First of all, I think dungeons need massive improvement.
Dungeons in real life are not massive "strongholds" -- they are small rooms that are like medieval jails.
But in most videogames, especially RPGs, dungeons are large sometimes maze-like areas with monsters and treasure.
I think that these dungeons need massive improvement. They should be larger. The rooms should be 10 (width) by 10 (length) by 4 (height) and they should have 2 floors. Each floor should have 4 rooms, laid out evenly. To get from room to room, there is an iron door with a lever on both sides, which functions as each room's entrance.
In each dungeon, there should be stairs in 1 room leading to the top/bottom floor.
Each dungeon room should have 1 random monster spawner, and small chest, with the following items:
- Leather armour
- Iron armour/tools
- Gold armour/tools
- Diamond armour/tools (very very rare)
- These armours and tools should randomly spawn with enchantments
- Bows that are sometimes enchanted
- Arrows of course (sometimes)
- There should be iron and gold coins
These iron and gold coins can be crafted into ingots (9 in a crafting table) or sold to testificates for products (buy bookshelves from librarians, buy meat from butchers, etc etc) and you should be able to sell the same products to them for items that they specialize in.
There also needs to be a few more monsters added to the game to bring a nice RPG feeling.
Rat: Like the zombie, but twice as fast. As large as a pig. It drops 0-2 teeth upon death. 3 teeth can be crafted into a bone, and 1 tooth can be used as an arrow tip when crafting arrows.
Wolf: The other wolves will officially be known as dogs. These wolves are black, have red eyes, spawn anywhere on grass at night, and are like angry dogs. They attack without provocation and drop XP as well as 0-1 pelts, which can be crafted with an iron ingot to produce 4 leather.
Bat: Flies at you and constantly attacks like the zombie. Its as small as a real bat, and it is very common but very weak (5 hearts). Spawns anywhere dark, and you'll find lots of them in caves. It will despawn if it comes near light, so placing torches is a way to get rid of bats. Due to their commonness and weakness, they drop nothing, but they will still drop some XP.
Goblin: Only spawns on mossy cobblestone that is dark, so you will only find them in dungeons, and only in dungeon spawners. They are like zombies, but SLIGHTLY smaller, and they are quicker -- if you hit them, there is a small chance they will dodge the blow, jumping to the left or the right. They will quickly move into you and out when they attack, and they're quite deadly. When killed, they will drop 0-1 iron coins.
Ghost: Spawns anywhere dark, and it behaves and looks like the mo creatures phantom. When it is killed, it will drop nothing but XP (unless you can think of something. :wink.gif: )
Snake: These MOBs will look similiar to cobras. They only spawn on sand and grass and only attack at night, and they are slightly rare, but they poison when they bite. They will drop 0-2 poison fangs, which can be used to craft poison arrows (use fangs as the arrow tip.)
Demon: Red skinned black horned goat legged beasts with the same model as the player and zombies. These will only spawn in the Nether. They have the same AI as skeletons, and they fire blaze fireballs when they see you. When killed, they drop 0-1 obsidian. Spawners for them can also be found in Nether fortresses.
Dungeons spawners need large improvement. Rather than being a very strong block as well as something you would use to spawn MOBs, they should be weak easy to destroy blocks (as fast to destroy as dirt) that spawn enough MOBs to keep you overwhelmed (1 per 3 seconds). They will, however, only spawn MOBs if there are no blocks obstructing the path between you and the spawner. Firing an arrow at the dungeon spawner will destroy it instantly.
Also, there should be a stat level up system: every XP level you gain, you should be able to level up a certain stat by a small amount, like health regeneration, strength, speed, etc.
I also propose a new game mode...
ADVENTURE MODE! *draws out a sword ceremoniously* :tongue.gif:
In this mode, it is the same as survival, but there are some different things:
- Nothing is destructable, except for dungeon spawners
- All hostile MOBs will randomly drop gold coins, sometimes iron coins, and these coins are a counter at the top of the screen rather than an item in your inventory
- Trading with testificates is more encouraged this way, and they will function as the shopkeepers in adventure maps
- In adventure mode, the testificate prices are higher, and you cannot sell to them, you can only buy items from them
Also, along with this update, there should be pigman villages.
These villages consist of 4 small huts around a campfire. In each hut there is small treasure chests with things like stone tools, gold swords, and leather armour and some coins, none of the gear is enchanted. These huts each have a pigman dungeon spawner in them as well. These pigmen attack without provocation, and rarely drop pork when killed. They also drop gold coins, and they use gold swords. These villages should be 4 times as common as the testificate villages, and be sort of like a menace of the map, a scourge to destroy. :tongue.gif:
First of all, I think dungeons need massive improvement.
Dungeons in real life are not massive "strongholds" -- they are small rooms that are like medieval jails.
There are regular small rooms,you know the ones made of mossy cobble, randomly found all about the caves, and there are some in the strongholds themself.
It is, actually. Tell me what isn't well thought out. Is it the goblins dropping iron coins? I'm trying to think of some sort of nerf for them, but I think that them only spawning from dungeon spawners (which would rarely happen) would be a good one, especially because they'd overwhelm you with their numbers if you tried to "farm" them. Also, iron is quite common, so it doesn't exactly matter too much -- at least they aren't really common like the zombie pigmen.
well,like i said,dungeons are cubes of failure,the mobs inside are only there to die,i never faced a decent challenge with mojang updates:
dungeons- just break the spawner from below.
mineshafts-cave spiders a sissies,they too weak and easy kills.
strongholds-complete waste of programing,adding the fact that theres torches to make it even safer.
the end-diamond armor + shift,enderdragon is toast.
True, and they don't spawn enough, only enough to annoy you when you're trying to grab treasure. I think they need to be similiar to gauntlet monster spawners, constantly spawning monsters that overwhelm you, and you would have to find a small moment in which you can destroy the spawner from a range. Enemies aren't quite challenging in some areas (especially the ender dragon) and its better to add more MOBs, change dungeon spawn rates, use better AI, etc rather than just change damage and health values.
i couldn disagree more with it,you are making coins as a craftable item,they can might be patched by toomanyitems and therefore people overpower themselfes,also dungeons can simply exploited by your manner,its makes the original looks good,sorry,but i had to disagree,no extra dificulties,and theres too much prizes for so low effort,and this uses a ton of new mob,which will a pain in the @$$ to program,also have you ever thought of people that have more recourses to use,this means if i had the right tool and armor i could pass by this challege unharmed.
True, and they don't spawn enough, only enough to annoy you when you're trying to grab treasure. I think they need to be similiar to gauntlet monster spawners, constantly spawning monsters that overwhelm you, and you would have to find a small moment in which you can destroy the spawner from a range. Enemies aren't quite challenging in some areas (especially the ender dragon) and its better to add more MOBs, change dungeon spawn rates, use better AI, etc rather than just change damage and health values.
if you are outside a dungeon and make a hole close to the dungeon where you can grab the loot and the mobs can hit you,they wouldn became such annoyance.
i couldn disagree more with it,you are making coins as a craftable item,they can might be patched by toomanyitems and therefore people overpower themselfes,also dungeons can simply exploited by your manner,its makes the original looks good,sorry,but i had to disagree,no extra dificulties,and theres too much prizes for so low effort,and this uses a ton of new mob,which will a pain in the @$$ to program,also have you ever thought of people that have more recourses to use,this means if i had the right tool and armor i could pass by this challege unharmed.
If you had the right tools and armour, yes. Dude, its like every videogame. If you have the right weapon, you can easily pass the level, kill all the enemies, etc. But I'm thinking that if rats, bats, ghosts, etc are attacking you as well as zombies, etc, it would be more difficult, as well as more fun. A zombie that's very very strong is less fun to kill than a group of weak zombies that gang up on you all at once.
Coins are not craftable, they are dropped from certain MOBs and you can get them from testificates from trading. And what do you mean patched by TMI?
Dungeons can't be exploited unless you have the right equipment, just like the current dungeons (which are far too small and easy.) I'm suggesting that dungeons should be less easy to exploit. I'm sure that if you had iron armour and an iron sword, and you were being attacked by a dungeon spawner like what I am suggesting, (a MOB spawning every 3 seconds, unlike the current every 30-60 seconds) then you would find it difficult.
Too many prizes for such low effort? Once again, I think you're underestimating the challenges I'm proposing. :tongue.gif:
It would not be a pain in the ass to program. The rat could be taken from mo creatures and resized, I'm sure there's a bat model out there, Mojang appears to have no qualms about taking ideas and things from other mods (all the sprites from potioncraft) and it wouldn't be hard to program a zombie that moves at double speed, or a zombie that flies. Plus, Mojang's employees and Notch and Jeb are probably smarter with java than most mod makers, and once they get the AI programmer in, AI won't be as much of a problem.
If you really think minecraft is too easy though, thats fine by you, but not all of us think its too easy as well. I think that current dungeons are too easy, I agree, but you think that a 3 second spawning dungeon spawner is too weak... XD
if you are outside a dungeon and make a hole close to the dungeon where you can grab the loot and the mobs can hit you,they wouldn became such annoyance.
The beauty of minecraft, my friend, is its creativity. You can take the n00b's way to defeating dungeon creatures by making a hole like that, or you can grow some chest hairs and fight your way through them inside the dungeon. You can lock yourself in a house to prevent getting murdered by MOBs, etc. If they took away these features, they'd be taking away lots of creativity, and many people would stop playing minecraft
If you had the right tools and armour, yes. Dude, its like every videogame. If you have the right weapon, you can easily pass the level, kill all the enemies, etc. But I'm thinking that if rats, bats, ghosts, etc are attacking you as well as zombies, etc, it would be more difficult, as well as more fun. A zombie that's very very strong is less fun to kill than a group of weak zombies that gang up on you all at once.
Coins are not craftable, they are dropped from certain MOBs and you can get them from testificates from trading. And what do you mean patched by TMI?
Dungeons can't be exploited unless you have the right equipment, just like the current dungeons (which are far too small and easy.) I'm suggesting that dungeons should be less easy to exploit. I'm sure that if you had iron armour and an iron sword, and you were being attacked by a dungeon spawner like what I am suggesting, (a MOB spawning every 3 seconds, unlike the current every 30-60 seconds) then you would find it difficult.
Too many prizes for such low effort? Once again, I think you're underestimating the challenges I'm proposing. :tongue.gif:
It would not be a pain in the ass to program. The rat could be taken from mo creatures and resized, I'm sure there's a bat model out there, Mojang appears to have no qualms about taking ideas and things from other mods (all the sprites from potioncraft) and it wouldn't be hard to program a zombie that moves at double speed, or a zombie that flies. Plus, Mojang's employees and Notch and Jeb are probably smarter with java than most mod makers, and once they get the AI programmer in, AI won't be as much of a problem.
If you really think minecraft is too easy though, thats fine by you, but not all of us think its too easy as well. I think that current dungeons are too easy, I agree, but you think that a 3 second spawning dungeon spawner is too weak... XD
The beauty of minecraft, my friend, is its creativity. You can take the n00b's way to defeating dungeon creatures by making a hole like that, or you can grow some chest hairs and fight your way through them inside the dungeon. You can lock yourself in a house to prevent getting murdered by MOBs, etc. If they took away these features, they'd be taking away lots of creativity, and many people would stop playing minecraft
i undestand your point,but i dont agree with it,theres the easy way and the hard way (which involves creativity),most people would want the easy one,but your include a lot of stuff,it will be hard to program,and mod users can might exploit it,and my one is kinda simple,just a portal which leads to a challenge with your friends and fight thru a ramdom picked minigame and done,nothing too simple,but nothing too dificult either.
i undestand your point,but i dont agree with it,theres the easy way and the hard way (which involves creativity),most people would want the easy one,but your include a lot of stuff,it will be hard to program,and mod users can might exploit it,and my one is kinda simple,just a portal which leads to a challenge with your friends and fight thru a ramdom picked minigame and done,nothing too simple,but nothing too dificult either.
Your idea would actually be extremely difficult compared to mine. Mojang would have to add lots of little small dimensions for each minigame, and create new ones (unless you want dungeon portals to bring you to the same looted monsterless area.) Mine only requires a better dungeon building, and some code to be modififed.
The hard way does not involve creativity at all, actually, whenever I find a dungeon I always raid it, place lots of torches, take the treasures, break the torches, leave the room, break 2 blocks of the dungeon wall, and put a door. Then, I keep it as an area to harvest the MOB for its supplies. If its a dungeon spawner with a MOB spawner that is the same as another one I've found, I destroy it and mine all of the mossy cobblestone.
Being cheap is the more creative way, but being linear and looting the dungeon is very uncreative. :tongue.gif:
Your idea would actually be extremely difficult compared to mine. Mojang would have to add lots of little small dimensions for each minigame, and create new ones (unless you want dungeon portals to bring you to the same looted monsterless area.) Mine only requires a better dungeon building, and some code to be modififed.
The hard way does not involve creativity at all, actually, whenever I find a dungeon I always raid it, place lots of torches, take the treasures, break the torches, leave the room, break 2 blocks of the dungeon wall, and put a door. Then, I keep it as an area to harvest the MOB for its supplies. If its a dungeon spawner with a MOB spawner that is the same as another one I've found, I destroy it and mine all of the mossy cobblestone.
Being cheap is the more creative way, but being linear and looting the dungeon is very uncreative. :tongue.gif:
so basically,people only dungeons to farm,nothing more,nothing else,my suggestion is kinda simple,only one extra dimension can exist at time,a lot of them would cause a super-duper-super lag,you are just making dungeons like nether fortress,basically,its hard to see the diference of your suggestion and a unlit stronghold.
Dungeons in real life are not massive "strongholds" -- they are small rooms that are like medieval jails.
But in most videogames, especially RPGs, dungeons are large sometimes maze-like areas with monsters and treasure.
I think that these dungeons need massive improvement.
In each dungeon, there should be stairs in 1 room leading to the top/bottom floor.
Each dungeon room should have 1 random monster spawner, and small chest, with the following items:
- Leather armour
- Iron armour/tools
- Gold armour/tools
- Diamond armour/tools (very very rare)
- These armours and tools should randomly spawn with enchantments
- Bows that are sometimes enchanted
- Arrows of course (sometimes)
- There should be iron and gold coins
These iron and gold coins can be crafted into ingots (9 in a crafting table) or sold to testificates for products (buy bookshelves from librarians, buy meat from butchers, etc etc) and you should be able to sell the same products to them for items that they specialize in.
There also needs to be a few more monsters added to the game to bring a nice RPG feeling.
Rat: Like the zombie, but twice as fast. As large as a pig. It drops 0-2 teeth upon death. 3 teeth can be crafted into a bone, and 1 tooth can be used as an arrow tip when crafting arrows.
Wolf: The other wolves will officially be known as dogs. These wolves are black, have red eyes, spawn anywhere on grass at night, and are like angry dogs. They attack without provocation and drop XP as well as 0-1 pelts, which can be crafted with an iron ingot to produce 4 leather.
Bat: Flies at you and constantly attacks like the zombie. Its as small as a real bat, and it is very common but very weak (5 hearts). Spawns anywhere dark, and you'll find lots of them in caves. It will despawn if it comes near light, so placing torches is a way to get rid of bats. Due to their commonness and weakness, they drop nothing, but they will still drop some XP.
Goblin: Only spawns on mossy cobblestone that is dark, so you will only find them in dungeons, and only in dungeon spawners. They are like zombies, but SLIGHTLY smaller, and they are quicker -- if you hit them, there is a small chance they will dodge the blow, jumping to the left or the right. They will quickly move into you and out when they attack, and they're quite deadly. When killed, they will drop 0-1 iron coins.
Ghost: Spawns anywhere dark, and it behaves and looks like the mo creatures phantom. When it is killed, it will drop nothing but XP (unless you can think of something. :wink.gif: )
Snake: These MOBs will look similiar to cobras. They only spawn on sand and grass and only attack at night, and they are slightly rare, but they poison when they bite. They will drop 0-2 poison fangs, which can be used to craft poison arrows (use fangs as the arrow tip.)
Demon: Red skinned black horned goat legged beasts with the same model as the player and zombies. These will only spawn in the Nether. They have the same AI as skeletons, and they fire blaze fireballs when they see you. When killed, they drop 0-1 obsidian. Spawners for them can also be found in Nether fortresses.
Dungeons spawners need large improvement. Rather than being a very strong block as well as something you would use to spawn MOBs, they should be weak easy to destroy blocks (as fast to destroy as dirt) that spawn enough MOBs to keep you overwhelmed (1 per 3 seconds). They will, however, only spawn MOBs if there are no blocks obstructing the path between you and the spawner. Firing an arrow at the dungeon spawner will destroy it instantly.
Also, there should be a stat level up system: every XP level you gain, you should be able to level up a certain stat by a small amount, like health regeneration, strength, speed, etc.
I also propose a new game mode...
ADVENTURE MODE! *draws out a sword ceremoniously* :tongue.gif:
In this mode, it is the same as survival, but there are some different things:
- Nothing is destructable, except for dungeon spawners
- All hostile MOBs will randomly drop gold coins, sometimes iron coins, and these coins are a counter at the top of the screen rather than an item in your inventory
- Trading with testificates is more encouraged this way, and they will function as the shopkeepers in adventure maps
- In adventure mode, the testificate prices are higher, and you cannot sell to them, you can only buy items from them
Also, along with this update, there should be pigman villages.
These villages consist of 4 small huts around a campfire. In each hut there is small treasure chests with things like stone tools, gold swords, and leather armour and some coins, none of the gear is enchanted. These huts each have a pigman dungeon spawner in them as well. These pigmen attack without provocation, and rarely drop pork when killed. They also drop gold coins, and they use gold swords. These villages should be 4 times as common as the testificate villages, and be sort of like a menace of the map, a scourge to destroy. :tongue.gif:
There are regular small rooms,you know the ones made of mossy cobble, randomly found all about the caves, and there are some in the strongholds themself.
Retired Moderator on Craftyn Towny
It is, actually. Tell me what isn't well thought out. Is it the goblins dropping iron coins? I'm trying to think of some sort of nerf for them, but I think that them only spawning from dungeon spawners (which would rarely happen) would be a good one, especially because they'd overwhelm you with their numbers if you tried to "farm" them. Also, iron is quite common, so it doesn't exactly matter too much -- at least they aren't really common like the zombie pigmen.
dungeons- just break the spawner from below.
mineshafts-cave spiders a sissies,they too weak and easy kills.
strongholds-complete waste of programing,adding the fact that theres torches to make it even safer.
the end-diamond armor + shift,enderdragon is toast.
True, and they don't spawn enough, only enough to annoy you when you're trying to grab treasure. I think they need to be similiar to gauntlet monster spawners, constantly spawning monsters that overwhelm you, and you would have to find a small moment in which you can destroy the spawner from a range.
if you are outside a dungeon and make a hole close to the dungeon where you can grab the loot and the mobs can hit you,they wouldn became such annoyance.
If you had the right tools and armour, yes. Dude, its like every videogame. If you have the right weapon, you can easily pass the level, kill all the enemies, etc. But I'm thinking that if rats, bats, ghosts, etc are attacking you as well as zombies, etc, it would be more difficult, as well as more fun. A zombie that's very very strong is less fun to kill than a group of weak zombies that gang up on you all at once.
Coins are not craftable, they are dropped from certain MOBs and you can get them from testificates from trading. And what do you mean patched by TMI?
Dungeons can't be exploited unless you have the right equipment, just like the current dungeons (which are far too small and easy.) I'm suggesting that dungeons should be less easy to exploit. I'm sure that if you had iron armour and an iron sword, and you were being attacked by a dungeon spawner like what I am suggesting, (a MOB spawning every 3 seconds, unlike the current every 30-60 seconds) then you would find it difficult.
Too many prizes for such low effort? Once again, I think you're underestimating the challenges I'm proposing. :tongue.gif:
It would not be a pain in the ass to program. The rat could be taken from mo creatures and resized, I'm sure there's a bat model out there, Mojang appears to have no qualms about taking ideas and things from other mods (all the sprites from potioncraft) and it wouldn't be hard to program a zombie that moves at double speed, or a zombie that flies. Plus, Mojang's employees and Notch and Jeb are probably smarter with java than most mod makers, and once they get the AI programmer in, AI won't be as much of a problem.
If you really think minecraft is too easy though, thats fine by you, but not all of us think its too easy as well. I think that current dungeons are too easy, I agree, but you think that a 3 second spawning dungeon spawner is too weak... XD
The beauty of minecraft, my friend, is its creativity. You can take the n00b's way to defeating dungeon creatures by making a hole like that, or you can grow some chest hairs and fight your way through them inside the dungeon. You can lock yourself in a house to prevent getting murdered by MOBs, etc. If they took away these features, they'd be taking away lots of creativity, and many people would stop playing minecraft
i undestand your point,but i dont agree with it,theres the easy way and the hard way (which involves creativity),most people would want the easy one,but your include a lot of stuff,it will be hard to program,and mod users can might exploit it,and my one is kinda simple,just a portal which leads to a challenge with your friends and fight thru a ramdom picked minigame and done,nothing too simple,but nothing too dificult either.
Your idea would actually be extremely difficult compared to mine. Mojang would have to add lots of little small dimensions for each minigame, and create new ones (unless you want dungeon portals to bring you to the same looted monsterless area.) Mine only requires a better dungeon building, and some code to be modififed.
The hard way does not involve creativity at all, actually, whenever I find a dungeon I always raid it, place lots of torches, take the treasures, break the torches, leave the room, break 2 blocks of the dungeon wall, and put a door. Then, I keep it as an area to harvest the MOB for its supplies. If its a dungeon spawner with a MOB spawner that is the same as another one I've found, I destroy it and mine all of the mossy cobblestone.
Being cheap is the more creative way, but being linear and looting the dungeon is very uncreative. :tongue.gif:
so basically,people only dungeons to farm,nothing more,nothing else,my suggestion is kinda simple,only one extra dimension can exist at time,a lot of them would cause a super-duper-super lag,you are just making dungeons like nether fortress,basically,its hard to see the diference of your suggestion and a unlit stronghold.
Umm, not to disagree with you, but this is minecraft... but all of the other ones are well put up
but I dont disagree and agree.