You never sneaked backwards dropping blocks under your feet to make a simple super-long bridge?
Also, since the position of 1 stronghold can be used to extrapolate the position of the other 2 (they are all spaced 120 degrees apart and at the same distance from spawn), the same would be true for the islands.
A good approach would be:
#1 - The world is not limited to only 3 strongholds. Let's say, instead, 10% odds of getting 1 stronghold in any given region (a region is 518x518 blocks btw).
#2 - Each stronghold leads to it's own End dimension.
However, that would defeat a bit the popular concept that the end is actualy the Minecraft the Moon...
Maybe as an option in World Gen?
Well my reasoning on the first bit is the placement of each set of floating End islands is random so just because one island appears at 200, 200 in the End on a world doesn't mean that set of islands would be in the same place on a different seed. They would be a few hundred blocks away from each other in random directions at least. So you need to actually discover a Stronghold, finish the portals, go inside and mark the coordinates, defeat the Ender Dragon for that portal (or die), then go to the next one and do the same. Then once you know the locations of each you could theoretically build a bridge but each island could be a few hundred or a few thousand blocks away. Even though the Stronghold Locations can be found using a little math, there isn't any reason the islands have to be positioned accordingly.
So yes it is possible in Survival, but it would be costly, inefficient, and just a plain waste of time when you could just make a Nether travel network between the three Strongholds, especially considering dragons would not follow you. Also, we did discuss the possibility of some kind of invisible barrier around each set of islands that you cannot build past.
That aside, your idea would work, and it does solve the problem of people feeling limited in Mossy/Cracked/End Stone and Dragon Eggs. It certainly is something to consider. And I have no problem defeating a fan-made idea because it isn't canon.
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I have some tweaks and suggestions, but first, a question:
Are these dragons meant as variants of roughly equal difficulty, or increasingly difficult bosses?
My ideas depend on the answer.
Also, I think the amount of dissent that you have received about dragon stats and behavior ought to be expected, as everyone is going to have different opinions about what the final boss(es) should be like.
Sorry if you already knew that, I only thought it couldn't hurt to point out.
I have some tweaks and suggestions, but first, a question:
Are these dragons meant as variants of roughly equal difficulty, or increasingly difficult bosses?
My ideas depend on the answer.
Also, I think the amount of dissent that you have received about dragon stats and behavior ought to be expected, as everyone is going to have different opinions about what the final boss(es) should be like.
Sorry if you already knew that, I only thought it couldn't hurt to point out.
You're correct, and that was actually something I was unsure about. We have a number of possible scenarios, which I'll order from least changes to most changes of the current game:
1. 3 Strongholds, Unique Dragon per Stronghold, Each being about the same overall difficulty
This one would have the least impact on gameplay. Three dragon types and each one is randomly assigned when the portal is entered for the first time. While the dragons would be unique, they would each be comparable in overall difficulty.
2. 3 Strongholds. Unique Dragon per Stronghold, Each being more difficult than the one before
Slightly more change for this one. Basically, the first portal you enter brings you to an island in the End with the weakest Dragon. Regardless of if you kill it or not, entering the second portal would bring you to the second most powerful dragon, and so on. This would be more engaging for players as each one would be more challenging, yet I think most players are pretty maxed out with their gear and brewing by getting to any Dragon, so there isn't really any way to prepare once you have good gear, besides obvious repairs or restocking.
3. Unlimited Strongholds (% chance of one generating every X blocks), Same Difficulty for every Dragon
This allows for a couple of things. One, actual unlimited (in a sense) Mossy/Cracked/End Stone. Two, you can actually hunt Dragons for large amounts of experience. The main problem is that if you can kill one easily, you can kill them all easily.
4. Unlimited Strongholds (same principle as 3), Random Difficulty for each Dragon
The one with the most change, this would involve having 3-5 unique Dragons at least as far as stats. You enter a portal and one of them is chosen at random. A similar problem exists here to the problem in 3. If you can kill the hardest dragon, all the easier ones will be a piece of cake.
They all have merits and drawbacks, if I had to choose I would pick option 1. It is the closest to my original idea and would take the least work to implement. But my second choice is number 3, strictly for the access to the otherwise limited blocks. If they gave us a way to make those renewable my choice is 1.
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Wait you said that it would be in the same end? Or will it be in a different dimension? As in a different world?
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Wait you said that it would be in the same end? Or will it be in a different dimension? As in a different world?
The same one, just far enough apart where it would be unfeasible to make a bridge from one to another, with a possible invisible barrier that prevents you from making bridges and keeps Dragons from leaving their island. If you gave each one a different dimension it would severely bloat save files.
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Make the Tank Dragon slower than all the rest. Right now, it is better in every way than the other proposed dragons, so hopefully this would make it fit in more with the "roughly similar difficulty" idea. Also, I always think of "Tank" bosses as being slower than normal, although this is obviously not a good reason to change it.
Make the regular dragon faster than the others. Since it has no special ability, I think it would be better if it was in some ways harder than the others. You could also give it minor special ability, like a dive attack or the ability to carry the player around for a second or two.
For the Tank Dragon, would it perhaps be simpler to have the dragon make X number (dependent on health threshold of the dragon, and perhaps number of players in the End) of Endermen hostile per Y minutes? Then you wouldn't have the whole "aggro Endermen only when healing" and "when crystals are destroyed, randomly aggro Endermen". I'm not sure if this is better or not, I'm just putting it out there.
By the way, does the "XBox Version Dragon" have the behavior and island design of its console counterpart, or does it only have the acid attacks?
Decided to come back to this thread after a bit of a hiatus. Added a melee attack to the regular dragon, and tweaked the tank dragon.
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This is awesome! Support for more dragon fights! Maybe a Netherdragon after you beat the standard Enderdragon?
I don't know about that. The Wither already fills the role of a Nether boss, as it is crafted from Nether material and is highly destructive, making it suitable for the Nether. But this thread focuses solely on the End, so if you think your idea has merit then it certainly deserves its own thread to give it the attention it deserves. Thank you for the support though.
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Hmmm.
Sounds cool. The only problem I could see is the uneccesary data files being made for each different End.
I support.
Sorry if I seem rude, but please read the post. He says that they would all be in the same End, but so far away you can't see them.
On Topic: Nothing much to say about it. I have trouble deciding whether to support or not.
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Well my reasoning on the first bit is the placement of each set of floating End islands is random so just because one island appears at 200, 200 in the End on a world doesn't mean that set of islands would be in the same place on a different seed. They would be a few hundred blocks away from each other in random directions at least. So you need to actually discover a Stronghold, finish the portals, go inside and mark the coordinates, defeat the Ender Dragon for that portal (or die), then go to the next one and do the same. Then once you know the locations of each you could theoretically build a bridge but each island could be a few hundred or a few thousand blocks away. Even though the Stronghold Locations can be found using a little math, there isn't any reason the islands have to be positioned accordingly.
So yes it is possible in Survival, but it would be costly, inefficient, and just a plain waste of time when you could just make a Nether travel network between the three Strongholds, especially considering dragons would not follow you. Also, we did discuss the possibility of some kind of invisible barrier around each set of islands that you cannot build past.
That aside, your idea would work, and it does solve the problem of people feeling limited in Mossy/Cracked/End Stone and Dragon Eggs. It certainly is something to consider. And I have no problem defeating a fan-made idea because it isn't canon.
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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Are these dragons meant as variants of roughly equal difficulty, or increasingly difficult bosses?
My ideas depend on the answer.
Also, I think the amount of dissent that you have received about dragon stats and behavior ought to be expected, as everyone is going to have different opinions about what the final boss(es) should be like.
Sorry if you already knew that, I only thought it couldn't hurt to point out.
You're correct, and that was actually something I was unsure about. We have a number of possible scenarios, which I'll order from least changes to most changes of the current game:
1. 3 Strongholds, Unique Dragon per Stronghold, Each being about the same overall difficulty
This one would have the least impact on gameplay. Three dragon types and each one is randomly assigned when the portal is entered for the first time. While the dragons would be unique, they would each be comparable in overall difficulty.
2. 3 Strongholds. Unique Dragon per Stronghold, Each being more difficult than the one before
Slightly more change for this one. Basically, the first portal you enter brings you to an island in the End with the weakest Dragon. Regardless of if you kill it or not, entering the second portal would bring you to the second most powerful dragon, and so on. This would be more engaging for players as each one would be more challenging, yet I think most players are pretty maxed out with their gear and brewing by getting to any Dragon, so there isn't really any way to prepare once you have good gear, besides obvious repairs or restocking.
3. Unlimited Strongholds (% chance of one generating every X blocks), Same Difficulty for every Dragon
This allows for a couple of things. One, actual unlimited (in a sense) Mossy/Cracked/End Stone. Two, you can actually hunt Dragons for large amounts of experience. The main problem is that if you can kill one easily, you can kill them all easily.
4. Unlimited Strongholds (same principle as 3), Random Difficulty for each Dragon
The one with the most change, this would involve having 3-5 unique Dragons at least as far as stats. You enter a portal and one of them is chosen at random. A similar problem exists here to the problem in 3. If you can kill the hardest dragon, all the easier ones will be a piece of cake.
They all have merits and drawbacks, if I had to choose I would pick option 1. It is the closest to my original idea and would take the least work to implement. But my second choice is number 3, strictly for the access to the otherwise limited blocks. If they gave us a way to make those renewable my choice is 1.
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The same one, just far enough apart where it would be unfeasible to make a bridge from one to another, with a possible invisible barrier that prevents you from making bridges and keeps Dragons from leaving their island. If you gave each one a different dimension it would severely bloat save files.
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Right then, here is what I would change:
By the way, does the "XBox Version Dragon" have the behavior and island design of its console counterpart, or does it only have the acid attacks?
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Constantly evolving, reaching further heights.
I don't know about that. The Wither already fills the role of a Nether boss, as it is crafted from Nether material and is highly destructive, making it suitable for the Nether. But this thread focuses solely on the End, so if you think your idea has merit then it certainly deserves its own thread to give it the attention it deserves. Thank you for the support though.
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English is not my first language, sorry for any spelling and/or grammar mistakes
Sorry if I seem rude, but please read the post. He says that they would all be in the same End, but so far away you can't see them.
On Topic: Nothing much to say about it. I have trouble deciding whether to support or not.