I was thinking that in Singleplayer and Multiplayer when you join a server you can create a class.
The things you can change are Skin Color, Clothes Color (or click Use Skin Box), and A Special Perk.
And you cannot change your class unless you make a Item (Not sure yet) and you put something valuable like 10 diamond it. Admins can change people or themselves whenever.
Perk 1- The Runner
Advantage- 20% Run Speed Increase
Disadvantage- Must wear light armor (Leather or Iron) Or 10% Less Health
Perk 2- The BodyBuilder
Advantage- 15% Health Increase
Disadvantage- 10% Speed Decrease
Advantage- Extra Ore. ( Not Diamonds )
Disadvantage - 10% decrease in tool strength
Perk 5- The Tricky.
Advantage - Faster Sneak Speed and Special Power to Use 1 Mobs as Friendlys until they die. (recharge time is 2 days) Cannot take over Creepers, Giants or Slimes
(Multiplayer- Disguise as Person for 3 minutes (Recharge - 2 days also) not the Friendly Mobs
Disadvantage - Animals Attack and Are weak. Sometime Spells Fail and Mobs get stronger. (Change color to be stronger or something)
Perk- 6
Completely Normal Character. No advantages. No disadvantages.
Or other classes Wanderer - Default class, geared towards basic survival, equally skilled with all tools, and especially good at recycling resources.
Bonuses: When a tool you are using breaks, it drops 1 of the main resource used to construct it (flint & steel drops 1 iron, fishing rods drop 1 string).
Penalties: none
Miner - Weakest overall bonuses to offset the fact that the Pick is the single most important tool in the game.
Bonuses: 50% chance of not consuming durability when using a pick. Picks deal +1 hearts of damage when used as a weapon (they still take double durability damage, but the 50% chance of not consuming durability when using a pick also still applies)
Penalties: +1 durability use with all non-pick tools (except for fishing rod and flint & steel). This means that proper use of non-pick tools drains durability twice as fast, and improper use of non-pick tools drains durability THREE TIMES as fast.
Digger - Shovel-based profession, with a special talent for collecting hostile mob drops.
Bonuses: 50% chance of not consuming durability when using a shovel. Shovels deal +1 hearts of damage when used as a weapon. When a Digger kills a hostile mob (Zombie, Skeleton, Spider, Creeper, Ghast, Spider Jockey), they drop 1 extra item.
Penalties: +1 durability use with all non-shovel tools. *note* this includes swords, so Diggers wishing to hunt would be advised to rely mostly on bows and shovels (which for them deal the same damage as axes, but have extra durability)
Lumberjack - Axe-based profession, with a special talent for collecting Apples.
Bonuses: 50% chance of not consuming durability when using axes. Axes deal +1 hearts of damage when used as a weapon. When a Lumberjack breaks a leaf block, they have a 1.56% chance (1 in 64) of receiving an Apple.
Penalties: +1 durability use with all non-axe tools.
Farmer - Hoe-based profession, with a special talent for collecting passive mob drops.
Bonuses: 50% chance of not consuming durability when using hoes. When a Farmer kills a passive mob (Pig, Chicken, Cow, Squid) they drop 1 extra item. *note* sheep are not listed because they do not drop anything when killed.
Penalties: +1 durability use with all non-hoe tools.
Warrior - Combat-based profession
Bonuses: 50% chance of not consuming durability when using a sword. Worn armor has a 50% chance (per piece) of not losing durability when the Warrior is damaged. Arrows deal +0.5 hearts of damage when fired by a Warrior.
Penalties: +1 durability use with all non-sword tools.
Names can be changed. And thing i should change reply, if i like it i will change it.\
Post a good class and i will add to list.
Feel the powerful licks of my righteous flames! YEARGGHHHHHH!
RAGEFLAMETROLLRAGEFLAMETROLLRAGEFLAMETROLL.
Nah, but in all honestly, this idea shows a bit of balance. I like where this is going, but there needs to be something more; plus I didn't see the adventurer class where you can choose not to have all the buffs/debuff, but play as the normal player.
Feel the powerful licks of my righteous flames! YEARGGHHHHHH!
RAGEFLAMETROLLRAGEFLAMETROLLRAGEFLAMETROLL.
Nah, but in all honestly, this idea shows a bit of balance. I like where this is going, but there needs to be something more; plus I didn't see the adventurer class where you can choose not to have all the buffs/debuff, but play as the normal player.
This is ridiculous. Mnecraft is a survival game, not some MMORPG. Although this show better balance than the last "classes" suggestion, it undermines the concept of minecraft.
= you
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I don't think I know everything.
I just know more than you.
Q: What is today but yesterday's tommorow?
A1: More time to play minecraft! Duh!
A2: Don't mistake my silence for confusion; I was just trying to kill you with my mind!
I am open to nearly all suggestions as I am not sure any of us knows the direction of Minecraft. So I am overall pessimistic against statements like an inclusion undermining a game that isn't complete yet.
we don't know what it is, we don't know what it can be, but we know that it is cool
cheesy as it may be, that quote describes minecraft today, we don't know what it will become, be it will always be fun.
classes are something that i actually like. for multiplayer mode it makes perfect sense to have this.
for singleplayer though im indifferent. if this topic gets more suggestions i'd consider it better.
An unfinished building still has a blueprint. The direction notch is taking the game is not ranks/skills/classes type of game. It's about finding better resources, exploring epic new regions, and building amazing structures.
MINE - CRAFT not ADVENTURE - QUEST.
Rollback Post to RevisionRollBack
I don't think I know everything.
I just know more than you.
Q: What is today but yesterday's tommorow?
A1: More time to play minecraft! Duh!
A2: Don't mistake my silence for confusion; I was just trying to kill you with my mind!
I understand your sentiment. But perhaps these additions are not meant to undermine, but meant to assist in such endeavors.
The proposed system above does not, I agree. But having multiple classes like stone miner->iron miner->etc. wouldn't completely ruin the minecraft experience.
I had a similar idea in the past, intended to encourage people to specialize in multiplayer, promoting cooperation and trade, though I organized it around "professions" centered around the various tools.
Wanderer - Default class, geared towards basic survival, equally skilled with all tools, and especially good at recycling resources.
Bonuses: When a tool you are using breaks, it drops 1 of the main resource used to construct it (flint & steel drops 1 iron, fishing rods drop 1 string).
Penalties: none
Miner - Weakest overall bonuses to offset the fact that the Pick is the single most important tool in the game.
Bonuses: 50% chance of not consuming durability when using a pick. Picks deal +1 hearts of damage when used as a weapon (they still take double durability damage, but the 50% chance of not consuming durability when using a pick also still applies)
Penalties: +1 durability use with all non-pick tools (except for fishing rod and flint & steel). This means that proper use of non-pick tools drains durability twice as fast, and improper use of non-pick tools drains durability THREE TIMES as fast.
Digger - Shovel-based profession, with a special talent for collecting hostile mob drops.
Bonuses: 50% chance of not consuming durability when using a shovel. Shovels deal +1 hearts of damage when used as a weapon. When a Digger kills a hostile mob (Zombie, Skeleton, Spider, Creeper, Ghast, Spider Jockey), they drop 1 extra item.
Penalties: +1 durability use with all non-shovel tools. *note* this includes swords, so Diggers wishing to hunt would be advised to rely mostly on bows and shovels (which for them deal the same damage as axes, but have extra durability)
Lumberjack - Axe-based profession, with a special talent for collecting Apples.
Bonuses: 50% chance of not consuming durability when using axes. Axes deal +1 hearts of damage when used as a weapon. When a Lumberjack breaks a leaf block, they have a 1.56% chance (1 in 64) of receiving an Apple.
Penalties: +1 durability use with all non-axe tools.
Farmer - Hoe-based profession, with a special talent for collecting passive mob drops.
Bonuses: 50% chance of not consuming durability when using hoes. When a Farmer kills a passive mob (Pig, Chicken, Cow, Squid) they drop 1 extra item. *note* sheep are not listed because they do not drop anything when killed.
Penalties: +1 durability use with all non-hoe tools.
Warrior - Combat-based profession
Bonuses: 50% chance of not consuming durability when using a sword. Worn armor has a 50% chance (per piece) of not losing durability when the Warrior is damaged. Arrows deal +0.5 hearts of damage when fired by a Warrior.
Penalties: +1 durability use with all non-sword tools.
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The things you can change are Skin Color, Clothes Color (or click Use Skin Box), and A Special Perk.
And you cannot change your class unless you make a Item (Not sure yet) and you put something valuable like 10 diamond it. Admins can change people or themselves whenever.
Perk 1- The Runner
Advantage- 20% Run Speed Increase
Disadvantage- Must wear light armor (Leather or Iron) Or 10% Less Health
Perk 2- The BodyBuilder
Advantage- 15% Health Increase
Disadvantage- 10% Speed Decrease
Perk- 3 - The Crafter
Advantage- 20% Stronger Tools
Disadvantage- 15% Weaker Armor.
Perk 4- The Lucky
Advantage- Extra Ore. ( Not Diamonds )
Disadvantage - 10% decrease in tool strength
Perk 5- The Tricky.
Advantage - Faster Sneak Speed and Special Power to Use 1 Mobs as Friendlys until they die. (recharge time is 2 days) Cannot take over Creepers, Giants or Slimes
(Multiplayer- Disguise as Person for 3 minutes (Recharge - 2 days also) not the Friendly Mobs
Disadvantage - Animals Attack and Are weak. Sometime Spells Fail and Mobs get stronger. (Change color to be stronger or something)
Perk- 6
Completely Normal Character. No advantages. No disadvantages.
Or other classes Wanderer - Default class, geared towards basic survival, equally skilled with all tools, and especially good at recycling resources.
Bonuses: When a tool you are using breaks, it drops 1 of the main resource used to construct it (flint & steel drops 1 iron, fishing rods drop 1 string).
Penalties: none
Miner - Weakest overall bonuses to offset the fact that the Pick is the single most important tool in the game.
Bonuses: 50% chance of not consuming durability when using a pick. Picks deal +1 hearts of damage when used as a weapon (they still take double durability damage, but the 50% chance of not consuming durability when using a pick also still applies)
Penalties: +1 durability use with all non-pick tools (except for fishing rod and flint & steel). This means that proper use of non-pick tools drains durability twice as fast, and improper use of non-pick tools drains durability THREE TIMES as fast.
Digger - Shovel-based profession, with a special talent for collecting hostile mob drops.
Bonuses: 50% chance of not consuming durability when using a shovel. Shovels deal +1 hearts of damage when used as a weapon. When a Digger kills a hostile mob (Zombie, Skeleton, Spider, Creeper, Ghast, Spider Jockey), they drop 1 extra item.
Penalties: +1 durability use with all non-shovel tools. *note* this includes swords, so Diggers wishing to hunt would be advised to rely mostly on bows and shovels (which for them deal the same damage as axes, but have extra durability)
Lumberjack - Axe-based profession, with a special talent for collecting Apples.
Bonuses: 50% chance of not consuming durability when using axes. Axes deal +1 hearts of damage when used as a weapon. When a Lumberjack breaks a leaf block, they have a 1.56% chance (1 in 64) of receiving an Apple.
Penalties: +1 durability use with all non-axe tools.
Farmer - Hoe-based profession, with a special talent for collecting passive mob drops.
Bonuses: 50% chance of not consuming durability when using hoes. When a Farmer kills a passive mob (Pig, Chicken, Cow, Squid) they drop 1 extra item. *note* sheep are not listed because they do not drop anything when killed.
Penalties: +1 durability use with all non-hoe tools.
Warrior - Combat-based profession
Bonuses: 50% chance of not consuming durability when using a sword. Worn armor has a 50% chance (per piece) of not losing durability when the Warrior is damaged. Arrows deal +0.5 hearts of damage when fired by a Warrior.
Penalties: +1 durability use with all non-sword tools.
Names can be changed. And thing i should change reply, if i like it i will change it.\
Post a good class and i will add to list.
Ready!
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
RAGEFLAMETROLLRAGEFLAMETROLLRAGEFLAMETROLL.
Nah, but in all honestly, this idea shows a bit of balance. I like where this is going, but there needs to be something more; plus I didn't see the adventurer class where you can choose not to have all the buffs/debuff, but play as the normal player.
Definitely something better suited toward modded play.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
Adding Now :smile.gif:
I just know more than you.
Q: What is today but yesterday's tommorow?
A1: More time to play minecraft! Duh!
A2: Don't mistake my silence for confusion; I was just trying to kill you with my mind!
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
cheesy as it may be, that quote describes minecraft today, we don't know what it will become, be it will always be fun.
classes are something that i actually like. for multiplayer mode it makes perfect sense to have this.
for singleplayer though im indifferent. if this topic gets more suggestions i'd consider it better.
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
MINE - CRAFT not ADVENTURE - QUEST.
I just know more than you.
Q: What is today but yesterday's tommorow?
A1: More time to play minecraft! Duh!
A2: Don't mistake my silence for confusion; I was just trying to kill you with my mind!
The proposed system above does not, I agree. But having multiple classes like stone miner->iron miner->etc. wouldn't completely ruin the minecraft experience.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
Wanderer - Default class, geared towards basic survival, equally skilled with all tools, and especially good at recycling resources.
Bonuses: When a tool you are using breaks, it drops 1 of the main resource used to construct it (flint & steel drops 1 iron, fishing rods drop 1 string).
Penalties: none
Miner - Weakest overall bonuses to offset the fact that the Pick is the single most important tool in the game.
Bonuses: 50% chance of not consuming durability when using a pick. Picks deal +1 hearts of damage when used as a weapon (they still take double durability damage, but the 50% chance of not consuming durability when using a pick also still applies)
Penalties: +1 durability use with all non-pick tools (except for fishing rod and flint & steel). This means that proper use of non-pick tools drains durability twice as fast, and improper use of non-pick tools drains durability THREE TIMES as fast.
Digger - Shovel-based profession, with a special talent for collecting hostile mob drops.
Bonuses: 50% chance of not consuming durability when using a shovel. Shovels deal +1 hearts of damage when used as a weapon. When a Digger kills a hostile mob (Zombie, Skeleton, Spider, Creeper, Ghast, Spider Jockey), they drop 1 extra item.
Penalties: +1 durability use with all non-shovel tools. *note* this includes swords, so Diggers wishing to hunt would be advised to rely mostly on bows and shovels (which for them deal the same damage as axes, but have extra durability)
Lumberjack - Axe-based profession, with a special talent for collecting Apples.
Bonuses: 50% chance of not consuming durability when using axes. Axes deal +1 hearts of damage when used as a weapon. When a Lumberjack breaks a leaf block, they have a 1.56% chance (1 in 64) of receiving an Apple.
Penalties: +1 durability use with all non-axe tools.
Farmer - Hoe-based profession, with a special talent for collecting passive mob drops.
Bonuses: 50% chance of not consuming durability when using hoes. When a Farmer kills a passive mob (Pig, Chicken, Cow, Squid) they drop 1 extra item. *note* sheep are not listed because they do not drop anything when killed.
Penalties: +1 durability use with all non-hoe tools.
Warrior - Combat-based profession
Bonuses: 50% chance of not consuming durability when using a sword. Worn armor has a 50% chance (per piece) of not losing durability when the Warrior is damaged. Arrows deal +0.5 hearts of damage when fired by a Warrior.
Penalties: +1 durability use with all non-sword tools.