Wow, I haven't been in this thread in a while. I gotta say, I LOVE the new textures for Netherraze and Gloomwood. The soul glass tools look great too. :happy.gif:
We've actually run out of interesting discussion points. Notch, start coding those flying pigs!
To try and attempt to get some debate going, does anyone have any ideas for multiplayer-oriented nether content?
What about gold arrows? When arrows hit mida's tears they turn to gold arrows, and if you hit another player with them, it gives the same effect as though they had touched the liquid and all their items turn to gold.
Rollback Post to RevisionRollBack
NO. Don't click New Thread. Read the rules. I don't give a damn how long or boring they are. If you do not, you will be subject to massive flaming and criticism by yours truly.
i agreed and liked everything except the blight, and felt the salamanders didnt really fit...unless they were swimming in lava.....
then reading the comments made me rethink some stuff.... yea the nether is supposed to be all dead, but it just seems too dead. so i still agree with this..... i play on hard but mainly peaceful and it seems like theres never anything in the overworld and theres definetly nothing in the nether. when i go into the nether on hard, for some reason, i still dont find pigmen, and i almost never find ghasts for some reason....
i must get this if its ever worked on, along with the aether
It's a nice idea, but if we make it so that they can be produced by firing through midas tears then it becomes overpowered (you could just farm them using a dispenser) and, since the midas tears bit is what makes it more than just another arrow tier, this doesn't seem workable.
As something else, for a multiplayer-oriented item, how about being able to craft a pair of compasses that always point towards each other, so two players can each take one and know where the other is at all times? I'm not certain about the recipe, but how about this? = 2 Blood Compasses
where is a blood diamond.
I like the blood compasses, it's like a cultist blood brother thing. And about the gold arrows, what if there was only a, say 1 out of 8 chance or lower it would turn to gold?
Rollback Post to RevisionRollBack
NO. Don't click New Thread. Read the rules. I don't give a damn how long or boring they are. If you do not, you will be subject to massive flaming and criticism by yours truly.
Ehh, when I first read "Blood Compass" I was thinking "What? a compass that points to the nearest player/mob?"
Then I figured mobs would either be pointless cause there's too many on screen, or they're already ON screen.
And pointing to players would require multiple pointers and wouldn't exactly scale well from a small (5 man) server to a large (200 player) server.
Having two connected compasses would work, and would be only slightly more resource intensive than the regular compass, but a better multiplayer/friend interface would rule out the need for it.
I really like the blood compass name. But anyway, a way it could work is that when you craft the compass, it gives you two compasses, like ladders. You can throw one to someone else and those compasses will always point to one and other. Perhaps the name of the player who is currently holding the other compass would appear on or above the compass, so you could always know who was holding the other one(If no one was holding it, it would say nothing or just "None").
Rollback Post to RevisionRollBack
NO. Don't click New Thread. Read the rules. I don't give a damn how long or boring they are. If you do not, you will be subject to massive flaming and criticism by yours truly.
Well, yeah, that's what I meant when I made the recipe '= 2 Blood compasses'...
Not sure about the whole names thing. Would be a bit big for the inventory icon, and it would be seriously irritating on the map if it started covering stuff up. Also, it would stop players from setting traps for each other in PvP (if you're that kind of evil person...)
Wait, why would you give your blood compass the the guy you're trying to kill? Anyway, I was just thinking when the item was in your hand the words would appear.
Rollback Post to RevisionRollBack
NO. Don't click New Thread. Read the rules. I don't give a damn how long or boring they are. If you do not, you will be subject to massive flaming and criticism by yours truly.
i have to laugh, who else but the dark boy could conceive such terrible thoughts?<-that being a good thing)
it makes the nether much more environmental than just being there you know? i mean i go there but just for glow stone, if all the stuff you put out came in i'd build a summer home near both the midas river and the lake of fire
Okay so I just checked. The links in the OP work perfectly fine Grey, so use your old template and update us with what's new.
I've taken down the "New topic weather" from the title, and since the post format is now back to normal I think we can start talking about something new.
OH OH OH!!!!!! LAVA RAIN! The perfect weather fo the nether, hurts the player unless underneath something other than netherrack! simple! :biggrin.gif: (or at least sounds simple to make)
OH OH OH!!!!!! LAVA RAIN! The perfect weather fo the nether, hurts the player unless underneath something other than netherrack! simple! :biggrin.gif: (or at least sounds simple to make)
It has already been brought up several times and Grey and Sabata don't like it. There's too much fire in the Nether already so they're going with acid rain.
Midas Tears- I don't like the feel of this material and I also feel like it trivializes gold to the point where mining gold out of the overworld is once again worthless. I feel it would be a simple matter to gather yourself some Midas Tear, create a gold farm and never want for gold again.
Zombie Pigmen Dropping Items- Again I feel this trivializes the mining of gold in the overworld as creative players will easily be able to construct zombie pigmen farms. (cheiftans, being more rare, should still drop their items)
Sticky Soulsand- I actually like most everything about this with the exception of the climbing mechanic, though I suspect that was added in becuase with the inability to jump one could easily become quite stuck in the stuff, I think a different method of escape should be devised.
Glowsand- I do not dislike the idea of glowsand, but rather its implementation. I feel the 2x2 recipe for making glowstone dust into glowstone should be maintained and a different recipe should be used to make glowsand, perhaps 3 across?
Glowstone Lamps- I feel this is unnecessary as similar ascetics can be achieved using fences and the added ease of the placement and removal seems to simply take away from the overall value of glowstone.
Soulsand's Necessity- I don't like that soulsand is required to place gloomshards, as I feel gloomshards will essentially be the "torch" of the Aether for dealing with daeylight. Having to lug around sand to plop down and then place the gloom shards seems unnecessarily complex. Perhaps the gloomshard growing mechanic could be maintained on soulsand while also allowing gloomshards to be placed more like torches?
Mushraves- While they do serve and interesting and unique purpose, their name and look seem all wrong for the Nether. Perhaps a simple reworking of their name and appearance could be managed?
Emergency Port- Seems unnecessary in my opinion.
Concerns:
Frightbulbs- I feel like these might be... gimicky? Unsure of the wording but I feel on the fence about these things' mechanics.
Numerous Mobs- Even now when I go into the Nether, get a bad spawn of Ghasts and have 5 or so of those baddies shooting at me at once, things get pretty chaotic and dangerous. This is primarily due to the Ghasts 100 block sight range I think. I just worry that with old dangers compiled upon new dangers things will at times get too chaotic not only for survival, but also for productivity. (That said, I do like most of the new mobs)
Corruption- Having all structures in the Nether eventually convert back to the brittle netherack seems a little to hash. In the current Nether having walls that can't be destroyed by Ghasts is a must for establishing any manner of permanent presence there. While the option to build your structures entirely out of obsidian exists, that seems a little time intensive. In general I like the idea of corruption, but I feel it needs a reworking of some sort, not sure how.
Mob Diversity- In the overworld each one of the mobs serves a specific purpose and represents a specific threat. I feel some of the mobs in the Nether might have overlapping roles at the moment, particularly the brand and the tunnel might. Perhaps this is not actually the case as playing something gives a much different feel than reading mechanics on paper.
Likes:
ABSOLUTELY EVERYTHING ELSE.
All of the ideas listed here seem incredible and amazing, and will in my opinion bring much needed life and adventure to the Nether and Minecraft overall.
Some of my particular favorites are:
Freezer- I really like the idea of having a reverse style crafting option and this opens up so many other possibilities, like the mentioned ice cream.
Soul Glass- I really like the function of clear blocks with resistance and I feel they are of appropriate difficulty to obtain.
Netherraze- I have felt since first venturing into the Nether that it needed some manner of valuable resource that would force me to construct dangerous mines in it. This is that resource. It seems appropriate and does not overwhelm players with an entire new set of minerals to obtain.
Gloomwood- Flavor and mechanics feel like an amazing fit to me. It's useful, potentially dangerous to harvest and adds the cold bleakness of Dante's final level of hell to the Nether.
Midas Tears- I don't like the feel of this material and I also feel like it trivializes gold to the point where mining gold out of the overworld is once again worthless. I feel it would be a simple matter to gather yourself some Midas Tear, create a gold farm and never want for gold again.
Zombie Pigmen Dropping Items- Again I feel this trivializes the mining of gold in the overworld as creative players will easily be able to construct zombie pigmen farms. (cheiftans, being more rare, should still drop their items)
Sticky Soulsand- I actually like most everything about this with the exception of the climbing mechanic, though I suspect that was added in becuase with the inability to jump one could easily become quite stuck in the stuff, I think a different method of escape should be devised.
Glowsand- I do not dislike the idea of glowsand, but rather its implementation. I feel the 2x2 recipe for making glowstone dust into glowstone should be maintained and a different recipe should be used to make glowsand, perhaps 3 across?
Glowstone Lamps- I feel this is unnecessary as similar ascetics can be achieved using fences and the added ease of the placement and removal seems to simply take away from the overall value of glowstone.
Soulsand's Necessity- I don't like that soulsand is required to place gloomshards, as I feel gloomshards will essentially be the "torch" of the Aether for dealing with daeylight. Having to lug around sand to plop down and then place the gloom shards seems unnecessarily complex. Perhaps the gloomshard growing mechanic could be maintained on soulsand while also allowing gloomshards to be placed more like torches?
Mushraves- While they do serve and interesting and unique purpose, their name and look seem all wrong for the Nether. Perhaps a simple reworking of their name and appearance could be managed?
Emergency Port- Seems unnecessary in my opinion.
1) You do realize how many "farms" are possible CURRENTLY in minecraft right? And how many would be FAR easier to get than a single bucket of Midas Tears? You seem to be trivializing the fight through the hellish caverns.
2) Seeing as there's little to no natural resources you can get by hand in the New Nether, this was almost a necessity to make the New Nether a place one could stay indefinitely. How would you propose you find enough Blood Diamond/Soul Glass/Netherraze WITHOUT going back to the Overworld, while NOT BEING ARMED?
3) Come up with one then man, don't just say "I don't like this, so you change it." We already came up with one.
4) Both Grey and I are in agreement that forcing a Glowsand -> Glowstone smelting process is how it should be done. Glowstone can still drop more than one, and the crafting grid will still be 2x2 glowstone dust, but there's just a step (and block) inbetween.
5) Apparently the idea of portable glowstone went right past you... cause that's what it is.
6) If you want to talk about Gloomwood "torches" then talk about those as a new addition. Don't critique an idea because you want to add functionality.
7) No, and no. Their form is based on real world 'shrooms, and their name a play on MUSHRoom.
Frightbulbs- I feel like these might be... gimicky? Unsure of the wording but I feel on the fence about these things' mechanics.
Numerous Mobs- Even now when I go into the Nether, get a bad spawn of Ghasts and have 5 or so of those baddies shooting at me at once, things get pretty chaotic and dangerous. This is primarily due to the Ghasts 100 block sight range I think. I just worry that with old dangers compiled upon new dangers things will at times get too chaotic not only for survival, but also for productivity. (That said, I do like most of the new mobs)
Corruption- Having all structures in the Nether eventually convert back to the brittle netherack seems a little to hash. In the current Nether having walls that can't be destroyed by Ghasts is a must for establishing any manner of permanent presence there. While the option to build your structures entirely out of obsidian exists, that seems a little time intensive. In general I like the idea of corruption, but I feel it needs a reworking of some sort, not sure how.
Mob Diversity- In the overworld each one of the mobs serves a specific purpose and represents a specific threat. I feel some of the mobs in the Nether might have overlapping roles at the moment, particularly the brand and the tunnel might. Perhaps this is not actually the case as playing something gives a much different feel than reading mechanics on paper.
1) They're mainly there as another collectable trap, and potential death cause for the New Nether. Damn near everything in this can kill you, but if you get rid of it before it can get you, it'll become another way for you to kill other things first.
2) Pretty sure it was noted that Ghast spawn rates will be lowered. And that's kinda the point. This mass amount of new mobs was meant to say "Don't come in here unless you're prepared". They all have considerations so that a single player/multiplayer experience will be a challenging but rewarding one. Plus if you remove this you remove the soul of the New Nether. "How can it be dog eat dog, if there's only one dog?"
3) This was made purely so that the second you come out of that portal you can't start laying cobble and feel safe. You have to play your safe house and plan it's structure so that it DOESN'T become brittle. Again, the point is to be UNINVITING BUT HABITABLE. This isn't going to be easy by a longshot.
4) As is, each mob presents a unique method of threat. The Brand and Mite have the closest method of attack, but one is significantly stronger than the other, the other can be found in more places than the one, and with the one you have one chance to kill it, while with the other it'll come back after you.
All the mobs were made to be different.
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Curse PremiumWhat about gold arrows? When arrows hit mida's tears they turn to gold arrows, and if you hit another player with them, it gives the same effect as though they had touched the liquid and all their items turn to gold.
then reading the comments made me rethink some stuff.... yea the nether is supposed to be all dead, but it just seems too dead. so i still agree with this..... i play on hard but mainly peaceful and it seems like theres never anything in the overworld and theres definetly nothing in the nether. when i go into the nether on hard, for some reason, i still dont find pigmen, and i almost never find ghasts for some reason....
i must get this if its ever worked on, along with the aether
I like the blood compasses, it's like a cultist blood brother thing. And about the gold arrows, what if there was only a, say 1 out of 8 chance or lower it would turn to gold?
Then I figured mobs would either be pointless cause there's too many on screen, or they're already ON screen.
And pointing to players would require multiple pointers and wouldn't exactly scale well from a small (5 man) server to a large (200 player) server.
Having two connected compasses would work, and would be only slightly more resource intensive than the regular compass, but a better multiplayer/friend interface would rule out the need for it.
I really like the blood compass name. But anyway, a way it could work is that when you craft the compass, it gives you two compasses, like ladders. You can throw one to someone else and those compasses will always point to one and other. Perhaps the name of the player who is currently holding the other compass would appear on or above the compass, so you could always know who was holding the other one(If no one was holding it, it would say nothing or just "None").
Wait, why would you give your blood compass the the guy you're trying to kill? Anyway, I was just thinking when the item was in your hand the words would appear.
Your one smartass let me tell you that!
it makes the nether much more environmental than just being there you know? i mean i go there but just for glow stone, if all the stuff you put out came in i'd build a summer home near both the midas river and the lake of fire
new nether FTW
I thought we addressed Midas Tears running into other flows as that it simply overwrites them.
I've taken down the "New topic weather" from the title, and since the post format is now back to normal I think we can start talking about something new.
Ideas?
For the skies! For Galaxia!
It has already been brought up several times and Grey and Sabata don't like it. There's too much fire in the Nether already so they're going with acid rain.
Mostly moved on. May check back a few times a year.
Dislikes:
Midas Tears- I don't like the feel of this material and I also feel like it trivializes gold to the point where mining gold out of the overworld is once again worthless. I feel it would be a simple matter to gather yourself some Midas Tear, create a gold farm and never want for gold again.
Zombie Pigmen Dropping Items- Again I feel this trivializes the mining of gold in the overworld as creative players will easily be able to construct zombie pigmen farms. (cheiftans, being more rare, should still drop their items)
Sticky Soulsand- I actually like most everything about this with the exception of the climbing mechanic, though I suspect that was added in becuase with the inability to jump one could easily become quite stuck in the stuff, I think a different method of escape should be devised.
Glowsand- I do not dislike the idea of glowsand, but rather its implementation. I feel the 2x2 recipe for making glowstone dust into glowstone should be maintained and a different recipe should be used to make glowsand, perhaps 3 across?
Glowstone Lamps- I feel this is unnecessary as similar ascetics can be achieved using fences and the added ease of the placement and removal seems to simply take away from the overall value of glowstone.
Soulsand's Necessity- I don't like that soulsand is required to place gloomshards, as I feel gloomshards will essentially be the "torch" of the Aether for dealing with daeylight. Having to lug around sand to plop down and then place the gloom shards seems unnecessarily complex. Perhaps the gloomshard growing mechanic could be maintained on soulsand while also allowing gloomshards to be placed more like torches?
Mushraves- While they do serve and interesting and unique purpose, their name and look seem all wrong for the Nether. Perhaps a simple reworking of their name and appearance could be managed?
Emergency Port- Seems unnecessary in my opinion.
Concerns:
Frightbulbs- I feel like these might be... gimicky? Unsure of the wording but I feel on the fence about these things' mechanics.
Numerous Mobs- Even now when I go into the Nether, get a bad spawn of Ghasts and have 5 or so of those baddies shooting at me at once, things get pretty chaotic and dangerous. This is primarily due to the Ghasts 100 block sight range I think. I just worry that with old dangers compiled upon new dangers things will at times get too chaotic not only for survival, but also for productivity. (That said, I do like most of the new mobs)
Corruption- Having all structures in the Nether eventually convert back to the brittle netherack seems a little to hash. In the current Nether having walls that can't be destroyed by Ghasts is a must for establishing any manner of permanent presence there. While the option to build your structures entirely out of obsidian exists, that seems a little time intensive. In general I like the idea of corruption, but I feel it needs a reworking of some sort, not sure how.
Mob Diversity- In the overworld each one of the mobs serves a specific purpose and represents a specific threat. I feel some of the mobs in the Nether might have overlapping roles at the moment, particularly the brand and the tunnel might. Perhaps this is not actually the case as playing something gives a much different feel than reading mechanics on paper.
Likes:
ABSOLUTELY EVERYTHING ELSE.
All of the ideas listed here seem incredible and amazing, and will in my opinion bring much needed life and adventure to the Nether and Minecraft overall.
Some of my particular favorites are:
Freezer- I really like the idea of having a reverse style crafting option and this opens up so many other possibilities, like the mentioned ice cream.
Soul Glass- I really like the function of clear blocks with resistance and I feel they are of appropriate difficulty to obtain.
Netherraze- I have felt since first venturing into the Nether that it needed some manner of valuable resource that would force me to construct dangerous mines in it. This is that resource. It seems appropriate and does not overwhelm players with an entire new set of minerals to obtain.
Gloomwood- Flavor and mechanics feel like an amazing fit to me. It's useful, potentially dangerous to harvest and adds the cold bleakness of Dante's final level of hell to the Nether.
1) You do realize how many "farms" are possible CURRENTLY in minecraft right? And how many would be FAR easier to get than a single bucket of Midas Tears? You seem to be trivializing the fight through the hellish caverns.
2) Seeing as there's little to no natural resources you can get by hand in the New Nether, this was almost a necessity to make the New Nether a place one could stay indefinitely. How would you propose you find enough Blood Diamond/Soul Glass/Netherraze WITHOUT going back to the Overworld, while NOT BEING ARMED?
3) Come up with one then man, don't just say "I don't like this, so you change it." We already came up with one.
4) Both Grey and I are in agreement that forcing a Glowsand -> Glowstone smelting process is how it should be done. Glowstone can still drop more than one, and the crafting grid will still be 2x2 glowstone dust, but there's just a step (and block) inbetween.
5) Apparently the idea of portable glowstone went right past you... cause that's what it is.
6) If you want to talk about Gloomwood "torches" then talk about those as a new addition. Don't critique an idea because you want to add functionality.
7) No, and no. Their form is based on real world 'shrooms, and their name a play on MUSHRoom.
1) They're mainly there as another collectable trap, and potential death cause for the New Nether. Damn near everything in this can kill you, but if you get rid of it before it can get you, it'll become another way for you to kill other things first.
2) Pretty sure it was noted that Ghast spawn rates will be lowered. And that's kinda the point. This mass amount of new mobs was meant to say "Don't come in here unless you're prepared". They all have considerations so that a single player/multiplayer experience will be a challenging but rewarding one. Plus if you remove this you remove the soul of the New Nether. "How can it be dog eat dog, if there's only one dog?"
3) This was made purely so that the second you come out of that portal you can't start laying cobble and feel safe. You have to play your safe house and plan it's structure so that it DOESN'T become brittle. Again, the point is to be UNINVITING BUT HABITABLE. This isn't going to be easy by a longshot.
4) As is, each mob presents a unique method of threat. The Brand and Mite have the closest method of attack, but one is significantly stronger than the other, the other can be found in more places than the one, and with the one you have one chance to kill it, while with the other it'll come back after you.
All the mobs were made to be different.