i've only fought him in creative, but it already seems like a horribly annoying boss. I mean, it's constantly floating if not flying, yet it gets immune to arrows at 50% health....
I like that it generates an explosion on spawning, but other than that? it's a horribly misbalanced...thing. It only calls for all sorts of systems to contain it upon spawn, it's gonna be exploity and definitely not fun.
Ha, I havent been on FOREVER. And now, Insurrection, I REALLY agree with your point for a tutorial... Im lost on how to do anything new in 1.4! Thankfully the Wikis saved the day.
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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.
Replying to the post about slimes spawning redo thingy:
OH MY GOD Now I want the old slime spawn back! I live in a swamp, and in 1 night I got like... 2 stacks of slime balls! So cut back on the slime rate or make it have more uses....
Speaking of uses:
What if slime balls had a redstone use? Since redstone cables are only lit for about 16 blocks and then they die out (unless there is a new power source or Redstone repeater) what if right clicking with a slime ball would make the line more powerful? Just a suggestion that I thought of about 2 seconds before I posted so dont overcritizise or something if you hate it...
Edit:
Concerning the mobs...:
I like the idea of witches in 1.4, but I think that bats should have a use, because I dont think they have a drop at the moment. What about leather?
Slimes: Read the top of the post...
Witches: What if witches had like a 1/20th chance of spawning in an NPC village? Or a new NPC village of little squat huts that was populated entirely of witches?
The Wither: I like the Wither, but I dont like how it can block arrows after a while, and I really wish you could deflect the little heads it throws at you...
Regular NPC villagers: I dont like that they just stand by and stare at you as you hit them... What about a defence thing? Like the pull out some random sword teir and hit you back? Its not really realistic at all, to just stare at your own murderer as he murders you...
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.
Replying to the post about slimes spawning redo thingy:
OH MY GOD Now I want the old slime spawn back! I live in a swamp, and in 1 night I got like... 2 stacks of slime balls! So cut back on the slime rate or make it have more uses....
Speaking of uses:
What if slime balls had a redstone use? Since redstone cables are only lit for about 16 blocks and then they die out (unless there is a new power source or Redstone repeater) what if right clicking with a slime ball would make the line more powerful? Just a suggestion that I thought of about 2 seconds before I posted so dont overcritizise or something if you hate it...
I think that it would simplify redstone too much...
I think it could have a use, not sure what use. There's really not enough actual features in minecraft to make it a recipe for...
I think it could have a use, not sure what use. There's really not enough actual features in minecraft to make it a recipe for...
Yeah, I was just shooting an idea out...
Speaking of which, what is the use of magma cream? I know it had a use I just forgot....
Anyway, maybe slime balls could be crafted into Magma Cream with a bucket of lava or something?
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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.
Maybe some of the ideas here are good but the way you put it (Mojang did this totally wrong. They should hire people who can actually make good content. etc etc HATE HATE HATE) makes me want to disagree. This post is the very image of why the forum needs a dislike button.
However, if you were to sum this up (it's too long) in a much nicer post, I might consider reading it.
Anyway, maybe slime balls could be crafted into Magma Cream with a bucket of lava or something?
They are crafted into magma cream, with blaze powder. It's been like that for several updates already.
Also, in regard to your ideas of more slimeball uses, I think they should be placeable on the tops of blocks, and makes those blocks sticky (Stops items, slows down/stops players and mobs, etc). I think that would be a cool idea.
They are crafted into magma cream, with blaze powder. It's been like that for several updates already.
Also, in regard to your ideas of more slimeball uses, I think they should be placeable on the tops of blocks, and makes those blocks sticky (Stops items, slows down/stops players and mobs, etc). I think that would be a cool idea.
I forgot about the blaze powder=magma cream thing, so I guess that idea is out the window.
At first I considered sticking it on blocks as well, but more as a decoration. But I kind of disregarded it becuase it seemed like it might not look so great. But your idea makes it seem much more interesting
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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.
Maybe some of the ideas here are good but the way you put it (Mojang did this totally wrong. They should hire people who can actually make good content. etc etc HATE HATE HATE) makes me want to disagree. This post is the very image of why the forum needs a dislike button.
However, if you were to sum this up (it's too long) in a much nicer post, I might consider reading it.
Well Mojang is not a game studio. It's a bunch of people with coding skills. This isn't an insult or anything: it's how it actually IS.
Jeb is a friend of Notch and joined because notch asked him. There's no real "hiring" going on, it's all friends and fans.
Well actually, Jon Kagstrom (AI expert) was actually hired, so he's the one real employee i can think of.
Yes they did stuff wrong. They are more and more focusing on "whatever way you play, you get everything."
Zombies drop potatoes. That's a crime against game design. Basically, you don't NEED to farm. just kill zombies and go the RPG way and you can survive on food and never have to farm.
OR you could farm and fish, now you get XP and you can mine for iron and get everything you want.
Or you could just fight, mobs will spawn armor and such and you never have to mine or craft.
Or you could...
Face it: If you want to be a farmer, go creative. Give creative optional health, hunger etc. Hell, create a game mode called "peaceful mode'.
Survival is about just that: survival. Currently it's not survival, it's "i died because my finger got numb". Mojang are doing a horrible job, and they're destroying the game.
Notch made mistakes himself, but he never truly compromised game integrity. Now, under Jeb, they are.
A good example is the Anvil. Basically, it's a "never loose an enchant again."
What the Anvil encourages to do, is using low-level enchants on damaged tools, combining them and you not only have free durability, but also retain and even combine your enchants.
Enchanted gear should be a reward for hard work, not something you gain as a passive byproduct.
I personally think Mobtraps should not have been nerfed so hard by Mojang (actual mobtraps, not spawner traps).
Well Mojang is not a game studio. It's a bunch of people with coding skills. This isn't an insult or anything: it's how it actually IS.
Jeb is a friend of Notch and joined because notch asked him. There's no real "hiring" going on, it's all friends and fans.
Well actually, Jon Kagstrom (AI expert) was actually hired, so he's the one real employee i can think of.
Yes they did stuff wrong. They are more and more focusing on "whatever way you play, you get everything."
Zombies drop potatoes. That's a crime against game design. Basically, you don't NEED to farm. just kill zombies and go the RPG way and you can survive on food and never have to farm.
OR you could farm and fish, now you get XP and you can mine for iron and get everything you want.
Or you could just fight, mobs will spawn armor and such and you never have to mine or craft.
Or you could...
Face it: If you want to be a farmer, go creative. Give creative optional health, hunger etc. Hell, create a game mode called "peaceful mode'.
Survival is about just that: survival. Currently it's not survival, it's "i died because my finger got numb". Mojang are doing a horrible job, and they're destroying the game.
Notch made mistakes himself, but he never truly compromised game integrity. Now, under Jeb, they are.
A good example is the Anvil. Basically, it's a "never loose an enchant again."
What the Anvil encourages to do, is using low-level enchants on damaged tools, combining them and you not only have free durability, but also retain and even combine your enchants.
Enchanted gear should be a reward for hard work, not something you gain as a passive byproduct.
I personally think Mobtraps should not have been nerfed so hard by Mojang (actual mobtraps, not spawner traps).
Okay, you are obviously missing some main points. Why do you even play if you hate the game so much? The thing is that the whole point of the game is that you are able to take one of many paths. XP from fishing, mining, and smelting was a GOOD idea, it makes sense and it balances out the pull towards hunting for XP. Zombies dropping potatoes was just temporary until they came up with something good, personally I think they should have gotten rid of it (even though they are extremely rare) once they put the potatoes somewhere else. The anvil is a good example of blind complaining without research. Do you know how many levels it takes to repair items? Definitely more than it takes to enchant them. What really annoys me about this kind of post is that people are flaming Mojang. Mojang has been working their butts off for years to develop an amazing game and these extreme people are saying "Mojang totally ruined their game. It sucks." I feel a need to stand up for Mojang under these bullies. Thank you, please DO NOT reply to my post.
The anvil is a good idea that was implemented badly (15 levels to rename a tool? and the anvil caps at 40 levels meaning if something is more expensive than that you can't do it). I heard they made it slightly less bad soon after, but the wiki doesn't say anything about any changes other than in creative mode (no caps in creative) and in crafting cost (from 55 to 32 iron cost). (http://www.minecraft...iki/Anvil_Blockhttp://www.minecraft...Anvil_mechanics)
Using levels to rename your tools in the first place is rather silly, to be honest. I also don't like the idea of being able to combine enchants- repairing the weapon with levels is fine, but combining enchants makes it a little too easy.
Also, Dinnerbone had done some work on lighting but when it didn't go perfectly he immediately reverted it.
:\
Really though, what he did was just make a bad lighting system slightly better; it really needs to be scrapped and redone properly.
When I first started a new world in 1.4.2 to try things out, the first thing I saw was a black lighting blob right nearby me. I sighed disappointingly. It was one of the technical parts I was looking forward to.
Speaking of, it irritates me that pitch blackness is no longer a thing. It's obviously possible, but for some reason, you're able to see well enough in absolute darkness. This happened around 1.8.
As for your mod, what are your plans now that the mod API is proven to be a bust? Will you use Forge? (etc)
I'm going to develop it as per any other mod, and wait until the actual API comes out (which is likely to be 1.6, because I'm sure they'll get wrapped up in adding more pets and decoration blocks for 1.5). Until then, it'll be a standard mod. I still won't release it until a minimum amount of features are in, though.
I normally do not really care for tutorials, as i prefer to just read up on a bunch of mechanics and then play. I prefer it this way because i absolutely LOATHE the usual tutorials in games. They usually are slow and designed to teach braindead people. Many web-games do it in a pretty good way, as the starting level normally has signs with "WASD to move" "SPACE to shoot" etc and if you know how it works, you can run past them, and if you don't, you can read them.
Yeah, I'd prefer tutorials to be progressive and passive, rather than "MEGAMAN HEY MEGAMAN" or etc. Portal 2 did its tutorial pretty well, and it explained the basics to the point that anyone barring someone as immensely stupid as iJustine could understand it. I'd also make the tutorial optional, so if you know everything, you don't need to worry.
I think the achievement system is an excellent method to act as a tutorial. It already does sort-of work this way (Press E to open inventory) and various progress lines like "Make a tool" "Make a better tool" "make a furnace". If expanded upon with teasing messages "Punch that tree, i know you want to", and the achievement system doubling as a "progress map", it could work. I do think it needs a separate recipe library or so. spawning with a book would be weird i think ( if you took a book with you on arrival, why didn't you take a much-more-valuable pickaxe?)
Rather than an ingame book, maybe a GUI book that starts off with only the basics? Over time, more info is added as you encounter more things (Similar to X-Com's UFOpaedia). As for the achievement system... eh, achievements should be reserved for actual achievements.
2: Difficulty. (and mobs)Anyway, Mobs and difficulty go pretty much hand-in-hand. Minecraft is a game of choice and i think that should never change. However, i think that the choices should be better controlled. I won't touch on most stuff you propose to change difficulty. The reason is that it's not "to make it better", it is a case of "It should've been like this from the start".
Yeah. The current mob spawning and general AI just... it feels lazy. Like they're just plopped into the world. You KNOW they "spawn", and it doesn't feel natural. It's also an awful way to control difficulty. Aside from that first time you pick up the game, the game's difficulty is essentially a mesa (rather than a difficulty curve).
I play a mod (Better than Wolves) which does quite a few of the things you touch upon, but not really the mob-side. It does change the ability to pick up source blocks, Endermen now act like zombie pigmen (attack one, and all in range attack too), it removes the F3 coordinates, changes that Maps only work above ground in terms of updating, etc. It turns the world from a world of numbers, into something truly scary again.
I've been meaning to try and pick up Better than Wolves. I'm glad mods try to do that, though- I hate that Minecraft has turned into such a game of numbers.
Minecraft should do the same; no coordinates, spawnpoint randomized after 2 deaths (but still somewhat within range of your site of death), and beds not resetting the night or changing the spawn.
The spawn changing thing with beds is fine, but the F3 coordinates thing is immensely annoying. It's basically a cheat- to be honest, it should only display if you have cheats enabled.
first off: i sort-of agree here. But, they should not only spawn underground: they should spawn aboveground in jungles and forests.
Hm, jungles sure. Forests I'm a little iffy about, because I'd rather spiders and bears and other things to spawn there. Forests should be difficult to an extent, but still safer than jungles. Plus, forests aren't quite as green as jungles, so you'd see them coming still.
Yea they should spawn in packs. However, not sure about the infected/zombie difference, my fear is that it would feel too weird. I know from games such as Dead Island that infected are a matter of patience and good aim, not fear.
Infected type zombies tend to be more "immediately" terrifying- they're a threat right off the bat because they're running straight towards you. As for why have both... well, I personally like both zombie types, haha. If I had to choose between the two, though, I'd prefer traditional zombies (slow, hard to kill, hard to knock back, etc). I just don't see much of a reason as to why there shouldn't be both infected and shambler types.
I think the recent 1.4 update (Mobs can spawn with armor) is a good one, and makes it feel more natural as these zombies appear to be undead steves. Maybe a zombie spawning with a tool, should have a limited ability to use it. It would not make sense to have intelligent zombies, so i think the original MC "artificial stupidity" felt better than hugely intelligent, maze-beating zombies. They should be able to perform simple tasks, like walking around a tree, or using their shovel to dig through a dirt wall.
I like the idea of zombies using armor, but I don't think they'd continue to grip tools or weapons. It works great for skeletons, but zombies? Eh.
That mechanic, actually digging, should be a good source of fear. With the possibility of zombies kicking in doors or digging through dirt shacks, it makes proper base defence much more of a priority.
I'd rather have different mobs for this task- zombies should be zombies, y'know?
Of course, this should be a scalable difficulty: Zombies dig 1 block on Easy and can dig small tunnels (5 blocks?) on hard. Zombies are simple-minded creatures, so tunnels are allways straight.
Although I don't approve of zombies being the digging mobs, I do approve of this type of difficulty scaling. It'd work pretty well.
-treat water as air blocks: no avoidance, and no swimming (or well, "jumping")
-Zombies and skeletons have no lungs, and are undead creatures revived by some magical power. WHY DO THEY BREATHE? Zombies should be able to just walk underwater and never drown.
Agreed. We've gone over this in the thread, but I still find it silly that undead mobs can even drown.
Given that they are reanimated bones, i do not think their intellect should be powerful.
Skeletons are a little less traditionally dumb- they're not particularly "smart", but you have more room to make them do terrifying things with some semblance of intelligence. Unlike zombies, which are almost always seen as mindless.
Why's that? It'd make skeletons actually a threat. Granted, I could also make another mob that uses ranged weaponry and hides instead, but it'd make sense to want to fire and get to cover.
-Skeletons should get a Draw Bow mechanic (like Steve).
Agreed. Short of predicting their rhythm, blocking doesn't serve much of a purpose because they instantly fire. Bonus points if they actually make a bow draw sound.
-They switch between pretty fast bow-drawing (Higher ROF, lower-power, less accurate) and sniping (long-distance, lower ROF, high accuracy, high damage).
There should be a 3rd variant of spider. We have big, non-poisonous spiders, smaller and faster poisonous spiders. We should have a 3rd: Spitters. Spiders similar to the normal spiders (Maybe even indistinguishable?) that have a ranged attack. Spitters are more similar to skeletons, in that they keep distance, shoot poisonous globs, and switch between rapid, weak attacks at low distance and slower, stronger (longer duration) attacks at long distance. Also: long distance attacks are splash attacks, short-distance are not.
Yeah, I was thinking about this. Spiders that spit acid or something would be really neat. Maybe even a fourth that farts webs at the player, entangling them for a few seconds. Both would be awesome additions, and would make spiders pretty terrifying.
Jockeys: never really understood their use, never really encountered them and i don't consider them very valuable.
They were a small little thing Notch added simply as a cool thing to notice. Still, I'd love to see them be more prominent, by making skeletons mount them mid-battle if they're close to a spider. it'd be really neat.
FIrst off: no hiding or so. Post-enderdragon, they should be hostile on spawn. Also, the curse should not be with obsidian, i would HATE that. Make it dirt. That way, you can always escape regardless. it should also be an enclosed, filled cube: Basically, you're being buried alive by the enderman.
The hiding thing was to make them more creepy, and yet more of a threat. If they become hostile on spawn, that'd make things extremely irritating, and also make them just feel like any other mob (except with teleporting). As for obsidian, yeah, I already realized that's kinda dumb. Dirt works better.
I don't know if you're saying it's too similar to Skyrim, it should BE more like Skyrim, or if it should be LESS like Skyrim... regardless, I don't think it is or should be like Skyrim.
The Enddragon is pretty much the god of it's realm. It should call in lightning (Made different from overworld lightning of course), shoot Ghast balls, breathe fire, drop from the sky at you, swoop over you, hover, land, walk, fly, create an explosion at itself if you get too close and it takes too much damage, and what not.
I (and a friend of mine) came up with some pretty neat ideas for the Enderdragon/Endragon for it to feel more like a boss. Still, I do agree that it needs WAY more methods of attack. Just flying around lazily without even making any sounds is extremely lazy and dumb.
The world height is a performance issue: Already, every chunk contains a VAST amount of blocks, and every block of world height you add, adds THOUSANDS of blocks to the load area.
Yeah. It's extremely dumb. They need to re-do chunk loading logic.
However, there is a very, very simple thing to add: separate the loading of the regular world and the Skyworld (So 0-original world height, and original world height to the current world height), and add Skyworld biomes. They should not be regular: not by a mile. Make them rare. make them worth it.
I think they're going to have to separate out the original height and "new" height into different chunks, anyway. I'm pretty sure the lighting issues are caused by this, too. As for sky biomes...
Furthermore: Biomes should be used for rare, only-in-that-biome items. I do not agree with trying to KEEP it in that biome: Going to a biome to gather saplings and bringing them home is fine. This is a gathering game. However, the trip should be worth it.
Yeah, agreed. Things like unique mobs that drop unique items, potion making ingredients, and etc would be really nice. Right now, biomes just feel... weak.
Actually, the system I came up with is:
-Skeletons, Zombies, and Creepers spawn underground
-Spiders and Endermen spawn aboveground still, but require darker lighting (so they won't appear in wide open spaces, even at night).
It works pretty damn well, because plains and etc will actually be tranquil. However, as you traverse to deeper, darker areas, you'll be greeted by enemies. This goes hand-in-hand with the idea of making mobs more difficult, though- you can't really have one without the other, or else it becomes too easy or too hard.
Biomes give an idea of what to expect. This means you can dress to the occasion, or when poorly equipped, you should avoid them.
Yeah. I'd like just general areas to give off SOME kind of feeling. Like, you come across a forest at dusk, and you think "Uh oh, it's getting pretty dark. I probably shouldn't go in here, or I'm going to have to deal with trouble". It makes the world actually feel like a world.
Fine by me, though it should not take up too many block ideas. This should not be Biomes Extravaganza.
Yeah haha, I don't think there should be like 8 bajillion rock and dirt types- just a few more to spice up the underground and stuff. It's funny that a game with "Mine" in the title doesn't even have a very good mining system.
Sadly, from what I saw of the snapshot that had the new lighting system, large swathes of lighting errors were gone, and were replaced by little lighting errors in lots of non-blocky blocks like stairs. Mojang didn't have time to fix these new errors that had arisen, or scrap it and start anew in time for the deadline that they had set for the Pretty Scary Update. I'm sure they're working on it now. And frankly, I'm glad they kept to the deadline - it's an encouraging sign in my opinion. This update took a lot less time than the last two as well.
The lack of lighting update is pretty disappointing, but I'm glad they didn't give us more unfinished content. That was getting annoying.
Yeah, this probably works better. I was initially just going to go with "Lighter but less protection, heavier but slower" kinda idea, but adding in the idea of magical properties as well as more detailed protection would make things way cooler (and again, gives us TON of possibilities to work with).
-Mundane materials have good mechanical properties and bad magical properties.
-Rare materials have good magical properties and bad mechanical properties.
Perfect. Gold would have a more appropriate use, then. I also like that weight wouldn't interfere with this relationship, so you could still have light materials with high magic (but extremely slow/nonexistant mechanical properties), or heavier materials with high magic (with good enough mechanical properties), and everything in between.
Awesome. It's a third variable to consider when equipping armor (Material type, placement, and now how it's layered), making a ton of possible combinations (which is always welcome). Of course, there's still the factor of how to go about actually layering it- would it be done in the UI? Or would you craft them together? Etc. I'm fine with whatever actually allows us to layer armor, though. It's such a neat idea, and gives you so many options.
Things like shoulders are armor pieces added to your armor for additional protection. However, adding say, heavy leather-lined iron armor shoulders to leather-lined, fire-retardant iron armor reduces the fire-retarding buff. It's all about combining the right stuff.
Rather than reducing the fire-retardant buff, it could simply just not add to it- so you wouldn't have as good of protection against fire as you could, but you'd have a mix of that and the advantages the leather-lined iron armor shoulders. You'd be stretching your advantages a little, so you wouldn't have as strong of advantages in either area. I like the idea of being able to choose where your advantages lie and how strong they are, rather than discouraging mixing armor.
As I said earlier, I applaud this idea. It separates out immediate effectiveness vs potential effectiveness throguh enchants (and possibly defense from magical effects). I would especially like it if there were certain areas where magical effects are ignored, or able to be disabled temporarily- making it potentially undesirable in certain situations to have super awesome enchanted armor, or the like.
Yesss
This works especially well with my idea of a blacksmithing minigame, where you can gain certain enchantment modifiers, and by doing better, you gain a better effect- however, you can only have one effect (So only sharpness, or only knockback, or etc). This would make iron a really different material altogether.
Different pool of enchantment effects depending on material
Works. It prevents redundant enchants (Say you have a fire-type material gotten from the nether that naturally reduces damage from fire... fire resistance would be pretty useless on that), and gives even more possible attributes for different materials.
Magical armor is, in theory, superior to Mechanical armor.
As I said before, I think there should be SOME drawbacks to using magical armor- rarity/expense is a fine method for limiting players from getting something powerful too quickly, but still doesn't quite balance it out in of itself. I would like to see mechanical armor still give the best possible return in terms efficiency of protection and weight. Enchanted/magical armor would have more unique advantages, such as resistance to fire, ability to slow your falling, or tons of other crazy things. TONS.
Because magic.
Again, though, I applaud the amount of effort you went into for detailing the armor idea. I'll likely attempt to implement it into my mod as much as I can- it's extremely well detailed, gives TONS of possibilities, and yet in the end will still be simple in terms of how you use it (you're still just equipping armor, in the end).
This COULD work, but I'm wondering if it really needs that currently. They're pretty straightforward as it stands. However, I wouldn't be against expanding the general idea of how tools are used- so different tools of the same type can give different gains (Ores drop more than just 1 of themselves, etc), mine at different speeds, etc. If that were done, then I'd be alright with expanding tools in such a fashion.
Sharp, Blunt, Splash, Projectile, Explosive, Magic types of attacks
Combine piercing and projectile, and it'd work great. That way, you can have piercing weapons (Rapiers, daggers, etc), as well as arrows and stuff still. I like the idea of explosive and magic types of attacks, too.
I've also always liked the idea of different attacks having unique relationships with different armor types. There's just so much you can do with that.
the cuboid look is an important thing to minecraft and should never be changed. I consider bat wings nearly heresy.
Yeah, agreed. I wouldn't change the cuboid style- just update the friggin graphics. The models and textures are awful, and somehow poorly optimized to boot.
I would like to see BUILT-IN functionality for higher-resolutions, preferably with an in-house done standard Texture pack for all of them.
Ugh, yes. It's so frustrating that you need mods to do something as simple as having 32x32 textures. They don't even lag the game, and it barely takes them any extra effort.
But there's one important thing: Minecraft is RAM heavy. What i would like to see, is a technology that uses the GPU (graphics card) to steer the RAM usage. I mean, MC should continuously use the GPU to determine what blocks to load, and load them. When you stand on grass, every goddamn block below you, and in the entire loaded chunk area, is loaded, but also when exploring, generated. MC would be better off, to use the GPU to determine what blocks to load first, so when you walk around, the grass gets loaded first and you don't see that far below you, the caves are still being generated.
SIGH YES
It's so horribly optimized- there's no priority in what's loaded. Chunks are loaded almost entirely at random, where often you'll see right through the ground and watch caves magically appear before you even see the ground. It's a testament to how horribly optimized the game really is.
I would make advanced tool and armor making (as i described above) done on the Anvil, so it's maybe more intuitive.
Yeah, blacksmithing should be a minigame- you'd still be able to craft things by just attaching them together, but for more advanced things? Gotta actually blacksmith.
Tooltips and heads would require a proper balance. You could make a lightweight aluminium head with a diamond tip, but while the tip wouldn't wear out fast, the aluminium head would, and you'd constantly find yourself replacing the head. Also, i would make it so advanced toolmaking can ONLY be done on an anvil, so you could never take 20 heads and just fit them on the spot.
Yeah, it'd be a neat system, and would actually encourage people to gear up before adventuring, as well as making homes actually feel like a home- rather than "oh I guess I'll just make more pickaxes right here down in my cave because I can do that with a magical crafting table and all the iron I collected".
This would make planning what to do, an actual art. It would also create suspense, as a diamond-tipped iron sword could suddenly fail you in battle and then you have nothing but an expensive stick and a diamond bladepiece in your hand.
Definitely. It'd only get more tense the farther you go from your sheter- right now, there's basically no tension because of how easily you can set up a makeshift shelter.
Maybe some of the ideas here are good but the way you put it (Mojang did this totally wrong. They should hire people who can actually make good content. etc etc HATE HATE HATE) makes me want to disagree. This post is the very image of why the forum needs a dislike button.
However, if you were to sum this up (it's too long) in a much nicer post, I might consider reading it.
Again, it's called criticism. I wasn't going "I HATE YOU MOJANG". If you even read it (which you admitted you didn't), you'd realize I bring up very valid points. You can dislike the ideas I suggest to improve upon them, but seriously.
EDIT: Whoops, another post was made while I typed that up.
The anvil is a good example of blind complaining without research. Do you know how many levels it takes to repair items? Definitely more than it takes to enchant them.
That's like making a weapon in a game that cost 9 billion gold, but kills everything in one hit. Price/amount of time it takes to get something is not an appropriate balancing factor for games like Minecraft (or most games in general)- especially not when it's about the ONLY balancing factor. It's simply a way to ensure the player doesn't get access to powerful things early on, or with relative ease.
lol'd
How are we "bullying" them? This isn't a school yard. They're a "professional" company who develop products that we- the consumers- have a stake in (especially those who bought the game during alpha, and were promised a very different game). They should expect criticism.
Why do you even play if you hate the game so much?
I play it because i don't play the game. I play a mod that rips out the stupid stuff of minecraft, adds a proper tech tree, sensible abilities (Like animals picking up food in item form), changes chickens from mammals to, well, chickens, adds mobtraps back in (no more "if killed by player") while rebalancing the drop rates accordingly, it adds so much stuff it's not enough to explain here.
I am not flaming mojang. Minecraft used to be pretty good. But right now, it makes no sense anymore. Why does this magical energy that can be made to have physical effects, form from getting a fish out of the water? or by smelting ore?
I can understand you're ripping the soul out of a freshly killed being (IE, how Skyrim does it), but this? it's messy.
Being able to get everything from any random activity, is detrimental to variety. There are no unique activities anymore. You can get to the end of the "tech tree" on peaceful, but WHY? if you're so interested in building and farming, there's creative.
It's not survival anymore. It's just... doing things.
A while back i noticed a Golem (or troll?) mob that basically was an Enderman+. It could not only pick up blocks, but also throw them to do damage. If there's gonna be a "digger" mob, that might be it.
An alternative is a Ghoul, as a kind of undead that's half-way between zombie and skeleton, but can dig.
I don't see skeletons as awefully smart, because they're just a heap of bones. I think it's weird to have intelligent bones.
Yeah, I was thinking about this. Spiders that spit acid or something would be really neat. Maybe even a fourth that farts webs at the player, entangling them for a few seconds. Both would be awesome additions, and would make spiders pretty terrifying.
I was thinking about the web mechanic, but i think it's gonna be absolutely UBERANNOYING because webs make you move so slow. Basically, it would be a rape fest.
On the other hand: maybe Spiders could get a Nesting "goal". After spawning they wander a while, eventually settling into a place. They dig a 2x2 hole, one deep and place Egg Blocks. Then, they slowly add cobwebs to the environment. The Egg blocks eventually spawn a small spider, which eventually grows into a large spider. The total amount of such a group would be limited tho, otherwise it's gonna be hell on SMP.
I don't know if you're saying it's too similar to Skyrim, it should BE more like Skyrim, or if it should be LESS like Skyrim... regardless, I don't think it is or should be like Skyrim.
Skyrim actually adds combat to dragons. Especially with the newer DLC, where they use various roars as their power. in Skyrim, dragons fly untill damaged enough, they then land and attack you.
As for sky biomes...
I do mean actual biomes generated in the Overworld, not another dimension. But yea, it would be very, very neat i think.
Actually, the system I came up with is: -Skeletons, Zombies, and Creepers spawn underground
-Spiders and Endermen spawn aboveground still, but require darker lighting (so they won't appear in wide open spaces, even at night).
Nah, i think it would be more awesome to have Skeletons in deserts and such. Mostly because of the idea that they would be zombies who's flesh has been burned off or so. I consider skeletons closer to the "mummy" type mom.
Yeah. I'd like just general areas to give off SOME kind of feeling.
not sure, but i meant, "i'm not traversing that desert, it's gonna be an arrow rapefest" or "i'm going around that jungle as i can't fight those creepers with this sword".
Basically, the armor system i described would make it far, far more worth it to craft the right armor for the right occasion. You could take light, more arrow-resistant armor to quickly traverse deserts, yet pack heavy anti-blast armor to actually survive the Jungle you're gonna cross. It should also make carrying multiple sets much more worth it.
I would especially like it if there were certain areas where magical effects are ignored, or able to be disabled temporarily- making it potentially undesirable in certain situations to have super awesome enchanted armor, or the like.
this COULD be done by -for example- adding in special enchanted arrows that pierce magic, so they're more effective against enchants.
Still, i think it should mostly be a cost and effort thing, not a damage stat. For example, BTW adds Soulfourged Steel armor. It's awesome, but to enchant it, well it costs tons of XP. You need high-level mobtraps and quite an investment in bookshelves (as it adds a separate enchanter for it which need WAY more) to get it.
This enchanting system in BTW works with scrolls. basically, a scroll carries an enchant, so you get a Protection scroll for example. To enchant it to max (level V i think) you need 50 levels of XP.
Here's the catch: You can add more enchantments to that piece of armor, but each adds 50 levels of XP. So adding Feather Falling V (if it exists..) to Protection V Soulforged armor, costs 100 levels. this goes up to 200 levels for 4 enchants on 1 armor piece.
That's how i would roughly do it: you can pick your enchants, but the system is gonna be expensive. So, full enchanted armor would -in actual resource amounts- cost relatively little, it just takes high-quality rare materials. Also, it costs a load of XP. Mechanical armor of the maximum level, would cost a load of a wide range of materials, and thus quite an industry, not just some rare resources.
However, I wouldn't be against expanding the general idea of how tools are used- so different tools of the same type can give different gains (Ores drop more than just 1 of themselves, etc), mine at different speeds, etc. If that were done, then I'd be alright with expanding tools in such a fashion.
Well the system for tools as i described it, was kinda basic. I think that for armor, the system is fairly easy to lay down in ink, but for tools it's a lot more trial-and-error to find a good system.
Combine piercing and projectile, and it'd work great. That way, you can have piercing weapons (Rapiers, daggers, etc), as well as arrows and stuff still. I like the idea of explosive and magic types of attacks, too.
I am not awefully keen on the idea of "piercing". To me, it's just a big "screw you, with your ton of investment in armor".
I actually think that the armor system as i described might need one or two more conditions, but i am not awefully sure about it.
either:
-full set gives bonus
or:
-full set only applies conditions.
So basically, either your armor isn't great if it's not all fire protected, or it's not fireprotected when all the pieces aren't fire protected.
I would make this buff fairly strong, to prevent people from wearing Anti-projectile helmets, anti-blunt chests, anti-sharp pants and anti-explosive boots, just to name something, and become kind of omni-armored. I think it should far more be "i need anti-arrow armor" and not " i need a load of random stuff to be protected from everything".
Basically, when you can see the white in your enemy's eyes (a player, in this case), it's not gonna be "who has the most varied high-level armor" but rather "did i pack the right weapons, and the right armor".
So it's not someone uberchanting a sword and raping someone with anti-sharpness armor, or someone carrying a super-varied armor set and shrugging off whatever you throw at him.
Recognizing armor and picking the right weapons, while wearing the right armor should be what it's all about. It shouldn't be a case of "he has sharp protection and all i have is a bow so it's insta-loose', but there should definitely be a moment where you scratch your head and think "why was i stupid enough to take only a bow and arrows"
Ugh, yes. It's so frustrating that you need mods to do something as simple as having 32x32 textures. They don't even lag the game, and it barely takes them any extra effort.
Actually that's not THAT frustrating to me. what's frustrating me is that there are technologies (mods) written by people, used by millions, yet Mojang does not recognize their use or value and just considers it "that's what mods are for".
For example, Optifine is something many, many people use and from what i gather, many NEED it. Yet a more expansive system for managing performance, even if it has to be activated in the game in stead of being standard, isn't even there.
Similar to Modloader. the #1 used mod by lightyears, used by 99.99% of all mods, is still a mod. Why didn't Mojang just integrate this from the start. These are the kind of mods that make me think, "why are they even needed, this should be vanilla!"
Yeah, blacksmithing should be a minigame- you'd still be able to craft things by just attaching them together, but for more advanced things? Gotta actually blacksmith.
The crafting in this game, ironically, sucks.
I don't think that it has to be a minigame per se. I think that the "minigame" is thinking:
"where am i going" (and that's why i'd like Biome-based mob spawning)
"I'm going to a desert, over a hill biome to a jungle to fetch X"
"I'm gonna encounter: Skeletons, spiders, creepers and poison spiders"
This is the basic preparation.
Now you think "what do i need for that".
You're gonna meet spiders and creepers, so speed is essential. no big huge armor, it's better to evade an explosion than withstand it.
So you want a light armor, with good mobility, snug so it's good against poisons, yet can withstand arrows.
This combination does not *really* exist. it's gonna be a game of matching what you need most.
Arrows can be fairly well deflected by a layer of metal. Iron is heavy, so you want something lighter. Aluminium (as a higher tier metal) is an option. It's enough to prevent most of the sting, but it's light.
Leather or a superior material (cloth with mobility enchantment?) could be useful. Scratch that, it's vital.
a layer material is not really needed. however, poison requires you to switch from your tool, so it might be good to make a more enclosed armor. a second layer of leather does.
Now, if you meet a zombie with a sword there's a good chance you're fairly well screwed if you're gonna fight. Especially if it's an iron sword. However, you could also take the easy path and evade.
That's the mini-game!. Also, actually acquiring the materials is a mini-game in itself. Going to a jungle would probably require you to find and kill cows for their leather, and you might want to invest in a better infrastructure and mining to get your aluminium.
Or, you could take the gambit, craft together some simple armor and try to avoid everything.
That's like making a weapon in a game that cost 9 billion gold, but kills everything in one hit.
Actually, no. The evil of the anvil, is that it encourages people to never let their durability drop below a certain point, and use low-level enchantments. After a while, combining these through sheer playing inevitably ends you up with an uber-weapon, which you can just repair with a mundane weapon.
I agree with a lot of the stuff you said, like creepers actually "creeping." Mob AI is pretty laughable sometimes, I once trapped an Enderman behind a gate- he kept on trying to run at me but kept walking through the gate screaming and what not :/ Moving on to my opinions, I think the game needs "teamwork" AI for the mobs. This would probably take some work but it would be cool if a creeper came at you from the front, and as you hit it with a sword and backed up, another one behind you exploded. Maybe zombies could do total raids on your house and break down fence gates as well. At least 5 zombies would invade your house and you'd be forced to fight for your life. The idea about Endermen acting different once you go to The End sounds cool, but it would give me sense that the game is actually over. I remember playing an old LEGO Island game when I was six; when I beat the game, all the townspeople would say "Good job, Pepper!" whenever I would talk to them. It was kind of depressing knowing the fun was all over and there was nothing left to do.
Back to the subject of zombies, I would prefer to have one type of zombie- Minecraft should stay vague IMO but new abilities (breaking down fence gates as I mentioned) would be cool. The same concept applies to skeletons- the fact that there is Wither Skeletons and Jockeys kind of took away the charm of "Wow, a Spider Jockey, those are rare" knowing that there's two types.
Aside from that, I really don't like witches. Zombies were always the mob that dropped a bunch of cool stuff, but with witches dropping potions, redstone, etc it takes away the "individual" charm, like how wither skeletons and jockeys took away from the "coolness(?)" of spider jockeys. I also think witches along with villagers should be removed entirely. Minecraft is a lot more eerie when you find an abandoned mineshaft thinking how there was some form of intelligence on this world at one point, but it vanished. Then you walk along and find a village with villagers and it ruins the illusion. "Hey look, civilization." It takes away the creepy feel. Villages could stay, but they should look more ruin-ey.
My last suggestion is I do think Herobrine or some ghost entity should be stalking you. I'm not a diehard fan of Herobrine, but I remembe r when I first found out about him I was scared to mine, thinking that he could be anywhere. He (or whatever other mob would be stalking you) would only show up every 10 hours of gameplay or something and just stare at you. If you moved, it would run at you and kill you. If you didn't, it would look away and walk away after a some seconds. In a biome with lots of trees/mountains, it should watch you from a very far distance. The mobs sight range should be at least the normal render distance sight.
I read through most of your stuff and I agreed on some and disagreed on others. Some of your points I found strong while others just plain silly. I'm not really going to reply to much of what you said but my final thoughts on what I read is that:
1. You obviously took some time to think about MOST of your opinion before you stated it, which most people don't so I applaud you for that.
2. While you may have taken a lot of time to think and write that I doubt that very many people on this forum will actually read it.
3. Some of your points are shaky and while you seem to have a good idea the current system of the game, on that topic is much more sturdier and solid than yours.
4. On some of your choices you complained about difficulty, and your ideas of changing it would restrict much freedom. Freedom is what makes Minecraft the game that is. Whether you realize it or not there are many people who play this game that frequently change the difficulty. While I myself find this annoying my own little sisters who I got into Minecraft frequently switch to peaceful when they get 'scared'. I agree with you on the fact that you think that the difficulties should actually change more than hit points and health. Minecraft is, in almost every way much too easy in its current condition. I die pretty much 90% from something other than a mob if I ever do even die.
I just realized that the "haters" summed up our problems with Survival better than we did.
Basically, i can reduce it to 1 sentence:
Survival mode is not survival, but "do whatever you want" mode.
I call the "do whatever you want" mode "farmville mode", since it basically is just that. Go farm, have animals, build your town etc.
there's absolutely nothing wrong with such a mode, i think "do whatever you want" is an important aspect of minecraft.
However, Mojang has gone too far and turned it to "do whatever you want to achieve whatever you want".
You can achieve getting uberarmor with ever using it, or without ever using even 1 sword.
My opinion remains:
If you want the best weapons and gear, fight. If you want the best tools, mine. If you want the best food: farm.
not: Fight to farm, mine to get weapons and farm to get the best tools or so.
This is the thing is what's wrong: The "progress feedback" is mixed up. The feedback for fighting should be better gear (in the form of XP). The feedback for mining should be better resources (IE, diamonds for your pickaxe). The feedback for farming should be better food (from wheat to meat).
And preferably, to get better tech, you need to do all of it.
I dont care: add a mode called "farmville mode" where everything is pretty much trivial. Or rename survival to Do whatever you want Mode, but don't call it survival, because it's not.
I have an idea that expands on a mob (Like the acid spitting spider that was mentioned in Innsurections post)
Two types of Overwolrd skeletons. (Not wither Skeles) One armored and having a sword, and the other having the regular old bow. The armored Skeles would have a range of different armor depending on the difficulty (i.e Easy= 2 1/2 armor points filled, Normal, 3 1/2, so on so forth)
It is kind of simple on paper, but I think it would be really neat to face ingame (especially if they were in groups!)
Or, Armored skeleton jockeys!
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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.
Minecraft wouldn't be Minecraft without it being blocky.
could you please quote what part you're replying to?
Also: there are plenty of mods that add detailled mobs with just blocks and squares.
EDIT:
i would make skeletons no longer burn in sunlight: just zombies. The reason why is this: skeletons have nothing to burn...
I know you want monsters to be more like a "omg i just met a monster" but i think filling the surface with mobs is part of what makes travel at night dangerous.
For that reason, i would like Zombies to spawn aboveground. In fact, it might be preferable to have them ONLY spawn aboveground.
I think that skeletons with swords add little to gameplay...
i've only fought him in creative, but it already seems like a horribly annoying boss. I mean, it's constantly floating if not flying, yet it gets immune to arrows at 50% health....
I like that it generates an explosion on spawning, but other than that? it's a horribly misbalanced...thing. It only calls for all sorts of systems to contain it upon spawn, it's gonna be exploity and definitely not fun.
thanks!.
maybe we should mail it to Jeb. Maybe he finally picks GOOD suggestions from his inbox...
That said, maybe we should send part of the OP to Jeb in the first place. In a slightly nicer, maybe shortened version.
OH MY GOD Now I want the old slime spawn back! I live in a swamp, and in 1 night I got like... 2 stacks of slime balls! So cut back on the slime rate or make it have more uses....
Speaking of uses:
What if slime balls had a redstone use? Since redstone cables are only lit for about 16 blocks and then they die out (unless there is a new power source or Redstone repeater) what if right clicking with a slime ball would make the line more powerful? Just a suggestion that I thought of about 2 seconds before I posted so dont overcritizise or something if you hate it...
Edit:
Concerning the mobs...:
I like the idea of witches in 1.4, but I think that bats should have a use, because I dont think they have a drop at the moment. What about leather?
Slimes: Read the top of the post...
Witches: What if witches had like a 1/20th chance of spawning in an NPC village? Or a new NPC village of little squat huts that was populated entirely of witches?
The Wither: I like the Wither, but I dont like how it can block arrows after a while, and I really wish you could deflect the little heads it throws at you...
Regular NPC villagers: I dont like that they just stand by and stare at you as you hit them... What about a defence thing? Like the pull out some random sword teir and hit you back? Its not really realistic at all, to just stare at your own murderer as he murders you...
I think that it would simplify redstone too much...
I think it could have a use, not sure what use. There's really not enough actual features in minecraft to make it a recipe for...
Yeah, I was just shooting an idea out...
Speaking of which, what is the use of magma cream? I know it had a use I just forgot....
Anyway, maybe slime balls could be crafted into Magma Cream with a bucket of lava or something?
However, if you were to sum this up (it's too long) in a much nicer post, I might consider reading it.
They are crafted into magma cream, with blaze powder. It's been like that for several updates already.
Also, in regard to your ideas of more slimeball uses, I think they should be placeable on the tops of blocks, and makes those blocks sticky (Stops items, slows down/stops players and mobs, etc). I think that would be a cool idea.
I forgot about the blaze powder=magma cream thing, so I guess that idea is out the window.
At first I considered sticking it on blocks as well, but more as a decoration. But I kind of disregarded it becuase it seemed like it might not look so great. But your idea makes it seem much more interesting
Well Mojang is not a game studio. It's a bunch of people with coding skills. This isn't an insult or anything: it's how it actually IS.
Jeb is a friend of Notch and joined because notch asked him. There's no real "hiring" going on, it's all friends and fans.
Well actually, Jon Kagstrom (AI expert) was actually hired, so he's the one real employee i can think of.
Yes they did stuff wrong. They are more and more focusing on "whatever way you play, you get everything."
Zombies drop potatoes. That's a crime against game design. Basically, you don't NEED to farm. just kill zombies and go the RPG way and you can survive on food and never have to farm.
OR you could farm and fish, now you get XP and you can mine for iron and get everything you want.
Or you could just fight, mobs will spawn armor and such and you never have to mine or craft.
Or you could...
Face it: If you want to be a farmer, go creative. Give creative optional health, hunger etc. Hell, create a game mode called "peaceful mode'.
Survival is about just that: survival. Currently it's not survival, it's "i died because my finger got numb". Mojang are doing a horrible job, and they're destroying the game.
Notch made mistakes himself, but he never truly compromised game integrity. Now, under Jeb, they are.
A good example is the Anvil. Basically, it's a "never loose an enchant again."
What the Anvil encourages to do, is using low-level enchants on damaged tools, combining them and you not only have free durability, but also retain and even combine your enchants.
Enchanted gear should be a reward for hard work, not something you gain as a passive byproduct.
I personally think Mobtraps should not have been nerfed so hard by Mojang (actual mobtraps, not spawner traps).
Using levels to rename your tools in the first place is rather silly, to be honest. I also don't like the idea of being able to combine enchants- repairing the weapon with levels is fine, but combining enchants makes it a little too easy.
When I first started a new world in 1.4.2 to try things out, the first thing I saw was a black lighting blob right nearby me. I sighed disappointingly. It was one of the technical parts I was looking forward to.
Speaking of, it irritates me that pitch blackness is no longer a thing. It's obviously possible, but for some reason, you're able to see well enough in absolute darkness. This happened around 1.8.
I'm going to develop it as per any other mod, and wait until the actual API comes out (which is likely to be 1.6, because I'm sure they'll get wrapped up in adding more pets and decoration blocks for 1.5). Until then, it'll be a standard mod. I still won't release it until a minimum amount of features are in, though.
Yeah, I'd prefer tutorials to be progressive and passive, rather than "MEGAMAN HEY MEGAMAN" or etc. Portal 2 did its tutorial pretty well, and it explained the basics to the point that anyone barring someone as immensely stupid as iJustine could understand it. I'd also make the tutorial optional, so if you know everything, you don't need to worry.
Rather than an ingame book, maybe a GUI book that starts off with only the basics? Over time, more info is added as you encounter more things (Similar to X-Com's UFOpaedia). As for the achievement system... eh, achievements should be reserved for actual achievements.
Yeah. The current mob spawning and general AI just... it feels lazy. Like they're just plopped into the world. You KNOW they "spawn", and it doesn't feel natural. It's also an awful way to control difficulty. Aside from that first time you pick up the game, the game's difficulty is essentially a mesa (rather than a difficulty curve).
I've been meaning to try and pick up Better than Wolves. I'm glad mods try to do that, though- I hate that Minecraft has turned into such a game of numbers.
The spawn changing thing with beds is fine, but the F3 coordinates thing is immensely annoying. It's basically a cheat- to be honest, it should only display if you have cheats enabled.
Hm, jungles sure. Forests I'm a little iffy about, because I'd rather spiders and bears and other things to spawn there. Forests should be difficult to an extent, but still safer than jungles. Plus, forests aren't quite as green as jungles, so you'd see them coming still.
Infected type zombies tend to be more "immediately" terrifying- they're a threat right off the bat because they're running straight towards you. As for why have both... well, I personally like both zombie types, haha. If I had to choose between the two, though, I'd prefer traditional zombies (slow, hard to kill, hard to knock back, etc). I just don't see much of a reason as to why there shouldn't be both infected and shambler types.
I like the idea of zombies using armor, but I don't think they'd continue to grip tools or weapons. It works great for skeletons, but zombies? Eh.
I'd rather have different mobs for this task- zombies should be zombies, y'know?
Although I don't approve of zombies being the digging mobs, I do approve of this type of difficulty scaling. It'd work pretty well.
Agreed. We've gone over this in the thread, but I still find it silly that undead mobs can even drown.
Skeletons are a little less traditionally dumb- they're not particularly "smart", but you have more room to make them do terrifying things with some semblance of intelligence. Unlike zombies, which are almost always seen as mindless.
Why's that? It'd make skeletons actually a threat. Granted, I could also make another mob that uses ranged weaponry and hides instead, but it'd make sense to want to fire and get to cover.
Hm, yeah. As long as they can still break the glass somehow.
Both neat ideas!
Yeah. As suggested earlier in the thread, they should be unaffected by currents, but still be pretty slow underwater.
I suppose this works, too. I'd just like to see them not stand still and wait for you to smack them.
They're not that bad, actually. It's just that the character model is fat and a pretty big target, and what you bring up below.
Agreed. Short of predicting their rhythm, blocking doesn't serve much of a purpose because they instantly fire. Bonus points if they actually make a bow draw sound.
Nice idea.
Yeah, I was thinking about this. Spiders that spit acid or something would be really neat. Maybe even a fourth that farts webs at the player, entangling them for a few seconds. Both would be awesome additions, and would make spiders pretty terrifying.
They were a small little thing Notch added simply as a cool thing to notice. Still, I'd love to see them be more prominent, by making skeletons mount them mid-battle if they're close to a spider. it'd be really neat.
The hiding thing was to make them more creepy, and yet more of a threat. If they become hostile on spawn, that'd make things extremely irritating, and also make them just feel like any other mob (except with teleporting). As for obsidian, yeah, I already realized that's kinda dumb. Dirt works better.
I don't know if you're saying it's too similar to Skyrim, it should BE more like Skyrim, or if it should be LESS like Skyrim... regardless, I don't think it is or should be like Skyrim.
I (and a friend of mine) came up with some pretty neat ideas for the Enderdragon/Endragon for it to feel more like a boss. Still, I do agree that it needs WAY more methods of attack. Just flying around lazily without even making any sounds is extremely lazy and dumb.
Yeah. It's extremely dumb. They need to re-do chunk loading logic.
I think they're going to have to separate out the original height and "new" height into different chunks, anyway. I'm pretty sure the lighting issues are caused by this, too. As for sky biomes...
Absolutely.
Yeah, agreed. Things like unique mobs that drop unique items, potion making ingredients, and etc would be really nice. Right now, biomes just feel... weak.
Actually, the system I came up with is:
-Skeletons, Zombies, and Creepers spawn underground
-Spiders and Endermen spawn aboveground still, but require darker lighting (so they won't appear in wide open spaces, even at night).
It works pretty damn well, because plains and etc will actually be tranquil. However, as you traverse to deeper, darker areas, you'll be greeted by enemies. This goes hand-in-hand with the idea of making mobs more difficult, though- you can't really have one without the other, or else it becomes too easy or too hard.
Yeah. I'd like just general areas to give off SOME kind of feeling. Like, you come across a forest at dusk, and you think "Uh oh, it's getting pretty dark. I probably shouldn't go in here, or I'm going to have to deal with trouble". It makes the world actually feel like a world.
Yeah haha, I don't think there should be like 8 bajillion rock and dirt types- just a few more to spice up the underground and stuff. It's funny that a game with "Mine" in the title doesn't even have a very good mining system.
The lack of lighting update is pretty disappointing, but I'm glad they didn't give us more unfinished content. That was getting annoying.
Holy crap, yes. Because of the way it was presented, I'll respond to each major idea, and won't use as many direct quotes.
Yeah, this probably works better. I was initially just going to go with "Lighter but less protection, heavier but slower" kinda idea, but adding in the idea of magical properties as well as more detailed protection would make things way cooler (and again, gives us TON of possibilities to work with).
Perfect. Gold would have a more appropriate use, then. I also like that weight wouldn't interfere with this relationship, so you could still have light materials with high magic (but extremely slow/nonexistant mechanical properties), or heavier materials with high magic (with good enough mechanical properties), and everything in between.
Awesome. It's a third variable to consider when equipping armor (Material type, placement, and now how it's layered), making a ton of possible combinations (which is always welcome). Of course, there's still the factor of how to go about actually layering it- would it be done in the UI? Or would you craft them together? Etc. I'm fine with whatever actually allows us to layer armor, though. It's such a neat idea, and gives you so many options.
Rather than reducing the fire-retardant buff, it could simply just not add to it- so you wouldn't have as good of protection against fire as you could, but you'd have a mix of that and the advantages the leather-lined iron armor shoulders. You'd be stretching your advantages a little, so you wouldn't have as strong of advantages in either area. I like the idea of being able to choose where your advantages lie and how strong they are, rather than discouraging mixing armor.
As I said earlier, I applaud this idea. It separates out immediate effectiveness vs potential effectiveness throguh enchants (and possibly defense from magical effects). I would especially like it if there were certain areas where magical effects are ignored, or able to be disabled temporarily- making it potentially undesirable in certain situations to have super awesome enchanted armor, or the like.
Yesss
This works especially well with my idea of a blacksmithing minigame, where you can gain certain enchantment modifiers, and by doing better, you gain a better effect- however, you can only have one effect (So only sharpness, or only knockback, or etc). This would make iron a really different material altogether.
Works. It prevents redundant enchants (Say you have a fire-type material gotten from the nether that naturally reduces damage from fire... fire resistance would be pretty useless on that), and gives even more possible attributes for different materials.
Definitely. This would give the ability to add in tons of trinket-y items to the game, AND they'd be useful.
I'd also totally use skulls and bones for this. Because reasons.
As I said before, I think there should be SOME drawbacks to using magical armor- rarity/expense is a fine method for limiting players from getting something powerful too quickly, but still doesn't quite balance it out in of itself. I would like to see mechanical armor still give the best possible return in terms efficiency of protection and weight. Enchanted/magical armor would have more unique advantages, such as resistance to fire, ability to slow your falling, or tons of other crazy things. TONS.
Because magic.
Again, though, I applaud the amount of effort you went into for detailing the armor idea. I'll likely attempt to implement it into my mod as much as I can- it's extremely well detailed, gives TONS of possibilities, and yet in the end will still be simple in terms of how you use it (you're still just equipping armor, in the end).
This COULD work, but I'm wondering if it really needs that currently. They're pretty straightforward as it stands. However, I wouldn't be against expanding the general idea of how tools are used- so different tools of the same type can give different gains (Ores drop more than just 1 of themselves, etc), mine at different speeds, etc. If that were done, then I'd be alright with expanding tools in such a fashion.
This certainly works for weapons, though.
Combine piercing and projectile, and it'd work great. That way, you can have piercing weapons (Rapiers, daggers, etc), as well as arrows and stuff still. I like the idea of explosive and magic types of attacks, too.
I've also always liked the idea of different attacks having unique relationships with different armor types. There's just so much you can do with that.
Yeah, agreed. I wouldn't change the cuboid style- just update the friggin graphics. The models and textures are awful, and somehow poorly optimized to boot.
Ugh, yes. It's so frustrating that you need mods to do something as simple as having 32x32 textures. They don't even lag the game, and it barely takes them any extra effort.
SIGH YES
It's so horribly optimized- there's no priority in what's loaded. Chunks are loaded almost entirely at random, where often you'll see right through the ground and watch caves magically appear before you even see the ground. It's a testament to how horribly optimized the game really is.
Yeah, blacksmithing should be a minigame- you'd still be able to craft things by just attaching them together, but for more advanced things? Gotta actually blacksmith.
The crafting in this game, ironically, sucks.
Yeah, it'd be a neat system, and would actually encourage people to gear up before adventuring, as well as making homes actually feel like a home- rather than "oh I guess I'll just make more pickaxes right here down in my cave because I can do that with a magical crafting table and all the iron I collected".
Definitely. It'd only get more tense the farther you go from your sheter- right now, there's basically no tension because of how easily you can set up a makeshift shelter.
Welcome to the concepts of criticism and suggestion!
Again, it's called criticism. I wasn't going "I HATE YOU MOJANG". If you even read it (which you admitted you didn't), you'd realize I bring up very valid points. You can dislike the ideas I suggest to improve upon them, but seriously.
EDIT: Whoops, another post was made while I typed that up.
Where is the word "hate" used to describe my (or "our") feelings towards the game?
Actually, there isn't much of a point to the game at all.
That's like making a weapon in a game that cost 9 billion gold, but kills everything in one hit. Price/amount of time it takes to get something is not an appropriate balancing factor for games like Minecraft (or most games in general)- especially not when it's about the ONLY balancing factor. It's simply a way to ensure the player doesn't get access to powerful things early on, or with relative ease.
There's a difference between criticism and "flaming". A big difference.
Except they've taken so many vacations and liberties with development time it's not even funny. Mojang is notorious for being lazy.
Besides, even if they worked really hard, what's wrong with suggesting they should still improve?
"Extreme people"? And that's a rather broad generalization of those who criticize Mojang.
lol'd
How are we "bullying" them? This isn't a school yard. They're a "professional" company who develop products that we- the consumers- have a stake in (especially those who bought the game during alpha, and were promised a very different game). They should expect criticism.
oops
I play it because i don't play the game. I play a mod that rips out the stupid stuff of minecraft, adds a proper tech tree, sensible abilities (Like animals picking up food in item form), changes chickens from mammals to, well, chickens, adds mobtraps back in (no more "if killed by player") while rebalancing the drop rates accordingly, it adds so much stuff it's not enough to explain here.
I am not flaming mojang. Minecraft used to be pretty good. But right now, it makes no sense anymore. Why does this magical energy that can be made to have physical effects, form from getting a fish out of the water? or by smelting ore?
I can understand you're ripping the soul out of a freshly killed being (IE, how Skyrim does it), but this? it's messy.
Being able to get everything from any random activity, is detrimental to variety. There are no unique activities anymore. You can get to the end of the "tech tree" on peaceful, but WHY? if you're so interested in building and farming, there's creative.
It's not survival anymore. It's just... doing things.
A while back i noticed a Golem (or troll?) mob that basically was an Enderman+. It could not only pick up blocks, but also throw them to do damage. If there's gonna be a "digger" mob, that might be it.
An alternative is a Ghoul, as a kind of undead that's half-way between zombie and skeleton, but can dig.
I don't see skeletons as awefully smart, because they're just a heap of bones. I think it's weird to have intelligent bones.
I was thinking about the web mechanic, but i think it's gonna be absolutely UBERANNOYING because webs make you move so slow. Basically, it would be a rape fest.
On the other hand: maybe Spiders could get a Nesting "goal". After spawning they wander a while, eventually settling into a place. They dig a 2x2 hole, one deep and place Egg Blocks. Then, they slowly add cobwebs to the environment. The Egg blocks eventually spawn a small spider, which eventually grows into a large spider. The total amount of such a group would be limited tho, otherwise it's gonna be hell on SMP.
Skyrim actually adds combat to dragons. Especially with the newer DLC, where they use various roars as their power. in Skyrim, dragons fly untill damaged enough, they then land and attack you.
I do mean actual biomes generated in the Overworld, not another dimension. But yea, it would be very, very neat i think.
Nah, i think it would be more awesome to have Skeletons in deserts and such. Mostly because of the idea that they would be zombies who's flesh has been burned off or so. I consider skeletons closer to the "mummy" type mom.
not sure, but i meant, "i'm not traversing that desert, it's gonna be an arrow rapefest" or "i'm going around that jungle as i can't fight those creepers with this sword".
Basically, the armor system i described would make it far, far more worth it to craft the right armor for the right occasion. You could take light, more arrow-resistant armor to quickly traverse deserts, yet pack heavy anti-blast armor to actually survive the Jungle you're gonna cross. It should also make carrying multiple sets much more worth it.
this COULD be done by -for example- adding in special enchanted arrows that pierce magic, so they're more effective against enchants.
Still, i think it should mostly be a cost and effort thing, not a damage stat. For example, BTW adds Soulfourged Steel armor. It's awesome, but to enchant it, well it costs tons of XP. You need high-level mobtraps and quite an investment in bookshelves (as it adds a separate enchanter for it which need WAY more) to get it.
This enchanting system in BTW works with scrolls. basically, a scroll carries an enchant, so you get a Protection scroll for example. To enchant it to max (level V i think) you need 50 levels of XP.
Here's the catch: You can add more enchantments to that piece of armor, but each adds 50 levels of XP. So adding Feather Falling V (if it exists..) to Protection V Soulforged armor, costs 100 levels. this goes up to 200 levels for 4 enchants on 1 armor piece.
That's how i would roughly do it: you can pick your enchants, but the system is gonna be expensive. So, full enchanted armor would -in actual resource amounts- cost relatively little, it just takes high-quality rare materials. Also, it costs a load of XP. Mechanical armor of the maximum level, would cost a load of a wide range of materials, and thus quite an industry, not just some rare resources.
Well the system for tools as i described it, was kinda basic. I think that for armor, the system is fairly easy to lay down in ink, but for tools it's a lot more trial-and-error to find a good system.
I am not awefully keen on the idea of "piercing". To me, it's just a big "screw you, with your ton of investment in armor".
I actually think that the armor system as i described might need one or two more conditions, but i am not awefully sure about it.
either:
-full set gives bonus
or:
-full set only applies conditions.
So basically, either your armor isn't great if it's not all fire protected, or it's not fireprotected when all the pieces aren't fire protected.
I would make this buff fairly strong, to prevent people from wearing Anti-projectile helmets, anti-blunt chests, anti-sharp pants and anti-explosive boots, just to name something, and become kind of omni-armored. I think it should far more be "i need anti-arrow armor" and not " i need a load of random stuff to be protected from everything".
Basically, when you can see the white in your enemy's eyes (a player, in this case), it's not gonna be "who has the most varied high-level armor" but rather "did i pack the right weapons, and the right armor".
So it's not someone uberchanting a sword and raping someone with anti-sharpness armor, or someone carrying a super-varied armor set and shrugging off whatever you throw at him.
Recognizing armor and picking the right weapons, while wearing the right armor should be what it's all about. It shouldn't be a case of "he has sharp protection and all i have is a bow so it's insta-loose', but there should definitely be a moment where you scratch your head and think "why was i stupid enough to take only a bow and arrows"
Actually that's not THAT frustrating to me. what's frustrating me is that there are technologies (mods) written by people, used by millions, yet Mojang does not recognize their use or value and just considers it "that's what mods are for".
For example, Optifine is something many, many people use and from what i gather, many NEED it. Yet a more expansive system for managing performance, even if it has to be activated in the game in stead of being standard, isn't even there.
Similar to Modloader. the #1 used mod by lightyears, used by 99.99% of all mods, is still a mod. Why didn't Mojang just integrate this from the start. These are the kind of mods that make me think, "why are they even needed, this should be vanilla!"
I don't think that it has to be a minigame per se. I think that the "minigame" is thinking:
"where am i going" (and that's why i'd like Biome-based mob spawning)
"I'm going to a desert, over a hill biome to a jungle to fetch X"
"I'm gonna encounter: Skeletons, spiders, creepers and poison spiders"
This is the basic preparation.
Now you think "what do i need for that".
You're gonna meet spiders and creepers, so speed is essential. no big huge armor, it's better to evade an explosion than withstand it.
So you want a light armor, with good mobility, snug so it's good against poisons, yet can withstand arrows.
This combination does not *really* exist. it's gonna be a game of matching what you need most.
Arrows can be fairly well deflected by a layer of metal. Iron is heavy, so you want something lighter. Aluminium (as a higher tier metal) is an option. It's enough to prevent most of the sting, but it's light.
Leather or a superior material (cloth with mobility enchantment?) could be useful. Scratch that, it's vital.
a layer material is not really needed. however, poison requires you to switch from your tool, so it might be good to make a more enclosed armor. a second layer of leather does.
Now, if you meet a zombie with a sword there's a good chance you're fairly well screwed if you're gonna fight. Especially if it's an iron sword. However, you could also take the easy path and evade.
That's the mini-game!. Also, actually acquiring the materials is a mini-game in itself. Going to a jungle would probably require you to find and kill cows for their leather, and you might want to invest in a better infrastructure and mining to get your aluminium.
Or, you could take the gambit, craft together some simple armor and try to avoid everything.
Actually, no. The evil of the anvil, is that it encourages people to never let their durability drop below a certain point, and use low-level enchantments. After a while, combining these through sheer playing inevitably ends you up with an uber-weapon, which you can just repair with a mundane weapon.
Back to the subject of zombies, I would prefer to have one type of zombie- Minecraft should stay vague IMO but new abilities (breaking down fence gates as I mentioned) would be cool. The same concept applies to skeletons- the fact that there is Wither Skeletons and Jockeys kind of took away the charm of "Wow, a Spider Jockey, those are rare" knowing that there's two types.
Aside from that, I really don't like witches. Zombies were always the mob that dropped a bunch of cool stuff, but with witches dropping potions, redstone, etc it takes away the "individual" charm, like how wither skeletons and jockeys took away from the "coolness(?)" of spider jockeys. I also think witches along with villagers should be removed entirely. Minecraft is a lot more eerie when you find an abandoned mineshaft thinking how there was some form of intelligence on this world at one point, but it vanished. Then you walk along and find a village with villagers and it ruins the illusion. "Hey look, civilization." It takes away the creepy feel. Villages could stay, but they should look more ruin-ey.
My last suggestion is I do think Herobrine or some ghost entity should be stalking you. I'm not a diehard fan of Herobrine, but I remembe r when I first found out about him I was scared to mine, thinking that he could be anywhere. He (or whatever other mob would be stalking you) would only show up every 10 hours of gameplay or something and just stare at you. If you moved, it would run at you and kill you. If you didn't, it would look away and walk away after a some seconds. In a biome with lots of trees/mountains, it should watch you from a very far distance. The mobs sight range should be at least the normal render distance sight.
1. You obviously took some time to think about MOST of your opinion before you stated it, which most people don't so I applaud you for that.
2. While you may have taken a lot of time to think and write that I doubt that very many people on this forum will actually read it.
3. Some of your points are shaky and while you seem to have a good idea the current system of the game, on that topic is much more sturdier and solid than yours.
4. On some of your choices you complained about difficulty, and your ideas of changing it would restrict much freedom. Freedom is what makes Minecraft the game that is. Whether you realize it or not there are many people who play this game that frequently change the difficulty. While I myself find this annoying my own little sisters who I got into Minecraft frequently switch to peaceful when they get 'scared'. I agree with you on the fact that you think that the difficulties should actually change more than hit points and health. Minecraft is, in almost every way much too easy in its current condition. I die pretty much 90% from something other than a mob if I ever do even die.
Basically, i can reduce it to 1 sentence:
Survival mode is not survival, but "do whatever you want" mode.
I call the "do whatever you want" mode "farmville mode", since it basically is just that. Go farm, have animals, build your town etc.
there's absolutely nothing wrong with such a mode, i think "do whatever you want" is an important aspect of minecraft.
However, Mojang has gone too far and turned it to "do whatever you want to achieve whatever you want".
You can achieve getting uberarmor with ever using it, or without ever using even 1 sword.
My opinion remains:
If you want the best weapons and gear, fight. If you want the best tools, mine. If you want the best food: farm.
not: Fight to farm, mine to get weapons and farm to get the best tools or so.
This is the thing is what's wrong: The "progress feedback" is mixed up. The feedback for fighting should be better gear (in the form of XP). The feedback for mining should be better resources (IE, diamonds for your pickaxe). The feedback for farming should be better food (from wheat to meat).
And preferably, to get better tech, you need to do all of it.
I dont care: add a mode called "farmville mode" where everything is pretty much trivial. Or rename survival to Do whatever you want Mode, but don't call it survival, because it's not.
Two types of Overwolrd skeletons. (Not wither Skeles) One armored and having a sword, and the other having the regular old bow. The armored Skeles would have a range of different armor depending on the difficulty (i.e Easy= 2 1/2 armor points filled, Normal, 3 1/2, so on so forth)
It is kind of simple on paper, but I think it would be really neat to face ingame (especially if they were in groups!)
Or, Armored skeleton jockeys!
could you please quote what part you're replying to?
Also: there are plenty of mods that add detailled mobs with just blocks and squares.
EDIT:
i would make skeletons no longer burn in sunlight: just zombies. The reason why is this: skeletons have nothing to burn...
I know you want monsters to be more like a "omg i just met a monster" but i think filling the surface with mobs is part of what makes travel at night dangerous.
For that reason, i would like Zombies to spawn aboveground. In fact, it might be preferable to have them ONLY spawn aboveground.
I think that skeletons with swords add little to gameplay...