Great ideas, like 101% of the good suggestions in the forum, are never picked up by mojang. I love all of this, however mojang roesnt want their game to be a rpg, and they have a lot of video games to play. So I'd start suggesting different colored aesthetic blocks. Keep up the good work though! Please make a mod
I think that if these aspects were added, I would start playing Minecraft again. But I do have some questions just to clear some things up.
With the parachute, would you be able to move through the air or just float straight down?
With gauntlets, would you be able to deal more fist damage that can be added on to whatever youre holding?
And now for my own suggestion:
-hangglider-works like a parachute but allows you to stay in the air longer and allows you to travel faster through the air
-technology-ok, I understand Minecraft is post apocalyptic, but why not add in stuff like exoskeletons, or more advanced weapons just for the hell of it?
-superpowers-maybe there could be a rare biome that has toxic waste and when exposed to it, you gain super human abilities (flying,speed,strength,regen factor,invisibility,etc.)
-npc people-add in npc's that look like players and do taks such as build houses, and other structures just to make the world feel more alive
-kingdoms-add in different kingdoms that have villages, and castles, and people that go to war with other kingdoms (you could even join a kingdom and fight with them)
-side quests-sure, doing anything you want is fun, but it gets boring, so why not add in quests that you can do for people in return for crucial items that you cant find anywhere else
-better terrain-the terrain in worlds right now is ok, but its predictable and gets old. What if you were walking through grasslands and all of a sudden you came to the edge of a cliff that drops off into the void and you have to cross it to get passed it
Hey I'm all for new slots. It would just add more features. I'd love it if they added a lot more rpg elements. But I think they want to keep it as much of sandbox game as possible with just sprinkles of common things.
I think this idea is really cool and well thought out, Although it seems very similar to the latest version of Balkans weapon mod. This type of mod has been around for a very long time and is has become somewhat apparent that mojang isn't a large supporter.
I think that this idea should team with an existing similar mod and make something really awesome!
Question though, what will happen to the capes that are installed together with the players' skins, will they disappear if a player wore a cape from your suggestion?
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A Guide To Suggestion Ratings
Full Support
I love the idea; it is flawless.
Support
I like the idea. It has some minor problems but nothing which cannot be easily corrected.
Partial Support
I like some of the ideas but some I don't.
Partial Support II
I like the overall idea but the execution is bad
No Support
I don't support your idea
Extreme No Support
If this were to be added, I would be very cross.
Support Pending
If you fix a problem, I will support.
Insteresting ideas. However you seem to make them needlessly complicated and unwieldy to use with too many tradeoffs.
I'd go with a more "harmonious" approach that try to do it's best to fit with already pre-established Minecraft design game parameters as closely as possible. This also means avoiding making tons of "variants" of the items. Keep it to the most vital elements only. Unless the suggestion is not for vanilla, bit only for a mod, that is ?
Extra Slots:
Optionally, instead of above 2x2 crafting grid, the new slots could just as wel be placed vertically besides the the armor slots. Essentially, you'd have 4 tall and 2 wide "armor" slots. One column for actual armor, the other for any type of "accessories" that would fit about there. Back slot and Arms slot would become the same "chest-height accesory slot". Legs slot would be used for belt-type items ou pouches.
Back slot:
You are putting backpack info here, leading to confusion. Simply describe the slot in one place and the info pertaining to the packs where these items are detailed, instead of mixing up "item category" stuff with "item slot" stuff.
Capes:
Cool capes are Mojang's way to "reward" players (attending a Minecon, etc.), so if anybody could get any cape they want just by editing a file, then capes would stop being a good "reward" system. So be VERY careful here !
Maybe the "player craftable" capes could instead work using the new Banners system: you have a base color, and some layers of patterns that you can add, but NOT design your own "custom cape" pixel-by-pixel by editing an file from outside the game. Thus, everybody could have a cape, but only within defined parameters, and only the "specially rewarded players" would have the coolest "unique" capes.
They could also be noticeably shorter: having a square shape instead of a rectangular shape. This would fit the crafting recipe better AND would still allow the special "unique" capes to retain their full prestige better.
Essentially: Short capes = craftable + works a bit like banners. Long capes = special Mojang reward.
Satchels:
First off, I the term "Pouch" instead of Satchel seems less technical, more generic, more "primitive", and overall simpler so I'd use that instead.
Satchel has too many drawbacks, potentially turning the game into an inventory management click-festival.
Being able to access Satchels only one a a time means that EVERY time you need tem you actually have an unwieldy interface because you need to do 3 actions instead of one. Switching items from one Satchel to another would be even more of a hassle. This is not needed.
Not being able to tell them apart just sucks and is totally artificial "difficulty": making a user interface unwieldy to use is not a good way to add 'challenge' and such items shouldn't be affected by difficulty anyway. They should be just as player-friendly in Peaceful or easy mode and not "harder" in harder modes.
- Satchels should be be dyeable, exactly like leather armor. after all they are full-leather items right ?
- The player can of course also rename Stachels using an Anvil.
A Satchel should NOT allow you to "quadruple" your total carry capacity (at the main cost of a LOT of clickinbg to manage inventory). Instead, it's purpose should be to allow you to carry more variety of smaller items. You are actually ending up sacrificing total maximum storage space, to carry more diversified items.
I'd go at it like this:
- A Satchel is an item. Throwable in the environment just like any other item. NOT "pleaceable" like a block.
- It can be placed into any inventory slot, just like any item.
- It doesn't stack and always "contains" it's contained items.
- There would be a new "top inventory row" immediately under feet armor slot/player image/crafting grid, and above the normal top row.
The item slots of that row could have a different shading and/or be of slightly smaller size to show that they aren't your typical slots.
That row would normally be fully invisible. If you put a Satchel in inventory, it will "reveal" (make active) the slots in that row, like this:
The row is divided into 3 "sections": 1st section is slots 1 + 2 + 3. 2nd section is slots 4 + 5 +6. 3rd section is slots 7 + 8+ 9.
The 3 item slots of a section are "visible" (i.e. usable) only if there is at least one Satchel item strictly "under" the section, anywhere else in inventory including quick slots, but only when strictly "under" any of the 3 slots of that "section". The content of the 3 revealed slots correspond to the content of the FIRST Satchel that is "found" under the section. Thus, you can easily "view and access" up to 3 stachels at once.
Thus, a Satchel "contains" 3 stacks. However, a Satchel cannot accept all types of items:
- No "non-stackable" items;
- No items that represent "solid" blocks either (anything that you can place in the environment and that would then count as an obstacle);
- Also, the maximum stack size inside a Satchel is divided by 4.
So you couldn't place another Satchel or a Chest into a Stachel, or even an Axe or an armor piece either. Or a Slab. Or Repeaters.
However, you could have let's say 3 Satchels in inventory. One wth 16 Steaks, 16 Baked potatoes, and 16 Mushrooms. Another with 16 Dandelions, 16 Roses, and 16 Vines. And another with 16 Redstone toches, 16 Redstone Dust, and 16 Levers.
If you have more than 1 Satchel an any given inventory "section", it is very easy to switch which Satchel's content would be shown/accessible simply by moving around which Satchels are nearer the top parts of your inventory. Switching items from a Satchel to another would also be quite painless without neding to constantly switch the Satchels themselves around or constatly having to "open" and "close" Satchels.
Finally, this "extra" row would be actually part of the player inventory, even when "hidden", so it would shows up in all other GUIs like when opening a chest, etc. Inventory managment should never be a hassle. Amount of clicking should always be kept as minimal as possible. Otherwise that is just badly design UI interaction, not a form of "game challenge".
Finally, maybe hovering over a Stachel should list the item names of the content (using 3 lines of text, not item icons) in the tooltip.
Essentially, with a Stachel you are basically "trading" 1 full-stack of item slot, for "3/4 of a Stack only but for 3 types of 'small' items". Overal you become able to carry 16 items LIKE, but 2 item types MORE.
Satchels would still be very nice to have, and actually would often end up saving you items slots, especially when exploring and wanting to say collect a bit of everything. You could collect a bit of dandelions, vines, mob drops, carry ots of types of food, etc., etc., without suddenly very quickly constantly running out of inventory space all the time because you have harvested 5 items of 20 different things. This would be PARTICULARLY useful in mods, because those often add a LOT of item types. The only time it would be "bad" is if you want to go mining cobblestone (or whatever) and want as much "full item stacks" as possible. A "roleplaying" player that likes to carry a little bit of a lot of food types "for variety" should NOT be overly disadvantaged compared to a player that just is just carrying a single stack of Steak (or Baked Potatoes) in order to min-max his inventory space usage.
36 inventory slots was ok back when Minecraft was a simpler game (alpha, etc.) but now with all the new items and flowers, we clearly often too easily reach the limitations of the inventory screen. Stachels should really help alleviate a lot of that but without multiplying the player's actual total carrying capacity.
Note: Auto-picking up of items can go to a Satchel slot ONLY if there is already the same item type in there - and room in that slot to pick the items up. Anything left over goes into normal inventory instead. Basically, picking items up doesn't screw over with your Satchel inventory setup.
Parachutes:
Parachute should not stop being open when player releases jump button. Instead, player has to manually remove parachute from slot if he really wants to fall quickly. This would help limit the use in PVP: sure you can fall without damage BUT you have to stay aloft and easy to target possibly a bit longer than you want to. Otherwise, players will just press jump repeatedly and quickly to fall quickly but without taking noticeable damage.
Avoid making 2 different recipes for the same item. Items that exist only as "intermediary steps" should ideally be removed. Keep crafting recipes as simple as possible. Like, when you make Bread, you don't first grind Wheat to flour then add a bucket of water (keeping the empoty bucket) to make Dough then smelt that in a furnace to make Bread, with the Flour and dough only existing as "intermediary steps" for other recipes. Minecraft's innate game design rule is "utmost simplicity" here.
The recipe with the wool and string and Satchel looks good, but could complicate stuff with Satchels that could already be containing items. Maybe just 1 Leather would work instead ? With such a cheap leather cost, it could then be made as a simple "one use" item without needing to bring in the "get back empty container" mechanic into play at all, but upon landing (or hitting whatrver ACTUAL OBSTACLE) the chute should just drop most of it's ingredients on the ground kind of like when a boat breaks. Minecraft doesn't need to be too realistic after all and simpler is often better.
Give how Minecraft is VERY forgiving for fall damage (you need to fall over the equivalent of 70 feet to die from a fall, and that is even without boots of Feather Falling) and all the ways you can just jump down without problems (jump into a small puddle of water or even on webbing = zero damage !), a parachute should NOT come with a lot of "tradefoffs". Make it activable nearly as soon as you are starting to fall (you can push the button straight away and by the time you've fallen 3 blocks, the chute will be open). Heck, it should be FUN so even a sprinting player jumping right before a 1-block-drop should be able to get some "hovering" time from it if he times his "double-jumping" right (1st to jump then to open the chute) (more like delta-planing than parachuting lol - who cares as long as it's fun). It should deploy with 100% certainty all the time, otherwise players would not use it to cliff-jump which is the whole point of having such a cool item. The whole "need to caryr several bakc-up parachutes" idea is just way too clostly and not fun. What, even if you carry 4 chutes (that is sytarting to be quite costly in materials AND inentory space too), you would still fall to your death 12.5% of the time ? Just get rid of that mechanic. This mechanic is something Minecraft doesn't need at all it would be like if you make swords able to break on ANY strike not just when their durability runs out. Ok and even very good is you want a "realistic" game, but just doesn't fit with how minecraft handles it's already defined tools and items.
You're just rendering your own item virtually totally undesirable at all.
Packs:
The idea that player without a backpack suddenly loses 3/4 of his inventory slots is EXTREMELY penalizing (except maybe for Hardcore-lovers - but items should NOT behave differently according to game difficulty). Early game, it is not as much penalizing for the reduced carry capacity than for the reduced VARIETY of item types you can grab and carry. that hotbar would just fill up WAY too quickly.
Later on, the backpack would become a "must have all the time", essentially FORCING the player to make a cow farm. Eeeugh. Is Minecraft a sandbox or a forced playstyle ? The difference between backpack vs no backpack is just way too huge.
Thus, you try to solve this by allowing a PLETHORA if "backpack" items so that the player can still keep all of his inventory space while also using the back slot for something cooler, but regularly need to make more packs because of the "durability". One might rgue "t,s more realistic" but... seroiusly, I find the furnace on your backpack idea to be way unrealistic and laughable.
Without backpack, a player should NOT be overly penalized. WITH backpack, the bonus and difference granted should be in line with the item's "cost". Realism MUST take a backseat to playability here.
Keep the number of new items down, too.
To me this means those items should simply not be added (to vanilla) :
Carrypack
Capepack
Chutepack
Groovepack
Smeltpack
Workpack
ExpelPack
CreeperPack
Especially considering the HUGE amount of coding which would be required. Ok for a mod, maybe, but definitely not for Vanilla.
Overall I feel that with the backpack you're just adding a "must do" step here. Much more penalizing than interesting. Lots of Survival maps even have Leather / Wool QUITE hard to get. Small Multiplayer server maps especially, where spawn is almost devoid of animals. Don't make the players be so limited in playing the game itself - The user interface should not have to be nerfed THAT hard because you lack one specific item.
Backpacks:
Definitely do NOT make them have durability. Or lose 27 item slots if you don't have it ! Otherwise this is a real super-duper nerfing compared to vanilla. There is overpowered, but there is also underpowered.
Allow only 1 crafting recipe. The leather one makes way more sense. Yes, it makes the backpack much "costlier" (compared to shears + sheep; or cactus + spiders; or fence corner window + cave spider spawner in any common abandoned mineshaft ), but the point is tat you should NOT absolutely need to have a backpack to play "acceptably". Playing with only 9 item slots is not playing "acceptably", it is playing with a HUMONGOUS user interface penalty.
More inventory is ALWAYS a VERY nice feature to have, so the benefit should small enough that the player might consider putting some other "Back" (or "Chest") slot items there, or even nothing at all, instead of "only a Pack variant MUST ABSOLUTELY go there". Adding even "only" 9 "normal" slots (compared to on backpack) would be a way too HUGE difference already, so that making the player normally have 2 inventory rows (instead of the vanilla 3) and gain the 3rd row with a backpack, would mean this item is a "must have". Either the benefit has to be smaller, or the other items that would go into the samre slot much have huge enefits too. -OR- there is some kind of drawback.
The backpack is essentially "worth" about 2 Satchels + a bit of cheap Wood + can't use other potentially cool stuff like a cape or parachute. So, it should give a SMALL benefit. Satchels don't really add carrying capacity - just more item diversity, after all.
Hovering the mouse Tooltip shows the backpack content.
Auto-picking up of items goes only to normal inventory never to a backpack.
One example how a Backpack could work:
You can place a stack on a Backpack. Instead of switching the items, the stack is "dropped" inside the backpack. If you remove the backpack, all it's content return to nearest inventory space but special-GUI inventory (say, a chest) BEFORE normal inventory. You can add only one type of item in the backpack but it can "hold" the equivalent of 4 stacks of the item.
The only way I see making the Backpack into a "must have" item could work would be to make all the extra slots be "accessory" slots i.e. you have 1 "head" armor slot, 1 "chest" armor slot, 1 "legs" armor slot and 1 "feet" armor slot, but for the other slots you,d have say 2 or whatever number of "accessory" slots. This would remove the need to have all those weird special "packs", too.
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Just calm down on the bag packs though...
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-Pixel Format Not Accelerated Problems in Windows 10 Reasons-
1.Old Intel CPU (2nd Gen and older) and these aren't ready for Windows 10.Please downgrade to an older version
2-Slow/Intel GPU (But sometimes Intel GPU just work fine from 3rd Gen CPU or newer on Win10)
3-Update Drivers (recommended for Dedicated GPU but not always for Intel's)
[This signature isn't to critisice Intel/Microsft or any thing of this sort, I am criticising You and You idiotness for not checking the requirements for Windows 10] (If you are annoyed of the ammount of the thread with a "Pixel Format Not accelerated" problem, plz Share this signature
I love every single bit of this suggestion, except how packs make you lose items when they break. Why does this happen? It doesn't make much sense. I say the items should just scatter all over the ground (I know the carry-pack does this but you still lose some items from that, and... I just don't like it) Besides that,
Contrary to most of their additions over the past 2 years?
With the parachute, would you be able to move through the air or just float straight down?
With gauntlets, would you be able to deal more fist damage that can be added on to whatever youre holding?
And now for my own suggestion:
-hangglider-works like a parachute but allows you to stay in the air longer and allows you to travel faster through the air
-technology-ok, I understand Minecraft is post apocalyptic, but why not add in stuff like exoskeletons, or more advanced weapons just for the hell of it?
-superpowers-maybe there could be a rare biome that has toxic waste and when exposed to it, you gain super human abilities (flying,speed,strength,regen factor,invisibility,etc.)
-npc people-add in npc's that look like players and do taks such as build houses, and other structures just to make the world feel more alive
-kingdoms-add in different kingdoms that have villages, and castles, and people that go to war with other kingdoms (you could even join a kingdom and fight with them)
-side quests-sure, doing anything you want is fun, but it gets boring, so why not add in quests that you can do for people in return for crucial items that you cant find anywhere else
-better terrain-the terrain in worlds right now is ok, but its predictable and gets old. What if you were walking through grasslands and all of a sudden you came to the edge of a cliff that drops off into the void and you have to cross it to get passed it
-natural disasters-earthquakes,forest fires,tornadoes,hurricanes,volcanoes,drought,flooding,etc.
-airplanes/jetpacks-you know, that way its easier to get to new lands
I think that this idea should team with an existing similar mod and make something really awesome!
Question though, what will happen to the capes that are installed together with the players' skins, will they disappear if a player wore a cape from your suggestion?
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A Guide To Suggestion Ratings
Full Support
I love the idea; it is flawless.
Support
I like the idea. It has some minor problems but nothing which cannot be easily corrected.
Partial Support
I like some of the ideas but some I don't.
Partial Support II
I like the overall idea but the execution is bad
No Support
I don't support your idea
Extreme No Support
If this were to be added, I would be very cross.
Support Pending
If you fix a problem, I will support.
Support ________
Case by case usage.
I'd go with a more "harmonious" approach that try to do it's best to fit with already pre-established Minecraft design game parameters as closely as possible. This also means avoiding making tons of "variants" of the items. Keep it to the most vital elements only. Unless the suggestion is not for vanilla, bit only for a mod, that is ?
Extra Slots:
Optionally, instead of above 2x2 crafting grid, the new slots could just as wel be placed vertically besides the the armor slots. Essentially, you'd have 4 tall and 2 wide "armor" slots. One column for actual armor, the other for any type of "accessories" that would fit about there. Back slot and Arms slot would become the same "chest-height accesory slot". Legs slot would be used for belt-type items ou pouches.
Back slot:
You are putting backpack info here, leading to confusion. Simply describe the slot in one place and the info pertaining to the packs where these items are detailed, instead of mixing up "item category" stuff with "item slot" stuff.
Capes:
Cool capes are Mojang's way to "reward" players (attending a Minecon, etc.), so if anybody could get any cape they want just by editing a file, then capes would stop being a good "reward" system. So be VERY careful here !
Maybe the "player craftable" capes could instead work using the new Banners system: you have a base color, and some layers of patterns that you can add, but NOT design your own "custom cape" pixel-by-pixel by editing an file from outside the game. Thus, everybody could have a cape, but only within defined parameters, and only the "specially rewarded players" would have the coolest "unique" capes.
They could also be noticeably shorter: having a square shape instead of a rectangular shape. This would fit the crafting recipe better AND would still allow the special "unique" capes to retain their full prestige better.
Essentially: Short capes = craftable + works a bit like banners. Long capes = special Mojang reward.
Satchels:
First off, I the term "Pouch" instead of Satchel seems less technical, more generic, more "primitive", and overall simpler so I'd use that instead.
Satchel has too many drawbacks, potentially turning the game into an inventory management click-festival.
Being able to access Satchels only one a a time means that EVERY time you need tem you actually have an unwieldy interface because you need to do 3 actions instead of one. Switching items from one Satchel to another would be even more of a hassle. This is not needed.
Not being able to tell them apart just sucks and is totally artificial "difficulty": making a user interface unwieldy to use is not a good way to add 'challenge' and such items shouldn't be affected by difficulty anyway. They should be just as player-friendly in Peaceful or easy mode and not "harder" in harder modes.
- Satchels should be be dyeable, exactly like leather armor. after all they are full-leather items right ?
- The player can of course also rename Stachels using an Anvil.
A Satchel should NOT allow you to "quadruple" your total carry capacity (at the main cost of a LOT of clickinbg to manage inventory). Instead, it's purpose should be to allow you to carry more variety of smaller items. You are actually ending up sacrificing total maximum storage space, to carry more diversified items.
I'd go at it like this:
- A Satchel is an item. Throwable in the environment just like any other item. NOT "pleaceable" like a block.
- It can be placed into any inventory slot, just like any item.
- It doesn't stack and always "contains" it's contained items.
- There would be a new "top inventory row" immediately under feet armor slot/player image/crafting grid, and above the normal top row.
The item slots of that row could have a different shading and/or be of slightly smaller size to show that they aren't your typical slots.
That row would normally be fully invisible. If you put a Satchel in inventory, it will "reveal" (make active) the slots in that row, like this:
The row is divided into 3 "sections": 1st section is slots 1 + 2 + 3. 2nd section is slots 4 + 5 +6. 3rd section is slots 7 + 8+ 9.
The 3 item slots of a section are "visible" (i.e. usable) only if there is at least one Satchel item strictly "under" the section, anywhere else in inventory including quick slots, but only when strictly "under" any of the 3 slots of that "section". The content of the 3 revealed slots correspond to the content of the FIRST Satchel that is "found" under the section. Thus, you can easily "view and access" up to 3 stachels at once.
Thus, a Satchel "contains" 3 stacks. However, a Satchel cannot accept all types of items:
- No "non-stackable" items;
- No items that represent "solid" blocks either (anything that you can place in the environment and that would then count as an obstacle);
- Also, the maximum stack size inside a Satchel is divided by 4.
So you couldn't place another Satchel or a Chest into a Stachel, or even an Axe or an armor piece either. Or a Slab. Or Repeaters.
However, you could have let's say 3 Satchels in inventory. One wth 16 Steaks, 16 Baked potatoes, and 16 Mushrooms. Another with 16 Dandelions, 16 Roses, and 16 Vines. And another with 16 Redstone toches, 16 Redstone Dust, and 16 Levers.
If you have more than 1 Satchel an any given inventory "section", it is very easy to switch which Satchel's content would be shown/accessible simply by moving around which Satchels are nearer the top parts of your inventory. Switching items from a Satchel to another would also be quite painless without neding to constantly switch the Satchels themselves around or constatly having to "open" and "close" Satchels.
Finally, this "extra" row would be actually part of the player inventory, even when "hidden", so it would shows up in all other GUIs like when opening a chest, etc. Inventory managment should never be a hassle. Amount of clicking should always be kept as minimal as possible. Otherwise that is just badly design UI interaction, not a form of "game challenge".
Finally, maybe hovering over a Stachel should list the item names of the content (using 3 lines of text, not item icons) in the tooltip.
Essentially, with a Stachel you are basically "trading" 1 full-stack of item slot, for "3/4 of a Stack only but for 3 types of 'small' items". Overal you become able to carry 16 items LIKE, but 2 item types MORE.
Satchels would still be very nice to have, and actually would often end up saving you items slots, especially when exploring and wanting to say collect a bit of everything. You could collect a bit of dandelions, vines, mob drops, carry ots of types of food, etc., etc., without suddenly very quickly constantly running out of inventory space all the time because you have harvested 5 items of 20 different things. This would be PARTICULARLY useful in mods, because those often add a LOT of item types. The only time it would be "bad" is if you want to go mining cobblestone (or whatever) and want as much "full item stacks" as possible. A "roleplaying" player that likes to carry a little bit of a lot of food types "for variety" should NOT be overly disadvantaged compared to a player that just is just carrying a single stack of Steak (or Baked Potatoes) in order to min-max his inventory space usage.
36 inventory slots was ok back when Minecraft was a simpler game (alpha, etc.) but now with all the new items and flowers, we clearly often too easily reach the limitations of the inventory screen. Stachels should really help alleviate a lot of that but without multiplying the player's actual total carrying capacity.
Note: Auto-picking up of items can go to a Satchel slot ONLY if there is already the same item type in there - and room in that slot to pick the items up. Anything left over goes into normal inventory instead. Basically, picking items up doesn't screw over with your Satchel inventory setup.
Parachutes:
Parachute should not stop being open when player releases jump button. Instead, player has to manually remove parachute from slot if he really wants to fall quickly. This would help limit the use in PVP: sure you can fall without damage BUT you have to stay aloft and easy to target possibly a bit longer than you want to. Otherwise, players will just press jump repeatedly and quickly to fall quickly but without taking noticeable damage.
Avoid making 2 different recipes for the same item. Items that exist only as "intermediary steps" should ideally be removed. Keep crafting recipes as simple as possible. Like, when you make Bread, you don't first grind Wheat to flour then add a bucket of water (keeping the empoty bucket) to make Dough then smelt that in a furnace to make Bread, with the Flour and dough only existing as "intermediary steps" for other recipes. Minecraft's innate game design rule is "utmost simplicity" here.
The recipe with the wool and string and Satchel looks good, but could complicate stuff with Satchels that could already be containing items. Maybe just 1 Leather would work instead ? With such a cheap leather cost, it could then be made as a simple "one use" item without needing to bring in the "get back empty container" mechanic into play at all, but upon landing (or hitting whatrver ACTUAL OBSTACLE) the chute should just drop most of it's ingredients on the ground kind of like when a boat breaks. Minecraft doesn't need to be too realistic after all and simpler is often better.
Give how Minecraft is VERY forgiving for fall damage (you need to fall over the equivalent of 70 feet to die from a fall, and that is even without boots of Feather Falling) and all the ways you can just jump down without problems (jump into a small puddle of water or even on webbing = zero damage !), a parachute should NOT come with a lot of "tradefoffs". Make it activable nearly as soon as you are starting to fall (you can push the button straight away and by the time you've fallen 3 blocks, the chute will be open). Heck, it should be FUN so even a sprinting player jumping right before a 1-block-drop should be able to get some "hovering" time from it if he times his "double-jumping" right (1st to jump then to open the chute) (more like delta-planing than parachuting lol - who cares as long as it's fun). It should deploy with 100% certainty all the time, otherwise players would not use it to cliff-jump which is the whole point of having such a cool item. The whole "need to caryr several bakc-up parachutes" idea is just way too clostly and not fun. What, even if you carry 4 chutes (that is sytarting to be quite costly in materials AND inentory space too), you would still fall to your death 12.5% of the time ? Just get rid of that mechanic. This mechanic is something Minecraft doesn't need at all it would be like if you make swords able to break on ANY strike not just when their durability runs out. Ok and even very good is you want a "realistic" game, but just doesn't fit with how minecraft handles it's already defined tools and items.
You're just rendering your own item virtually totally undesirable at all.
Packs:
The idea that player without a backpack suddenly loses 3/4 of his inventory slots is EXTREMELY penalizing (except maybe for Hardcore-lovers - but items should NOT behave differently according to game difficulty). Early game, it is not as much penalizing for the reduced carry capacity than for the reduced VARIETY of item types you can grab and carry. that hotbar would just fill up WAY too quickly.
Later on, the backpack would become a "must have all the time", essentially FORCING the player to make a cow farm. Eeeugh. Is Minecraft a sandbox or a forced playstyle ? The difference between backpack vs no backpack is just way too huge.
Thus, you try to solve this by allowing a PLETHORA if "backpack" items so that the player can still keep all of his inventory space while also using the back slot for something cooler, but regularly need to make more packs because of the "durability". One might rgue "t,s more realistic" but... seroiusly, I find the furnace on your backpack idea to be way unrealistic and laughable.
Without backpack, a player should NOT be overly penalized. WITH backpack, the bonus and difference granted should be in line with the item's "cost". Realism MUST take a backseat to playability here.
Keep the number of new items down, too.
To me this means those items should simply not be added (to vanilla) :
Carrypack
Capepack
Chutepack
Groovepack
Smeltpack
Workpack
ExpelPack
CreeperPack
Especially considering the HUGE amount of coding which would be required. Ok for a mod, maybe, but definitely not for Vanilla.
Overall I feel that with the backpack you're just adding a "must do" step here. Much more penalizing than interesting. Lots of Survival maps even have Leather / Wool QUITE hard to get. Small Multiplayer server maps especially, where spawn is almost devoid of animals. Don't make the players be so limited in playing the game itself - The user interface should not have to be nerfed THAT hard because you lack one specific item.
Backpacks:
Definitely do NOT make them have durability. Or lose 27 item slots if you don't have it ! Otherwise this is a real super-duper nerfing compared to vanilla. There is overpowered, but there is also underpowered.
Allow only 1 crafting recipe. The leather one makes way more sense. Yes, it makes the backpack much "costlier" (compared to shears + sheep; or cactus + spiders; or fence corner window + cave spider spawner in any common abandoned mineshaft ), but the point is tat you should NOT absolutely need to have a backpack to play "acceptably". Playing with only 9 item slots is not playing "acceptably", it is playing with a HUMONGOUS user interface penalty.
More inventory is ALWAYS a VERY nice feature to have, so the benefit should small enough that the player might consider putting some other "Back" (or "Chest") slot items there, or even nothing at all, instead of "only a Pack variant MUST ABSOLUTELY go there". Adding even "only" 9 "normal" slots (compared to on backpack) would be a way too HUGE difference already, so that making the player normally have 2 inventory rows (instead of the vanilla 3) and gain the 3rd row with a backpack, would mean this item is a "must have". Either the benefit has to be smaller, or the other items that would go into the samre slot much have huge enefits too. -OR- there is some kind of drawback.
The backpack is essentially "worth" about 2 Satchels + a bit of cheap Wood + can't use other potentially cool stuff like a cape or parachute. So, it should give a SMALL benefit. Satchels don't really add carrying capacity - just more item diversity, after all.
Hovering the mouse Tooltip shows the backpack content.
Auto-picking up of items goes only to normal inventory never to a backpack.
One example how a Backpack could work:
You can place a stack on a Backpack. Instead of switching the items, the stack is "dropped" inside the backpack. If you remove the backpack, all it's content return to nearest inventory space but special-GUI inventory (say, a chest) BEFORE normal inventory. You can add only one type of item in the backpack but it can "hold" the equivalent of 4 stacks of the item.
The only way I see making the Backpack into a "must have" item could work would be to make all the extra slots be "accessory" slots i.e. you have 1 "head" armor slot, 1 "chest" armor slot, 1 "legs" armor slot and 1 "feet" armor slot, but for the other slots you,d have say 2 or whatever number of "accessory" slots. This would remove the need to have all those weird special "packs", too.
Well thats enough for now lol
Good luck !
Just calm down on the bag packs though...
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Most of it sounds amazing, but some, like the wildcard slot and bladed gloves sound a bit overkill for something to get in vanilla.
Partial Support.
75% support. I honestly thought there were way too many unnecessary things, but there are a lot of cool ideas!
This just kind of seems like something that should be in a mod or something.
????; not sure whether to support or not support
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Random junk is random:
A few of my suggestions and a personal favorite suggestions. More neat-o suggestions in my bio.
So much thought and effort has been put into this thread!
perfect plz make bro!!!
I love every single bit of this suggestion, except how packs make you lose items when they break. Why does this happen? It doesn't make much sense. I say the items should just scatter all over the ground (I know the carry-pack does this but you still lose some items from that, and... I just don't like it) Besides that,
Full Support