Disclaimer: I want to apologize in advance if somebody else has already posted this concept. I did a quick look through the forums and a Google search to see if I could find anything on the topic. My searches were fruitless. If you did come up with this concept before me (or had a similar idea), please post on this thread and I will add your link to this post and you will receive credit.
Basic Concept:
When the world is generated, each mineral patch would have a quality stat attached to it. Lets say for example the quality range is 1 - 8 (power of 2 ftw). Minerals crafted into items would inherit this quality stat. Each item type would be enhanced based off of quality stat of minerals it was forged from:
Tools: How many uses before they break/How fast the tool mines.
Weapons: How much damage they do.
Armor: How much damage they absorb.
Set Blocks: How many hits they take to break (Build your house out of 7.53 quality cobblestone and watch a griefer go through multiple picks trying to take it down!) Using different types of minerals already does this. Think of quality as a possible fine tuning mechanism.
Distribution of mineral quality could be in a bell curve favoring average quality minerals:
Doing so would cause higher quality minerals to be more rare, and more sought-after.
Endgame Enhancement
Finding diamond was already rare, finding diamond with a very high quality would be even more rare and rewarding. This would give users a new endgame outlet: Crafting the highest quality Tools, Armor, Weapons possible. Users who spend more time finding higher quality minerals would be able to mine more efficiently, be more successful in PvE and PvP.
Choices Based Off Quality
With the quality stat, users would a new array of choices to make. For example:
Should I use this high quality diamond to make a more reliable mining tool for mining or a more powerful sword? Should I use my high quality armor and weapons to fight this group of creeps knowing that there is a higher probability I would be successful, but with a chance of losing my gear? Should I combine this average quality stack of diamond with this high quality stack of diamond to yield me two above average stacks of diamond? (More on this below)
Implementation Problems and Solutions:
Stacking of Different Quality Minerals
Different quality minerals shouldn't stack natively. The user should have to make a choice on combining the stacks and averaging the qualities.
For example: + =
Math: ((6.48*5) + (7.8*6))/11 = 7.2
Here the user decided to combine a very high quality wood with an above average quality wood to net a larger above average quality stack of wood.
The downside to this is, the user's inventory will fill up fast and require a lot of attention. The solution could be a quality threshold.
Quality Threshold
Have a setting in the inventory that allows to set a low - high threshold for quality. Anything within this threshold will auto stack. For example, if the user's threshold was set up for 1 to 6 quality. It would auto stack any quality within those ranges. If it was higher than 6 or lower than 1, it would only stack same quality minerals and would require user to make a decision on averaging the qualities or not.
Crafting:
The crafting would be the same for the most part, only adding more choice when choosing minerals to use based off of quality.
If the user used minerals of the same quality, the end product would have the same quality:
Math: (6.4 + 6.4)/2 = 6.4
If the user used minerals of different quality, the end product would have an averaged quality:
Math: (6.4 + 2.0)/2 = 4.1
Conclusion:
Implementing a quality stat to minerals would give the game more depth, choice, and more play time. Users could enjoy having to make choices based off the quality of the minerals, instead of just the type of mineral. This could make endgame, PvE, and PvP more fun and reward users that spend more time in the game.
If you like this idea, post something on this thread... Bump it! Let's see if we can get Notch to see it and implement it into the game.
This would be just plain annoying.
"Oops, my inventory was filled up after digging a few mining shafts. How could this happen? Oh. Different quality cobblestone. This is stupid, and takes up too much space!"
It would take up too much space, and most people would end up combining the stacks anyways, without thought to the quality, so it just adds a lot of unnecessary new items. Also, think of how to code it. Different colours of wool have different damages associated to them, are you going to do that to each and every block? That would really slow the game down.
Rollback Post to RevisionRollBack
Quote from deathguardian97 »
Let's suffice to say I don't think using frickin flint and steel is going to light moss on fire...
Yeah, I already get annoyed with my inventory filling up with dirt! Lol! Thats why I suggested the Quality Threshold: Anything between x - y quality auto combine. If it's not inbetween x - y, It must be really good and I want to keep separate to make my really high quality sword for PvP. :smile.gif:
This would just make things annoyingly too complex. I don't want to have to scour the land for enough Stone to build an effective bunker.
Heh, maybe it's just me... but every time I play Minecraft I wish it was a bit more complex. It makes me want to play Star Wars Galaxies (pre Combat Upgrade). Oh what I would do for a new Sandbox MMO :smile.gif:
Yeah, I already get annoyed with my inventory filling up with dirt! Lol! Thats why I suggested the Quality Threshold: Anything between x - y quality auto combine. If it's not inbetween x - y, It must be really good and I want to keep separate to make my really high quality sword for PvP. :smile.gif:
That's not m point; why would I want the usefulness of a material be unreliable? If I want to build something out of wood, I want that wood to have the same strength throughout the structure. If I want better than wood, I would get stone, and I want that stone to always be better than wood. If I want better than rock, I would get Obsidian, etc. etc. etc. I want to build a sword with a guarantee that it won't suck, which is exactly what this idea DOESN'T give.
Yeah, I already get annoyed with my inventory filling up with dirt! Lol! Thats why I suggested the Quality Threshold: Anything between x - y quality auto combine. If it's not inbetween x - y, It must be really good and I want to keep separate to make my really high quality sword for PvP. :smile.gif:
I think most people would set it from the min to the max, because it'll be just too annoying to combine by hand and/or sift through to find the best quality.
Also, how would it tell what quality the block is?
Rollback Post to RevisionRollBack
Quote from deathguardian97 »
Let's suffice to say I don't think using frickin flint and steel is going to light moss on fire...
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Basic Concept:
When the world is generated, each mineral patch would have a quality stat attached to it. Lets say for example the quality range is 1 - 8 (power of 2 ftw). Minerals crafted into items would inherit this quality stat. Each item type would be enhanced based off of quality stat of minerals it was forged from:
Tools: How many uses before they break/How fast the tool mines.
Weapons: How much damage they do.
Armor: How much damage they absorb.
Set Blocks: How many hits they take to break (Build your house out of 7.53 quality cobblestone and watch a griefer go through multiple picks trying to take it down!)
Using different types of minerals already does this. Think of quality as a possible fine tuning mechanism.
Distribution of mineral quality could be in a bell curve favoring average quality minerals:
Doing so would cause higher quality minerals to be more rare, and more sought-after.
Endgame Enhancement
Finding diamond was already rare, finding diamond with a very high quality would be even more rare and rewarding. This would give users a new endgame outlet: Crafting the highest quality Tools, Armor, Weapons possible. Users who spend more time finding higher quality minerals would be able to mine more efficiently, be more successful in PvE and PvP.
Choices Based Off Quality
With the quality stat, users would a new array of choices to make. For example:
Implementation Problems and Solutions:
Stacking of Different Quality Minerals
Different quality minerals shouldn't stack natively. The user should have to make a choice on combining the stacks and averaging the qualities.
For example:
Math: ((6.48*5) + (7.8*6))/11 = 7.2
Here the user decided to combine a very high quality wood with an above average quality wood to net a larger above average quality stack of wood.
The downside to this is, the user's inventory will fill up fast and require a lot of attention. The solution could be a quality threshold.
Quality Threshold
Have a setting in the inventory that allows to set a low - high threshold for quality. Anything within this threshold will auto stack. For example, if the user's threshold was set up for 1 to 6 quality. It would auto stack any quality within those ranges. If it was higher than 6 or lower than 1, it would only stack same quality minerals and would require user to make a decision on averaging the qualities or not.
Crafting:
The crafting would be the same for the most part, only adding more choice when choosing minerals to use based off of quality.
If the user used minerals of the same quality, the end product would have the same quality:
Math: (6.4 + 6.4)/2 = 6.4
If the user used minerals of different quality, the end product would have an averaged quality:
Math: (6.4 + 2.0)/2 = 4.1
Conclusion:
Implementing a quality stat to minerals would give the game more depth, choice, and more play time. Users could enjoy having to make choices based off the quality of the minerals, instead of just the type of mineral. This could make endgame, PvE, and PvP more fun and reward users that spend more time in the game.
If you like this idea, post something on this thread... Bump it! Let's see if we can get Notch to see it and implement it into the game.
Thanks,
-RoflRAWR
"Oops, my inventory was filled up after digging a few mining shafts. How could this happen? Oh. Different quality cobblestone. This is stupid, and takes up too much space!"
It would take up too much space, and most people would end up combining the stacks anyways, without thought to the quality, so it just adds a lot of unnecessary new items. Also, think of how to code it. Different colours of wool have different damages associated to them, are you going to do that to each and every block? That would really slow the game down.
Heh, maybe it's just me... but every time I play Minecraft I wish it was a bit more complex. It makes me want to play Star Wars Galaxies (pre Combat Upgrade). Oh what I would do for a new Sandbox MMO :smile.gif:
That's not m point; why would I want the usefulness of a material be unreliable? If I want to build something out of wood, I want that wood to have the same strength throughout the structure. If I want better than wood, I would get stone, and I want that stone to always be better than wood. If I want better than rock, I would get Obsidian, etc. etc. etc. I want to build a sword with a guarantee that it won't suck, which is exactly what this idea DOESN'T give.
I think most people would set it from the min to the max, because it'll be just too annoying to combine by hand and/or sift through to find the best quality.
Also, how would it tell what quality the block is?