yes, a MILLION people have said it before, but come on, they need improvement. well, im gonna skip over this crap because im lazy and you dont want it!
the deeper, the better-
how about the dungeons loot depends on the layer it has spawned? maybe 64 and above will have a bit of wood, and coal, some food, and a couple basic tools, along with our good old loot we have now, some cocoa beans, wheat, string, gunpowder, and iron. if its 64-40, maybe it would have a few iron grade tools, some armor, an enchanted book, a potion or two,some food rations, and diamond, if your lucky. now, 40 and below is the best a dungeon gets. lots of food, some enchanted gear, potions, enchanted books, plenty of iron and gold, a few diamonds, records, and, wait for it, an enchanted golden apple. rare, of course.
also, this would affect the number of rooms. yes, its been said a million times, but dungeons do need a size expansion. nnot that big, though. most people want to make a giant labyrinth. i think the rooms should work like this. we have the main room as of now, but probably bigger. then, depending on the grade, there will be a number of side rooms, basically just a doorway leading into a smaller room. these rooms will generally contain a crafting bench, a bit of furnishing (stair seats, log tables) a furnace, and maybe things like a skull, a pot with a dead bush, or an item frame with a tool in it. these rooms also have a small chance of having another spawner, the same kind as the one in the main room. also, chests can be found in the side rooms, too. in a grade 3 dungeon, it will have 1-2 side rooms. in a grade 2, there will be 2-4. in a grade 3, there will be 3-5.
this makes it so that if we can get a lot better loot from a dungeon, yet still make it balanced. a lucky little stevie on his first cave trip finds a dungeon. he isnt instantly spoiled with diamonds and armor and weapons, he gets a bit of supplies to push him forth. then theres the big head honcho miner guy, who fought a horde of mobs, being rewarded with good tools, food, potions, and all sorts of other handy things.
special loot-
there used to be a lot of special items only found through dungeons. the saddle, now obtainable through trading, although expensive and not oftenly supplied. the notch's apple, whose name was dragged in the dirt in 1.7 the golden apple, now easily craftable (not the second tier), records, which are findable through mob hunting, but thats also hard, and cocoa beans, now easily findable and farmable in jungles.
we need to make more items like these. here is my ideas.
cheese- cheesy as it may sound (no pun intended), cheese wouldnt really be that bad. i was thinking instead of just another stupid food item, it could be a handy healing item. it could restore 4 hearts of health, and cure 1 1/2 hunger. just a neat little item that might come in handy. plus, you can eat it faster than health potions, the process is quicker. and, they stack, but only up to 16, hence their usefullness.
new weapons- dont flame JUST yet!!!! this isn't just more "dragons swords!" and "throwing stars!" or any of that newbie bull crap. there are two new weapons, and they aren't some stupid RPG garbage.
spear- after much debate, i settled on a spear as opposed to an axe weapn. an axe seemd cooler, but i couldnt put a name on it that wasnt cheesy. a spear i can put a name on though. any way, thay could rarely be found in a grade 2 dungeon, and more oftenly in a grade 1. they would do 3-4 hearts of damage, (25% 3, 50% 3 1/2, 25% 4) the iron sword doing 3, the diamond 3 1/2. making it slightly better than both of them damage wise. it lasts for 600 uses, 349 more than the iron sword, a lot less than the diamond. so its a pretty sweet weapon, although it cant be enchanted directly from an enchanting table. it only takes enchanted books with anvils. it can only host 3 enchantments, too. the spear can rarely be found with a spear specific enchantment on it. there are 2. poison, which poisons for 5 seconds on tier 1, and 12 on tier 2. the other one being health sap, which heals the player 1/2 of what it did to the mob. every sword enchantment can be put on a spear. spear enchantments cant be put on swords, though. here, i'll recap.
SPEAR- can't be directly enchantable, can take any sword enchantment, only hosts three enchantments, spear enchanted books can sometimes be found in dungeons, cant be obtainable through enchanting books.
SWORD- can be enchanted both ways, takes only sword enchantments, sword enchantment books can be found AND made, hosts four enchantments.
whew. thats a mouthfull... no... a handfull... ... thats was a lot of typing. hope that sinks into your head.
now, the next weapon wont be nearly as painfull to read since the first one is over with.
longbow- im gonna come out and say it right now that the the longbow is pretty much a ranged version of the spear. its found in dungeons chests, cant be directly enchanted, takes bow AND longbow enchantments, bows only take bow enchants. longbow enchants can only be found in dungeons, non-makeable. however, its only better in the fact that it travels about 1.3 times as farther as an arrow from a regular bow. plus, the longbow lasts 450 instead of 385. and one last thing, poison works on longbows, too. but not health sap. instead, longbows have splitfire, which have a 50% of splitting into two arrows. on tier three, it now has a 25% chance of splitting into 3. if an arrow splits, it only takes 1 arrow, not 2.
there. done. now, these aren't really "necessary" nor "un-necessary". and no, they aren't cheesy because it just adds a little spice to the weapon family, right now its very basic. it isnt some huge weapon thing that totally crashes pvp or the combat system. i hope you guys dont think its "over powered" or "un-needed" theres definitely gonna be someone who thinks so.
new potions- pretty simple, just add in the missing potions, rarely found in dungeon chests. water breathing, jump boost, resistance, haste, fatigue, nausea, blindness, and hunger. just as common as regular potions
new loot- im not gonna go through every last item to the spawn rate and number, just a list of new items you could find in the dungeon.
arrows
swords
armor
coal
glowstone dust
bones
pumpkin seeds
potatoes
carrots
tools
obsidian
cookies
gold
diamonds
emeralds
nether warts
blaze powder
slime balls
wood
ghast tears
magma cream
weapons and books with special enchantments
written books with basic journal entries
bowls
flint
feathers
leather
sugar
clay
map
compass
clock
cooked fish
bacon
steak
chicken
ender pearls
bottle'o enchanting
just some ideas.
more enchanted books- jeb did state that he would add enchanted books with special enchantments on them, but as far as i know its just things like sharpness 6 and blast protection 5. i think these are cool, but maybe some other enchantments should come. yes, im suggesting new enchantments. you dogged me.
first off, the new enchantments i mentioned for the longbows and spears.
freeze- for swords and spears, slows mobs down for a little bit.
seeking shot- for bows and long bows, making arrows home in on mobs, depending on the level.
archer- for bows, makes arrows fly farther and straighter.
swiftness- for boots, increases speed
health- for armor, regenerates faster.
im lazy, so ill let you figure out the levels and potency.
ell, i need to post this now, its taking a while. i'll edit it later.
I agree with you 90%. I dont think Dungeons should be bigger, we have strongholds for that. Another suggestion for loot- golden carrot on a stick. Works just like a regular carrot on a stick, but it lasts 50% longer and makes your pig go 50% faster.
I think this is good.
I'm going to post my variation on this thread.
Layer 40+:
Same as now
Layer 20-40(Per slot):
2% enchanted book(Higher chance of better enchancements)
0.1% golden apple
0.0025% enchanted golden apple
0.6975% potion(Lower duration than normal potions)
1% rotten flesh x4
1.125% bone x4
1% gunpowder x4
0.5% string x4
0.5% spider eye x4
0.5% slimeball x4
0.5% ender pearl x4
1% gold nugget x4
0.25% ghast tear x4
0.25% blaze rod x4
0.125% coal x4
0.125% magma cream x4
Layer 0-20(Per slot, all tools may be enchanted):
3% enchanted book(Higher chance of better enchantments)
0.3% golden apple
0.01% enchanted golden apple
2.19% potion
0.1% carrot
0.1% potato
0.1% iron ingot
0.1% iron shovel
0.1% iron helmet
0.1% bow
0.1% gold ingot
0.1% gold sword
0.025% wither skeleton skull
5% bottle of enchanting x13
0.0005% nether star
I think this is good.
I'm going to post my variation on this thread.
Layer 40+:
Same as now
Layer 20-40(Per slot):
2% enchanted book(Higher chance of better enchancements)
0.1% golden apple
0.0025% enchanted golden apple
0.6975% potion(Lower duration than normal potions)
1% rotten flesh x4
1.125% bone x4
1% gunpowder x4
0.5% string x4
0.5% spider eye x4
0.5% slimeball x4
0.5% ender pearl x4
1% gold nugget x4
0.25% ghast tear x4
0.25% blaze rod x4
0.125% coal x4
0.125% magma cream x4
Layer 0-20(Per slot, all tools may be enchanted):
3% enchanted book(Higher chance of better enchantments)
0.3% golden apple
0.01% enchanted golden apple
2.19% potion
0.1% carrot
0.1% potato
0.1% iron ingot
0.1% iron shovel
0.1% iron helmet
0.1% bow
0.1% gold ingot
0.1% gold sword
0.025% wither skeleton skull
5% bottle of enchanting x13
0.0005% nether star
thank you, kind sir.
at first i wanted to rape you for suggesting a nether star, but i think thats good. a very rare chance to bypass the wither.
I think I did hear the possibility of a rare, indestructible enchantment book. Only obtainable through vanilla cheats or inventory editors, and of course, the rare one in a dungeon chest.
Rollback Post to RevisionRollBack
Hey, if you want to make sure I saw what you said, quote me on it.
I think I did hear the possibility of a rare, indestructible enchantment book. Only obtainable through vanilla cheats or inventory editors, and of course, the rare one in a dungeon chest.
Go onto the upcoming features page on the wiki, its it the planed section. No idea if it's gonna happen yet, but that would finally complete my super suit.
Rollback Post to RevisionRollBack
Hey, if you want to make sure I saw what you said, quote me on it.
Go onto the upcoming features page on the wiki, its it the planed section. No idea if it's gonna happen yet, but that would finally complete my super suit.
I agree with you 90%. I dont think Dungeons should be bigger, we have strongholds for that. Another suggestion for loot- golden carrot on a stick. Works just like a regular carrot on a stick, but it lasts 50% longer and makes your pig go 50% faster.
it wont be THAT bigger, it wont even be one of those complex code structures. i divide structures into two kinds, complex code (nether forts, mines, villages, etc.) and non complex code (temples, dungeons, wells, etc.)
strongholds are extremely rare labyrinths filled with all sorts of crap. the new dungeons will still be small, uncommon, and basic.
Rollback Post to RevisionRollBack
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the deeper, the better-
how about the dungeons loot depends on the layer it has spawned? maybe 64 and above will have a bit of wood, and coal, some food, and a couple basic tools, along with our good old loot we have now, some cocoa beans, wheat, string, gunpowder, and iron. if its 64-40, maybe it would have a few iron grade tools, some armor, an enchanted book, a potion or two, some food rations, and diamond, if your lucky. now, 40 and below is the best a dungeon gets. lots of food, some enchanted gear, potions, enchanted books, plenty of iron and gold, a few diamonds, records, and, wait for it, an enchanted golden apple. rare, of course.
also, this would affect the number of rooms. yes, its been said a million times, but dungeons do need a size expansion. nnot that big, though. most people want to make a giant labyrinth. i think the rooms should work like this. we have the main room as of now, but probably bigger. then, depending on the grade, there will be a number of side rooms, basically just a doorway leading into a smaller room. these rooms will generally contain a crafting bench, a bit of furnishing (stair seats, log tables) a furnace, and maybe things like a skull, a pot with a dead bush, or an item frame with a tool in it. these rooms also have a small chance of having another spawner, the same kind as the one in the main room. also, chests can be found in the side rooms, too. in a grade 3 dungeon, it will have 1-2 side rooms. in a grade 2, there will be 2-4. in a grade 3, there will be 3-5.
this makes it so that if we can get a lot better loot from a dungeon, yet still make it balanced. a lucky little stevie on his first cave trip finds a dungeon. he isnt instantly spoiled with diamonds and armor and weapons, he gets a bit of supplies to push him forth. then theres the big head honcho miner guy, who fought a horde of mobs, being rewarded with good tools, food, potions, and all sorts of other handy things.
special loot-
there used to be a lot of special items only found through dungeons. the saddle, now obtainable through trading, although expensive and not oftenly supplied. the notch's apple, whose name was dragged in the dirt in 1.7 the golden apple, now easily craftable (not the second tier), records, which are findable through mob hunting, but thats also hard, and cocoa beans, now easily findable and farmable in jungles.
we need to make more items like these. here is my ideas.
cheese- cheesy as it may sound (no pun intended), cheese wouldnt really be that bad. i was thinking instead of just another stupid food item, it could be a handy healing item. it could restore 4 hearts of health, and cure 1 1/2 hunger. just a neat little item that might come in handy. plus, you can eat it faster than health potions, the process is quicker. and, they stack, but only up to 16, hence their usefullness.
new weapons- dont flame JUST yet!!!! this isn't just more "dragons swords!" and "throwing stars!" or any of that newbie bull crap. there are two new weapons, and they aren't some stupid RPG garbage.
spear- after much debate, i settled on a spear as opposed to an axe weapn. an axe seemd cooler, but i couldnt put a name on it that wasnt cheesy. a spear i can put a name on though. any way, thay could rarely be found in a grade 2 dungeon, and more oftenly in a grade 1. they would do 3-4 hearts of damage, (25% 3, 50% 3 1/2, 25% 4) the iron sword doing 3, the diamond 3 1/2. making it slightly better than both of them damage wise. it lasts for 600 uses, 349 more than the iron sword, a lot less than the diamond. so its a pretty sweet weapon, although it cant be enchanted directly from an enchanting table. it only takes enchanted books with anvils. it can only host 3 enchantments, too. the spear can rarely be found with a spear specific enchantment on it. there are 2. poison, which poisons for 5 seconds on tier 1, and 12 on tier 2. the other one being health sap, which heals the player 1/2 of what it did to the mob. every sword enchantment can be put on a spear. spear enchantments cant be put on swords, though. here, i'll recap.
SPEAR- can't be directly enchantable, can take any sword enchantment, only hosts three enchantments, spear enchanted books can sometimes be found in dungeons, cant be obtainable through enchanting books.
SWORD- can be enchanted both ways, takes only sword enchantments, sword enchantment books can be found AND made, hosts four enchantments.
whew. thats a mouthfull... no... a handfull... ... thats was a lot of typing. hope that sinks into your head.
now, the next weapon wont be nearly as painfull to read since the first one is over with.
longbow- im gonna come out and say it right now that the the longbow is pretty much a ranged version of the spear. its found in dungeons chests, cant be directly enchanted, takes bow AND longbow enchantments, bows only take bow enchants. longbow enchants can only be found in dungeons, non-makeable. however, its only better in the fact that it travels about 1.3 times as farther as an arrow from a regular bow. plus, the longbow lasts 450 instead of 385. and one last thing, poison works on longbows, too. but not health sap. instead, longbows have splitfire, which have a 50% of splitting into two arrows. on tier three, it now has a 25% chance of splitting into 3. if an arrow splits, it only takes 1 arrow, not 2.
there. done. now, these aren't really "necessary" nor "un-necessary". and no, they aren't cheesy because it just adds a little spice to the weapon family, right now its very basic. it isnt some huge weapon thing that totally crashes pvp or the combat system. i hope you guys dont think its "over powered" or "un-needed" theres definitely gonna be someone who thinks so.
new potions- pretty simple, just add in the missing potions, rarely found in dungeon chests. water breathing, jump boost, resistance, haste, fatigue, nausea, blindness, and hunger. just as common as regular potions
new loot- im not gonna go through every last item to the spawn rate and number, just a list of new items you could find in the dungeon.
- arrows
- swords
- armor
- coal
- glowstone dust
- bones
- pumpkin seeds
- potatoes
- carrots
- tools
- obsidian
- cookies
- gold
- diamonds
- emeralds
- nether warts
- blaze powder
- slime balls
- wood
- ghast tears
- magma cream
- weapons and books with special enchantments
- written books with basic journal entries
- bowls
- flint
- feathers
- leather
- sugar
- clay
- map
- compass
- clock
- cooked fish
- bacon
- steak
- chicken
- ender pearls
- bottle'o enchanting
just some ideas.more enchanted books- jeb did state that he would add enchanted books with special enchantments on them, but as far as i know its just things like sharpness 6 and blast protection 5. i think these are cool, but maybe some other enchantments should come. yes, im suggesting new enchantments. you dogged me.
- first off, the new enchantments i mentioned for the longbows and spears.
- freeze- for swords and spears, slows mobs down for a little bit.
- seeking shot- for bows and long bows, making arrows home in on mobs, depending on the level.
- archer- for bows, makes arrows fly farther and straighter.
- swiftness- for boots, increases speed
- health- for armor, regenerates faster.
im lazy, so ill let you figure out the levels and potency.ell, i need to post this now, its taking a while. i'll edit it later.
overall i Support your Idea Very much.
I'm going to post my variation on this thread.
Layer 40+:
Same as now
Layer 20-40(Per slot):
2% enchanted book(Higher chance of better enchancements)
0.1% golden apple
0.0025% enchanted golden apple
0.6975% potion(Lower duration than normal potions)
1% rotten flesh x4
1.125% bone x4
1% gunpowder x4
0.5% string x4
0.5% spider eye x4
0.5% slimeball x4
0.5% ender pearl x4
1% gold nugget x4
0.25% ghast tear x4
0.25% blaze rod x4
0.125% coal x4
0.125% magma cream x4
Layer 0-20(Per slot, all tools may be enchanted):
3% enchanted book(Higher chance of better enchantments)
0.3% golden apple
0.01% enchanted golden apple
2.19% potion
0.1% carrot
0.1% potato
0.1% iron ingot
0.1% iron shovel
0.1% iron helmet
0.1% bow
0.1% gold ingot
0.1% gold sword
0.025% wither skeleton skull
5% bottle of enchanting x13
0.0005% nether star
at first i wanted to rape you for suggesting a nether star, but i think thats good. a very rare chance to bypass the wither.
Go onto the upcoming features page on the wiki, its it the planed section. No idea if it's gonna happen yet, but that would finally complete my super suit.
strongholds are extremely rare labyrinths filled with all sorts of crap. the new dungeons will still be small, uncommon, and basic.