Well llamas/alpacas have a good chance of adding and i will love that! Also if you look on reddit there was a suggestion if you hit a creeper with a potion it will blow up with that effect which was added by jeb_ and this fits in my opinion.Warnings like "You can only sleep at night" will appear above the hotbar which is less annoying .
August 10
FIRST SNAPSHOT! Spawn Eggs were fixed and I am glad they are back!
August 12
I was testing and i found this re added mob! I always wanted it back!
August 17:
You use wool for fuel now! Not needed but it's neat
Those are the only CONFIRMED features for now and will edit my post.
I'll be honest, I hope there will be a way to toggle whether creepers leave behind the potion effect clouds after exploding if they have effects for maps and servers. My jimmies are also rustled that the resource packs are getting changes again.
That said I'm still curious what the update holds. Glad we got the eggs back.
I'm assuming that this is where I can say my opinion for what should be in one of the 1.11 updates right? I'm just making sure because I noticed that this thread is made by the person who locked my other post.
So,I think there should be a tool&weapon set for Granite,Diorite,Andsedite,MossyCobblestone,Sandstone,Red Sandstone,Netherack,and Endstone,they will have the same durability as normal stone ones(with exception for Netherack tools,beetween stone tier&iron tier,and End stone tools,equal to iron tier).all of these blocks should have a slab,brick,stair,wall,chisled,smooth,and pillar variation(I'm aware some of these blocks already have some of these variations,for example,Sandstone).
Well llamas/alpacas have a good chance of adding and i will love that! Also if you look on reddit there was a suggestion if you hit a creeper with a potion it will blow up with that effect which was added by jeb_ and this fits in my opinion.Warnings like "You can only sleep at night" will appear above the hotbar which is less annoying .
August 10
FIRST SNAPSHOT! Spawn Eggs were fixed and I am glad they are back!
August 12
I was testing and i found this re added mob! I always wanted it back!
August 17:
You use wool for fuel now! Not needed but it's neat
Those are the only CONFIRMED features for now and will edit my post.
Not just wool started becoming a fuel source... Carpets,doors,boats,bows,fishing rods,and lots of other things are fuel now.
They made it quite clear updates from now on would be smaller. Not sure what people expected.
The bigger features that are in 1.11 seem well made.
I agree. The update as a whole seems much better and bigger than, say 1.7, but in quality as opposed to quantity.
Just the mansion itself really blew me away. The two (or three) new mobs there and the overall design of the mansion was really outstanding. The AI of the summoner variant with the bats and the crazy fangs in the ground makes it an interesting fight for sure.
Not to mention the totem that drops from it not only functioning very lovely, but it having attention to detail (as mentioned in the livestream.)
The update may certainly be smaller as a whole, but that just means the devs had more time to push out more solid features.
The only thing I'm not a huge fan of is the llama model. It's a bit too basic imo, but I'll get over it as they do function very well as a whole.
Besides everyone knows mojang loves to push out a few more secret features, so as far as we're concerned, there's still a lot more to see.
What to say... I'm disappointed. Not so much to explore. I was thinking about a improved world generator, new biomes and way more dungeon types.
They used a new method of world generation for the new dungeon type featured in 1.11. (structure blocks) They mentioned biomes and how many there are. ( a bunch ) edit: the structure lowers your fps to 3....
I love all the features they added on this one. This is one awesome update to me, I liked the combat update, not a big fan of frostburn (i like the command and structure blocks though). But this, this update has opened the door to somewhere Minecraft hasn't gone and its really cool. I've gotta say all together 1.9 1.10 and 1.11 have all added something very awesome for map maker, survivalists, and explorer's. Totally revolutionizing. I'd say over the past year they have done a really good job at adding content that has changed the way I play the game and made it more fun. *two thumbs up*
edit:
The 1.11 update sucks. And is the most terrible thing that has been released since the beginning of Minecraft. (at least 39a...... its so so terrible, unplayable)
edit2:
My mansion spawned on top of a lava lake.... I resign from forming an opinion
Not too sure what to think of this update.. sure the content that will be added is cool and all, but I find it mildly disappointing that they mentioned they can easily add generated structures, but there is only one. (at least in the snapshot coming Wednesday). One of the only features I'm interested in for 1.11 is the shulker boxes. I mean, they do seem to have quite a few possibilities/quirks the community will find out about. I also am a fan of the observer block. I can't wait to see how small and compact people can make their redstone farms and such. I feel kind of so-so about the totem of undying. I mean, it is a cool idea in practice, but having to go through a end-game structure to get it when you probably have good enough gear to survive and not use it in the first place doesn't seem too practical. I feel like there should be lower tiers that you can find in dungeon chests that you can right click to use that give you a few seconds of enchanted golden apple regeneration (just ideas, not exactly practical). If you're already geared up enough to take on the mansion to get the totem, you probably wouldn't be dying and even needing to use it. The treasure maps, although a cool idea, could use some polishing up, and perhaps lead to other areas besides just the mansions and ocean monuments. This is something I definitely see them doing in the release of 1.11, but it is just something I wanted to say. The curse enchantments are one thing that if Mojang doesn't deliver, it won't be something people are going to be too excited about. I mean, there are only 2 they showed off... Sure, the effect of the enchantments are cool, but I really hope they add more, and maybe go as far and making a whole separate enchanting system to make tools with the cursed enchantments. Something else that I don't see happening, but it would be really cool is having "good" curse enchantments that offer bad side effects. For instance, one of the enchantments could go on your boots and give you swiftness when running for 10 seconds. The side effect could be that if you stop running before the 10 seconds is up, you are poisoned for a certain amount of time. I just hope Mojang doesn't completely abandon this idea until 1.12 or something and add all of the features then. I have no issues with the /locate command. One thing I think that could be cool if they added is a radius to check for structures, and a way to have it count the amount of them within that radius and give coordinates for each one.
Something else that a LOT of people have mentioned in the past is having more options for stairs and slabs. I do agree with this, and I personally don't see a reason as to why Mojang isn't doing this. I mean it can't be that hard, right? (What am I saying? I know nothing about coding a game.)
These are my thoughts on the 1.11 update. It will be a good update, don't get me wrong. It's just that I feel like Mojang is holding back a bit. Yes, I know Jeb said the updates would be smaller from now on, but most of the things I mentioned aren't exactly huge features. I know this post focuses on the negative side of 1.11, but I don't think everyone should continue praising each update, and instead give helpful criticsm on things that could be improved.
Evokers seem like they'd be easier than Jeb and co. is making them out to be. A bow would take care of it, right?
Llamas don't seem to have a unique niche. I don't know why one would use them as opposed to other mobs.
The Curse of Vanishing sounds balanced, though probably not desirable. The Curse of Binding, however, just sounds annoying. There's no reason to put something with such a curse on, and if you do, you can't get it off until you get injured enough that it breaks... or you die. It's probably better than no armor if you're somehow trapped in a situation where you're in danger but have no armor, but given the long-term it's best not to wear it to begin with. Why is this a thing? It's a troll item with artificial difficulty that's hard to get rid of if you use it by accident.
There are some pretty good things.
Shulker box sounds balanced and useful. To use a lot of them requires lots of inventory management, not something you can do safely in many places. You can't put them into each other. I wonder how sorting systems will change.
Totem of Undying sounds balanced and useful. Needs to be in your hand, and it only prevents a single death. Probably won't help if you fall into a lava ocean, but it'll help if you fall down in general.
Shulker Boxes basically make the Chest ad Ender Chest completely obsolete due to the fact that you can have several of them, store them in Ender Chests and Regular Chests, and that they can hold the same amount of items a Normal Chest can.
Not too sure what to think of this update.. sure the content that will be added is cool and all, but I find it mildly disappointing that they mentioned they can easily add generated structures, but there is only one.
They take a lot of time to make still. Jeb said it himself, structures are really easy to add now, but that just means he has a lot more time to add cool things to those structures and his anticipation goes up and he still ends up doing a lot of work. The mansion is built designed from scratch by him, and then he makes the new mobs which appear to be unique compared to everything else in the game so far.
They take a lot of time to make still. Jeb said it himself, structures are really easy to add now, but that just means he has a lot more time to add cool things to those structures and his anticipation goes up and he still ends up doing a lot of work. The mansion is built designed from scratch by him, and then he makes the new mobs which appear to be unique compared to everything else in the game so far.
Sure, but that doesn't mean they can't add simple structures.
Sure, but that doesn't mean they can't add simple structures.
Why? What purpose would adding random structures serve? To look a them and say "Neat" and forget they even exist 10 minutes later, like the desert well? (Bet you forgot that existed, huh?)
You're forgetting quality > quantity. I for sure do not want to always have random structures shoved in my face that are ugly, small and serve no purpose at all.
Most definitely doesn't make the ender chest obsolete. The great feature of that is no one else can see what's in yours. Also accessible any where you can craft and place one. Secret stash, and all.
The update sounds great, my only problem is the name. Not a lot about the stuff being added really encourages exploration in my opinion. Llamas make it easier to move lots of stuff at once, as do the new storage items. And there is a new structure to find.
But I still don't have a reason to go to that structure. A skilled player can play on Hard and the only real risk of death is prior to when you would be hunting a Totem of Undying. By the point you are ready to tackle a Mansion you'll be strong enough and have enough that there is little risk to death. But it is good for Hardcore.
I also don't really have a need to move a bunch of stuff at once. Being able to relocate a base quickly is pretty dang sweet, but not if I have no reason to move it. I will explore the End more to kill Shulkers, but that is about it and I do that anyways because loot in End Cities has a ton of good gear. Plus I need more purple blocks in my life and that is where they are.
The maps are nice too, but it leads to the same stuff I have seen before with the same loot and the same traps. I'm happy with what the update sounds like but I still have nothing to go find that is interesting, save for the new mansion. So it isn't really going to encourage exploring for me.
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The update sounds great, my only problem is the name. Not a lot about the stuff being added really encourages exploration in my opinion. Llamas make it easier to move lots of stuff at once, as do the new storage items. And there is a new structure to find.
But I still don't have a reason to go to that structure. A skilled player can play on Hard and the only real risk of death is prior to when you would be hunting a Totem of Undying. By the point you are ready to tackle a Mansion you'll be strong enough and have enough that there is little risk to death. But it is good for Hardcore.
I also don't really have a need to move a bunch of stuff at once. Being able to relocate a base quickly is pretty dang sweet, but not if I have no reason to move it. I will explore the End more to kill Shulkers, but that is about it and I do that anyways because loot in End Cities has a ton of good gear. Plus I need more purple blocks in my life and that is where they are.
The maps are nice too, but it leads to the same stuff I have seen before with the same loot and the same traps. I'm happy with what the update sounds like but I still have nothing to go find that is interesting, save for the new mansion. So it isn't really going to encourage exploring for me.
I believe it's also meant in the sense of making exploration slightly easier in some cases. That aside I do agree with your point. I'd personally like it if the 1.7 biome temperature based gen got reverted, then I'd actually have a reason to bother trying to explore for another biome that is not the same 3 over and over.
Why?
What purpose would adding random structures serve? To look a them and say "Neat" and forget they even exist 10 minutes later, like the desert well? (Bet you forgot that existed, huh?)
You're forgetting quality > quantity. I for sure do not want to always have random structures shoved in my face that are ugly, small and serve no purpose at all.
I'm not convinced - if a ton of random structures were added, then any single one would spawn rarely enough that coming across one would be an interesting discovery. The desert well is boring, but it's also the only structure that spawns in deserts besides pyramids.
I'd personally like it if the 1.7 biome temperature based gen got reverted, then I'd actually have a reason to bother trying to explore for another biome that is not the same 3 over and over.
That would be the worst thing to happen to the terrain gen since beta 1.8. Aesthetic preferences aside, don't you think it would cheapen the exploration to be able to find any biome by simply picking a direction and walking?
I'm not too thrilled with the llamas. They seem to completely obsolete donkeys and mules, since you don't need saddles to use them. Plus it's much easier to get multiples of them home.
Hopefully they don't have stats comparable to horses.
Please be respectful of other peoples opinions and try to keep the discussion civil and on-topic.
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- sunperp
First!August 9
Well llamas/alpacas have a good chance of adding and i will love that! Also if you look on reddit there was a suggestion if you hit a creeper with a potion it will blow up with that effect which was added by jeb_ and this fits in my opinion.Warnings like "You can only sleep at night" will appear above the hotbar which is less annoying .
August 10
FIRST SNAPSHOT! Spawn Eggs were fixed and I am glad they are back!
August 12
I was testing and i found this re added mob! I always wanted it back!
August 17:
You use wool for fuel now! Not needed but it's neat
Those are the only CONFIRMED features for now and will edit my post.
Opps i fogot about this Sep 25
LLAMAS ARE HERE ARE OMG SO MANY FEATURES!!!!!
Evolker:
Sounds like a sharp tooth thing
Vex
YAY ANOTHER FLYING MOB
Llamas:
#LlamaNeedsNewTexture
Also the mansion is way too big.
September 28
Colored shulker boxes? Why?
I'll be honest, I hope there will be a way to toggle whether creepers leave behind the potion effect clouds after exploding if they have effects for maps and servers. My jimmies are also rustled that the resource packs are getting changes again.
That said I'm still curious what the update holds. Glad we got the eggs back.
Figured it was time for a change.
Well I like how creepers are currently
I'm assuming that this is where I can say my opinion for what should be in one of the 1.11 updates right? I'm just making sure because I noticed that this thread is made by the person who locked my other post.
So,I think there should be a tool&weapon set for Granite,Diorite,Andsedite,MossyCobblestone,Sandstone,Red Sandstone,Netherack,and Endstone,they will have the same durability as normal stone ones(with exception for Netherack tools,beetween stone tier&iron tier,and End stone tools,equal to iron tier).all of these blocks should have a slab,brick,stair,wall,chisled,smooth,and pillar variation(I'm aware some of these blocks already have some of these variations,for example,Sandstone).
Not just wool started becoming a fuel source... Carpets,doors,boats,bows,fishing rods,and lots of other things are fuel now.
They made it quite clear updates from now on would be smaller. Not sure what people expected.
The bigger features that are in 1.11 seem well made.
I agree. The update as a whole seems much better and bigger than, say 1.7, but in quality as opposed to quantity.
Just the mansion itself really blew me away. The two (or three) new mobs there and the overall design of the mansion was really outstanding. The AI of the summoner variant with the bats and the crazy fangs in the ground makes it an interesting fight for sure.
Not to mention the totem that drops from it not only functioning very lovely, but it having attention to detail (as mentioned in the livestream.)
The update may certainly be smaller as a whole, but that just means the devs had more time to push out more solid features.
The only thing I'm not a huge fan of is the llama model. It's a bit too basic imo, but I'll get over it as they do function very well as a whole.
Besides everyone knows mojang loves to push out a few more secret features, so as far as we're concerned, there's still a lot more to see.
They used a new method of world generation for the new dungeon type featured in 1.11. (structure blocks)They mentioned biomes and how many there are. ( a bunch )edit: the structure lowers your fps to 3....I love all the features they added on this one. This is one awesome update to me, I liked the combat update, not a big fan of frostburn (i like the command and structure blocks though). But this, this update has opened the door to somewhere Minecraft hasn't gone and its really cool. I've gotta say all together 1.9 1.10 and 1.11 have all added something very awesome for map maker, survivalists, and explorer's. Totally revolutionizing. I'd say over the past year they have done a really good job at adding content that has changed the way I play the game and made it more fun. *two thumbs up*edit:
The 1.11 update sucks. And is the most terrible thing that has been released since the beginning of Minecraft. (at least 39a...... its so so terrible, unplayable)edit2:
My mansion spawned on top of a lava lake.... I resign from forming an opinion
Not too sure what to think of this update.. sure the content that will be added is cool and all, but I find it mildly disappointing that they mentioned they can easily add generated structures, but there is only one. (at least in the snapshot coming Wednesday). One of the only features I'm interested in for 1.11 is the shulker boxes. I mean, they do seem to have quite a few possibilities/quirks the community will find out about. I also am a fan of the observer block. I can't wait to see how small and compact people can make their redstone farms and such. I feel kind of so-so about the totem of undying. I mean, it is a cool idea in practice, but having to go through a end-game structure to get it when you probably have good enough gear to survive and not use it in the first place doesn't seem too practical. I feel like there should be lower tiers that you can find in dungeon chests that you can right click to use that give you a few seconds of enchanted golden apple regeneration (just ideas, not exactly practical). If you're already geared up enough to take on the mansion to get the totem, you probably wouldn't be dying and even needing to use it. The treasure maps, although a cool idea, could use some polishing up, and perhaps lead to other areas besides just the mansions and ocean monuments. This is something I definitely see them doing in the release of 1.11, but it is just something I wanted to say. The curse enchantments are one thing that if Mojang doesn't deliver, it won't be something people are going to be too excited about. I mean, there are only 2 they showed off... Sure, the effect of the enchantments are cool, but I really hope they add more, and maybe go as far and making a whole separate enchanting system to make tools with the cursed enchantments. Something else that I don't see happening, but it would be really cool is having "good" curse enchantments that offer bad side effects. For instance, one of the enchantments could go on your boots and give you swiftness when running for 10 seconds. The side effect could be that if you stop running before the 10 seconds is up, you are poisoned for a certain amount of time. I just hope Mojang doesn't completely abandon this idea until 1.12 or something and add all of the features then. I have no issues with the /locate command. One thing I think that could be cool if they added is a radius to check for structures, and a way to have it count the amount of them within that radius and give coordinates for each one.
Something else that a LOT of people have mentioned in the past is having more options for stairs and slabs. I do agree with this, and I personally don't see a reason as to why Mojang isn't doing this. I mean it can't be that hard, right? (What am I saying? I know nothing about coding a game.)
These are my thoughts on the 1.11 update. It will be a good update, don't get me wrong. It's just that I feel like Mojang is holding back a bit. Yes, I know Jeb said the updates would be smaller from now on, but most of the things I mentioned aren't exactly huge features. I know this post focuses on the negative side of 1.11, but I don't think everyone should continue praising each update, and instead give helpful criticsm on things that could be improved.
I'm unsure about a few things.
Evokers seem like they'd be easier than Jeb and co. is making them out to be. A bow would take care of it, right?
Llamas don't seem to have a unique niche. I don't know why one would use them as opposed to other mobs.
The Curse of Vanishing sounds balanced, though probably not desirable. The Curse of Binding, however, just sounds annoying. There's no reason to put something with such a curse on, and if you do, you can't get it off until you get injured enough that it breaks... or you die. It's probably better than no armor if you're somehow trapped in a situation where you're in danger but have no armor, but given the long-term it's best not to wear it to begin with. Why is this a thing? It's a troll item with artificial difficulty that's hard to get rid of if you use it by accident.
There are some pretty good things.
Shulker box sounds balanced and useful. To use a lot of them requires lots of inventory management, not something you can do safely in many places. You can't put them into each other. I wonder how sorting systems will change.
Totem of Undying sounds balanced and useful. Needs to be in your hand, and it only prevents a single death. Probably won't help if you fall into a lava ocean, but it'll help if you fall down in general.
Observers are excellent.
If you are planning to make a suggestion, please read this.
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For those who complain about post-Beta generation, you might want to see this.
Shulker Boxes basically make the Chest ad Ender Chest completely obsolete due to the fact that you can have several of them, store them in Ender Chests and Regular Chests, and that they can hold the same amount of items a Normal Chest can.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.They take a lot of time to make still. Jeb said it himself, structures are really easy to add now, but that just means he has a lot more time to add cool things to those structures and his anticipation goes up and he still ends up doing a lot of work. The mansion is built designed from scratch by him, and then he makes the new mobs which appear to be unique compared to everything else in the game so far.
Sure, but that doesn't mean they can't add simple structures.
Why? What purpose would adding random structures serve? To look a them and say "Neat" and forget they even exist 10 minutes later, like the desert well? (Bet you forgot that existed, huh?)
You're forgetting quality > quantity. I for sure do not want to always have random structures shoved in my face that are ugly, small and serve no purpose at all.
Most definitely doesn't make the ender chest obsolete. The great feature of that is no one else can see what's in yours. Also accessible any where you can craft and place one. Secret stash, and all.
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The update sounds great, my only problem is the name. Not a lot about the stuff being added really encourages exploration in my opinion. Llamas make it easier to move lots of stuff at once, as do the new storage items. And there is a new structure to find.
But I still don't have a reason to go to that structure. A skilled player can play on Hard and the only real risk of death is prior to when you would be hunting a Totem of Undying. By the point you are ready to tackle a Mansion you'll be strong enough and have enough that there is little risk to death. But it is good for Hardcore.
I also don't really have a need to move a bunch of stuff at once. Being able to relocate a base quickly is pretty dang sweet, but not if I have no reason to move it. I will explore the End more to kill Shulkers, but that is about it and I do that anyways because loot in End Cities has a ton of good gear. Plus I need more purple blocks in my life and that is where they are.
The maps are nice too, but it leads to the same stuff I have seen before with the same loot and the same traps. I'm happy with what the update sounds like but I still have nothing to go find that is interesting, save for the new mansion. So it isn't really going to encourage exploring for me.
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I believe it's also meant in the sense of making exploration slightly easier in some cases. That aside I do agree with your point. I'd personally like it if the 1.7 biome temperature based gen got reverted, then I'd actually have a reason to bother trying to explore for another biome that is not the same 3 over and over.
Figured it was time for a change.
I'm not convinced - if a ton of random structures were added, then any single one would spawn rarely enough that coming across one would be an interesting discovery. The desert well is boring, but it's also the only structure that spawns in deserts besides pyramids.
That would be the worst thing to happen to the terrain gen since beta 1.8. Aesthetic preferences aside, don't you think it would cheapen the exploration to be able to find any biome by simply picking a direction and walking?
https://soundcloud.com/slimy-4
I'm not too thrilled with the llamas. They seem to completely obsolete donkeys and mules, since you don't need saddles to use them. Plus it's much easier to get multiples of them home.
Hopefully they don't have stats comparable to horses.