The Meaning of Life, the Universe, and Everything.
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7/2/2013
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Minecraft:
KingBumi
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RPG - The gamemode for adventure lovers
The RPG gamemode would add all sorts of elements to Minecraft that wouldn't necessarily fit survival gameplay, but would still fit the theme of Minecraft and be casual. I'm not sure many other people have tried to make an RPG gamemode fit for Minecraft, and I'm quite positive that each and every one drastically changed how Minecraft worked, and just completely copied every game in existence. This suggestion merely adds a separate gamemode that adds more functionality to enhance your RPG experience, and removes a few minor survival mechanics. Please read on. I honestly think this would work as a stand-alone update.
Completely revamped gear system. Now, the original armor system will not work for this gamemode. No, but instead of the old armor bar and tiers, there are custom stats. These stats are small things like: Defense, Knockback Resistance, Parry, Health, Stomach, Agility, and other small things. Defense wouldn't add little chestplates on your first-person HUD, but it would add defense points. Defense points would decrease the amount of damage taken to you. (#Defense/10 = Damage taken off, so 100 Defense would take off 10 damage, and numbers that can't be divided by 10 would be rounded up or down.) Knockback Resistance would simply just reduce the amount of knockback you receive, Parry would add a minor chance to completely block damage. Later on, I will explain counter-parrying. Health adds health. Stomach slows hunger drop. Agility increases speed and possibly jump height. There would be more types of armor, and a whole new gear slot. The armor would be: Helmet, chestplate, pants, shoes, mask, cape, ring, necklace, and charm. There will also be a primary weapon and offhand slot. This picture shows the layout of the new gear system and how it is a separate tab from the inventory screen. The only way to move armor and weapons to the slots is by shift-clicking, as the inventory and gear menu is not on the same tab. Weapons can have a few new stats, such as counter-parry, armor pierce, haste, damage, and slicing. Counter-parry basically adds a chance to make the opponent's parry useless. Armor pierce has a small chance to ignore one piece of armor, but parry can block this. Haste lets you swing faster, dishing out more damage faster. Damage adds more damage, and slicing lets you immobilize or slow your target with a small chance.
New level system. There are both character levels and enchanting levels in this gamemode. Enchanting levels are the survival levels that let you enchant tools. Enchanting is also changed a little bit, explained further down. Leveling you character has many benefits. Dungeons get harder as you level up(explained later), yielding better and more loot. Leveling also gives you talent points, which can be spent in your talent menu. You get two per two levels. The talent menu will have small, passive things such as health, stomach, agility, accuracy, and endurance. Again, health adds health, stomach slows hunger loss, agility adds speed and possibly jump boost. But the new ones are accuracy and endurance. Accuracy reduces the arc of the arrows shot from a bow, letting you shoot further and more accurately. Endurance simply increases your parry chance by a small percentage. The health system is a bit different, too. Every point you spend in health, you get one health, or half a heart. The hearts don't stack upon eachother, but instead overlay eachother. As you can see here, the green extra hearts overlap the red original hearts. Leveling also lets you wear more gear, as most gear is level-restricted now. The armor stays leather, iron, chain, gold, and diamond, still.
Removed vanilla mechanics. Beds are now purely aesthetic. There will be spawn witches which look like the survival witches, but are not aggressive, and set your spawn. They tend to spawn around dungeons and villages. You can no longer make nether portals.(The nether still exists, explained later.) You can no longer go to the end the traditional way.(Same as nether portals) Punching and axing wood. This is to prevent crafting tools and weapons that are too overpowered for your level. Crafting leather armor, again, to stop you from getting better gear early.
Dungeons. There will be completely new dungeons in the RPG gamemode. They will vary depending on your difficulty, level, biome, and if it is underground, above ground, or in the sky. The higher level you are, the better loot you get, and the harder the mobs and bosses are. Dungeons give three times more experience per mob than outside of dungeons. Conquering the dungeon rewards valuable, random loot, and a buttload of experience(both). Each boss is unique, and has a different way of being defeated, and has a different way of attacking. Summoners, rangers, duelists, magicians, flying, and even stealthy ones that can "disappear" and teleport. This is to make the game more interesting.
Enchanting. Enchanting is revamped a little bit. There are no enchants like sharpness, or efficiency. Enchantments simply add multipliers to certain stats. Say you have a 10 damage, 20 counter-parry sword. If you get a 1.5x multiplier to damage, you get 15 damage and the counter-parry remains the same.
Nether. Getting to the Nether is a bit more difficult. First of all, you must be at least level 50. When you hit 50, a new dungeon type will appear. It is clearly visible, and only spawns above ground. It is marked by the highly-visible nether bricks, which you won't see anywhere else in the overworld. Every mob here is level 60+. Blaze minions and Baby Ghasts spawn here. The boss is "The Emberman," (haha, cheesy :D) and he will light you on fire upon contact and when hit by his projectile. The only way to defeat him is to use water, so you can get up close and sword him to death. Bows are rendered useless. When you conquer him and the dungeon, you will be rewarded the "Nether Igniter," which is used to light the nether portal that appears inside the boss room. When you reach the nether, a spawn witch will be there, and a little nether village. After this, new dungeons will appear in the nether, much like the overworld.
End. Getting to the End is no simple task now. You must be level 100, and when that happens, a new dungeon will spawn on the roof of the nether, made of endstone and obsidian. The mobs there are all level 110+. Ender-themed mobs spawn here, and all teleport. The mini-boss is a super-enderman, which is basically an enderman with increased damage, four arms, more health, and a ton of parry. It can teleport and go invisible, while the eyes stay visible at all times. The reason he is a miniboss is because when you reach the end, the ender dragon will be much, MUCH harder. It is level 200, and has 10x more health. She has a dark fire projectile which puts the weakness debuff on you if it hits, and does 40 damage. Her direct hit does 80 damage. Like survival, you have to destroy her pillars of regeneration to be able to defeat her. After this is done, you are free to attack. When you win, you will be taken back to the overworld and have the ability to face the wither and get more loot.
Mining. Ores are now found above ground, and can only be mined if you have the mining skill. To get this, you must talk to a blacksmith and trade with him. Then you are granted a diamond pickaxe to mine the ores. These tools are severely underpowered, and have no special abilities. They are crafted without the sticks, and use iron for the rod. To make the tools better, you must enchant them, and enchanting has more effects to crafted tools.
Please leave feedback and post if I forgot to mention something and if I should add or remove certain features. All feedback appreciated and read.
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Curse PremiumThe RPG gamemode would add all sorts of elements to Minecraft that wouldn't necessarily fit survival gameplay, but would still fit the theme of Minecraft and be casual. I'm not sure many other people have tried to make an RPG gamemode fit for Minecraft, and I'm quite positive that each and every one drastically changed how Minecraft worked, and just completely copied every game in existence. This suggestion merely adds a separate gamemode that adds more functionality to enhance your RPG experience, and removes a few minor survival mechanics. Please read on. I honestly think this would work as a stand-alone update.
Completely revamped gear system. Now, the original armor system will not work for this gamemode. No, but instead of the old armor bar and tiers, there are custom stats. These stats are small things like: Defense, Knockback Resistance, Parry, Health, Stomach, Agility, and other small things. Defense wouldn't add little chestplates on your first-person HUD, but it would add defense points. Defense points would decrease the amount of damage taken to you. (#Defense/10 = Damage taken off, so 100 Defense would take off 10 damage, and numbers that can't be divided by 10 would be rounded up or down.) Knockback Resistance would simply just reduce the amount of knockback you receive, Parry would add a minor chance to completely block damage. Later on, I will explain counter-parrying. Health adds health. Stomach slows hunger drop. Agility increases speed and possibly jump height. There would be more types of armor, and a whole new gear slot. The armor would be: Helmet, chestplate, pants, shoes, mask, cape, ring, necklace, and charm. There will also be a primary weapon and offhand slot.
New level system. There are both character levels and enchanting levels in this gamemode. Enchanting levels are the survival levels that let you enchant tools. Enchanting is also changed a little bit, explained further down. Leveling you character has many benefits. Dungeons get harder as you level up(explained later), yielding better and more loot. Leveling also gives you talent points, which can be spent in your talent menu. You get two per two levels. The talent menu will have small, passive things such as health, stomach, agility, accuracy, and endurance. Again, health adds health, stomach slows hunger loss, agility adds speed and possibly jump boost. But the new ones are accuracy and endurance. Accuracy reduces the arc of the arrows shot from a bow, letting you shoot further and more accurately. Endurance simply increases your parry chance by a small percentage. The health system is a bit different, too. Every point you spend in health, you get one health, or half a heart. The hearts don't stack upon eachother, but instead overlay eachother.
Removed vanilla mechanics. Beds are now purely aesthetic. There will be spawn witches which look like the survival witches, but are not aggressive, and set your spawn. They tend to spawn around dungeons and villages. You can no longer make nether portals.(The nether still exists, explained later.) You can no longer go to the end the traditional way.(Same as nether portals) Punching and axing wood. This is to prevent crafting tools and weapons that are too overpowered for your level. Crafting leather armor, again, to stop you from getting better gear early.
Dungeons. There will be completely new dungeons in the RPG gamemode. They will vary depending on your difficulty, level, biome, and if it is underground, above ground, or in the sky. The higher level you are, the better loot you get, and the harder the mobs and bosses are. Dungeons give three times more experience per mob than outside of dungeons. Conquering the dungeon rewards valuable, random loot, and a buttload of experience(both). Each boss is unique, and has a different way of being defeated, and has a different way of attacking. Summoners, rangers, duelists, magicians, flying, and even stealthy ones that can "disappear" and teleport. This is to make the game more interesting.
Enchanting. Enchanting is revamped a little bit. There are no enchants like sharpness, or efficiency. Enchantments simply add multipliers to certain stats. Say you have a 10 damage, 20 counter-parry sword. If you get a 1.5x multiplier to damage, you get 15 damage and the counter-parry remains the same.
Nether. Getting to the Nether is a bit more difficult. First of all, you must be at least level 50. When you hit 50, a new dungeon type will appear. It is clearly visible, and only spawns above ground. It is marked by the highly-visible nether bricks, which you won't see anywhere else in the overworld. Every mob here is level 60+. Blaze minions and Baby Ghasts spawn here. The boss is "The Emberman," (haha, cheesy :D) and he will light you on fire upon contact and when hit by his projectile. The only way to defeat him is to use water, so you can get up close and sword him to death. Bows are rendered useless. When you conquer him and the dungeon, you will be rewarded the "Nether Igniter," which is used to light the nether portal that appears inside the boss room. When you reach the nether, a spawn witch will be there, and a little nether village. After this, new dungeons will appear in the nether, much like the overworld.
End. Getting to the End is no simple task now. You must be level 100, and when that happens, a new dungeon will spawn on the roof of the nether, made of endstone and obsidian. The mobs there are all level 110+. Ender-themed mobs spawn here, and all teleport. The mini-boss is a super-enderman, which is basically an enderman with increased damage, four arms, more health, and a ton of parry. It can teleport and go invisible, while the eyes stay visible at all times. The reason he is a miniboss is because when you reach the end, the ender dragon will be much, MUCH harder. It is level 200, and has 10x more health. She has a dark fire projectile which puts the weakness debuff on you if it hits, and does 40 damage. Her direct hit does 80 damage. Like survival, you have to destroy her pillars of regeneration to be able to defeat her. After this is done, you are free to attack. When you win, you will be taken back to the overworld and have the ability to face the wither and get more loot.
Mining. Ores are now found above ground, and can only be mined if you have the mining skill. To get this, you must talk to a blacksmith and trade with him. Then you are granted a diamond pickaxe to mine the ores. These tools are severely underpowered, and have no special abilities. They are crafted without the sticks, and use iron for the rod. To make the tools better, you must enchant them, and enchanting has more effects to crafted tools.
Please leave feedback and post if I forgot to mention something and if I should add or remove certain features. All feedback appreciated and read.
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Curse PremiumThank you, and lol