server side.
The problem arises that the totem objects themselves would have to contain these variable lists and handle all the event reception instead of the server itself, or else the server would have to continually check if the event fired was in the neighborhood of a totem, and if so, pass the event to the Totem object for it to handle.
So how do you differentiate between people with limited permissions? Will you have to include both the player ID, the x-y-z location of the altered block, and the block type class .class (sorry, Javaspeak) in the event, so that the Totem then allows/disallows deletion of that block?