We don't need anything in the End! It's a boss room!
...Or is it?
Why do I ask this? Because I see the "boss room" excuse, or some variation of it, used pretty frequently in regard to suggestions about the End. It's a good argument, don't get me wrong. The main thing to do in the End is to fight the Ender Dragon, the only "end boss" boss in Minecraft. You can't leave until you beat him. Once you do, you get "end credits" for the game. So, the reasoning seems to be sound.
What about after that, though?
The dragon only appears once per world. Once it's gone, it's gone forever, but you still have a portal to the End. The problem is, there's not much to do in the end once you can travel there freely. Sure, there's lots of Endermen, but they aren't a great source of experience, and even their drop, while sometimes helpful, isn't so great. Besides which, you can find them in the overworld. It's how you get to the end. There's also End Stone. However, while a perfectly good block, it isn't really much of a reward for beating the game. It doesn't much go with anything, and it's blast resistance, while higher than most things, isn't high enough to make it any more useful.
So, what's the incentive to keep coming back to the End? Sure, it's a boss room, but does that mean you should only be going there once? In many games, an area that was previously a boss fight changes after the boss is beaten. Or else other things in the game world will change to show the effects of beating the boss. For example, new enemies will populate the room. Things that weren't there before may appear. Sometimes, defeating a boss can even change the weather.
I propose that this should happen with the End.
Once the Ender Dragon is defeated, things in the end should change. On your next visit, you would find things that weren't there before, making the End a more interesting place, and giving you new regions to explore. Of course, the obvious question is what form these new areas would take, and where they would be placed. Certainly, no-one wants to find anything they have already built there destroyed. Well, as it happens, Notch himself gave us an answer to this dilemma. Specifically, the unused "Skyland" dimension that he started work on. Once the dragon is defeated, the sky of the End will brighten, and the player will be able to see the various floating islands that have generated since their last visit. Of course, that won't be the only change. Read below for more.
Crystal Bridges: One of the hardest elements to deal with in the Post-Dragon End will be getting from island to island. Crystal Bridges will give the player a head start in this regard. Similar to the Nether bridges, at least one will go from the central "arena" platform to an island when the post-dragon generation takes place. These fragile, glass-like blocks will sometimes connect one island to another, form sloping rises and arches, and hang majestically off into space. Most islands will generate at least one, though some may not have any, and a few larger islands might have multiple. Best of all, Mojang already has a texture.
As a block, Crystal will need to be harvested with Silk Touch, just like glass. It will let light through, but reduced by two levels per block. Crystal will be able to be crafted into panes and slabs, both of which will appear naturally in the formation of Crystal Bridges.
Floating Islands: Rather than a separate kind of soil, floating islands will generate from End Stone and Mycelium. Not only does this cut down on the number of extra blocks being added, it should help to give the End a more surreal, alien look. Floating islands would hold lakes and rivers, with water flowing off into the void, and have giant mushrooms in place of trees. There would also be some plants native only to the End.
Plant Life: Firstly, in the End, mushrooms would eventually turn into giant mushrooms without bonemeal, mimicking saplings. Secondly, there would be three new plants found nowhere else.
Cyan Flowers - Like those seen in the pocket edition. They are actually a fungus, not a flower, and give Cyan Dye if cooked in a furnace. They can be eaten raw to regain a small amount of stamina, and will spread like mushrooms. If taken out of the End, they can be replanted following all the rules of other mushrooms, but they have no giant form, and spread more slowly.
Bluegrass - Unlike its real-world counterpart, Bluegrass in the end is literally blue. It looks and acts similar to tall grass in the overworld. Patches of this grow naturally, and it can also be created by using bonemeal on Mycelium in the End. When destroyed with shears, it has a 20% chance of dropping as an item. Passive mobs will respond to it the same as wheat, however when both parents are fed Bluegrass, they produce two offspring instead of one.
Luminous Mushroom - Pale white mushrooms with a little bit of yellow on them that sprout in clusters. They don't give off light, but have a glow effect similar to spider eyes that makes them visible in the darkness (they appear slightly green in the dark). They can be used to make a "Potion of Night Vision", which would raise ambient brightness to increase visibility (similar to how light levels appear brighter in the Nether). By reversing the effect, it is possible to make a "Potion of Blindness" instead. Since both of these status effects are already in the game (though Night Vision appears unfinished) this would only require a minor addition.
New Mobs: As there are already other threads out there discussing more End-themed mobs, I won't go into detail here. However, I feel that it would be best if new mobs helped to highlight the emptiness and alien atmosphere of the End. When it comes to drops, things with special properties (like Ender Pearls) might be appropriate for one or two, but should be the exception rather than the rule. Instead, I would like to see more alchemical ingredients, with an eye to making the other "missing potions" (Haste/Fatigue, Jump Boost, Invisibility, Nausea, Water Breathing).
Random Extras: What other ways could the Ender Dragon's death be felt across Minecraftia? Below is a stream of consciousness of things that could add to the "ding-dong the dragon's dead" feel of things, but aren't quite full enough concepts, or don't quite fit well enough to be part of the main suggestion. Think of this as the "Deleted Scenes" part of the post.
Endermen could stop spawning in the overworld. This would give players an added reason to visit their native dimension.
This one feels like a winner, but I wasn't really comfortable with making the overworld safer.
Floating islands could sometimes have naturally occurring portals on them. Going through such a portal would create and transport the player to a matching portal on the overworld. However, unlike the Nether, distances in the end would not directly match with those in the overworld. Instead, the world seed and current date would be used to assign an offset to the player's co-ordinates, making portals come out at seemingly random places anywhere in the world. Once travelled through, a portal's exit would be "locked in" however.
I really like this idea, it just seems too complex.
Some islands could have ruins, similar to Nether fortresses, strongholds, and the like.
I didn't care for the impression that Endermen had a civilization.
Frequent rain and thunderstorms in the End after the dragon is beaten.
Endermen don't like rain, so this one got squashed pretty quick.
Obsidian pillars, like those in the arena, could sometimes appear on islands.
This is only listed down here because it's debatable. One could argue that the only reason for the pillars in the "arena" is to hold the dragon's crystals, in which case having them on the islands makes no sense.
You are making the End like the Overworld
This has come up a couple times now, so I feel I ought to address it.
Frankly...I don't see how. The overworld is filled with mostly familiar things. I have tried my best to keep the End, post dragon, looking and feeling as alien and strange as I can. The overworld has many distinct biomes, changing weather, day and night. The End would have one biome and be stuck in an unchanging eternal twilight, just clear skies, alien islands, and darkness as far as the eye can't see. The overworld is filled with many varieties of plantlife, and passive mobs. The End would have a handful of relatively strange "plants" (fungus really, with the possible exception of Bluegrass), and only hostile mobs, which unlike the overworld could spawn at any time. The overworld has cave systems, mines, strongholds, dungeons, and villages. The End would...contain alien islands, and the occasional crystal bridge.
If anything, I am proposing to make the End more like the Nether, which is hardly similar. The Nether is a place where you go to get some unique items, with a utility purpose. This is what the End would become. Incidentally, while I'm on the subject, I'd like to point out that the Nether was only ever intended to be a transport hub. It was an area that let you establish faster travel routes than were possible in the overworld. Did it completely destroy the Nether when they gave it some added utility, so there was more to do there than the, "Travel from one portal to the next in the shortest time possible." that it was designed for?
first thing first, the enderdragon is anything but a boss, and enderman arent good for xp? clearly you have never made an enderman farm
i like all the ideas, the end does need more junk, there is my input =p
I must say, this idea I like. I was going to quote it and give my individual opinion on each thing, but I agree with all of them. I also wouldn't mind the Endermen leaving the Overworld. They aren't even the mobs to watch out for. You could go on your way and be perfectly safe surrounded by Endermen.
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It's hard criticizing ideas when one is tired, so you'd better appreciate it when I criticize yours.
I must say, this idea I like. I was going to quote it and give my individual opinion on each thing, but I agree with all of them. I also wouldn't mind the Endermen leaving the Overworld. They aren't even the mobs to watch out for. You could go on your way and be perfectly safe surrounded by Endermen.
That's true. I just feel that, in general, changes should be made through addition, rather than subtraction. Anything that you take away from the player is limiting their options, even if it is somewhat helpful. It's the same reasoning that led me to feel the arena area should be mostly untouched.
This is honestly the ONLY good suggestion I have ever seen about improving the End and when I say the only I mean all other ideas about improving the End are complete garbage.
Until reading your post I assumed this wouldn't be a good idea because I used to think "The End is only for fighting the Ender Dragon". But your arguments against this statement have made me see otherwise.
That's true. I just feel that, in general, changes should be made through addition, rather than subtraction. Anything that you take away from the player is limiting their options, even if it is somewhat helpful. It's the same reasoning that led me to feel the arena area should be mostly untouched.
The subtraction thing is what really bugs me in a lot of suggestions. If anything is removed at all by an event in-game, I hate it. In suggestions this is, at best, endermen leaving the overworld, and at worst the nether(or end) being filled with living plants and animals.
Nice ideas, needs a little more detail though. Currently in Minecraft, you go to the End, kill a dragon, and then... umm... yeah, that's it. We need more STUFF. Also, his kind of acts as a reward for beating the Enderdragon.
I really like the suggestion, though I have a few concerns. Firstly, the End shouldn't use Mycelium and giant mushrooms. You go to the end for uniqueness, not to find stuff that already spawns in the overworld. Secondly, the End should have some sort of game-changing reward. Perhaps something like this could replace the waterfalls and lakes there? It'd be a purpley-looking liquid that works as described.
I will admit, the R.C.L. might be interesting, if given an appropriate look. My main concern is that 1) it adds another new element to the game, and 2) it's a bit too useful. R.C.L. is a trap, a highly efficient wire, and either a bomb or a means of getting yet another new block, if I understand right.
As to why I used Mycelium and Water, consider that the Nether is largely composed of a single new block. A lot of it is covered in lava.
So, in the End most of everything is End Stone. there is water instead of lava, but less of it. Mycelium is rare in the overworld, and would cover a lot of the ground, rather than liquid. Mainly, though, the point os to not introduce too many new blocks. First off, each new block has to have a purpose, and a good reason to add it. Secondly, the less that Mojang has to create from scratch, the easier it is to make it.
This is the only, and mean ONLY, End expansion ideas that I've even slightly agreed with. Now, I do agree with Lemon, but I definitely like the base concept.
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No, there has never, ever been a sandbox game with a story or ending... except Grand Theft Auto... and Saints Row... and Red Dead Redemption... and Crack Down... and Assassins Creed...
Ok,this is good, but kinda sound liek muushroom-biome clome... mebbeh they could add some sort of Ender-tree, with, liek, purple leaves
and black wood?
P. S.: I think they should ust add more end "islands" with ruins and mebbe some sorta plant...
I will admit, the R.C.L. might be interesting, if given an appropriate look. My main concern is that 1) it adds another new element to the game, and 2) it's a bit too useful. R.C.L. is a trap, a highly efficient wire, and either a bomb or a means of getting yet another new block, if I understand right.
As to why I used Mycelium and Water, consider that the Nether is largely composed of a single new block. A lot of it is covered in lava.
So, in the End most of everything is End Stone. there is water instead of lava, but less of it. Mycelium is rare in the overworld, and would cover a lot of the ground, rather than liquid. Mainly, though, the point os to not introduce too many new blocks. First off, each new block has to have a purpose, and a good reason to add it. Secondly, the less that Mojang has to create from scratch, the easier it is to make it.
Oops, i diddnt read this!
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I...... Am......EPICdragon999 of Epicness!!!!!!!!!!!!!!!!!! <---Click it. I DARE you.
I like the idea of more content post End, but personally I would prefer having a new world unlocked after beating the Enderdragon (maybe the "portal" requires the Enderdragon Egg?), which would have its own new content and mechanics, then from there you could find new temples/dungeons/who-knows-what that contain their own End portals that lead back to the End but cause a new boss to spawn.
I will admit, the R.C.L. might be interesting, if given an appropriate look. My main concern is that 1) it adds another new element to the game, and 2) it's a bit too useful. R.C.L. is a trap, a highly efficient wire, and either a bomb or a means of getting yet another new block, if I understand right.
As to why I used Mycelium and Water, consider that the Nether is largely composed of a single new block. A lot of it is covered in lava.
So, in the End most of everything is End Stone. there is water instead of lava, but less of it. Mycelium is rare in the overworld, and would cover a lot of the ground, rather than liquid. Mainly, though, the point os to not introduce too many new blocks. First off, each new block has to have a purpose, and a good reason to add it. Secondly, the less that Mojang has to create from scratch, the easier it is to make it.
Yes, but giant mushrooms and mycelium are completely unrelated to Endermen. To me, at least, it makes no sense. It would just be better to have an eerie blueish grass block to match your bluegrass. If it must have a purpose, it would make crops planted in it grow to be mutated. The wheat would be blood red, the melons would be black on the outside skin with purple fruity stuff inside, and pumpkins would automatically turn to jack o lanterns with an eerie purple aura. These could be used in making end-game potions like invisibility or high-jumping. And yes, reusing blocks would be easier but would it be as fun?
Its just too much for the End. Perhaps a portal type made out of end stone can be used to get to this sky land.
Too much for the End...
Perhaps. I'm not fit to judge. However, is it too much for the dragon? Is it too much for having (supposedly) beaten the game?
Keep in mind, if you can make a portal to it out of End Stone, it will be even easier to get there than it is now. Just go in with nothing but a pick and an Ender Chest, take what you need for a portal, and lolocopter off into the void to respawn. Reclaim the stone from your main base Ender Chest, and profit. With the system I propose, you have to beat the dragon, and while that may not be the hardest thing ever, it is one of, if not the, hardest fights in Minecraft.
Finally, it wasn't my intention to make a new dimension. It was my intent to put something in the End that offers some reasons to go there after you've done the once-per-world boss raid.
No, the End is a boss dimension. Regardless if that argument is overused or whatever, that's what it is. People, including you, try to make it into something more than that in the intent of living there for some reason, but it's a boss room. It's tiny, bland, empty, a room, and really that's all it needs to be. It stops people from wanting storylines by allowing them to make up their own, and isn't excessive. What I mean by excessive in suggestions is mostly when people suggest new dimensions, they feel the strange need to add in 3-5 new mobs, multiple new blocks, new structures, and basically copy the Overworld into the dimension in question. Every dimension doesn't need to duplicate the Overworld's ability to support life in such a way that you could live there your whole Minecraft experience, that's what the Overworld is for.
And the idea of post-game use for the boss room, that can be solved by making the dragon respawn after a while, you realize.
Although I would like to see crystal bridges appear in the End at all, connected and/or broken between the obsidian pillars would be nicely aesthetic and useful in battle. The dragon could destroy the crystals, but they could also respawn after a bit.
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[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
No, the End is a boss dimension. Regardless if that argument is overused or whatever, that's what it is. People, including you, try to make it into something more than that in the intent of living there for some reason, but it's a boss room. It's tiny, bland, empty, a room, and really that's all it needs to be. It stops people from wanting storylines by allowing them to make up their own, and isn't excessive. What I mean by excessive in suggestions is mostly when people suggest new dimensions, they feel the strange need to add in 3-5 new mobs, multiple new blocks, new structures, and basically copy the Overworld into the dimension in question. Every dimension doesn't need to duplicate the Overworld's ability to support life in such a way that you could live there your whole Minecraft experience, that's what the Overworld is for.
And the idea of post-game use for the boss room, that can be solved by making the dragon respawn after a while, you realize.
Although I would like to see crystal bridges appear in the End at all, connected and/or broken between the obsidian pillars would be nicely aesthetic and useful in battle. The dragon could destroy the crystals, but they could also respawn after a bit.
I agree! Also, I think putting the dragon egg back on the exit portal should make it disappear, and the enderdragon respawn. This dragon drops much less XP, though. I can't stand a boss that isn't refightable on the same profile. (or in this case, world) Also, I don't want another peaceful dimension. What's the point of that?
No, the End is a boss dimension. Unfortunately, yes. There is nothing wrong with it being more.
Regardless if that argument is overused or whatever, that's what it is. People, including you, try to make it into something more than that in the intent of living there for some reason, but it's a boss room. Indeed. It's a waste of a dimension. That needs to change.
It's tiny, bland, empty, a room, and really that's all it needs to be. Perhaps, but that doesn't mean it couldn't be more.
It stops people from wanting storylines by allowing them to make up their own, and isn't excessive. What I mean by excessive in suggestions is mostly when people suggest new dimensions, they feel the strange need to add in 3-5 new mobs, multiple new blocks, new structures, and basically copy the Overworld into the dimension in question. Every dimension doesn't need to duplicate the Overworld's ability to support life in such a way that you could live there your whole Minecraft experience, that's what the Overworld is for. Most suggestions I see, including this one, are not intended to make them the equivalent of the the Overworld. You seem to mistake content for something else.
And the idea of post-game use for the boss room, that can be solved by making the dragon respawn after a while, you realize. Worst End idea I've ever seen, that right there.
Although I would like to see crystal bridges appear in the End at all, connected and/or broken between the obsidian pillars would be nicely aesthetic and useful in battle. The dragon could destroy the crystals, but they could also respawn after a bit. I don't like respawn bit. If you want it to be destructible to some degree, they could be shattered and require different blocks to be placed in the cracks to be fully usable, therefore rendering it vulnerable to the Enderdragon.
While you idea to change The End in some way after the boss battle is a nice one, you've done it the wrong way.
The End is not meant to be a dimension, it is not meant to be the equivalent of the Overworld or the Nether, it is not meant to be a place to visit again, it is meant to be a boss chamber. It doesn't matter whether the boss is there or not, it is still a boss chamber.
When you kill a boss in 'Generic Adventure Game', you don't hang around in the boss room to make a base there, you run your ass out of there before the place collapses, or you just leave after taking the treasure because all the dim lighting and skull decorations creep you out. And you never go back there unless the bad guy resurrects themselves or something.
The End is not a waste of a dimension because it is not a dimension. It is a place to fight the Enderdragon. If Notch made the final boss fight happen within a chamber in a stronghold, we wouldn't have this issue of people trying to make this into more than it is. But since Notch wanted a dragon, and dragons need room to fly, he decided it would be best if he made a portal to a large open sky realm where he was free to make the dragon as destructive as he liked.
Enjoy your endstone and endermen. It's more than most boss rooms get.
The End is a boss room, not a dimension.
...Or is it?
Why do I ask this? Because I see the "boss room" excuse, or some variation of it, used pretty frequently in regard to suggestions about the End. It's a good argument, don't get me wrong. The main thing to do in the End is to fight the Ender Dragon, the
only"end boss" boss in Minecraft. You can't leave until you beat him. Once you do, you get "end credits" for the game. So, the reasoning seems to be sound.What about after that, though?
The dragon only appears once per world. Once it's gone, it's gone forever, but you still have a portal to the End. The problem is, there's not much to do in the end once you can travel there freely. Sure, there's lots of Endermen, but they aren't a great source of experience, and even their drop, while sometimes helpful, isn't so great. Besides which, you can find them in the overworld. It's how you get to the end. There's also End Stone. However, while a perfectly good block, it isn't really much of a reward for beating the game. It doesn't much go with anything, and it's blast resistance, while higher than most things, isn't high enough to make it any more useful.
So, what's the incentive to keep coming back to the End? Sure, it's a boss room, but does that mean you should only be going there once? In many games, an area that was previously a boss fight changes after the boss is beaten. Or else other things in the game world will change to show the effects of beating the boss. For example, new enemies will populate the room. Things that weren't there before may appear. Sometimes, defeating a boss can even change the weather.
I propose that this should happen with the End.
Once the Ender Dragon is defeated, things in the end should change. On your next visit, you would find things that weren't there before, making the End a more interesting place, and giving you new regions to explore. Of course, the obvious question is what form these new areas would take, and where they would be placed. Certainly, no-one wants to find anything they have already built there destroyed. Well, as it happens, Notch himself gave us an answer to this dilemma. Specifically, the unused "Skyland" dimension that he started work on. Once the dragon is defeated, the sky of the End will brighten, and the player will be able to see the various floating islands that have generated since their last visit. Of course, that won't be the only change. Read below for more.
Crystal Bridges: One of the hardest elements to deal with in the Post-Dragon End will be getting from island to island. Crystal Bridges will give the player a head start in this regard. Similar to the Nether bridges, at least one will go from the central "arena" platform to an island when the post-dragon generation takes place. These fragile, glass-like blocks will sometimes connect one island to another, form sloping rises and arches, and hang majestically off into space. Most islands will generate at least one, though some may not have any, and a few larger islands might have multiple. Best of all, Mojang already has a texture.
As a block, Crystal will need to be harvested with Silk Touch, just like glass. It will let light through, but reduced by two levels per block. Crystal will be able to be crafted into panes and slabs, both of which will appear naturally in the formation of Crystal Bridges.
Floating Islands: Rather than a separate kind of soil, floating islands will generate from End Stone and Mycelium. Not only does this cut down on the number of extra blocks being added, it should help to give the End a more surreal, alien look. Floating islands would hold lakes and rivers, with water flowing off into the void, and have giant mushrooms in place of trees. There would also be some plants native only to the End.
Plant Life: Firstly, in the End, mushrooms would eventually turn into giant mushrooms without bonemeal, mimicking saplings. Secondly, there would be three new plants found nowhere else.
Random Extras: What other ways could the Ender Dragon's death be felt across Minecraftia? Below is a stream of consciousness of things that could add to the "ding-dong the dragon's dead" feel of things, but aren't quite full enough concepts, or don't quite fit well enough to be part of the main suggestion. Think of this as the "Deleted Scenes" part of the post.
This has come up a couple times now, so I feel I ought to address it.
Frankly...I don't see how. The overworld is filled with mostly familiar things. I have tried my best to keep the End, post dragon, looking and feeling as alien and strange as I can. The overworld has many distinct biomes, changing weather, day and night. The End would have one biome and be stuck in an unchanging eternal twilight, just clear skies, alien islands, and darkness as far as the eye can't see. The overworld is filled with many varieties of plantlife, and passive mobs. The End would have a handful of relatively strange "plants" (fungus really, with the possible exception of Bluegrass), and only hostile mobs, which unlike the overworld could spawn at any time. The overworld has cave systems, mines, strongholds, dungeons, and villages. The End would...contain alien islands, and the occasional crystal bridge.
If anything, I am proposing to make the End more like the Nether, which is hardly similar. The Nether is a place where you go to get some unique items, with a utility purpose. This is what the End would become. Incidentally, while I'm on the subject, I'd like to point out that the Nether was only ever intended to be a transport hub. It was an area that let you establish faster travel routes than were possible in the overworld. Did it completely destroy the Nether when they gave it some added utility, so there was more to do there than the, "Travel from one portal to the next in the shortest time possible." that it was designed for?
i like all the ideas, the end does need more junk, there is my input =p
Former Lead Modeler of Pixelmon
That's true. I just feel that, in general, changes should be made through addition, rather than subtraction. Anything that you take away from the player is limiting their options, even if it is somewhat helpful. It's the same reasoning that led me to feel the arena area should be mostly untouched.
Until reading your post I assumed this wouldn't be a good idea because I used to think "The End is only for fighting the Ender Dragon". But your arguments against this statement have made me see otherwise.
I support your idea one hundred percent.
They would have to leave only after the Ender Dragon fight. You need their enderpearls to get to the End.
http://www.minecraftforum.net/topic/1401777-earn-a-good-or-evil-reputation-with-the-villagers/
Click here if you support more interaction with the Villagers!
The subtraction thing is what really bugs me in a lot of suggestions. If anything is removed at all by an event in-game, I hate it. In suggestions this is, at best, endermen leaving the overworld, and at worst the nether(or end) being filled with living plants and animals.
+1.
Cats.
BBCode Render failed due to reaching MaxNestingDepth(80) for Tag: spoiler
As to why I used Mycelium and Water, consider that the Nether is largely composed of a single new block. A lot of it is covered in lava.
So, in the End most of everything is End Stone. there is water instead of lava, but less of it. Mycelium is rare in the overworld, and would cover a lot of the ground, rather than liquid. Mainly, though, the point os to not introduce too many new blocks. First off, each new block has to have a purpose, and a good reason to add it. Secondly, the less that Mojang has to create from scratch, the easier it is to make it.
and black wood?
P. S.: I think they should ust add more end "islands" with ruins and mebbe some sorta plant... Oops, i diddnt read this!
Yes, but giant mushrooms and mycelium are completely unrelated to Endermen. To me, at least, it makes no sense. It would just be better to have an eerie blueish grass block to match your bluegrass. If it must have a purpose, it would make crops planted in it grow to be mutated. The wheat would be blood red, the melons would be black on the outside skin with purple fruity stuff inside, and pumpkins would automatically turn to jack o lanterns with an eerie purple aura. These could be used in making end-game potions like invisibility or high-jumping. And yes, reusing blocks would be easier but would it be as fun?
BBCode Render failed due to reaching MaxNestingDepth(80) for Tag: spoiler
Too much for the End...
Perhaps. I'm not fit to judge. However, is it too much for the dragon? Is it too much for having (supposedly) beaten the game?
Keep in mind, if you can make a portal to it out of End Stone, it will be even easier to get there than it is now. Just go in with nothing but a pick and an Ender Chest, take what you need for a portal, and lolocopter off into the void to respawn. Reclaim the stone from your main base Ender Chest, and profit. With the system I propose, you have to beat the dragon, and while that may not be the hardest thing ever, it is one of, if not the, hardest fights in Minecraft.
Finally, it wasn't my intention to make a new dimension. It was my intent to put something in the End that offers some reasons to go there after you've done the once-per-world boss raid.
And the idea of post-game use for the boss room, that can be solved by making the dragon respawn after a while, you realize.
Although I would like to see crystal bridges appear in the End at all, connected and/or broken between the obsidian pillars would be nicely aesthetic and useful in battle. The dragon could destroy the crystals, but they could also respawn after a bit.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
I agree! Also, I think putting the dragon egg back on the exit portal should make it disappear, and the enderdragon respawn. This dragon drops much less XP, though. I can't stand a boss that isn't refightable on the same profile. (or in this case, world) Also, I don't want another peaceful dimension. What's the point of that?
The End is not meant to be a dimension, it is not meant to be the equivalent of the Overworld or the Nether, it is not meant to be a place to visit again, it is meant to be a boss chamber. It doesn't matter whether the boss is there or not, it is still a boss chamber.
When you kill a boss in 'Generic Adventure Game', you don't hang around in the boss room to make a base there, you run your ass out of there before the place collapses, or you just leave after taking the treasure because all the dim lighting and skull decorations creep you out. And you never go back there unless the bad guy resurrects themselves or something.
The End is not a waste of a dimension because it is not a dimension. It is a place to fight the Enderdragon. If Notch made the final boss fight happen within a chamber in a stronghold, we wouldn't have this issue of people trying to make this into more than it is. But since Notch wanted a dragon, and dragons need room to fly, he decided it would be best if he made a portal to a large open sky realm where he was free to make the dragon as destructive as he liked.
Enjoy your endstone and endermen. It's more than most boss rooms get.
The End is a boss room, not a dimension.