IMO, the Wither needs some serious changes to his attacking methods, AI, and spawning methods. With only one (impeccably accurate) attack, he's a glorified gear check. I've seen better bosses from games made 25 years ago.
Is he powerful? Yes. Is he difficult? No.
It's better than the Ender Dragon, at the least. That's a step in the right direction.
Here's an idea for mob variety and complexity; a mob that changes form. I really like the idea of some kind of ancient secret, with a boss and guards, and there could be some kind of guard mob that protects the boss and hunts for any who would oppose them, and when they find any target, they change into a more powerful form that maybe fires bolts of energy or something? And it could fire a beam in its "search" form that disables Potions of Invisibility, and its search form could also have a weak spot on its back or something.
I also love how one of your suggestions actually did get implimented.
Here's an idea for mob variety and complexity; a mob that changes form. I really like the idea of some kind of ancient secret, with a boss and guards, and there could be some kind of guard mob that protects the boss and hunts for any who would oppose them, and when they find any target, they change into a more powerful form that maybe fires bolts of energy or something? And it could fire a beam in its "search" form that disables Potions of Invisibility, and its search form could also have a weak spot on its back or something.
Well, the Wither is really powerful. I doubt that getting iron tools within an hour means you'd be ready to beat his face in. Maybe it should come out of Portals, like Zombie Pigmen do, but rarer. Normally if you've made a Portal, you have at least some diamond. But in circumstances like this, if you die from it, it should leave, kinda like the Eye of Cthulhu from Terraria. Make it a bit fairer for weaker players.
Yeah that would be a nice addition, although for challenge, one hour should be plenty enough to already get a full iron set as it is right now, so yeah I think fighting him with iron is being brave, but it adds to the difficulty idea! But yeah he should go away if he kills the player, and then come back after... I don't know, 2 hours or something like that.
And if you're in a cave, he should just come out of the darkness, to add to the creepy factor! And he shouldn't make any noise at all, just like they put monsters and stuff in movies and stuff.
IMO, the Wither needs some serious changes to his attacking methods, AI, and spawning methods. With only one (impeccably accurate) attack, he's a glorified gear check. I've seen better bosses from games made 25 years ago.
Is he powerful? Yes. Is he difficult? No.
I agree. You made me have some flashbacks to the SNES. lol
Here's an idea for mob variety and complexity; a mob that changes form. I really like the idea of some kind of ancient secret, with a boss and guards, and there could be some kind of guard mob that protects the boss and hunts for any who would oppose them, and when they find any target, they change into a more powerful form that maybe fires bolts of energy or something? And it could fire a beam in its "search" form that disables Potions of Invisibility, and its search form could also have a weak spot on its back or something.
I also love how one of your suggestions actually did get implimented.
Yeah that would be cool, the only problem is it would be pretty hard to code if I'm not mistaken, and also, it would kinda slow down the game as it is constantly checking if it's time for that mob to come out. but the idea is cool as it is!
BTW, what thing actually got implemented in the game that he posted here? I can't seem to remember. lol
But I guess I do too since I read the whole thing.
I agree with all of these. Another Enderman idea is, since they're based of Slenderman, they kidnap you and put you in some prison, which you have to bust out of. Theres a trail of enderman-flower-things to lead you back home, although they're slightly hard to spot. Or if you look at them too long, you go blind for X days.
I agree with all of these. Another Enderman idea is, since they're based of Slenderman, they kidnap you and put you in some prison, which you have to bust out of. Theres a trail of enderman-flower-things to lead you back home, although they're slightly hard to spot. Or if you look at them too long, you go blind for X days.
That would be a cool idea, although then you would need to make some kind of Enderman community on the real world. It could be modified so that you actually wake up in The End (once you've actually gone to The End).
We could probably set it up so that depending on random chance or something else, you actually wake up while they're carrying you, so you could break-out,, or just feel cool to see the world from that state (you know, where you're tied from your feet and hands to a lot, and they're carrying that).
I like a lot of these ideas, but some of them aren't as important to me.
The main thing I'd like to see change is scope and diversity. There has been a recent "streamline" mentality going around in gaming where every game is simplified and cut down, supposed "quality over quantity". It works with some games, but in a sandbox game, quantity DOES matter. At least to me.
I love all the updates that have added block and biome diversity, but I would love to see more mobs. A lot more mobs. And different types of mobs depending on biome and depth. I'd like to see more dangerous mobs the deeper you get (sort of like cave spiders, but more based on depth). I'd like the maximum depth to be increased too, maybe make a different style of cave as you get deeper. I'd like to see more passive mobs and passive/aggressive mobs like wolves (crocs, lions, bears, overworld dragons, etc.) I know there are mods for a lot of this, but I like to play vanilla, and I really enjoy these kinds of additions.
I know you said not to say "there is a mod for that" however I do have a mod that I think you should check out, it's called Terrafirmacraft. I'm not saying this fixes anything, but really, its a worthwhile thing to check out for ideas.
My main point in mentioning this mod is the development. The Devs for this mod (just two off them) put out more, and more quality, updates in a month then the mojang team does in a year. They have overhauled the terrain generator to place vegatation in various places according to temp, average rainfall, and EVT. They have added dozens of ores, trees, stones, and metal tiers all with PURPOSE and MEANING. The have added a smithing system, masonry, Realistic crops and farming, A breeding season for animals, charcoal creation, fireplaces, and So much purposeful additions to the game.
They also update in a systematic format. They have certain update "ideas planned". for instance, They had a Idea to base the terrain generator on environmental factors with a underlying elevation format with poles and equators, and then they added it a few weeks later! They have so many amazing things planned to, they are fixing and improving almost every single feature of minecraft and even more! some of the planned updates are: Nutrition, Construction, Nether update with demons and other mobs, Combat update with different weapons and armor, Domestication, Carpentry, Butchery, and so much more!
I know I sound like salesman, but really, I think mojang has a lot to learn from these two dedicated individuals.
I've been meaning to try out that mod. I agree, the problem is that Mojang is not very productive, and when it is, it's in the wrong direction (most of the time), so really it's hard for the game to get better.
I like a lot of these ideas, but some of them aren't as important to me.
The main thing I'd like to see change is scope and diversity. There has been a recent "streamline" mentality going around in gaming where every game is simplified and cut down, supposed "quality over quantity". It works with some games, but in a sandbox game, quantity DOES matter. At least to me.
I love all the updates that have added block and biome diversity, but I would love to see more mobs. A lot more mobs. And different types of mobs depending on biome and depth. I'd like to see more dangerous mobs the deeper you get (sort of like cave spiders, but more based on depth). I'd like the maximum depth to be increased too, maybe make a different style of cave as you get deeper. I'd like to see more passive mobs and passive/aggressive mobs like wolves (crocs, lions, bears, overworld dragons, etc.) I know there are mods for a lot of this, but I like to play vanilla, and I really enjoy these kinds of additions.
Agree completely, in many games, quality triumphs over quantity.
In a sandbox game, that really beats the purpose of a sandbox game, a game where you supposedly don't have a limit.
I've been meaning to try out that mod. I agree, the problem is that Mojang is not very productive, and when it is, it's in the wrong direction (most of the time), so really it's hard for the game to get better.
I'm not going to dictate how you play or what you should enjoy in Minecraft, but I would like to remind you that your play style is neither the only one or unique. What Mojang does to the game is an image of the entire community and not a small group of vocal players.
I'm not going to dictate how you play or what you should enjoy in Minecraft, but I would like to remind you that your play style is neither the only one or unique. What Mojang does to the game is an image of the entire community and not a small group of vocal players.
Yes? I believe I'm aware of that. Why do you say this? Not angry or anything, just confused. lol
You say it cause I answer and put my idea in almost every post here? That's to be expected, especially since we're giving each other ideas on how to make it better, and opinions on how it is and how it can be. If I misunderstood, could you please tell me what you meant? Thanks.
Wow. Long thread, lol. There's a lot of stuff I want to respond to, so I'm splitting the comment into subsections to make it easier to know what I'm talking about at every point.
Skeleton feedback:
First, the water thing. While it's true that the water will much more easily flow by them and therefore not push them as much, it would also work inversely, making it harder for them to get any real swimming done themselves. Therefore, I'd suggest that you reduce their speed penalty when walking on the bottom of a pool, but also reduce their ability to swim, along with changing their AI to not swim up in the middle of the water, only when they hit a wall. That way they'd be able to take full advantage of their abilities as suggested here while still being realistic: walking along the bottom because of their reduced ability to swim, not worrying about air because of their lack of lungs, and being less affected by any currents which might get in the way of the aforementioned strategy.
Second, any mention of skeletons "popping out" will leave me (and I imagine anyone else with a taste for horrible creepypasta) much more amused than worried, so you might want to change the phrasing in that paragraph.
Enderman feedback:
While your ideas fit the feel of endermen, there would be a couple pretty troublesome gameplay issues introduced if endermen start actively avoiding you after you kill the Ender Dragon.
It would make enderman hunting in the overworld highly inconvenient, if not almost impossible. They already are immune to ranged attacks, and if they teleport away whenever they notice you (which would almost certainly be before you can melee them to death), it would make them just about unkillable.
The same problem would occur in the End, which is even worse, because they'd be the only interesting thing left there once you kill the Ender Dragon, and also because it would more or less completely cripple your supply of Ender Pearls, resulting in people actively keeping the dragon alive just to farm ridiculous supplies of ender pearls before killing it.
My main request is that you leave some non-impractical way to kill endermen after the Ender Dragon dies.
Biome feedback:
I'm admittedly just using this as an opportunity to ask a question which has been bugging me for a while, but it's worth asking anyway. Why does everyone always suggest acid and forget about the existence of base when it comes to things like... pretty much everything, actually (in this case, the acid pool suggestion for bogs)? The main gimmick that people seem to care about in acid is being corrosive to flesh in high concentrations, and base is just as corrosive (or at least close, I don't really know the exact numbers), so why does it always get the short end of the metaphorical stick?
Player character choice feedback:
I don't like the idea of limiting attack speed on weapons. If anything, it would make people more likely to use non-weapons for combat; when it comes to fighting a group of enemies, I'd rather take the unlimited attack speed and lower damage on a diamond axe than a dedicated weapon with limited attack speed. For fighting smaller numbers of enemies it would be less true, but it's still an issue. The idea of charging up weapon attacks for extra power is better in my opinion, because it still leaves the option of just spamming faster and weaker attacks to hold the line against large numbers of enemies when you can't afford to focus the damage on just one.
Rollback Post to RevisionRollBack
Quote from Zarfot »
*This post intentionally left blank, although the the presence of this sentence means that this isn't true, good fight*
Wow. Long thread, lol. There's a lot of stuff I want to respond to, so I'm splitting the comment into subsections to make it easier to know what I'm talking about at every point.
Skeleton feedback:
First, the water thing. While it's true that the water will much more easily flow by them and therefore not push them as much, it would also work inversely, making it harder for them to get any real swimming done themselves. Therefore, I'd suggest that you reduce their speed penalty when walking on the bottom of a pool, but also reduce their ability to swim, along with changing their AI to not swim up in the middle of the water, only when they hit a wall. That way they'd be able to take full advantage of their abilities as suggested here while still being realistic: walking along the bottom because of their reduced ability to swim, not worrying about air because of their lack of lungs, and being less affected by any currents which might get in the way of the aforementioned strategy.
Second, any mention of skeletons "popping out" will leave me (and I imagine anyone else with a taste for horrible creepypasta) much more amused than worried, so you might want to change the phrasing in that paragraph.
These are nice ideas, I like them, it really makes the game more interesting/scary for something so simple. Good work! This will definitely make the game more worrying when you're underwater or besides an ocean. Of course, I would like to add, that skeletons should spawn underwater, cause it makes sense to find dead skeletons underwater.
While your ideas fit the feel of endermen, there would be a couple pretty troublesome gameplay issues introduced if endermen start actively avoiding you after you kill the Ender Dragon.
It would make enderman hunting in the overworld highly inconvenient, if not almost impossible. They already are immune to ranged attacks, and if they teleport away whenever they notice you (which would almost certainly be before you can melee them to death), it would make them just about unkillable.
The same problem would occur in the End, which is even worse, because they'd be the only interesting thing left there once you kill the Ender Dragon, and also because it would more or less completely cripple your supply of Ender Pearls, resulting in people actively keeping the dragon alive just to farm ridiculous supplies of ender pearls before killing it.
My main request is that you leave some non-impractical way to kill endermen after the Ender Dragon dies.
Hmm, didn't actually think about this before, although you may be right. Maybe we could set them up so that they do spawn, but just avoid you, or even ignore you, even if you look at them, so if you get near to them, they'll just try to walk away slowly (so that you don't notice), and if you look at them, they'll just ignore you. So it makes it harder to hunt them, but not impossible, and normal Endermen farms will still work.
I'm admittedly just using this as an opportunity to ask a question which has been bugging me for a while, but it's worth asking anyway. Why does everyone always suggest acid and forget about the existence of base when it comes to things like... pretty much everything, actually (in this case, the acid pool suggestion for bogs)? The main gimmick that people seem to care about in acid is being corrosive to flesh in high concentrations, and base is just as corrosive (or at least close, I don't really know the exact numbers), so why does it always get the short end of the metaphorical stick?
I didn't know about base before this, so I guess it's because of that? Maybe because acid just says what you want, and almost everybody knows what it means.
I don't like the idea of limiting attack speed on weapons. If anything, it would make people more likely to use non-weapons for combat; when it comes to fighting a group of enemies, I'd rather take the unlimited attack speed and lower damage on a diamond axe than a dedicated weapon with limited attack speed. For fighting smaller numbers of enemies it would be less true, but it's still an issue. The idea of charging up weapon attacks for extra power is better in my opinion, because it still leaves the option of just spamming faster and weaker attacks to hold the line against large numbers of enemies when you can't afford to focus the damage on just one.
So, you mean give the user more choice over what they want to fight with? Like using an axe, which would be a little quicker but do less damage or less reach? Or like having a Katana which would be really fast but not as effective in damage?
one major improvement for me would be for them to un-retardify npc villages. at the moment, they can be pretty manky. you can get buildings buried in gravel, or so far off the ground on a dirt pillar you cant reach the door. it would be nice if the game could flatten out the land for the villages to spawn on, so that you can get a village that actualy looks normal, possibly similar to the millinare mod, where a chunk of land is removed for the town to spawn on? but instead of cutting out the land, it just... smooths it a bit, so that villages can still look more natural - a town on a hill isnt going have all the buildings at the exact same hight, right?
Yes, this is an improvement that definitely needs to be implemented, even Mojang should already have figured out that this is necessary, it's not really hard to come across a strange floating houses village. lol
Minecraft is a sandbox game, from what I think. The equipment idea just makes it more of a RPG.
How do you suggest we do this then? Like said in the OP, if you're gonna say something, make sure it either agrees or shows a better way to do what you don't think is right.
Just look for a way to balance out the bad armor (leather) with the good armor (diamond).
Okay... I'm restarting coding stuff, and so I have a mod idea: More Nether! Basically, it adds an ore called "Firestone" which is more durable the diamond, but the tools are a bit slower. It's about the same spawning ratio as diamonds are in the overworld, and one of the uniqe things about firestone is that the swords will (If I can figure out how to code it) set the target on fire for a few seconds, and armor will have Fire Protection (1).
Also, smelting blaze rods will create "Blaze Ingots" Basically the same a firestone for usage, but different coloration and a bit more powerful. (Firestone is a reddy orange, Blaze ingots are orange/yellow)
So... yeah. I assume you get the gist of what I'm saying... the Nether needs more!
P.S If you are a good coder/texturer and you'd like to help, please PM me your skill level/email ect. Thaaank yoooou!
If facebook, Myspage, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
Now that I think about it, I don't think I saw any content in your post regarding the Nether Insurrection...
I would help you brucemitchell, but right now I'm as newbie as they come in Java and graphics design. lol. Although I do know how to handle the idea of coding and OOP, I don't know the language of Java.
I would help you brucemitchell, but right now I'm as newbie as they come in Java and graphics design. lol. Although I do know how to handle the idea of coding and OOP, I don't know the language of Java.
Thats okay. I'm a noob to Java to so I guess we're kind of at the same level (:
Now that I think about it, I don't think I saw any content in your post regarding the Nether Insurrection...
Please, dont call me stupid or something, but what is Nether Insurrection? I'm clueluess...
Rollback Post to RevisionRollBack
If facebook, Myspage, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
Please, dont call me stupid or something, but what is Nether Insurrection? I'm clueluess...
Insurrection is the OP in the thread here, he just forgot a comma or something. It should read "I didn't see anything about in the OP about the Nether, Insurrection" (Paraphrasing there)
It's better than the Ender Dragon, at the least. That's a step in the right direction.
I also love how one of your suggestions actually did get implimented.
That's a really good idea.
I agree. It's better than nothing, but there's a lot of room for improvement.
Yeah that would be a nice addition, although for challenge, one hour should be plenty enough to already get a full iron set as it is right now, so yeah I think fighting him with iron is being brave, but it adds to the difficulty idea! But yeah he should go away if he kills the player, and then come back after... I don't know, 2 hours or something like that.
And if you're in a cave, he should just come out of the darkness, to add to the creepy factor! And he shouldn't make any noise at all, just like they put monsters and stuff in movies and stuff.
I agree. You made me have some flashbacks to the SNES. lol
Yeah no kidding.
Yeah that would be cool, the only problem is it would be pretty hard to code if I'm not mistaken, and also, it would kinda slow down the game as it is constantly checking if it's time for that mob to come out. but the idea is cool as it is!
BTW, what thing actually got implemented in the game that he posted here? I can't seem to remember. lol
- Greduan
Quote my post to bring me back to the topic, in case you answered/talked to me, thank you.
But I guess I do too since I read the whole thing.
I agree with all of these. Another Enderman idea is, since they're based of Slenderman, they kidnap you and put you in some prison, which you have to bust out of. Theres a trail of enderman-flower-things to lead you back home, although they're slightly hard to spot. Or if you look at them too long, you go blind for X days.
Know what you mean. lol
That would be a cool idea, although then you would need to make some kind of Enderman community on the real world. It could be modified so that you actually wake up in The End (once you've actually gone to The End).
We could probably set it up so that depending on random chance or something else, you actually wake up while they're carrying you, so you could break-out,, or just feel cool to see the world from that state (you know, where you're tied from your feet and hands to a lot, and they're carrying that).
Quote my post to bring me back to the topic, in case you answered/talked to me, thank you.
http://www.minecraftforum.net/topic/1455408-super-large-idea-movement-improvement/
http://www.minecraftforum.net/topic/699830-boats-evolved-bigger-modular-boats/
I think both are very good improvements, especially the first one.
Quote my post to bring me back to the topic, in case you answered/talked to me, thank you.
The main thing I'd like to see change is scope and diversity. There has been a recent "streamline" mentality going around in gaming where every game is simplified and cut down, supposed "quality over quantity". It works with some games, but in a sandbox game, quantity DOES matter. At least to me.
I love all the updates that have added block and biome diversity, but I would love to see more mobs. A lot more mobs. And different types of mobs depending on biome and depth. I'd like to see more dangerous mobs the deeper you get (sort of like cave spiders, but more based on depth). I'd like the maximum depth to be increased too, maybe make a different style of cave as you get deeper. I'd like to see more passive mobs and passive/aggressive mobs like wolves (crocs, lions, bears, overworld dragons, etc.) I know there are mods for a lot of this, but I like to play vanilla, and I really enjoy these kinds of additions.
I've been meaning to try out that mod. I agree, the problem is that Mojang is not very productive, and when it is, it's in the wrong direction (most of the time), so really it's hard for the game to get better.
Agree completely, in many games, quality triumphs over quantity.
In a sandbox game, that really beats the purpose of a sandbox game, a game where you supposedly don't have a limit.
Quote my post to bring me back to the topic, in case you answered/talked to me, thank you.
I'm not going to dictate how you play or what you should enjoy in Minecraft, but I would like to remind you that your play style is neither the only one or unique. What Mojang does to the game is an image of the entire community and not a small group of vocal players.
Yes? I believe I'm aware of that. Why do you say this? Not angry or anything, just confused. lol
You say it cause I answer and put my idea in almost every post here? That's to be expected, especially since we're giving each other ideas on how to make it better, and opinions on how it is and how it can be. If I misunderstood, could you please tell me what you meant? Thanks.
Quote my post to bring me back to the topic, in case you answered/talked to me, thank you.
Skeleton feedback:
First, the water thing. While it's true that the water will much more easily flow by them and therefore not push them as much, it would also work inversely, making it harder for them to get any real swimming done themselves. Therefore, I'd suggest that you reduce their speed penalty when walking on the bottom of a pool, but also reduce their ability to swim, along with changing their AI to not swim up in the middle of the water, only when they hit a wall. That way they'd be able to take full advantage of their abilities as suggested here while still being realistic: walking along the bottom because of their reduced ability to swim, not worrying about air because of their lack of lungs, and being less affected by any currents which might get in the way of the aforementioned strategy.
Second, any mention of skeletons "popping out" will leave me (and I imagine anyone else with a taste for horrible creepypasta) much more amused than worried, so you might want to change the phrasing in that paragraph.
Enderman feedback:
While your ideas fit the feel of endermen, there would be a couple pretty troublesome gameplay issues introduced if endermen start actively avoiding you after you kill the Ender Dragon.
It would make enderman hunting in the overworld highly inconvenient, if not almost impossible. They already are immune to ranged attacks, and if they teleport away whenever they notice you (which would almost certainly be before you can melee them to death), it would make them just about unkillable.
The same problem would occur in the End, which is even worse, because they'd be the only interesting thing left there once you kill the Ender Dragon, and also because it would more or less completely cripple your supply of Ender Pearls, resulting in people actively keeping the dragon alive just to farm ridiculous supplies of ender pearls before killing it.
My main request is that you leave some non-impractical way to kill endermen after the Ender Dragon dies.
Biome feedback:
I'm admittedly just using this as an opportunity to ask a question which has been bugging me for a while, but it's worth asking anyway. Why does everyone always suggest acid and forget about the existence of base when it comes to things like... pretty much everything, actually (in this case, the acid pool suggestion for bogs)? The main gimmick that people seem to care about in acid is being corrosive to flesh in high concentrations, and base is just as corrosive (or at least close, I don't really know the exact numbers), so why does it always get the short end of the metaphorical stick?
Player character choice feedback:
I don't like the idea of limiting attack speed on weapons. If anything, it would make people more likely to use non-weapons for combat; when it comes to fighting a group of enemies, I'd rather take the unlimited attack speed and lower damage on a diamond axe than a dedicated weapon with limited attack speed. For fighting smaller numbers of enemies it would be less true, but it's still an issue. The idea of charging up weapon attacks for extra power is better in my opinion, because it still leaves the option of just spamming faster and weaker attacks to hold the line against large numbers of enemies when you can't afford to focus the damage on just one.
These are nice ideas, I like them, it really makes the game more interesting/scary for something so simple. Good work! This will definitely make the game more worrying when you're underwater or besides an ocean. Of course, I would like to add, that skeletons should spawn underwater, cause it makes sense to find dead skeletons underwater.
Hmm, didn't actually think about this before, although you may be right. Maybe we could set them up so that they do spawn, but just avoid you, or even ignore you, even if you look at them, so if you get near to them, they'll just try to walk away slowly (so that you don't notice), and if you look at them, they'll just ignore you. So it makes it harder to hunt them, but not impossible, and normal Endermen farms will still work.
I didn't know about base before this, so I guess it's because of that? Maybe because acid just says what you want, and almost everybody knows what it means.
So, you mean give the user more choice over what they want to fight with? Like using an axe, which would be a little quicker but do less damage or less reach? Or like having a Katana which would be really fast but not as effective in damage?
- Greduan
Quote my post to bring me back to the topic, in case you answered/talked to me, thank you.
Yes, this is an improvement that definitely needs to be implemented, even Mojang should already have figured out that this is necessary, it's not really hard to come across a strange floating houses village. lol
Quote my post to bring me back to the topic, in case you answered/talked to me, thank you.
How do you suggest we do this then? Like said in the OP, if you're gonna say something, make sure it either agrees or shows a better way to do what you don't think is right.
Just look for a way to balance out the bad armor (leather) with the good armor (diamond).
Quote my post to bring me back to the topic, in case you answered/talked to me, thank you.
Also, smelting blaze rods will create "Blaze Ingots" Basically the same a firestone for usage, but different coloration and a bit more powerful. (Firestone is a reddy orange, Blaze ingots are orange/yellow)
So... yeah. I assume you get the gist of what I'm saying... the Nether needs more!
P.S If you are a good coder/texturer and you'd like to help, please PM me your skill level/email ect. Thaaank yoooou!
I would help you brucemitchell, but right now I'm as newbie as they come in Java and graphics design. lol. Although I do know how to handle the idea of coding and OOP, I don't know the language of Java.
Quote my post to bring me back to the topic, in case you answered/talked to me, thank you.
Thats okay. I'm a noob to Java to so I guess we're kind of at the same level (:
Please, dont call me stupid or something, but what is Nether Insurrection? I'm clueluess...
Insurrection is the OP in the thread here, he just forgot a comma or something. It should read "I didn't see anything about in the OP about the Nether, Insurrection" (Paraphrasing there)