You're out on your own. There's a whole world out there to explore. The tools of your trade are close to hand. You don a suit of armor to protect you from the world. Somehow though, it seems like something is...missing. Your handy tools just seem to be lacking some basic utility you need. It is time to create some new specialized accessories to help you along your way.
This thread is about utility items. Special things you can carry with you that serve an added purpose. I'll be discussing added functionality for a few things already in the game, and several new items. Additionally, I'll propose two systems to handle these new functions. The first is a toggle system, which relies on right clicking with the item in hand, much like how soil cultivation with the hoe works now. The second will be how the item would work as equipment, assuming the addition of one or more "accessory slots". If that were used, how many would be up to of course (personally, though, I think that two is fair).
Compass The compass would be largely unchanged from the standard game. It would still serve the same purpose and be crafted in the same way as it is now. R-Click Right clicking the compass would pin or unpin a compass display to the HUD, so long as you have a compass in inventory. Equip Equipping a compass would work the same as right clicking. Unequip it and it removes the compass element from the HUD.
Clock Like the Compass, the clock would be unchanged. It would work the same way for right clicking and equipping, so there's also no need to replicate those sections.
Map Once again, like the Clock and Compass. Either method would add a Mini-map element to the player HUD.
Golden Apple If the right clicking method for Accessories were employed, then the ability to eat golden apples would be lost. If equipped, it would be adjusted slightly instead. R-Click This is considered the "sub-optimal" approach. A right clicked Golden Apple would still be consumed as usual, but rather than healing the player to full restoring hunger it would give them a ten-heart "buffer", represented by a golden outline around their hearts. These bonus HP would be lost before normal HP (essentially raising hit points by ten) but could only be regained once lost through another Golden Apple. Equip As an equipped item, the Golden Apple would still give ten temporary hearts, however, it would function similar to a piece of armor, losing durability as bonus hearts are lost. It could also be unequipped once used, allowing bonus points to be saved for specific purposes rather than wasted on every bump and scrape the player takes. Finally, the apple could still be eaten for immediate healing as before, save that it would heal only up to its remaining "charge". Note:I do not agree with the new function of the golden apple under the current hunger-based system. It is my opinion that it should have been allowed to retain its healing properties.
Quiver Though not an item currently in the game, did at one time consider adding a quiver. With the addition of special accessories, this could be done. It would replace inventory based ammunition for bows altogether, instead providing a set of extra inventory spaces from which bows would draw their ammo. This both frees a bow user to have a less cluttered inventory, and makes the idea of multiple arrow types (iron, gold, etc...) more practical. A quiver is unable to hold items that are not arrows. The quiver would only have four slots itself, but as it takes up only one space in the inventory, this is a net gain. R-Click Using this method, right-clicking would bring up a menu like when you open a chest. Equip As a piece of equipment, the quiver would add its inventory slots to an extra section in the main inventory subscreen. This could actually be combined with the right-click method for ease of use, with equipping being required to actually use the arrows in the quiver. Crafting
Sack The original, simple, semi-all-purpose container. It holds less than a chest and can't be combined for more space, but you can take it with you. It holds nine item slots and (unlike a quiver) can be used to store anything at all. A sack with something in it cannot be placed into another sack, though an empty one can. With the exception that it does not supply ammunition, a sack would work the same as a quiver. Crafting
Spyglass Every explorer's friend, the spyglass serves a simple purpose. It allows you to see things that are far away. Likely to be an invaluable tool for spotting hidden dangers and distant resources, it would give you just what I'm sure you've always wanted...a zoom feature. R-Click Simple and easy. Click once to zoom in, click again to zoom out. Automatically leaves zoom if you switch to another tool. Equip As an equipped item, the spyglass would lose some functionality, and gain others. While equipped, the player would not toggle zoom, but could instead enter zoom at any time by holding down the "E" key. The advantages to this system are the ability to use with other items ("Creepers in the mist! Better use my Golden Apple...") and that you could zoom even while riding a vehicle. Crafting
I think that's enough for now, to show how the concept could work. I feel that this addition could allow for a great deal of added utility, as well as more flexible playing styles.
You invade this world claiming it as your own simply by your presence.
You slaughter animals for their hides and flesh.
You destroy the landscape and gouge out the earth to build your monuments to vanity.
And yet you call me monster.
i think its because you posted 5 ideas in one thread instead of posting 1 idea in 1 thread, as the forum rules state.
It is one suggestion, and perfectly in keeping with the rules. My suggestion is to add in slots for accessory items to be equipped to our Minecraft character. The rest is nothing more than examples, intended to demonstrate how and why such an addition would be a useful addition to the game. Otherwise, people would respond with things like "Why do we need that when there's no use for it?" or "Minecraft doesn't need to add a whole bunch of RPG elements there's no good reason for." and the like. I also provided an alternate version of each of my examples, in case anyone likes them, but not the idea of a new equipment slot.
However, if you disagree with the validity of the topic, the Report button is right there. I would be happy to discuss the focus of the subject matter with a moderator.
I am heavy posting guy. And THIS, is my signature. She gets 200 views every day and uses $400 custom fonts at 10,000 words per minute. It costs four hundred THOUSAND dollars to view this signature, for 12 seconds... Some people think they can out post me... Maybe... I've yet to see one out post signature.
Very interesting ideas. I like those types of helpful items. They are crucial details capable of improving the game without escaping Minecraft's concept.
What about some sort of item to help the player in underwater environments? Some sort of breathing apparatus - Maybe a Snorkel to allow you to breathe while two blocks underwater or so.
Or maybe some sort of item, like the Golden Apple, (Silver Apple?) that would increase the ammount of breath bubbles you have or increase the time between they are spent.
Just some thoughts. Keep at it!
I like the idea, though I think any kind of diving equipment would better fit my other suggestion...maybe some synergy between them there?
This thread is about utility items. Special things you can carry with you that serve an added purpose. I'll be discussing added functionality for a few things already in the game, and several new items. Additionally, I'll propose two systems to handle these new functions. The first is a toggle system, which relies on right clicking with the item in hand, much like how soil cultivation with the hoe works now. The second will be how the item would work as equipment, assuming the addition of one or more "accessory slots". If that were used, how many would be up to
Compass The compass would be largely unchanged from the standard game. It would still serve the same purpose and be crafted in the same way as it is now.
R-Click Right clicking the compass would pin or unpin a compass display to the HUD, so long as you have a compass in inventory.
Equip Equipping a compass would work the same as right clicking. Unequip it and it removes the compass element from the HUD.
Clock Like the Compass, the clock would be unchanged. It would work the same way for right clicking and equipping, so there's also no need to replicate those sections.
Map Once again, like the Clock and Compass. Either method would add a Mini-map element to the player HUD.
Golden Apple If the right clicking method for Accessories were employed, then the ability to eat golden apples would be lost. If equipped, it would be adjusted slightly instead.
R-Click This is considered the "sub-optimal" approach. A right clicked Golden Apple would still be consumed as usual, but rather than
healing the player to fullrestoring hunger it would give them a ten-heart "buffer", represented by a golden outline around their hearts. These bonus HP would be lost before normal HP (essentially raising hit points by ten) but could only be regained once lost through another Golden Apple.Equip As an equipped item, the Golden Apple would still give ten temporary hearts, however, it would function similar to a piece of armor, losing durability as bonus hearts are lost. It could also be unequipped once used, allowing bonus points to be saved for specific purposes rather than wasted on every bump and scrape the player takes. Finally, the apple could still be eaten for immediate healing as before, save that it would heal only up to its remaining "charge".
Note: I do not agree with the new function of the golden apple under the current hunger-based system. It is my opinion that it should have been allowed to retain its healing properties.
Quiver Though not an item currently in the game,
R-Click Using this method, right-clicking would bring up a menu like when you open a chest.
Equip As a piece of equipment, the quiver would add its inventory slots to an extra section in the main inventory subscreen. This could actually be combined with the right-click method for ease of use, with equipping being required to actually use the arrows in the quiver.
Crafting
Sack The original, simple, semi-all-purpose container. It holds less than a chest and can't be combined for more space, but you can take it with you. It holds nine item slots and (unlike a quiver) can be used to store anything at all. A sack with something in it cannot be placed into another sack, though an empty one can. With the exception that it does not supply ammunition, a sack would work the same as a quiver.
Crafting
Spyglass Every explorer's friend, the spyglass serves a simple purpose. It allows you to see things that are far away. Likely to be an invaluable tool for spotting hidden dangers and distant resources, it would give you just what I'm sure you've always wanted...a zoom feature.
R-Click Simple and easy. Click once to zoom in, click again to zoom out. Automatically leaves zoom if you switch to another tool.
Equip As an equipped item, the spyglass would lose some functionality, and gain others. While equipped, the player would not toggle zoom, but could instead enter zoom at any time by holding down the "E" key. The advantages to this system are the ability to use with other items ("Creepers in the mist! Better use my Golden Apple...") and that you could zoom even while riding a vehicle.
Crafting
I think that's enough for now, to show how the concept could work. I feel that this addition could allow for a great deal of added utility, as well as more flexible playing styles.
Oh yeah, One more thing.
CAPES
CAPES
CAPES!!!
This would be a great addition in Minecraft. Diamonds to you.
You slaughter animals for their hides and flesh.
You destroy the landscape and gouge out the earth to build your monuments to vanity.
And yet you call me monster.
~creeper
i think its because you posted 5 ideas in one thread instead of posting 1 idea in 1 thread, as the forum rules state.
It is one suggestion, and perfectly in keeping with the rules. My suggestion is to add in slots for accessory items to be equipped to our Minecraft character. The rest is nothing more than examples, intended to demonstrate how and why such an addition would be a useful addition to the game. Otherwise, people would respond with things like "Why do we need that when there's no use for it?" or "Minecraft doesn't need to add a whole bunch of RPG elements there's no good reason for." and the like. I also provided an alternate version of each of my examples, in case anyone likes them, but not the idea of a new equipment slot.
However, if you disagree with the validity of the topic, the Report button is right there. I would be happy to discuss the focus of the subject matter with a moderator.
There goes my head.
Fantastic post, good work.
I like the idea, though I think any kind of diving equipment would better fit my other suggestion...maybe some synergy between them there?