And, by the way, by the means of your profile, you are indeed eleven. Whoops. A little slip of the tongue, eh?
Or would it be... slip of the keyboard.... considering you, I don't know, forgot your own age?
I put 01/06/2013 A.D. because of privacy issues. You know, the adults tell you to never give out your real birthday. But I like to be honest (they also told me that), because people can still find out if I lie, so there’s no use in lying. So I just say my age and that I’m mature.
I agree with so much of this thread. The mobs, especially the hostile ones, need much better AIs. It'd be nice for them to be able to intentionally go up stairs and ladders to reach the player, as opposed to just being at the bottom. Stairs also include the blocks of some material not actually crafted into stairs but placed in a stair formation. Oh, and cats and dogs should actively avoid being killed by cacti or from teleporting into lava. I'll talk more about mobs specifically in a bit.
I like the idea of not being able to switch game modes, though I do it occasionally. My reason for switching it is that when I haven't slept well or am sick, or in any way slightly out of it, the mobs, especially in caves, cause me panic attacks. Though I wouldn't have an issue with having a separate peaceful world for times like this, so yeah, support.
I definitely agree about the terrain. We need taller trees, actual mountains, and more biomes. I love the idea about having a few basic choices for each biome that they choose at random. It would add a lot more variety. Another thing you mentioned is the adjacent biomes. Right now, that makes me cringe. In one of my worlds, the desert becomes a jungle, which then is next to snow. I like the concept of the mixed biomes. Here are a few ideas for those:
Savannah:
Tall grass could grow to three tall, and each stack could sway back and forth, which would mask mobs. Also, few trees, maybe a new tree type here? It wouldn't appear as thick, though the log size could be the same in inventory. Whispy, light green leaves only at the top of the tree. Maybe they could add a lion that was originally hostile, but could be tamed the with fish, though the challenge would be to get close enough to right click on it without dying. Once tamed, it could remain a lion, possibly with a scarf or collar to identify it but kill passive mobs when directed to. Maybe by right clicking on it with something and then on the mob? Maybe they could also add zebras, which could be tamed like horses, and you could ride them, but if you killed them it could give you a zebra shank (Maybe this used to tame the lion).
Bog:
The pools of acid was nice. I think it'd be cool to have low pop and then hiss sounds from the acid pools. They could happen when bubbles came up to the surface and popped. I think the sound of something falling into lava would work well for the hiss. I'd also like a lower light level and some fog that is close to the ground. Slimes would be good here.
Wispy Forest:
So, this is an amazing idea. I think for this, the light level should go down, gradually from the previous area. The spiders being a common mob here is brilliant. I think witches should also be here, witch huts and all, and pumpkins and spiderwebs could be scattered about for ambiance. Mushrooms could definitely do well here, and bats would be a nice touch.
Also, I really like the idea of wheat only dropping a seed half of the time. I have 5 stacks of seeds from keeping up a 14 spot wheat farm -.- It would make you have to go out and find more to be able to sustain yourself, which I think is a great idea.
Something that bugs me about the game is that when you leave a certain area of are logged off, nothing grows. I'd like to come back from mining to find that whatever I had been smelting for the past few games days was finished.
Mobs:
These are just some mob additions and changes I think would be awesome, other than the one's mentioned above
Current Mobs:
All mobs - See through glass, definitely. One of the biggest jump scares I had was when I was in my house for the night, putting things away into storage. I turned around, and there was a creeper right outside my window, looking in. It terrified me. It was great (: Agree about the defensive maneuvers. It's ridiculous really.
Witches - Adding the ability for them to fly on a broom, and attack from there as well. There could also be a chance of them dropping the broom, which could have very little durability left and allow you to fly for a very short amount of time. Cackling would be nice too.
Skeletons - Shoot through glass. I mean really.
Squids - Though not hostile, I think them squirting in after you attack them would be a great addition. It would be a defensive maneuver and wouldn't hurt you, but it could make it harder to find the squid again.
New Mobs:
A creature that hides in acid in the bog, hiding under the acid until the player is 4 blocks away (8 on easy, 2 on hard).
I'm not really sure what to call this. What I believe would up suspense is a creature somewhat like the endermen, but entirely hostile. It could be the same, tall, black creature, but with glowing red eyes and pointy teeth, in a Cheshire cat type smile, though open, and a red tongue flicking out. It could open doors to get to the player, walking through a block or two if needed, so long as the door's open, and spot them from much further away. If there's no door, they could move blocks out of the way. Movement, they'd start really far away. When the player spots them, the smile could grow a bit, staying that size for the rest of the time. Instead of walking, they could teleport closer and closer to the player, on a slightly jagged path. Once the player saw them, they'd have to fight it. Erm, I couldn't find a picture online, so I made one of a tentative face in paint.
So yeah. Maybe pointier, taller teeth. I was having some issues (:
Alright, that's enough from me. Thanks for reading!
I put 01/06/2013 A.D. because of privacy issues. You know, the adults tell you to never give out your real birthday. But I like to be honest (they also told me that), because people can still find out if I lie, so there’s no use in lying. So I just say my age and that I’m mature.You’re welcome. If you want, I can tell you how BattleBlock Theater ends.
Whoops! My bad. Yeah... you're right. I don't know why I posted that without thinking about it too much. The birthday I posted isn't real either, lol. I'm like three months older than I should be. But, considering that our basic age group has a small overall range, I don't think there's much of a difference. Still, I see what you're getting at. That was pretty ignorant of me. My apologies.
First of all: why do you people ING HAVE to ruin other people day? Thanks for the spoiler.
Oh, and We DO NEED A TUTORIAL. How are you supposed to understand that a logs makes 4 planks, that 4 planks make a table, that with the table you can create pickaxe and with an iron pickaxe you can mine diamonds, and that with diamond pickaxe you can make a portal to the nether where you can find ingredients for potion all by yourself? Are you ing sherlock holmes?
An improved achievement system can do that: it tells you to do something but doesn't tell you the result. After you get diamonds it may say "what if you use this crafting recipe?" You do it and, congrats, you have an enchantment table. You don't have any idea what it does, but you can discover it by yourself by just using it.
Playing minecraft now is like "ehi there is a secret treasure in Africa, find it". With a map, things get better
I like this idea! It would be helpful. A minor tweak to your suggestion might be that you should be able to use this tutorial as an option. There can be "tutorial mode" and "mystery mode". Tutorial mode would have this, mystery mode wouldn't. Mystery mode would be all about experimentation whereas tutorial mode would be more for beginners who prefer to get straight to the core points to accomplish a self-set goal that they might have made.
I agree with so much of this thread. The mobs, especially the hostile ones, need much better AIs. It'd be nice for them to be able to intentionally go up stairs and ladders to reach the player, as opposed to just being at the bottom. Stairs also include the blocks of some material not actually crafted into stairs but placed in a stair formation. Oh, and cats and dogs should actively avoid being killed by cacti or from teleporting into lava. I'll talk more about mobs specifically in a bit.
I like the idea of not being able to switch game modes, though I do it occasionally. My reason for switching it is that when I haven't slept well or am sick, or in any way slightly out of it, the mobs, especially in caves, cause me panic attacks. Though I wouldn't have an issue with having a separate peaceful world for times like this, so yeah, support.
I definitely agree about the terrain. We need taller trees, actual mountains, and more biomes. I love the idea about having a few basic choices for each biome that they choose at random. It would add a lot more variety. Another thing you mentioned is the adjacent biomes. Right now, that makes me cringe. In one of my worlds, the desert becomes a jungle, which then is next to snow. I like the concept of the mixed biomes. Here are a few ideas for those:
Savannah:
Tall grass could grow to three tall, and each stack could sway back and forth, which would mask mobs. Also, few trees, maybe a new tree type here? It wouldn't appear as thick, though the log size could be the same in inventory. Whispy, light green leaves only at the top of the tree. Maybe they could add a lion that was originally hostile, but could be tamed the with fish, though the challenge would be to get close enough to right click on it without dying. Once tamed, it could remain a lion, possibly with a scarf or collar to identify it but kill passive mobs when directed to. Maybe by right clicking on it with something and then on the mob? Maybe they could also add zebras, which could be tamed like horses, and you could ride them, but if you killed them it could give you a zebra shank (Maybe this used to tame the lion).
Bog:
The pools of acid was nice. I think it'd be cool to have low pop and then hiss sounds from the acid pools. They could happen when bubbles came up to the surface and popped. I think the sound of something falling into lava would work well for the hiss. I'd also like a lower light level and some fog that is close to the ground. Slimes would be good here.
Wispy Forest:
So, this is an amazing idea. I think for this, the light level should go down, gradually from the previous area. The spiders being a common mob here is brilliant. I think witches should also be here, witch huts and all, and pumpkins and spiderwebs could be scattered about for ambiance. Mushrooms could definitely do well here, and bats would be a nice touch.
Also, I really like the idea of wheat only dropping a seed half of the time. I have 5 stacks of seeds from keeping up a 14 spot wheat farm -.- It would make you have to go out and find more to be able to sustain yourself, which I think is a great idea.
Something that bugs me about the game is that when you leave a certain area of are logged off, nothing grows. I'd like to come back from mining to find that whatever I had been smelting for the past few games days was finished.
Mobs:
These are just some mob additions and changes I think would be awesome, other than the one's mentioned above
Current Mobs:
All mobs - See through glass, definitely. One of the biggest jump scares I had was when I was in my house for the night, putting things away into storage. I turned around, and there was a creeper right outside my window, looking in. It terrified me. It was great (: Agree about the defensive maneuvers. It's ridiculous really.
Witches - Adding the ability for them to fly on a broom, and attack from there as well. There could also be a chance of them dropping the broom, which could have very little durability left and allow you to fly for a very short amount of time. Cackling would be nice too.
Skeletons - Shoot through glass. I mean really.
Squids - Though not hostile, I think them squirting in after you attack them would be a great addition. It would be a defensive maneuver and wouldn't hurt you, but it could make it harder to find the squid again.
New Mobs:
A creature that hides in acid in the bog, hiding under the acid until the player is 4 blocks away (8 on easy, 2 on hard).
I'm not really sure what to call this. What I believe would up suspense is a creature somewhat like the endermen, but entirely hostile. It could be the same, tall, black creature, but with glowing red eyes and pointy teeth, in a Cheshire cat type smile, though open, and a red tongue flicking out. It could open doors to get to the player, walking through a block or two if needed, so long as the door's open, and spot them from much further away. If there's no door, they could move blocks out of the way. Movement, they'd start really far away. When the player spots them, the smile could grow a bit, staying that size for the rest of the time. Instead of walking, they could teleport closer and closer to the player, on a slightly jagged path. Once the player saw them, they'd have to fight it. Erm, I couldn't find a picture online, so I made one of a tentative face in paint.
So yeah. Maybe pointier, taller teeth. I was having some issues (:
Alright, that's enough from me. Thanks for reading!
Your mob ideas are great! I've always thought about the squid thing, but never really thought about it MUCH. I also agree that they should be able to see through glass. They shouldn't be that stupid.
They should add a new mob, like, a sort of a mole thing, that can dig, too. I mean, whenever it's night and you're lost, it's as simple as digging a 1x3 hole and covering it with a dirt block, after waiting for five minutes. With these "moles", there would be no safety here either. They should be able to dig and sense a player who's underground, and maybe, I don't know, bite the player. I know, moles don't really bite but again they are not actually moles, just like moles.
They, however, should burn when coming in contact with... um... the overworld. I know that dirt and stone and stuff is part of the overworld, but I mean the actual air, whatever time of day it really IS. This way, there is no safety even when in a small area underground. This would be really neat.
Again, it's an idea born out from under a nutshell, but better to get them out then let them vanish and evaporate completely.
You started out pretty good. Then it slowly got worse. And when you said that there should be a tutorial, I really wanted to hit you. Minecraft is NOT a game where everything is casually explained to you and you can just win the game by following the instructions on-screen.
Do you even fucking know what a tutorial actually is.
I didn't use a tutorial, no wiki, no nothing. I played it. I discovered it. And mainly that made me appreciate Minecraft. It's simple, yet complicated. Finding out how crafting works, how brewing works is trial and error. I've put many hours in Minecraft, building my base, building railroads to forward bases, gathering resources, but mainly finding out how the game exactly works.
Using a wiki, unless you legitimately learned about everything without using outside sources, which is damn near impossible. You're missing the point, which is that players shouldn't be required to consult a wiki to learn basic things about a game. If you debate that, then there's no sense in trying to talk to you.
Next up are your suggestions for mobs.
You suggested improving ranges. You entirely forgot the render distance. You CAN NOT increase the range without increasing the RENDER DISTANCE as chunks will NOT be loaded! Many players play with their render distance on small or even on tiny, and thus all those ranges would not apply to them, as the chunks simply aren't loaded.
Focus on the problem he brought up, not his personal solutions. That's what he's trying to get across, his ideas just aid that.
Then you suggested skeletons popping up from cover and stuff. This leans towards a cover shooter. End of story.
No it's not the end of the fucking story. "Ohh they take cover, that means somehow the game will turn into Call of Duty ahh 0/10" Did you happen to know you can also build things in RTS games?
(Also, this made me laugh, you said skeletons should be able to fight currents better, because they're made of bones, for realism's sake. But then, skeletons don't have muscles either, rendering them unable to even stand (from a realism point)).
"I'm going to argue trivial shit and make it a major point in my argument."
The textures don't have to be any larger than 16x or even 32x. Why? Minecraft worlds are made from blocks, right? Then I think the textures should be blocky as well. That's one of the MAIN POINTS OF MINECRAFT! It's BLOCKY!
BLOCKY!
MAIN POINTS
Stop posting any time.
Not even going to address this one, try rereading OP a couple hundred times.
I can't really judge your points on terrain because the terrain currently is dull and abysmal and Mojang should get some work on it done.
That means you agree with his points, not that you can't judge them.
So yeah. I disagree with about 4/5 of your points/suggestions. Because they have very poor arguments or don't fit in the game.
Did you miss the part where he listed a bunch of problems, explained why they were considered problems, offered solutions to said problems, and took up two posts in length to do this?
I don't feel like quoting, but yeah, I pretty much agree with what the guy above me was saying.
You know, the one with that awesome funky neon frog picture
You sir are a genius.
Aside from that, I pretty much agree with all your points.
lol/Rant/Whatever of the…!: Beyond: Two Souls is a sad/depressing game. Not like the ending of Mother 3 isn’t more sad.
I like the idea of not being able to switch game modes, though I do it occasionally. My reason for switching it is that when I haven't slept well or am sick, or in any way slightly out of it, the mobs, especially in caves, cause me panic attacks. Though I wouldn't have an issue with having a separate peaceful world for times like this, so yeah, support.
I definitely agree about the terrain. We need taller trees, actual mountains, and more biomes. I love the idea about having a few basic choices for each biome that they choose at random. It would add a lot more variety. Another thing you mentioned is the adjacent biomes. Right now, that makes me cringe. In one of my worlds, the desert becomes a jungle, which then is next to snow. I like the concept of the mixed biomes. Here are a few ideas for those:
Savannah:
Tall grass could grow to three tall, and each stack could sway back and forth, which would mask mobs. Also, few trees, maybe a new tree type here? It wouldn't appear as thick, though the log size could be the same in inventory. Whispy, light green leaves only at the top of the tree. Maybe they could add a lion that was originally hostile, but could be tamed the with fish, though the challenge would be to get close enough to right click on it without dying. Once tamed, it could remain a lion, possibly with a scarf or collar to identify it but kill passive mobs when directed to. Maybe by right clicking on it with something and then on the mob? Maybe they could also add zebras, which could be tamed like horses, and you could ride them, but if you killed them it could give you a zebra shank (Maybe this used to tame the lion).
Bog:
The pools of acid was nice. I think it'd be cool to have low pop and then hiss sounds from the acid pools. They could happen when bubbles came up to the surface and popped. I think the sound of something falling into lava would work well for the hiss. I'd also like a lower light level and some fog that is close to the ground. Slimes would be good here.
Wispy Forest:
So, this is an amazing idea. I think for this, the light level should go down, gradually from the previous area. The spiders being a common mob here is brilliant. I think witches should also be here, witch huts and all, and pumpkins and spiderwebs could be scattered about for ambiance. Mushrooms could definitely do well here, and bats would be a nice touch.
Also, I really like the idea of wheat only dropping a seed half of the time. I have 5 stacks of seeds from keeping up a 14 spot wheat farm -.- It would make you have to go out and find more to be able to sustain yourself, which I think is a great idea.
Something that bugs me about the game is that when you leave a certain area of are logged off, nothing grows. I'd like to come back from mining to find that whatever I had been smelting for the past few games days was finished.
Mobs:
These are just some mob additions and changes I think would be awesome, other than the one's mentioned above
Current Mobs:
All mobs - See through glass, definitely. One of the biggest jump scares I had was when I was in my house for the night, putting things away into storage. I turned around, and there was a creeper right outside my window, looking in. It terrified me. It was great (: Agree about the defensive maneuvers. It's ridiculous really.
Witches - Adding the ability for them to fly on a broom, and attack from there as well. There could also be a chance of them dropping the broom, which could have very little durability left and allow you to fly for a very short amount of time. Cackling would be nice too.
Skeletons - Shoot through glass. I mean really.
Squids - Though not hostile, I think them squirting in after you attack them would be a great addition. It would be a defensive maneuver and wouldn't hurt you, but it could make it harder to find the squid again.
New Mobs:
A creature that hides in acid in the bog, hiding under the acid until the player is 4 blocks away (8 on easy, 2 on hard).
I'm not really sure what to call this. What I believe would up suspense is a creature somewhat like the endermen, but entirely hostile. It could be the same, tall, black creature, but with glowing red eyes and pointy teeth, in a Cheshire cat type smile, though open, and a red tongue flicking out. It could open doors to get to the player, walking through a block or two if needed, so long as the door's open, and spot them from much further away. If there's no door, they could move blocks out of the way. Movement, they'd start really far away. When the player spots them, the smile could grow a bit, staying that size for the rest of the time. Instead of walking, they could teleport closer and closer to the player, on a slightly jagged path. Once the player saw them, they'd have to fight it. Erm, I couldn't find a picture online, so I made one of a tentative face in paint.
So yeah. Maybe pointier, taller teeth. I was having some issues (:
Alright, that's enough from me. Thanks for reading!
Whoops! My bad. Yeah... you're right. I don't know why I posted that without thinking about it too much. The birthday I posted isn't real either, lol. I'm like three months older than I should be. But, considering that our basic age group has a small overall range, I don't think there's much of a difference. Still, I see what you're getting at. That was pretty ignorant of me. My apologies.
I like this idea! It would be helpful. A minor tweak to your suggestion might be that you should be able to use this tutorial as an option. There can be "tutorial mode" and "mystery mode". Tutorial mode would have this, mystery mode wouldn't. Mystery mode would be all about experimentation whereas tutorial mode would be more for beginners who prefer to get straight to the core points to accomplish a self-set goal that they might have made.
Your mob ideas are great! I've always thought about the squid thing, but never really thought about it MUCH. I also agree that they should be able to see through glass. They shouldn't be that stupid.
They should add a new mob, like, a sort of a mole thing, that can dig, too. I mean, whenever it's night and you're lost, it's as simple as digging a 1x3 hole and covering it with a dirt block, after waiting for five minutes. With these "moles", there would be no safety here either. They should be able to dig and sense a player who's underground, and maybe, I don't know, bite the player. I know, moles don't really bite but again they are not actually moles, just like moles.
They, however, should burn when coming in contact with... um... the overworld. I know that dirt and stone and stuff is part of the overworld, but I mean the actual air, whatever time of day it really IS. This way, there is no safety even when in a small area underground. This would be really neat.
Again, it's an idea born out from under a nutshell, but better to get them out then let them vanish and evaporate completely.
Do you even fucking know what a tutorial actually is.
Using a wiki, unless you legitimately learned about everything without using outside sources, which is damn near impossible. You're missing the point, which is that players shouldn't be required to consult a wiki to learn basic things about a game. If you debate that, then there's no sense in trying to talk to you.
Focus on the problem he brought up, not his personal solutions. That's what he's trying to get across, his ideas just aid that.
No it's not the end of the fucking story. "Ohh they take cover, that means somehow the game will turn into Call of Duty ahh 0/10" Did you happen to know you can also build things in RTS games?
"I'm going to argue trivial shit and make it a major point in my argument."
Stop posting any time.
Not even going to address this one, try rereading OP a couple hundred times.
That means you agree with his points, not that you can't judge them.
Did you miss the part where he listed a bunch of problems, explained why they were considered problems, offered solutions to said problems, and took up two posts in length to do this?
You know, the one with that awesome funky neon frog picture
These ideas are still great. Are we any closer to realizing them with mods or official updates?