Because he has a point in that melee weapons are instantaneous, althrough the flaws created by it don't make much sense to be mentioned here, to the point that, in hindsight, I've removed that upvote (Or tried to, considering how weird the forum can get with it). Then again, that may just have been my brain going out to lunch.
What point does melee weapons doing instant damage have to do with anything? I'm not sure if the OP forgot that you have to be close to your target with a melee weapon? I'm not trying to be rude here, but the point still confuses me to death. That's kind of like going, "well my idea of insta-nukes do instant damage and melee weapons do instant damage so why is my nuke so overpowered?!?!" Because... it's... it's a nuke? I know that's an extreme example, but notice how saying that didn't save the nuke idea by even 1%.
Considering that one of your complaints is caused by the very fast projectile, it could have a tracer effect, which could reveal where you've been shot from, allowing you to do things such as building a dirt wall to protect yourself from further fire, or the exact speed could be mentioned in the OP, and compared to the crossbow and bow's arrow speeds, as "somewhat faster" is hardly the same as "effectively hitscan", but it's not explained which one of the two it is.
The tracer would only have an effect in multiplayer. Sure, mobs could be programmed to come at you from farther away, but a.) it's still a not-so-fitting gun that will still be hated by many, and b.) I'll just switch to the crossbow so I can pick off unaware mobs from afar with hardly any problems, leaving this gun still an unbalanced add. Like I said many many many many times now, if the crossbow is so quick and long-ranged, why add another ranged weapon? The OP would be better off suggesting something different.
Also, if this weapon wasn't a gun, I'd still not support because the balance/reason issues are still there.
What point does melee weapons doing instant damage have to do with anything? I'm not sure if the OP forgot that you have to be close to your target with a melee weapon? I'm not trying to be rude here, but the point still confuses me to death. That's kind of like going, "well my idea of insta-nukes do instant damage and melee weapons do instant damage so why is my nuke so overpowered?!?!" Because... it's... it's a nuke? I know that's an extreme example, but notice how saying that didn't save the nuke idea by even 1%.
The tracer would only have an effect in multiplayer. Sure, mobs could be programmed to come at you from farther away, but a.) it's still a not-so-fitting gun that will still be hated by many, and b.) I'll just switch to the crossbow so I can pick off unaware mobs from afar with hardly any problems, leaving this gun still an unbalanced add. Like I said many many many many times now, if the crossbow is so quick and long-ranged, why add another ranged weapon? The OP would be better off suggesting something different.
Also, if this weapon wasn't a gun, I'd still not support because the balance/reason issues are still there.
In the case of melee, yes, it's not relevant to the suggestion.
As for PvE, that problem is common to ranged weapons in general, but, as you point out, that makes adding a gun (At least in the same format as this one) pointless, as the existing ranged weapons already fill that role well enough, and a weapon that does so even better is hardly a wise idea to add.
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I think a lot of people here have a strong biased against the Gun just because it is a Gun. Let's say it was named something else and textured differently (maybe it's a Blowgun?) and these textures and name changes had absolutely no effect on how it works (so still the same as mentioned). I'm sure a lot of people wouldn't not like it as much even though the mechanics would still be the same. A lot of you really don't like it just because it's a Gun.
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Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
As someone who has made many such firearm suggestions, let me put my two cents on this.
Objectively: Mojang isn't going to add firearms as a rule. This is rather illogical, seeing the plethora of violent content Minecraft already includes, but neither is it something that they are really going to shift on.
Objectively: They don't read these suggestion threads; this entire forum section is just brainstorming by the community for the community. There are infinitely more fitting and polished suggestions- Ant Dungeons, Desert Temple Golems, etc.- that are full of assets and beautiful presentation, and they have vanished into the sands of time without a glance from the company. So it's quite pointless to say "Mojang won't add it" in this context- the best it can expect is a passing modder to take an interest and spin it into a playable thing. (Speaking of that, allow me to shamelessly plug our modding project doing exactly this to forum suggestions and more...)
Now: does a gun fit into Minecraft? Short answer: yes, surprisingly.
Long answer:
We can divide "fitting" into two categories: theme and mechanics. Theme being how well it meshes with the look and feel of the game (driving a Mustang around might be fun, but it'd stick out like a sore thumb with the rest!). Mechanics should be self explanatory- how it affects the balance of the game and how it behaves. A magic wand might make sense thematically, but if you can make it 5 minutes into a new world and it insta-kills every mob in the game without using any ammo, it's also unfitting.
Thematically, Minecraft is a schizoid mix of pop-culture fantasy of all stripes, and one of the most unique ones around. There are your usual trappings- swords and plate armors, bows and crossbows, zombies and skeletons- but also a variety of aesthetics and blocks alike incongruent with this. Sunlight sensors and chocolate chip cookies are inventions of the 20th century, TNT hails from the year 1863, so on and so forth. (The latter can't even be excused as a small flavor item, or magical- it's a bunch of big red sticks straight out of a Western!)
Guns, in their earliest recognizable forms, originate in China in the late 1200s. By the mid-14th century they had reached Europe, and coexisted alongside plate armor, bows, and swords right up to 1700. There's a number of medieval firearms available to choose from- but all are basically similar in being iron tubes sealed up at one end, with some kind of wooden handle to hold with, and either a simple touch-hole or spring-loaded ignition mechanism. This is the sort of thing Steve can conceivably build: he has every single item he needs, in fact, already in game.
Mechanically speaking, there's no real issue towards balancing a firearm. The existing ranged weapons each fulfill a role:
Bows are accurate and strong, with enchantments offering great power arrow-per-arrow, but relatively slow shooting.
Crossbows are effective crowd-control weapons with enchantments and/or rockets, and enchanted the fastest of all.
Tridents are powerful at short range, and as melee weapons too- plus are the only credible underwater ranged weapon.
Guns would lack the precision and range of bows, or the speed and crowd-control of crossbows- but would reign as the kings of single shot firepower, particularly against armor. Here's a breakdown of the basic mechanics:
Aiming and firing would be tied to RMB, same as the Bow. Accuracy scales with aiming time- it would be able to hit reasonably well within 30 blocks after several seconds of sighting in, but just tapping RMB means the shot'll go wild anywhere short of point blank.
The actual shot produces some smoke particles and light. Bullets would travel twice as fast as arrows, on a somewhat flatter trajectory, and leave thin wisps of smoke in flight marking their path.
On impact: deals 5 hearts (10 HP) damage, same as a fully charged Bow. However, there is one special effect: 50% of enemy armor is ignored. If the bullet hits a shield, it'll penetrate right through- but then lose its armor-piercing effect, being the same as an arrow from there on.
Instead of an active reload the musket would use a cooldown similar to Ender Pearls- this being to prevent spamming bullets down a hotbar like you would Crossbows. The cooldown would last 6 seconds.
Enchantments would center around the effect of the shot:
Piercing reenables the armor-piercing effect after passing through a shield, and otherwise works like it does on a Crossbow;
Sundering is mutually exclusive with Piercing, and adds 10% more ignored enemy armor per tier up to IV (for a maximum of 90%).
Shellcracker- after being hit, a target would for 4 seconds suffer 10% reduced armor effectiveness versus all attacks, adding +10% per tier up to IV (for a maximum of 40%), independent of the bullet damage.
Mending, Unbreaking, and Curse of Vanishing would exist as usual.
What point does melee weapons doing instant damage have to do with anything? I'm not sure if the OP forgot that you have to be close to your target with a melee weapon? I'm not trying to be rude here, but the point still confuses me to death. That's kind of like going, "well my idea of insta-nukes do instant damage and melee weapons do instant damage so why is my nuke so overpowered?!?!" Because... it's... it's a nuke? I know that's an extreme example, but notice how saying that didn't save the nuke idea by even 1%.
The tracer would only have an effect in multiplayer. Sure, mobs could be programmed to come at you from farther away, but a.) it's still a not-so-fitting gun that will still be hated by many, and b.) I'll just switch to the crossbow so I can pick off unaware mobs from afar with hardly any problems, leaving this gun still an unbalanced add. Like I said many many many many times now, if the crossbow is so quick and long-ranged, why add another ranged weapon? The OP would be better off suggesting something different.
Also, if this weapon wasn't a gun, I'd still not support because the balance/reason issues are still there.
In the case of melee, yes, it's not relevant to the suggestion.
As for PvE, that problem is common to ranged weapons in general, but, as you point out, that makes adding a gun (At least in the same format as this one) pointless, as the existing ranged weapons already fill that role well enough, and a weapon that does so even better is hardly a wise idea to add.
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New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
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Wind revamp and hot air balloons.
i dont think it woulf keep its pegi 7 rating if they added that
I think a lot of people here have a strong biased against the Gun just because it is a Gun. Let's say it was named something else and textured differently (maybe it's a Blowgun?) and these textures and name changes had absolutely no effect on how it works (so still the same as mentioned). I'm sure a lot of people wouldn't not like it as much even though the mechanics would still be the same. A lot of you really don't like it just because it's a Gun.
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
Can this thread die already
At this point it's not constructive, it's an argument.
Christian artist. Here is my art page.
As someone who has made many such firearm suggestions, let me put my two cents on this.
Objectively: Mojang isn't going to add firearms as a rule. This is rather illogical, seeing the plethora of violent content Minecraft already includes, but neither is it something that they are really going to shift on.
Objectively: They don't read these suggestion threads; this entire forum section is just brainstorming by the community for the community. There are infinitely more fitting and polished suggestions- Ant Dungeons, Desert Temple Golems, etc.- that are full of assets and beautiful presentation, and they have vanished into the sands of time without a glance from the company. So it's quite pointless to say "Mojang won't add it" in this context- the best it can expect is a passing modder to take an interest and spin it into a playable thing. (Speaking of that, allow me to shamelessly plug our modding project doing exactly this to forum suggestions and more...)
Now: does a gun fit into Minecraft? Short answer: yes, surprisingly.
Long answer:
We can divide "fitting" into two categories: theme and mechanics. Theme being how well it meshes with the look and feel of the game (driving a Mustang around might be fun, but it'd stick out like a sore thumb with the rest!). Mechanics should be self explanatory- how it affects the balance of the game and how it behaves. A magic wand might make sense thematically, but if you can make it 5 minutes into a new world and it insta-kills every mob in the game without using any ammo, it's also unfitting.
Thematically, Minecraft is a schizoid mix of pop-culture fantasy of all stripes, and one of the most unique ones around. There are your usual trappings- swords and plate armors, bows and crossbows, zombies and skeletons- but also a variety of aesthetics and blocks alike incongruent with this. Sunlight sensors and chocolate chip cookies are inventions of the 20th century, TNT hails from the year 1863, so on and so forth. (The latter can't even be excused as a small flavor item, or magical- it's a bunch of big red sticks straight out of a Western!)
Guns, in their earliest recognizable forms, originate in China in the late 1200s. By the mid-14th century they had reached Europe, and coexisted alongside plate armor, bows, and swords right up to 1700. There's a number of medieval firearms available to choose from- but all are basically similar in being iron tubes sealed up at one end, with some kind of wooden handle to hold with, and either a simple touch-hole or spring-loaded ignition mechanism. This is the sort of thing Steve can conceivably build: he has every single item he needs, in fact, already in game.
Mechanically speaking, there's no real issue towards balancing a firearm. The existing ranged weapons each fulfill a role:
Guns would lack the precision and range of bows, or the speed and crowd-control of crossbows- but would reign as the kings of single shot firepower, particularly against armor. Here's a breakdown of the basic mechanics:
We're doing a mod project, check it out: