1. MOB eggs should be throwable, and they should be launchable from dispensers. This way we can have traps that create monsters and don't have to create really really big dark spaces or use mods to get monster spawners.
2. In creative, we should be able to place monster spawners, and we should be able to right click them in creative and change what creature they create from a certain list. I know this sounds a bit dumb because of my MOB egg suggestion, but it would be great to have variety.
3. More work on villagers should be done. You should be able to buy/sell stuff with them (gold coins, made from 4 gold nuggets, is the currency. 4 gold nuggets = 8 gold coins) and what they sell/buy depends on their profession. Normal farmer villagers cannot be traded with. If you hurt any villagers or open their chests, the guards in the village (who wear blue robes, iron armour and use iron swords) will attack you. The guards will attack any minecraft enemies that come near them, and take no damage + not make creepers explode.
5. You can recruit guards to join you, follow you, and attack what you hurt like dogs. It takes alot of coins though, (100 or so) and they will not be invincible to MOBs when they are your guards. They will cause creepers to explode as well. They can be healed with any food, and will notify you if they're hurt. You can also change what armour and sword the guard uses -- just right click them when they're your guards and you can modify their inventory. :smile.gif: Basically they're like wolves except they can have their equipment customized and they aren't as dumb :biggrin.gif:
4. In creative, when you right click a villager, a menu will come up. This menu will allow you to change their profession, so that you can buy certain things from them. You can even make them be guards who will attack players on sight, allowing for a human enemy in adventure maps. (of course, they won't despawn.)
5. Dungeons need more work. They should be larger, with multiple rooms, doors and levers so you don't need to break cobblestone to enter, and have treasure such as gold, iron, and tools/armour that may or may not be enchanted, as well as potions. Sometimes (very occasionally) they should spawn popping out into the surface, so that you can see and raid surface dungeons. I'm really surprised and disappointed they didn't do this as soon as they added enchantments and potions. :sad.gif:
6. A few MOBs should be added to make the game more adventurey. Snakes who poison you and drop snake fangs (which can be brewed into poison potions but they can't be eaten like spider eyes), bats who are very weak and only drop XP but swarm you in caves, ghosts who drop gunpowder, and giant rats who move very fast and drop teeth (3 teeth = bone, 1 tooth + stick + feather = 4 arrows) should be added. The game is very bland with just zombies, skeletons, creepers, endermen and spiders, and it needs just these few MOBs to seem adventurey. :smile.gif:
7. Adventure mode should be added. In this mode, blocks cannot be broken, you cannot open dispensers and take out items from them, and all MOBs should drop 1-4 gold coins when killed instead of their normal drops so that its like playing an RPG -- usually in RPGs, all monsters who you slay will drop money, whether they're goblins or demons or giant spiders. Also, if you generate a map in adventure mode, you will start in an NPC village.
8. I will explain more about the coins system. Coins are kept as a variable instead of an item -- the EXP level thing should say "Lvl 1" (1 is just an example of a number) and above, there should be golden text saying "Coins: " and then a certain number. When you craft coins and click the result of the recipe, it will disappear and coins will be added to your coin counter. This coins system could be utilized in plugins as well as in NPC villager shops. All players will start with 10 coins in adventure mode, but 0 in survival mode.
Great ideas! But as for the mob eggs, I think while they are in dispensers they should be invisible and untouchable unless you are in creative, so players can't loot them. Piggles Supports!
Rollback Post to RevisionRollBack
Be caring, please help my dragon hatch by giving him a little click.
#5 = Strongholds, if I understand what you're saying.I totally agree with #1, mob eggs should act just like normal eggs. Not being able to throw them stinks :l
Good suggestions! c:
EDIT:
I'm fine with villagers being as dumb as they are now, you don't have to worry when stealing from their chests.
#5 = Strongholds, if I understand what you're saying.I totally agree with #1, mob eggs should act just like normal eggs. Not being able to throw them stinks :l
Good suggestions! c:
EDIT:
I'm fine with villagers being as dumb as they are now, you don't have to worry when stealing from their chests.
Strongholds are very very very very rare, so NO, they are NOT a substitute for what I'm looking for :wink.gif:
Great ideas! But as for the mob eggs, I think while they are in dispensers they should be invisible and untouchable unless you are in creative, so players can't loot them. Piggles Supports!
In adventure mode, you would not be able to see inside of dispensers. Thanks for the idea :smile.gif:
1: Agreed.
2: I also agree . . .
3: That's kinda already being worked on.
4: I agree with buying things from them, but not with changing their profession.
5: I agree that there needs to be a mid-way between current dungeons and strongholds.
6: Maybe, I dunno.
7: Eh. It'd take too much work for it to, well, work.
Strongholds are very very very very rare, so NO, they are NOT a substitute for what I'm looking for :wink.gif:
Well, I think it makes since that since dungeons are more common, they don't contain as much loot, and aren't as big. Considering the rarity of strongholds, it makes sense for them them to be larger and have more goodies.
1: Agreed.
2: I also agree . . .
3: That's kinda already being worked on.
4: I agree with buying things from them, but not with changing their profession.
5: I agree that there needs to be a mid-way between current dungeons and strongholds.
6: Maybe, I dunno.
7: Eh. It'd take too much work for it to, well, work.
3: I gave my ideas for how it should be though. :tongue.gif:
4: You would only be able to change their profession in Creative mode. Basically, you would make a map in creative mode, then change it to adventure mode. :smile.gif: Before changing it to adventure mode, you could spawn a villager in a spawn, make him be someone (for example, a priest) and sell things like bones and ender pearls and rotten flesh to him for coins. Then you could make another at a later point in a map, say, maybe a blacksmith, and you could buy swords and armour from him. You would be able to change the prices, of course.
5: Same. :biggrin.gif: Dungeons should at least have 4 rooms, but not be as large as strongholds -- or maybe strongholds should be larger. I dunno.
I agree with almost all of your ideas. Especially like ideas about villegars, giving them a point. Adventure mode how you said is exactly how I imagined it!
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
2. In creative, we should be able to place monster spawners, and we should be able to right click them in creative and change what creature they create from a certain list. I know this sounds a bit dumb because of my MOB egg suggestion, but it would be great to have variety.
3. More work on villagers should be done. You should be able to buy/sell stuff with them (gold coins, made from 4 gold nuggets, is the currency. 4 gold nuggets = 8 gold coins) and what they sell/buy depends on their profession. Normal farmer villagers cannot be traded with. If you hurt any villagers or open their chests, the guards in the village (who wear blue robes, iron armour and use iron swords) will attack you. The guards will attack any minecraft enemies that come near them, and take no damage + not make creepers explode.
5. You can recruit guards to join you, follow you, and attack what you hurt like dogs. It takes alot of coins though, (100 or so) and they will not be invincible to MOBs when they are your guards. They will cause creepers to explode as well. They can be healed with any food, and will notify you if they're hurt. You can also change what armour and sword the guard uses -- just right click them when they're your guards and you can modify their inventory. :smile.gif: Basically they're like wolves except they can have their equipment customized and they aren't as dumb :biggrin.gif:
4. In creative, when you right click a villager, a menu will come up. This menu will allow you to change their profession, so that you can buy certain things from them. You can even make them be guards who will attack players on sight, allowing for a human enemy in adventure maps. (of course, they won't despawn.)
5. Dungeons need more work. They should be larger, with multiple rooms, doors and levers so you don't need to break cobblestone to enter, and have treasure such as gold, iron, and tools/armour that may or may not be enchanted, as well as potions. Sometimes (very occasionally) they should spawn popping out into the surface, so that you can see and raid surface dungeons. I'm really surprised and disappointed they didn't do this as soon as they added enchantments and potions. :sad.gif:
6. A few MOBs should be added to make the game more adventurey. Snakes who poison you and drop snake fangs (which can be brewed into poison potions but they can't be eaten like spider eyes), bats who are very weak and only drop XP but swarm you in caves, ghosts who drop gunpowder, and giant rats who move very fast and drop teeth (3 teeth = bone, 1 tooth + stick + feather = 4 arrows) should be added. The game is very bland with just zombies, skeletons, creepers, endermen and spiders, and it needs just these few MOBs to seem adventurey. :smile.gif:
7. Adventure mode should be added. In this mode, blocks cannot be broken, you cannot open dispensers and take out items from them, and all MOBs should drop 1-4 gold coins when killed instead of their normal drops so that its like playing an RPG -- usually in RPGs, all monsters who you slay will drop money, whether they're goblins or demons or giant spiders. Also, if you generate a map in adventure mode, you will start in an NPC village.
8. I will explain more about the coins system. Coins are kept as a variable instead of an item -- the EXP level thing should say "Lvl 1" (1 is just an example of a number) and above, there should be golden text saying "Coins: " and then a certain number. When you craft coins and click the result of the recipe, it will disappear and coins will be added to your coin counter. This coins system could be utilized in plugins as well as in NPC villager shops. All players will start with 10 coins in adventure mode, but 0 in survival mode.
9.
Good suggestions! c:
EDIT:
I'm fine with villagers being as dumb as they are now, you don't have to worry when stealing from their chests.
Strongholds are very very very very rare, so NO, they are NOT a substitute for what I'm looking for :wink.gif:
In adventure mode, you would not be able to see inside of dispensers. Thanks for the idea :smile.gif:
2: I also agree . . .
3: That's kinda already being worked on.
4: I agree with buying things from them, but not with changing their profession.
5: I agree that there needs to be a mid-way between current dungeons and strongholds.
6: Maybe, I dunno.
7: Eh. It'd take too much work for it to, well, work.
3: I gave my ideas for how it should be though. :tongue.gif:
4: You would only be able to change their profession in Creative mode. Basically, you would make a map in creative mode, then change it to adventure mode. :smile.gif: Before changing it to adventure mode, you could spawn a villager in a spawn, make him be someone (for example, a priest) and sell things like bones and ender pearls and rotten flesh to him for coins. Then you could make another at a later point in a map, say, maybe a blacksmith, and you could buy swords and armour from him. You would be able to change the prices, of course.
5: Same. :biggrin.gif: Dungeons should at least have 4 rooms, but not be as large as strongholds -- or maybe strongholds should be larger. I dunno.
7: I honestly doubt it. :smile.gif:
-
View User Profile
-
View Posts
-
Send Message
Retired Staff