Can we take all the people who think two sentences constitutes a good idea and replace them with people like you? While I'm only sort of liking the idea itself, the presentation is phenomenal.
While I think the idea is totally balanced and such, I'm still trying to decide whether it would fit in minecraft or not. We already have a creepy mob (Enderman), and I worry that much more and people will start thinking it is a horror game.
I especially like that this will make potions of invisibility slightly harder to get - making them just carrots, spider eyes, and a tiny bit of gold isn't very good.
Beyond the above, the main reason I feel iffy about this is the teleportation gates. While I like the system presented, and I like that you need to kill at least 2 ghosts to get a gate, as well as the fact that mobs have line of sight through gates, I'm still not sure about the concept. It seems a bit overpowered to get to be able to go anywhere you want with the tiniest amount of redstone ingenuity and walking. However, because of all the things you have done to make them less overpowered, I'm not too concerned about it.
A quick suggestion - There could automatically be a ghost in all jungle temples, just to give them a bit more flair. It would automatically "latch" onto you once you leave.
So half support from me. I can't say enough about the presentation though. Great job there.
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what about ghosts can float 1 block above ground and they don't take fall damage.
This could work. you'd get the best of both worlds. The ghost is still floating but doesn't ignore gravity either. But Still something about witnessing a ghost fall just doesn't sit well with me. I'll have to think about this.
Can we take all the people who think two sentences constitutes a good idea and replace them with people like you? While I'm only sort of liking the idea itself, the presentation is phenomenal.
While I think the idea is totally balanced and such, I'm still trying to decide whether it would fit in minecraft or not. We already have a creepy mob (Enderman), and I worry that much more and people will start thinking it is a horror game.
I especially like that this will make potions of invisibility slightly harder to get - making them just carrots, spider eyes, and a tiny bit of gold isn't very good.
Beyond the above, the main reason I feel iffy about this is the teleportation gates. While I like the system presented, and I like that you need to kill at least 2 ghosts to get a gate, as well as the fact that mobs have line of sight through gates, I'm still not sure about the concept. It seems a bit overpowered to get to be able to go anywhere you want with the tiniest amount of redstone ingenuity and walking. However, because of all the things you have done to make them less overpowered, I'm not too concerned about it.
A quick suggestion - There could automatically be a ghost in all jungle temples, just to give them a bit more flair. It would automatically "latch" onto you once you leave.
So half support from me. I can't say enough about the presentation though. Great job there.
Aw shucks. You really know how to make a ghost blush!
But in all seriousness thank you I definitely appreciate it. I did put a lot of thought and effort into it and I'm gad it shows. I firmly believe that the presentation is as important as the idea itself. Before posting my suggestion I actually had no experience with re-texturing blocks and mobs and only learned how to so that I could deliver an even better presentation. I am still playing around with re-texturing portal animations, but that's a whole other story.
I knew when I was fleshing out this idea that if there was anything someone didn't like it would be the teleportation aspect. It seems as if whenever I see a teleportation suggestion, the forum seem relatively split on the idea. & that is exactly why I tried to limit it as much as I did. You still have teleportation but at the same time it really can't be controlled, you either only have a couple portals or you have to wire redstone signals to each portal, which would be rather difficult and expensive.
I have to say I like the ideas I'm getting of making ghosts spawn in strongholds, mineshafts, and now even temples. While it doesn't explain anything, & I don't believe they ever need to be explained, I feel ghosts would add to the mystery of what exactly happened.
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This could work. you'd get the best of both worlds. The ghost is still floating but doesn't ignore gravity either. But Still something about witnessing a ghost fall just doesn't sit well with me. I'll have to think about this.
I like the idea a lot, except I would tone down some of the stuff. For example, I think the haunting things that it does is a little overkill, I would slim it down to doing 2-3 occasional noise things, and remove at least the player getting pushed. Too much of that would be annoying, even on a rare spawning mob.
Good idea, but it might not hurt to tone down the annoyance factor a bit.
I mostly agree with badprenup here. Good idea but some sub-ideas need removing.
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While I think the idea is totally balanced and such, I'm still trying to decide whether it would fit in minecraft or not. We already have a creepy mob (Enderman), and I worry that much more and people will start thinking it is a horror game.
I actually wanted to touch on this as well but forgot the first time. When I was coming up with this I was thinking of the feeling I got my first couple nights in minecraft, right when I first start playing, and how afraid I was to go outside at night. & even now how the occasional creeper catches me off guard and gets my heart beating. I wanted to restore some of that freshness into the game. Something that puts you on edge and, for lack of a better word, creeps you out.
1) Well, still, I'd be raped if I decided to do other things with night vision potions... Maybe only on hard when you're within range of x amount of manmade and/or cursed blocks?
2) Perhaps they could work similar to chickens, as they don't get affected by fall damage (they drift down slowly).
3) I was thinking that netherrack would slow them, nether bricks & brick fences etc. would stop them dead in their tracks, and soulsand/glowstone would scare them away. Perhaps even glowstone (not lamps) would reveal their presence, and soulsand damage them like a cactus.
Well, supposedly these are supposed to be rare spawns, I assumed from the OP you would only see one about as often as a Spider Jockey, or perhaps a bit more often than that. Some amount that makes Invisibility potions possible, but challenging to get.
I like that idea.
I do agree that there needs to be some way of scaring them away or defending against them with blocks. But I would keep it simple, with them merely avoiding all Nether specific blocks. Coding in the other stuff all for one mob would be tough and not altogether that useful.
On the thought of spawning, perhaps this should spawn more often in certain areas, like a higher frequency the farther down you go or as a regular spawning mob in the Nether or something. Some way to make them not an annoyance to most people but still give people a strategy to hunting them.
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I love the idea of ghosts. But here are a few of my thoughts:
1. I don't like the whole portal idea. I'd scrap that, personally.
2. I did some quick research and found this: Ghosts don't like obsidian (didn't know this one), iron, and salt. Two of those are in-game, and the third would be a good addition anyway. I think it'd be neat to add in these superstitious practices into Minecraft, especially since, you know, there's undead walking all over the place. Steve's bound to search for ways of getting them to leave. Creepers are already afraid of cats, so I think this is a suggestion that is within the realm of vanilla Minecraft.
3. Going along with that, perhaps they can pass through anything except for iron blocks and obsidian. These are both more difficult to craft, so a ghost-proof house would be pretty tricky to construct (but not impossible).
4. Ghosts definitely need a drop, but I don't think ectoplasm is it. I'm not totally sure what, but it should be something that players would want to go through the trouble of brewing a nightvision potion for. Maybe they'd just drop some belongings, such as leather armor, tools, gold, etc.
5. Edit: They should also be more common in abandoned mine shafts.
What I like about this idea is that I'm pretty sure I can't think of a way that you'd make a ghost farm. You'd have to have them spawn in an iron or obsidian room and figure out some way of killing them with gravity or something. It'd make players have to actually go and hunt them.
1) Well, still, I'd be raped if I decided to do other things with night vision potions... Maybe only on hard when you're within range of x amount of manmade and/or cursed blocks?
2) Perhaps they could work similar to chickens, as they don't get affected by fall damage (they drift down slowly).
3) I was thinking that netherrack would slow them, nether bricks & brick fences etc. would stop them dead in their tracks, and soulsand/glowstone would scare them away. Perhaps even glowstone (not lamps) would reveal their presence, and soulsand damage them like a cactus.
1. Well when you put it that way....actually I'm glad you brought this up. Because this could actually be a problem for some people. I guess my thinking was that I never use night vision potions for survival so everyone else must not either! I don't think I need to explain the flaw with this. However as badprenup mentioned later, the ghost would be an uncommon spawn or possibly only spawn in certain structures.
If I were to change this maybe just brewing in an additional item to a night vision potion that makes the night vision potion an energy vision potion, whose sole purpose is the detection of ghosts? My original idea was that night vision allows you to see another level of visible light and thus why ghosts appear. Plus I liked adding another feature to an already implemented item. I'll have to put a little more thought into this.
2. Randomness had actually mentioned this a little earlier and i really (really), like this idea. It gives ghosts their expected floating ability but also makes them ad-hear to the laws of gravity. This will more than likely be added to the main post once I figure out where to put it.
3. Again I'll agree with badprenup here, that making the ghost react to certain blocks in a certain way would probably just be a headache to code. (I really don't know, I'm not programmer, but it sounds legit) It's a good idea. It just may be overly complicated. But I do like the idea of ghosts not being able to pass through nether blocks. Adds a restriction to the ghosts ability to pass through walls & gives nether oriented blocks more utility.
This looks pretty cool! Though I wouldn't like being beaten to death by something that I can't hurt without an enchanted sword.
I thought some people may have a problem with this. But lets toss reality aside here for a second and pretend ghosts and magic are real. If you're locked in battle with a ghost and just start taking swings at it, chances are whatever you're trying to hit it with would pass right through it. And Gengar...ahem...I mean the ghost would just laugh at you. Now lets add a magical element to the sword that is specifically designed to fight the undead. Now you're in business! I also I tried to balance this by giving the player control over when you fight the ghost. You're completely right in saying that you'd get beaten to death by a ghost if you don't have a properly enchanted sword. But you should be fully aware of when a ghost is present and using a night vision potion without a enchanted sword would be suicide.
On the thought of spawning, perhaps this should spawn more often in certain areas, like a higher frequency the farther down you go or as a regular spawning mob in the Nether or something. Some way to make them not an annoyance to most people but still give people a strategy to hunting them.
Hmm i Don't know if I'd change the spawn rate based on depth but I do like the idea of being able to hunt them. I think the current system of "hunting" enderman, whose spawn is completely random, can get annoying at times & could be implemented better. I wouldn't want ghosts to be hunted in the same fashion.
Also it makes sense to make them a regular spawning mob in the nether even possibly make them behave differently since this is their home dimension. But I feel doing this would make obtaining ectoplasm too easy.
I love the idea of ghosts. But here are a few of my thoughts:
1. I don't like the whole portal idea. I'd scrap that, personally.
2. I did some quick research and found this: Ghosts don't like obsidian (didn't know this one), iron, and salt. Two of those are in-game, and the third would be a good addition anyway. I think it'd be neat to add in these superstitious practices into Minecraft, especially since, you know, there's undead walking all over the place. Steve's bound to search for ways of getting them to leave. Creepers are already afraid of cats, so I think this is a suggestion that is within the realm of vanilla Minecraft.
3. Going along with that, perhaps they can pass through anything except for iron blocks and obsidian. These are both more difficult to craft, so a ghost-proof house would be pretty tricky to construct (but not impossible).
4. Ghosts definitely need a drop, but I don't think ectoplasm is it. I'm not totally sure what, but it should be something that players would want to go through the trouble of brewing a nightvision potion for. Maybe they'd just drop some belongings, such as leather armor, tools, gold, etc.
5. Edit: They should also be more common in abandoned mine shafts.
What I like about this idea is that I'm pretty sure I can't think of a way that you'd make a ghost farm. You'd have to have them spawn in an iron or obsidian room and figure out some way of killing them with gravity or something. It'd make players have to actually go and hunt them.
1. I'm sorry, and please don't take this the wrong way, but I'm not going to completely throw out a major aspect of my idea because you don't like it and didn't even make an argument as to why it shouldn't be added.
2 is interesting and i wasn't aware of this. Although I think i'm going to stick to the idea that nether blocks prevent them from passing through walls.
3. goes along with 2.
4. goes along with 1.
5. These types of ideas seem to be getting a lot of support. Structure specific spawning may be the route to go.
What? It is fast, can kill you in five hits and has more health than any non-boss hostile and you call it "not very strong"?
I like this idea, and think it would be awesome, but I think the "can only be harmed with a smite sword" thing is overkill. I like the idea, but instead of being a constant thing, it should be able to disappear, when you try to hit it (but only about 50-75% of the time) however, it will not do this if you are holding a smite enchanted sword (the sword's magical aura is sapping it's powers)
That's five hits with out any armor. even with a full set of iron its damage would become negligible. The 15 hearts of health, yes it's more than you're average mob however seeing how weak they are I didn't want it to be too easy to kill them. And by speed I meant travel speed not attack speed. I guess I should have specified. Although this could require some balancing. It makes sense to me but that doesn't mean it would function in the same way I'm picturing it.
The enchanted sword thing I explained above in response to SnowConez.
Whew that was a lot of typing. My fingers need a break
Its a good idea, cool and all, but there is a huge problem. If this would get in the actual game, this will obviously happen:
• A lot of noobs will start screaming about "ERHMAHGURD I FUND HRBRINE!!!" because strange things will happen.
Wow huge over site on my part. I'm scrapping the whole idea.
I will say I agree with Brinjal66 in some regard. I don't think it should be fast, or at least not any faster than a Spider. But I didn't think about the Smite thing. Perhaps it is only affected by Swords with Smite OR a Gold Sword? That would cut down on the difficulty of killing them, most players have some spare Gold laying around.
As for the thoughts of putting it in an Abandoned Mineshaft, that would work except I don't know if the game has any way to detect an Abandoned Mineshaft after it is generated. If the Nether was their home world, then I think you could remove their haunting abilities in the Nether entirely. It also wouldn't hurt to make so occasionally they would "fade in" to our plane and become visible without a Night Vision potion, but only in the Nether. That way you could hunt them with ease, as long as you are willing to go to the Nether and have good timing to hit them in the ~3 seconds they stay visible.
Its a good idea, cool and all, but there is a huge problem. If this would get in the actual game, this will obviously happen:
• A lot of noobs will start screaming about "ERHMAHGURD I FUND HRBRINE!!!" because strange things will happen.
That's not really an issue. It takes about 3 seconds to read a thread like that and lock or delete it, so even if it happened more it would not be a big deal, provided people actually bother to report it. The problem is, most people don't think about reporting and would rather insult the poster or keep talking in a thread instead of just letting it die or asking a mod to kill it. Herobrine is not nearly as big of an issue as people tend to think it is (although Notch playing along with patch notes didn't help).
When, that happens, you're allowed to call them n00bs and say it's just a ghost
Case in point.
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I will say I agree with Brinjal66 in some regard. I don't think it should be fast, or at least not any faster than a Spider. But I didn't think about the Smite thing. Perhaps it is only affected by Swords with Smite OR a Gold Sword? That would cut down on the difficulty of killing them, most players have some spare Gold laying around.
As for the thoughts of putting it in an Abandoned Mineshaft, that would work except I don't know if the game has any way to detect an Abandoned Mineshaft after it is generated. If the Nether was their home world, then I think you could remove their haunting abilities in the Nether entirely. It also wouldn't hurt to make so occasionally they would "fade in" to our plane and become visible without a Night Vision potion, but only in the Nether. That way you could hunt them with ease, as long as you are willing to go to the Nether and have good timing to hit them in the ~3 seconds they stay visible.
That's not really an issue. It takes about 3 seconds to read a thread like that and lock or delete it, so even if it happened more it would not be a big deal, provided people actually bother to report it. The problem is, most people don't think about reporting and would rather insult the poster or keep talking in a thread instead of just letting it die or asking a mod to kill it. Herobrine is not nearly as big of an issue as people tend to think it is (although Notch playing along with patch notes didn't help).
Case in point.
Yeah. I normally tell people that Herobrine doesn't exist and never will before I report a thread, but I always report.
I will say I agree with Brinjal66 in some regard. I don't think it should be fast, or at least not any faster than a Spider. But I didn't think about the Smite thing. Perhaps it is only affected by Swords with Smite OR a Gold Sword? That would cut down on the difficulty of killing them, most players have some spare Gold laying around.
As for the thoughts of putting it in an Abandoned Mineshaft, that would work except I don't know if the game has any way to detect an Abandoned Mineshaft after it is generated. If the Nether was their home world, then I think you could remove their haunting abilities in the Nether entirely. It also wouldn't hurt to make so occasionally they would "fade in" to our plane and become visible without a Night Vision potion, but only in the Nether. That way you could hunt them with ease, as long as you are willing to go to the Nether and have good timing to hit them in the ~3 seconds they stay visible.
I was actually thinking the same speed as a spider. I wouldn't want anything too ridiculous. & being that gold swords have higher enchantability (highest?) than other swords, it would make sense to say they have some natural magical abilities. I'll definitely be changing this around.
On your second point, you read my mind about losing their abilities in the nether. I like the little twist you add about fading in and out of our plane too
Probably tomorrow when I get a little free time I'm going to pull out all these good ideas and add them to the main post.
While I think the idea is totally balanced and such, I'm still trying to decide whether it would fit in minecraft or not. We already have a creepy mob (Enderman), and I worry that much more and people will start thinking it is a horror game.
I especially like that this will make potions of invisibility slightly harder to get - making them just carrots, spider eyes, and a tiny bit of gold isn't very good.
Beyond the above, the main reason I feel iffy about this is the teleportation gates. While I like the system presented, and I like that you need to kill at least 2 ghosts to get a gate, as well as the fact that mobs have line of sight through gates, I'm still not sure about the concept. It seems a bit overpowered to get to be able to go anywhere you want with the tiniest amount of redstone ingenuity and walking. However, because of all the things you have done to make them less overpowered, I'm not too concerned about it.
A quick suggestion - There could automatically be a ghost in all jungle temples, just to give them a bit more flair. It would automatically "latch" onto you once you leave.
So half support from me. I can't say enough about the presentation though. Great job there.
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This could work. you'd get the best of both worlds. The ghost is still floating but doesn't ignore gravity either. But Still something about witnessing a ghost fall just doesn't sit well with me. I'll have to think about this.
Aw shucks. You really know how to make a ghost blush!
But in all seriousness thank you I definitely appreciate it. I did put a lot of thought and effort into it and I'm gad it shows. I firmly believe that the presentation is as important as the idea itself. Before posting my suggestion I actually had no experience with re-texturing blocks and mobs and only learned how to so that I could deliver an even better presentation. I am still playing around with re-texturing portal animations, but that's a whole other story.
I knew when I was fleshing out this idea that if there was anything someone didn't like it would be the teleportation aspect. It seems as if whenever I see a teleportation suggestion, the forum seem relatively split on the idea. & that is exactly why I tried to limit it as much as I did. You still have teleportation but at the same time it really can't be controlled, you either only have a couple portals or you have to wire redstone signals to each portal, which would be rather difficult and expensive.
I have to say I like the ideas I'm getting of making ghosts spawn in strongholds, mineshafts, and now even temples. While it doesn't explain anything, & I don't believe they ever need to be explained, I feel ghosts would add to the mystery of what exactly happened.
But thank you for the half support
Oh! I like that! Make them fall the same way chickens do. Great idea!
I would love it if you checked out my "about me" page on my profile and looked at my threads I'm always happy to see new posters.
I actually wanted to touch on this as well but forgot the first time. When I was coming up with this I was thinking of the feeling I got my first couple nights in minecraft, right when I first start playing, and how afraid I was to go outside at night. & even now how the occasional creeper catches me off guard and gets my heart beating. I wanted to restore some of that freshness into the game. Something that puts you on edge and, for lack of a better word, creeps you out.
I know, I did go slightly overboard. anything in particular you think should be removed or toned down?
How to not die in a cave
oh uhh thanks...
Thank you sir! Appreciate it.
But support and +1.
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1. I don't like the whole portal idea. I'd scrap that, personally.
2. I did some quick research and found this: Ghosts don't like obsidian (didn't know this one), iron, and salt. Two of those are in-game, and the third would be a good addition anyway. I think it'd be neat to add in these superstitious practices into Minecraft, especially since, you know, there's undead walking all over the place. Steve's bound to search for ways of getting them to leave. Creepers are already afraid of cats, so I think this is a suggestion that is within the realm of vanilla Minecraft.
3. Going along with that, perhaps they can pass through anything except for iron blocks and obsidian. These are both more difficult to craft, so a ghost-proof house would be pretty tricky to construct (but not impossible).
4. Ghosts definitely need a drop, but I don't think ectoplasm is it. I'm not totally sure what, but it should be something that players would want to go through the trouble of brewing a nightvision potion for. Maybe they'd just drop some belongings, such as leather armor, tools, gold, etc.
5. Edit: They should also be more common in abandoned mine shafts.
What I like about this idea is that I'm pretty sure I can't think of a way that you'd make a ghost farm. You'd have to have them spawn in an iron or obsidian room and figure out some way of killing them with gravity or something. It'd make players have to actually go and hunt them.
Any who
Edited: to fill in a couple missing I's and fix things that made no sense. My brain isn't working too well atm.
1. Well when you put it that way....actually I'm glad you brought this up. Because this could actually be a problem for some people. I guess my thinking was that I never use night vision potions for survival so everyone else must not either! I don't think I need to explain the flaw with this. However as badprenup mentioned later, the ghost would be an uncommon spawn or possibly only spawn in certain structures.
If I were to change this maybe just brewing in an additional item to a night vision potion that makes the night vision potion an energy vision potion, whose sole purpose is the detection of ghosts? My original idea was that night vision allows you to see another level of visible light and thus why ghosts appear. Plus I liked adding another feature to an already implemented item. I'll have to put a little more thought into this.
2. Randomness had actually mentioned this a little earlier and i really (really), like this idea. It gives ghosts their expected floating ability but also makes them ad-hear to the laws of gravity. This will more than likely be added to the main post once I figure out where to put it.
3. Again I'll agree with badprenup here, that making the ghost react to certain blocks in a certain way would probably just be a headache to code. (I really don't know, I'm not programmer, but it sounds legit) It's a good idea. It just may be overly complicated. But I do like the idea of ghosts not being able to pass through nether blocks. Adds a restriction to the ghosts ability to pass through walls & gives nether oriented blocks more utility.
I thought some people may have a problem with this. But lets toss reality aside here for a second and pretend ghosts and magic are real. If you're locked in battle with a ghost and just start taking swings at it, chances are whatever you're trying to hit it with would pass right through it. And Gengar...ahem...I mean the ghost would just laugh at you. Now lets add a magical element to the sword that is specifically designed to fight the undead. Now you're in business! I also I tried to balance this by giving the player control over when you fight the ghost. You're completely right in saying that you'd get beaten to death by a ghost if you don't have a properly enchanted sword. But you should be fully aware of when a ghost is present and using a night vision potion without a enchanted sword would be suicide.
Hmm i Don't know if I'd change the spawn rate based on depth but I do like the idea of being able to hunt them. I think the current system of "hunting" enderman, whose spawn is completely random, can get annoying at times & could be implemented better. I wouldn't want ghosts to be hunted in the same fashion.
Also it makes sense to make them a regular spawning mob in the nether even possibly make them behave differently since this is their home dimension. But I feel doing this would make obtaining ectoplasm too easy.
1. I'm sorry, and please don't take this the wrong way, but I'm not going to completely throw out a major aspect of my idea because you don't like it and didn't even make an argument as to why it shouldn't be added.
2 is interesting and i wasn't aware of this. Although I think i'm going to stick to the idea that nether blocks prevent them from passing through walls.
3. goes along with 2.
4. goes along with 1.
5. These types of ideas seem to be getting a lot of support. Structure specific spawning may be the route to go.
That's five hits with out any armor. even with a full set of iron its damage would become negligible. The 15 hearts of health, yes it's more than you're average mob however seeing how weak they are I didn't want it to be too easy to kill them. And by speed I meant travel speed not attack speed. I guess I should have specified. Although this could require some balancing. It makes sense to me but that doesn't mean it would function in the same way I'm picturing it.
The enchanted sword thing I explained above in response to SnowConez.
Whew that was a lot of typing. My fingers need a break
Wow huge over site on my part. I'm scrapping the whole idea.
As for the thoughts of putting it in an Abandoned Mineshaft, that would work except I don't know if the game has any way to detect an Abandoned Mineshaft after it is generated. If the Nether was their home world, then I think you could remove their haunting abilities in the Nether entirely. It also wouldn't hurt to make so occasionally they would "fade in" to our plane and become visible without a Night Vision potion, but only in the Nether. That way you could hunt them with ease, as long as you are willing to go to the Nether and have good timing to hit them in the ~3 seconds they stay visible.
That's not really an issue. It takes about 3 seconds to read a thread like that and lock or delete it, so even if it happened more it would not be a big deal, provided people actually bother to report it. The problem is, most people don't think about reporting and would rather insult the poster or keep talking in a thread instead of just letting it die or asking a mod to kill it. Herobrine is not nearly as big of an issue as people tend to think it is (although Notch playing along with patch notes didn't help).
Case in point.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
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Yeah. I normally tell people that Herobrine doesn't exist and never will before I report a thread, but I always report.
I was actually thinking the same speed as a spider. I wouldn't want anything too ridiculous. & being that gold swords have higher enchantability (highest?) than other swords, it would make sense to say they have some natural magical abilities. I'll definitely be changing this around.
On your second point, you read my mind about losing their abilities in the nether. I like the little twist you add about fading in and out of our plane too
Probably tomorrow when I get a little free time I'm going to pull out all these good ideas and add them to the main post.
Alright I'll reconsider. No promises though.