I think it's stupid that every poll in a mod/suggestion says
"I'm a genius and this should be vanilla!"
I just threw it in there as a joke since there was an extra space, I wasn't expecting more people to vote for it than any individual idea in the suggestion.
Quote from telekrus »
in terms of gameplay it's a rather good concept, but I don't think you should be able to manipulate reality just by holding a mushroom in a certain way. It would also cause problems in multiplayer, since you're manipulating everyone else's reality, as well. Also, a couple of the effects are overpowered (holding a piece of gravel lets you mass produce hundreds of arrows with very little effort.)
I just came up with those on the fly. The slot could always be disabled in multiplayer, and the % on most of them could be adjusted for balance. You're probably right about the gravel. It could probably just be given the same effect as the sand, where gravel wont fall while you're holding a gravel block.
Personally I'm leaning more towards turning the Wildcard slot into an Accessory slot, but at that point it's an issue of coming up with things that don't fit in any of the other equipment slots, and have effects that are worth adding and don't interfere with the standard gameplay. Obviously things like diving helmets/snorkels should be equiped to the helmet slot. Things like flippers should be equipped to the boots slot, things like an oxygen tank should be equipped to the back slot. So basically what is left for the player are very specific accessories; belts, rings, glasses, bandana, earrings, eyepatches, necklaces, all of which could provide stat boosts, like faster run speed or faster dig speed, but I'm just not a fan of doing that type of thing.
I think it's stupid that every poll in a mod/suggestion says
"I'm a genius and this should be vanilla!"
I just threw it in there as a joke since there was an extra space, I wasn't expecting more people to vote for it than any individual idea in the suggestion.
Quote from telekrus »
in terms of gameplay it's a rather good concept, but I don't think you should be able to manipulate reality just by holding a mushroom in a certain way. It would also cause problems in multiplayer, since you're manipulating everyone else's reality, as well. Also, a couple of the effects are overpowered (holding a piece of gravel lets you mass produce hundreds of arrows with very little effort.)
I just came up with those on the fly. The slot could always be disabled in multiplayer, and the % on most of them could be adjusted for balance. You're probably right about the gravel. It could probably just be given the same effect as the sand, where gravel wont fall while you're holding a gravel block.
Personally I'm leaning more towards turning the Wildcard slot into an Accessory slot, but at that point it's an issue of coming up with things that don't fit in any of the other equipment slots, and have effects that are worth adding and don't interfere with the standard gameplay. Obviously things like diving helmets/snorkels should be equiped to the helmet slot. Things like flippers should be equipped to the boots slot, things like an oxygen tank should be equipped to the back slot. So basically what is left for the player are very specific accessories; belts, rings, glasses, bandana, earrings, eyepatches, necklaces, all of which could provide stat boosts, like faster run speed or faster dig speed, but I'm just not a fan of doing that type of thing.
How about a "fast draw" slot: you press a button, say "q", and it switches whatever's in that slot with whatever you're carrying? That would be a convenient way of switching between weapons in a fight, or if you're building out of two types of stone, switching between the two.
Also if you put something edible in that slot, you press the button to eat it automatically without needing to switch.
In other words, it's nothing that you really CAN'T do just by switching around in your quickbar, but it's annoying to have to look at your quickbar whenever you want to switch items, and if you do it without looking, you could end up with the wrong item.
I mean, if you don't like this idea (or any other ideas) there doesn't really need to be 5 more slots. There's nothing wrong with just 4.
Wait, no I'd rather see the "quickswitch" button simply switch you to the last quickslot that you actively left or right clicked while using.
so if you fire your bow at something, then switch to a block, then to a sword and swing it at something, and then press the quickswitch button, it'll revert back to the bow since you shot it last (instead of the block, since you only held it, but didn't actually press left or right click while holding it)
There's just no reason at all to have that as something handled by the inventory.
So again,we're back to the wildcard slot being better for accessory items.
I have an idea as to which the wildcard slot could be! Paint, When you put paint in the slot it replAces the 2x2 crafting grid with a 2x2 painting grid. The general idea is that it allows you to paint blocks. Say you put cobblestone, red paint, and blue paint in the crafting grid. You would get purple cobblestone. there could also be several types of special paint, such as glowing paint or burning paint. There could also be a primitive pump that allows you to paint things from afar, with a splash effect of coure. Now the reason I mentioned the special paint was that,combined with the pump could be pretty useful. Such as the glow paint useful for exploring cave( However this would make everything look the same, so it would be easier to explore the cave, while making it harder to find iron or coal in the cave, you also would be unable to craf ttorches. Ofcourse this is just the basics of an idea for grey to refine becUse typing on an IPhone is a pain.
Here are some ideas for the recipes
paint
Spacespacespace
Dye stick bowl
Spacespacespace
Glow paint
Spacespacespace
Glowestone white paint Glowestone
Spacespacespace
Pump
Space stick space
Space redstone space
Space log space
I shouldn't even need to explain why that has no business being handled through an equipment slot. There are just so many better ways to handle painting and dyes in general.
Definitely yes! This is amazing! Only 1 thing I would add: after the update in which this is included every world generated before the update is automatically equipped with a backpack.
Rollback Post to RevisionRollBack
[SSSS]
^My "Received text" ringtone is the creeper hissing noise. I generally freak out whenever I get a text.
Well someone is going claws out. Just trying to be give a suggestion. Considering you shoot down everybody elses' suggestion.
Maybe there could be shoes? Or would " that already be covered by legs"
that would probably be covered by the "boots" slot, yes.
Quote from Megabobster »
Definitely yes! This is amazing! Only 1 thing I would add: after the update in which this is included every world generated before the update is automatically equipped with a backpack.
Yes, obviously every world already in progress would be treated as having a backpack. It even states as much in the very first paragraph.
The back slot brings support for wearable backpacks, capes, parachutes, and even a number of other potential advantages, but this doesn't come without a price; If a backpack would give the player more inventory, then where does the inventory that the player already has come from? The obvious answer is that the player already starts out with a backpack, so for minecraft to support players wearing backpacks, it will also need to support players NOT wearing backpacks:
some quick accessory ideas for the wildcard slot, each of these accessories would have a durability that would decrease each time it's special effect occurred.
Sun Charm - Slowly regenerate health when exposed to light level 15. Crafted from Glowstone and gold? 33 Durability
Moon Charm - Slowly regenerate health when exposed to light level 0. Crafted from Bone and Obsidian? 33 Durability
Travelers Charm - Regenerate .5 health with every 16m traveled (measured via horizontal travel distance, not vertical, 1 full health for every 2 chunk-equivalents traversed). Crafted from a Compass and gold? 251 durability
Dwarven Charm - Regenerate .5 health with every 32m traveled (measured via vertical distance, not horizontal, 1 full health restored by traveling from sea level to bedrock or sea level to the height limit, or just jumping 64 times). 251 durability
Thorn Charm - Players and Mobs that bump into you take .5 hearts of damage and are knocked back (like if they bumped into a cactus). Crafted from Roses and Cactus? 132 durability
Snow Charm - Attempting to place water via bucket while wearing this charm will place an Ice Block instead. Crafted from Snow blocks and gold? 60 durability
Safety Charm - With this charm equipped, you can 'mine' placed tnt without activating it, in order to destroy it. 33 durability
Ghost Charm - With this charm equipped, all mobs become neutral towards the player. Breaks as soon as you damage any player or mob, take any damage, or mine any block. Created from Glass? 1 durability
Squid Charm - With this charm equipped, the grabbing/flinging effect of your fishing rod is doubled. 60 durability
Rainbow Charm - With this charm equipped, sheering Sheep grants you wool of random colors. Crafted from 8 different dyed wool blocks? 60 durability
interesting idea, but what if it was the Dispenser pack that fulfilled this function? Instead of the original proposal, equipping the dispenser pack gives you a 8 slot special inventory in the upper right. Whenever your currently equipped item runs out or breaks, you would then automatically equip the first available item placed in the dispenser inventory, based on position, like thus;
1,2,3,4
5,6,7,8
This would fulfill the original design intention of facilitating large construction projects (fill slots with building material), while also assisting with large mining or landscaping projects (slots filed with tools). For balance sake, food should not be allowed to be placed inside the auto-equip slots.
some quick accessory ideas for the wildcard slot, each of these accessories would have a durability that would decrease each time it's special effect occurred.
I like the general concept here, as well as the idea that they're simply referred to as "charms" rather than a specific accessory, like necklace or earring or whatever. The individual ideas I'm a little iffy about;
Sun Charm - Slowly regenerate health when exposed to light level 15. Crafted from Glowstone and gold? 33 Durability
Moon Charm - Slowly regenerate health when exposed to light level 0. Crafted from Bone and Obsidian? 33 Durability
Travelers Charm - Regenerate .5 health with every 16m traveled (measured via horizontal travel distance, not vertical, 1 full health for every 2 chunk-equivalents traversed). Crafted from a Compass and gold? 251 durability
Dwarven Charm - Regenerate .5 health with every 32m traveled (measured via vertical distance, not horizontal, 1 full health restored by traveling from sea level to bedrock or sea level to the height limit, or just jumping 64 times). 251 durability
The various regeneration things seem a little overpowered in some cases.
Thorn Charm - Players and Mobs that bump into you take .5 hearts of damage and are knocked back (like if they bumped into a cactus). Crafted from Roses and Cactus? 132 durability
I think this could be better handled by having Cactus used for crafting "cactus" armor (durability and protection of leather armor, but each piece of armor that is "cactus" does .5 HP damage to mobs that touch, touching fire or lava instantly destroys all cactus armor pieces)
Snow Charm - Attempting to place water via bucket while wearing this charm will place an Ice Block instead. Crafted from Snow blocks and gold? 60 durability
Better handled by being able to turn snow blocks into ice by covering them with water.
Safety Charm - With this charm equipped, you can 'mine' placed tnt without activating it, in order to destroy it. 33 durability
If you're only destroying the TNT, and not trying to pick it up, then that's better handled just by pouring water over the TNT before activating it
Ghost Charm - With this charm equipped, all mobs become neutral towards the player. Breaks as soon as you damage any player or mob, take any damage, or mine any block. Created from Glass? 1 durability
Squid Charm - With this charm equipped, the grabbing/flinging effect of your fishing rod is doubled. 60 durability
Better handled by adding iron/gold/diamond to the recipe for a fishing rod in order to create stronger rods.
Rainbow Charm - With this charm equipped, sheering Sheep grants you wool of random colors. Crafted from 8 different dyed wool blocks? 60 durability
Better handled by just dying a sheep directly with a dye before shearing it. Since each color cloth requires a different slot to store it in, getting random colors can actually be a big pain in the ass.
Quote from DarkDX »
Am I the only one who thinks this should get onto getsatisfaction.com?
I agree, but it will definitely need to be broken up into its individual slots, and I want to get something decent for the Wildcard slot before posting to get satisfaction.
But also, I think there should be also a craftable quiver - graphic already in-game, but no use nor method of obtaining whatsoever [there are even no mods inducing quiver].
First, how to craft it :
It can be placed in backpack slot, which will give the player 3 rows of 4 slots of inventory each, but these slots would be only capable of holding arrows and any other ammunitions in 64 items per slot, resulting in more compact "storage" of ammunition. [i made this while thinking about Rangecraft...]
Also, if you'll run out of ammunition in the Amunnition slot, the game will search through your quiver and add normal portion of the ammunition, if you still have currently used type. [e.g. you ran out of Glass Arrows in the Ammo slot, but you still have some in the quiver - then the game will refill your slot, without a need of having to manually reload your slot. But if you'll completely run out of Glass Arrows, then you have to manually add new Arrow type.]
Most of these features are already present with the implementation of the ammunition slot anyway. The only thing you're benefiting is the ability to store all arrow types in stacks of 64, but the stack limits are specifically intended as power balancers. Especially with Blast Arrows, this would be ridiculously overpowered.
Also, I would have made the recipe this:
[@] = string, =leather
[@] []
[]
[]
Quote from Skip Sandwich »
interesting idea, but what if it was the Dispenser pack that fulfilled this function? Instead of the original proposal, equipping the dispenser pack gives you a 8 slot special inventory in the upper right. Whenever your currently equipped item runs out or breaks, you would then automatically equip the first available item placed in the dispenser inventory, based on position, like thus;
1,2,3,4
5,6,7,8
This would fulfill the original design intention of facilitating large construction projects (fill slots with building material), while also assisting with large mining or landscaping projects (slots filed with tools). For balance sake, food should not be allowed to be placed inside the auto-equip slots.
I like the concept, but I personally think that all items should NATURALLY auto-equip when the item runs out, without needing to put it in a special slot at all.
Even though I nixed all of these ideas, they're still all of the quality that I'm looking for in ideas that people suggest here. I'm very hopeful now that someone is going to come up with something awesome for the Wildcard slot, or at the very least be the inspiration for it.
Definitely yes! This is amazing! Only 1 thing I would add: after the update in which this is included every world generated before the update is automatically equipped with a backpack.
Yes, obviously every world already in progress would be treated as having a backpack. It even states as much in the very first paragraph.
The back slot brings support for wearable backpacks, capes, parachutes, and even a number of other potential advantages, but this doesn't come without a price; If a backpack would give the player more inventory, then where does the inventory that the player already has come from? The obvious answer is that the player already starts out with a backpack, so for minecraft to support players wearing backpacks, it will also need to support players NOT wearing backpacks:
Unless I'm misunderstanding this, it'll be VERY confusing for the first timer when they die for the first time.
*dead*
"Damnit okay well I gotta get back to where I died to pick up what I lost. But first I should make a sword so I can survive..."
*opens inventory*
"WAIT WHAT HAPPENED TO MY INVENTORY?!"
Assuming they start a new world with a backpack (of any kind) yes they'll be able to see it in their inventory if they hit 'I', but if they aren't given one again on respawn they'll have NO clue about how to get another one.
And if they DO respawn with another one, then there really isn't any reason to include the "no backpack" situation, outside of maybe the prospective "Realism" mode.. There's still reason to have a backpack slot for the parachute, the expanded, and so on, but no reason to have the "You have no inventory" situation.
regarding respawning, all Grey said is that worlds already in progress when/if this is implimented would start the player off with a basic backpack (until they die, at which point they need a new backpack), the same way that all torches will be converted into lanterns when lanterns are implimented. New Worlds started AFTER implimentation would start the player off with nothing but the quickbar and 2x2 crafting grid.
regarding respawning, all Grey said is that worlds already in progress when/if this is implimented would start the player off with a basic backpack (until they die, at which point they need a new backpack), the same way that all torches will be converted into lanterns when lanterns are implimented. New Worlds started AFTER implimentation would start the player off with nothing but the quickbar and 2x2 crafting grid.
Exactly. Sabata's argument would basically be like saying "but now how will people know how to craft lanterns?" The answer; figure it out, the same way you've figured out every other item you use in the game. Misunderstood Sabata's comment. Yes, people starting out a completely new world would not get a Backpack on spawning. Only players who already had a game running, and therefor had an inventory before an update of this nature, would get a backpack automatically.
I think a "magic items" or "charm" slot would be cool for the wildcard (if Notch adds them), or possibly a "magic" slot, so if he adds magic, you place a scroll or something in that space, and can then cast the spell...
In other words, I think the wildcard slot should either be a quick draw slot, hold some special type of item Notch has not mentioned yet (scrolls, medallions, charms...), or be ditched altogether.
But as to your idea for the "quickdraw", I think my idea makes more sense. It allows you to say, eat some pork, by just pressing a button, regardless of what you just selected. Imagine you're building a house in the middle of the night, alternating between cobblestone and torches to build with, then all of a sudden a skeleton shoots you out of nowhere and pushes you into a small cluster of monsters. With my idea, you would just press middle click (or q, but I like your idea of middle click better, it would probably be customizable anyway), and you'd have your sword out instantly. You wouldn't have time to manually select it.
Yes, people starting out a completely new world would not get a Backpack on spawning. Only players who already had a game running, and therefor had an inventory before an update of this nature, would get a backpack automatically.
Mkay.
I'm still rather against that part of the idea though (requiring making a backpack).
As much as the 2x2 expansion broadens the possible ways to start, I see this as limiting them.
(assuming your 2x2 is implemented)
This makes the first day either get enough Leather to make a bunch of sachels, or figure out how to make a backpack.
Admittedly getting 9 full stacks of anything first day is a neigh impossible feat. But take into account what else you're going to be carrying around.
Atleast a Handpick, Likely some wood, And because you hardly ever "perfectly" (no leftovers) use a block of wood, there'll probably be some sticks and planks. You're likely going to have some Coal (Charcoal requires more different blocks to get so I'm ignoring it atm), and if not coal some torches (which may or may not bring "Coal and Sticks" down to "torches". You'll likely have some of one or the other left over.) And with the "bare necessities" to survive a night (simply assuming enough planks to build a house) we've already lost FIVE (four at likely minimum, three at absolute) of the 9 available slots.
Note I also didn't include any terraforming to make a suitable housing ground (digging dirt for a flat surface), any picking up of Saplings, which would be very likely, or any Animal pieces which would also be likely, wool even moreso (as it just pops off, no killing needed).
With just what's likely, first day, AND minimal (using 2x2 to it's max) you've lost a MAJOR portion of your available inventory (with no backpack), possibly even all of it.
As is, this can be gotten around with "Make a chest in the mean time with the planks you have" or "Toss what you don't initially need", BUT BOTH of those place unnecessary restrictions on the player.
Either they have to interact with chests a majority of the time (Until they think to strap it to their back, which I'll get to later), or they'll have to GUESS as to what's important that they shouldn't throw away (which unnecessarily removes some very possible first day crafts [such as the painting]).
Now to the "strapping it on their back" part. First off, the use of Chests to minimalize new items introduced is in no way intuitive for the backpacks of current. The ONLY time I've seen a "chest backpack" was in an anime (Mushi-shi) that was set in the feudal era. To many, a pure cloth or leather creation makes a lot more sense (as can be seen by prior suggestions for backpacks), a Chest (while it works) is not the first idea to someone wanting to make a backpack.
Second, as it uses a Chest, and assuming the player has already figured the recipe and created one, what is the first thought of what to do with said chest?
Place it on the ground like Zelda or Final Fantasy and store stuff in it.
This ties into the first point, but "put it on my back" is not one of the things you'll think of to do with a chest once you get it. And even then you're more likely to place the chest itself on the back slot than you are to try to add leather straps to it so you can wear it.
To reiterate my position far more concisely, I don't mind the parachute, the bomb, the dispenser, and all the other new ideas to expand the ability of the "back" or inventory.
It's the feeling that "Well we can't just have the regular backpack itself expand the inventory by 9, removing the 2x2. We have to remove ALL the inventory to make the Backpack make sense and bring you back to the 4x9!" is your main goal that I heavily disagree with.
You can expand the "inherent backpack" we already have with this idea, VERY easily while NOT flat out removing the inherent backpack.
I've considered doing just that, but it would require a major overhaul to keep everything balanced, like how the Chutepack has the inventory but only one chute, the Parachute has no inventory, but gives 2 backups, and how the Groovepack can be decrafted back into a Jukebox.
I just threw it in there as a joke since there was an extra space, I wasn't expecting more people to vote for it than any individual idea in the suggestion.
I just came up with those on the fly. The slot could always be disabled in multiplayer, and the % on most of them could be adjusted for balance. You're probably right about the gravel. It could probably just be given the same effect as the sand, where gravel wont fall while you're holding a gravel block.
Personally I'm leaning more towards turning the Wildcard slot into an Accessory slot, but at that point it's an issue of coming up with things that don't fit in any of the other equipment slots, and have effects that are worth adding and don't interfere with the standard gameplay. Obviously things like diving helmets/snorkels should be equiped to the helmet slot. Things like flippers should be equipped to the boots slot, things like an oxygen tank should be equipped to the back slot. So basically what is left for the player are very specific accessories; belts, rings, glasses, bandana, earrings, eyepatches, necklaces, all of which could provide stat boosts, like faster run speed or faster dig speed, but I'm just not a fan of doing that type of thing.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
How about a "fast draw" slot: you press a button, say "q", and it switches whatever's in that slot with whatever you're carrying? That would be a convenient way of switching between weapons in a fight, or if you're building out of two types of stone, switching between the two.
Also if you put something edible in that slot, you press the button to eat it automatically without needing to switch.
In other words, it's nothing that you really CAN'T do just by switching around in your quickbar, but it's annoying to have to look at your quickbar whenever you want to switch items, and if you do it without looking, you could end up with the wrong item.
I mean, if you don't like this idea (or any other ideas) there doesn't really need to be 5 more slots. There's nothing wrong with just 4.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
I think the reason that he said "q" is because it is a common quick switch command in a lot of first person shooter games.
so if you fire your bow at something, then switch to a block, then to a sword and swing it at something, and then press the quickswitch button, it'll revert back to the bow since you shot it last (instead of the block, since you only held it, but didn't actually press left or right click while holding it)
There's just no reason at all to have that as something handled by the inventory.
So again,we're back to the wildcard slot being better for accessory items.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Here are some ideas for the recipes
paint
Spacespacespace
Dye stick bowl
Spacespacespace
Glow paint
Spacespacespace
Glowestone white paint Glowestone
Spacespacespace
Pump
Space stick space
Space redstone space
Space log space
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Maybe there could be shoes? Or would " that already be covered by legs"
^My "Received text" ringtone is the creeper hissing noise. I generally freak out whenever I get a text.
that would probably be covered by the "boots" slot, yes.
Yes, obviously every world already in progress would be treated as having a backpack. It even states as much in the very first paragraph.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Sun Charm - Slowly regenerate health when exposed to light level 15. Crafted from Glowstone and gold? 33 Durability
Moon Charm - Slowly regenerate health when exposed to light level 0. Crafted from Bone and Obsidian? 33 Durability
Travelers Charm - Regenerate .5 health with every 16m traveled (measured via horizontal travel distance, not vertical, 1 full health for every 2 chunk-equivalents traversed). Crafted from a Compass and gold? 251 durability
Dwarven Charm - Regenerate .5 health with every 32m traveled (measured via vertical distance, not horizontal, 1 full health restored by traveling from sea level to bedrock or sea level to the height limit, or just jumping 64 times). 251 durability
Thorn Charm - Players and Mobs that bump into you take .5 hearts of damage and are knocked back (like if they bumped into a cactus). Crafted from Roses and Cactus? 132 durability
Snow Charm - Attempting to place water via bucket while wearing this charm will place an Ice Block instead. Crafted from Snow blocks and gold? 60 durability
Safety Charm - With this charm equipped, you can 'mine' placed tnt without activating it, in order to destroy it. 33 durability
Ghost Charm - With this charm equipped, all mobs become neutral towards the player. Breaks as soon as you damage any player or mob, take any damage, or mine any block. Created from Glass? 1 durability
Squid Charm - With this charm equipped, the grabbing/flinging effect of your fishing rod is doubled. 60 durability
Rainbow Charm - With this charm equipped, sheering Sheep grants you wool of random colors. Crafted from 8 different dyed wool blocks? 60 durability
1,2,3,4
5,6,7,8
This would fulfill the original design intention of facilitating large construction projects (fill slots with building material), while also assisting with large mining or landscaping projects (slots filed with tools). For balance sake, food should not be allowed to be placed inside the auto-equip slots.
The various regeneration things seem a little overpowered in some cases.
I think this could be better handled by having Cactus used for crafting "cactus" armor (durability and protection of leather armor, but each piece of armor that is "cactus" does .5 HP damage to mobs that touch, touching fire or lava instantly destroys all cactus armor pieces)
Better handled by being able to turn snow blocks into ice by covering them with water.
If you're only destroying the TNT, and not trying to pick it up, then that's better handled just by pouring water over the TNT before activating it
Better handled through Camouflage.
Better handled by adding iron/gold/diamond to the recipe for a fishing rod in order to create stronger rods.
Better handled by just dying a sheep directly with a dye before shearing it. Since each color cloth requires a different slot to store it in, getting random colors can actually be a big pain in the ass.
I agree, but it will definitely need to be broken up into its individual slots, and I want to get something decent for the Wildcard slot before posting to get satisfaction.
Most of these features are already present with the implementation of the ammunition slot anyway. The only thing you're benefiting is the ability to store all arrow types in stacks of 64, but the stack limits are specifically intended as power balancers. Especially with Blast Arrows, this would be ridiculously overpowered.
Also, I would have made the recipe this:
[@] = string, =leather
[@] []
[]
[]
I like the concept, but I personally think that all items should NATURALLY auto-equip when the item runs out, without needing to put it in a special slot at all.
Even though I nixed all of these ideas, they're still all of the quality that I'm looking for in ideas that people suggest here. I'm very hopeful now that someone is going to come up with something awesome for the Wildcard slot, or at the very least be the inspiration for it.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Unless I'm misunderstanding this, it'll be VERY confusing for the first timer when they die for the first time.
*dead*
"Damnit okay well I gotta get back to where I died to pick up what I lost. But first I should make a sword so I can survive..."
*opens inventory*
"WAIT WHAT HAPPENED TO MY INVENTORY?!"
Assuming they start a new world with a backpack (of any kind) yes they'll be able to see it in their inventory if they hit 'I', but if they aren't given one again on respawn they'll have NO clue about how to get another one.
And if they DO respawn with another one, then there really isn't any reason to include the "no backpack" situation, outside of maybe the prospective "Realism" mode.. There's still reason to have a backpack slot for the parachute, the expanded, and so on, but no reason to have the "You have no inventory" situation.
Exactly.
Sabata's argument would basically be like saying "but now how will people know how to craft lanterns?" The answer; figure it out, the same way you've figured out every other item you use in the game.Misunderstood Sabata's comment. Yes, people starting out a completely new world would not get a Backpack on spawning. Only players who already had a game running, and therefor had an inventory before an update of this nature, would get a backpack automatically.PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
why are you not you working for notch?
In other words, I think the wildcard slot should either be a quick draw slot, hold some special type of item Notch has not mentioned yet (scrolls, medallions, charms...), or be ditched altogether.
But as to your idea for the "quickdraw", I think my idea makes more sense. It allows you to say, eat some pork, by just pressing a button, regardless of what you just selected. Imagine you're building a house in the middle of the night, alternating between cobblestone and torches to build with, then all of a sudden a skeleton shoots you out of nowhere and pushes you into a small cluster of monsters. With my idea, you would just press middle click (or q, but I like your idea of middle click better, it would probably be customizable anyway), and you'd have your sword out instantly. You wouldn't have time to manually select it.
Mkay.
I'm still rather against that part of the idea though (requiring making a backpack).
As much as the 2x2 expansion broadens the possible ways to start, I see this as limiting them.
(assuming your 2x2 is implemented)
This makes the first day either get enough Leather to make a bunch of sachels, or figure out how to make a backpack.
Admittedly getting 9 full stacks of anything first day is a neigh impossible feat. But take into account what else you're going to be carrying around.
Atleast a Handpick, Likely some wood, And because you hardly ever "perfectly" (no leftovers) use a block of wood, there'll probably be some sticks and planks. You're likely going to have some Coal (Charcoal requires more different blocks to get so I'm ignoring it atm), and if not coal some torches (which may or may not bring "Coal and Sticks" down to "torches". You'll likely have some of one or the other left over.) And with the "bare necessities" to survive a night (simply assuming enough planks to build a house) we've already lost FIVE (four at likely minimum, three at absolute) of the 9 available slots.
Note I also didn't include any terraforming to make a suitable housing ground (digging dirt for a flat surface), any picking up of Saplings, which would be very likely, or any Animal pieces which would also be likely, wool even moreso (as it just pops off, no killing needed).
With just what's likely, first day, AND minimal (using 2x2 to it's max) you've lost a MAJOR portion of your available inventory (with no backpack), possibly even all of it.
As is, this can be gotten around with "Make a chest in the mean time with the planks you have" or "Toss what you don't initially need", BUT BOTH of those place unnecessary restrictions on the player.
Either they have to interact with chests a majority of the time (Until they think to strap it to their back, which I'll get to later), or they'll have to GUESS as to what's important that they shouldn't throw away (which unnecessarily removes some very possible first day crafts [such as the painting]).
Now to the "strapping it on their back" part. First off, the use of Chests to minimalize new items introduced is in no way intuitive for the backpacks of current. The ONLY time I've seen a "chest backpack" was in an anime (Mushi-shi) that was set in the feudal era. To many, a pure cloth or leather creation makes a lot more sense (as can be seen by prior suggestions for backpacks), a Chest (while it works) is not the first idea to someone wanting to make a backpack.
Second, as it uses a Chest, and assuming the player has already figured the recipe and created one, what is the first thought of what to do with said chest?
Place it on the ground like Zelda or Final Fantasy and store stuff in it.
This ties into the first point, but "put it on my back" is not one of the things you'll think of to do with a chest once you get it. And even then you're more likely to place the chest itself on the back slot than you are to try to add leather straps to it so you can wear it.
To reiterate my position far more concisely, I don't mind the parachute, the bomb, the dispenser, and all the other new ideas to expand the ability of the "back" or inventory.
It's the feeling that "Well we can't just have the regular backpack itself expand the inventory by 9, removing the 2x2. We have to remove ALL the inventory to make the Backpack make sense and bring you back to the 4x9!" is your main goal that I heavily disagree with.
You can expand the "inherent backpack" we already have with this idea, VERY easily while NOT flat out removing the inherent backpack.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series