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    posted a message on Remove AFK Fishing
    Quote from McNubberson»

    What balance is being broken?


    It puts people who can afford to keep their computer running at an unfair advantage, negates any drawbacks of fishing (Apart from not being able to do anything while fishing), and makes treasure enchantments too easy to obtain (Just keep the game idling and do something else. Sooner or later you'll get it fo no effort), and generally provides awfully good rewards at the cost of some Redstone, an Iron Trapdoor, some string, and 2 Tripwire Hooks. Consider that even a lowly spawner farm or semi-automatic crop harvester will potentially be more expensive nowhere near as powerful products.

    Posted in: Suggestions
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    posted a message on Remove AFK Fishing

    Except no one has any problem with the removal of duplication glitch because people thought that glitch is inherently broken. AFK fishing? people have been using it for years and there's no sign of stopping them. We can clearly see in this thread that players like AFK fishing as part of the game and doesn't want them to disappear. You don't have the right to impose how the community plays the game, the community does. Also, you're comparing apples and oranges mate.


    But now Minecraft has a fish mob that the player can see, why aren't Mojang changing fishing? Maybe because Mojang subconsciously knows that changing old mechanic will always be bad and will result in chaos within the community.


    "How can steve carries lots of heavy anvil, Steve should get slowness 3 and mining fatigue whenever he carries 1 anvil!"


    You're missing the whole point. The problem with AFK Fishing isn't that "it makes no sense", or that "Mojang should change fishing" (Althrough they really should). It's that it breaks the game's balance without adding ANYTHING to the experience.

    Posted in: Suggestions
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    posted a message on Remove AFK Fishing
    Quote from Pirateboy04»

    This is a good point.


    Some people see iron farms as cheaty and bad, but when Mojang even nerfed them a bit too much in 1.14, did you see the reaction??

    Mojang ended up reverting some changes due to community pressure and listening to what people wanted:


    MOST PEOPLE LIKE AUTOMATED FARMS, AND THEY DON'T LIKE THE MECHANICS CHANGING.

    Most people would probably support an even more automatic way of getting fishing loot.


    Iron farms at least save the Player time to do other things instead of looking for iron ore (And also frees it up for decorative purposes). Fishing farms literally consist of putting a weight on the RMB while the Player Character is looking at the right blocks, so it doesn't even save time to do other things in-game so much as they free the AFK player to do other things outside of the game, and let them farm without having to check up on their character at all. Undertandably, that puts an unfair advantage to players who have a personal computer and lots of free time over those who don't get anywhere near a smuch playtime. Mind you, if there was a way to automate fishing in a way that did NOT involve keeping the game idle for hours on end, doing noting but carrying on farming, there likely wouldn't be anywhere near as many complaints.

    Posted in: Suggestions
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    posted a message on Remove AFK Fishing

    I support getting rid of AFK farming, as not only does it put "legitimate" Players at a disadvantage, but it's practically counter to Minecraft for the basic reason that it literally rewards the Player for not playing and instead idling. On top of that, it doesn't even free the Player's time to do other things in-game in the meantime; unlike most other farms.
    The only real issue I see is making Fishing attractive regardless, but IMO, that could be done by increasing the Lure enchantment's maximum level to 4 or even 5 (Althrough Lure 5 could require a rare item to obtain. The same treatment could be given to other enchantments, such as Quick Charge), and also increasing Luck of the Sea's maximum level.
    Another way could be to add a Fishing Net that has to be dragged by Boats, and can quickly catch entire schools of fish, but would quickly lose durability, be unable to be enchanted, and would have to hit Fish mobs.

    Posted in: Suggestions
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    posted a message on The Frist Dimension- A 50 Person Team, 1.5 Years in the Making

    You haven't explained why the frist is better than the aether and why the aether is such a bad idea. Instead, you spouted how the Aether is "too moddy" or a "direct ripoff of the nether" without giving a detailed explanation. Also not realizing the fact that we could still redesign the Aether entirely to fit within Minecraft vanilla. We don't even have to name it Aether damn it.


    The "Ghast with a different model" is likely the Zephyr.
    As for his point, the Aether makes sense as an opposite of the Nether if taken as a "Hell", with the Aether being a "Heaven" of sorts. This is most obvious in how the Aether has many passive mobs, and it's possible to survive in it without requiring Overworld items at all, whereas the Nether requires importation of Overworld resources to make it possible to live in it, and even then, food and resources are scarce (Most obvious is that a Nether-only base has to farm mushrooms for food or normal crops at an incredibly slow pace, and that, short of continuously looting Nether Fortress chests, the only tool tiers available there are Wood and Gold, which are the worst ones).
    Most notably, the Aether's main gimmick, apart from being an opposite of the Nether, is that it's a "new beginning", whereas the Frist's is the availability of new, unique items and providing an endgame challenge.

    Posted in: Suggestions
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    posted a message on Ocean Additions
    Quote from Wolftopia»

    Responses in bold.


    I have updated the post.


    The sharks I mentioned wouldn't all be added. One of them would replace the "original" shark if you decided to replace it, and used one of the aforementioned ones.
    As for the original one, I'd rather go for the skin, as a way to essentially add sandpaper to the game, althrough that'd also require finding uses for it.
    Angler Lights could be used to craft a new chestplate that would act as a light source (Of course, it'd be a mere optical effect, and wouldn't actually light anything).
    The tentacle could act like a whip. Mechanically, I'd have it project itself up to a certain range, and hitting a mob would attach it to the tentacle. Right-clicking would detach it again, and moving the tentacle would also move the affected mob, potentially in harmful ways.

    Posted in: Suggestions
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    posted a message on The Frist Dimension- A 50 Person Team, 1.5 Years in the Making

    Yetis are mentioned a few times in the linked document, particularly when explaining the binary sun-based cycle, but they're not elaborated upon.
    What happens if Myst Serpents are killed? No drops are specified, and judging by their role in preventing Players from progressing deeper into the ocean and either falling off the Void or finding the Bedrock (I'm not exactly sure if there's a Bedrock layer, althrough I guess there is), it can be assumed that they drop nothing; but wether do they at least drop experience or not isn't specified.
    Another question about Myst Serpents is about their targeting mechanics: Do they attack on sight unconditionally, or do they only attack if the player is within the bottom 12 layers?
    Similarly, Blizzards aren't elaborated upon, apart from being a generally unpleasant weather that causes the Player to freeze if exposed. It could have reasons to go outside, too.
    Finally, is it possible to intentionally breed tamed Frores, or do they go into Love Mode randomly like their wild counterparts?
    In general, while it's rough around the edges due to the then-impending death of the Forum, the content as presented is of great quality, clearly showing what a brainstorming group can think up as a thought experiment (Sadly, specially as I personally participated in the early stages; Mojang's lack of will to pay attention to MCF makes this kind of great suggestions become mods at best, and be quickly forgotten at worst).

    Posted in: Suggestions
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    posted a message on Ender Floater: A terrifying mob to hang out with.

    A general consensus is that the Outer End is barren: There's only floating islands made out of End Stone, Chorus Fruit, Endermen, and the rare End Cities. Particularly weird is the lack of danger there. So long as you're careful while bridging, and don't look at Endermen in the eyes unless you have a ceiling right on your head, you're perfectly safe. While it's comprehensible that the Outer End's relative safety is intended or order to make it somewhat less horrible to traverse, the end result is simply dull.
    While I'm sure this mob alone won't fix the lack of features and the barren landscape of the Outer End, it can fix both the annoyance of moving through the End Islands by bridging them, as well as provide with an alternate means of flight compared to the Elytra; albeit at a cost.

    The Ender Floater:

    • Physical description: Resembles a cross between a small blimp and a fish. It has purple scales, 3 fins on each side, and a hanging tongue resembling a rope. The fins are a lighter shade of purple, the eyes are blue, and it's tail and fin tips are maroon. The borders between scales are white, and overall the scales produce a pattern that resembles Chorus Plants. The tongue is cyan-colored. It's a rather large mob, being about half the size of a Ghast.
    • Spawn Mechanics: Spawns in large End Islands, and has to spawn close to Chorus Plants in the End.
    • Behavior: The Ender Floater is a flying mob. It can fly horizontally at almost the same speed as the Player can sprint, but changing altitudes is more difficult for it, which halves it's speed.
    • Ender Floaters are hostile, and make few noises (You can hear them dropping their tongues, which are generally in their mouths except when they're performing their attack).
      They attack by floating on the Player (3-5 blocks), dropping their tongues on the Player (Which sticks the Player to them similarly to a Lead), and retracting until the Player is touching the Floater. At this point, it will start to float upwards, until it reaches an altitude of 12, 20, and 50 blocks above the position the Player was in, depending on difficulty. It's worth noting that, during this ascent, the Player will take damage at a rate of 1 point every 2 seconds.
    • Stats and drop: The Ender Floater has 32 points of health (Double that of a spider's), and is solely affected by Sharpness and Power. It drops a Gas Bag, similarly to Spiders.

    Gas Bag uses:

    1: Deployable Balloon:

    The Cake is a Gas Bag, and Golden Apples are Phantom Membranes.

    Deployable Balloons are tools with 32 uses each. Upon deploying, it extends a small balloon, about the size of a Pig's torso. In spite of the apparently inadequate size, it's capable of slowly lifting the Player upwards at a rate of 4 m/s. Each use works for up to 30 blocks. Combined with Ender Pearls, it can be used to quickly climb cliffs and other surfaces without much preparation. Most valuably, it can save the Player from falling into the End's Void.


    2: Large Balloon:

    This is a truly interesting item to craft. In order to use it, it has to be placed on ground. By itself, it's useless, but it's possible to attach a Lead to it after using it on a Fence block. Once this is done, right-clicking the Balloon will allow the Player to enter it. Once this is done, pressing the jump button will cause the Balloon to ascend, taking 1 second to start doing so. Once at an appropiate altitude, not doing so every 20 seconds at least will cause the Balloon to start descending. It can carry up to 4 entities. Aesthetically, it resembles a kite balloon, as opposed to a round one.
    The balloon's maximum range (Altitude, and how far away it can be) are controlled by the lead's length. While attached to the fence, the Player can steer the balloon freely similarly to a Boat. It's possible to use more Leads in order to extend it's range, up to a maximum of 300 blocks. This is done using an inventory that is accessed similarly to a Horse's.
    The inventory has a slot in which the Player can place Leads in order to modify the Balloon's flight range.
    Alternatively, it's possible to place a Blast Furnace there, which turns the Balloon into an Airship. If the balloon was already tethered, the Lead will detach and drop.
    The Airship requires fuel, and unlocks a Fuel slot, which only accepts Blaze Rods and Lava. Blaze Rods will power the airship for 80 seconds, and a Lava Bucket will work for 1500 seconds, respectively lasting 3/4 and 3/2 times as long as they would in a Furnace.
    Controls are done through the mouse. The airship will fly in the direction the Player is looking at, and speed is reduced to 4m/s while climbing. The flight direction is locked if the player presses the Jump button at the same time, and the Airship can accelerate and deccelerate gradually (At a rate of 0,125m/s^2) by pressing W and S, respectively, until it reaches maximum speed. Turning while moving is done gradually, and won't be anywhere near as instant as in, say, a Boat. Generally, Airships fly at the cost of speed, being expensive, and needing fuel. In comparison to Elytra, they're also less agile, but can be made to land vertically.
    Other blocks can be placed in the slot instead of a Blast Furnace. For instance, putting a Dispenser will cause it to shoot an item from it's inventory if the fence it's tied to receives a Redstone Signal, a Dropper will make it drop it, and putting a Hopper will cause it to descend and unload it's inventory on a chest within the lead length's radius.

    Changelog:
    8-July-2019: Added balloon tether explanation.

    Posted in: Suggestions
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    posted a message on 1.4.3 some villagers seem to have been replaced/reset and I have an old one I can't interact with

    I have at least 2 Villagers with the GUI issue as well.

    Posted in: Recent Updates and Snapshots
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    posted a message on The end gateways need to be changed
    Quote from erictom333»

    This is why I hate anything unbreakable in Minecraft. (Even the bedrock at the bottom of the world needs to be removed.)


    But it's more or less needed for the game to work (Althrough I do think Bedrock should be a 1-block tall flat platform, instead of generating the way it does now).
    Plus, if the gateway portal is made out of bedrock, it's most likely not supposed to be able to be changed in the first place, which is why the design has to be modified, since it is problematic.

    Posted in: Suggestions
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    posted a message on The end gateways need to be changed
    Quote from DuhDerp»

    Better to fix a problem in Creative than live with it in Survival. The point of a game is to have fun, not to whine about how the game currently is hoping it gets fixed soon.


    And you need Cheats activated to do this.
    In general, it's bad design because there's no "legitimate" way to alter the portal.

    Posted in: Suggestions
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    posted a message on The end gateways need to be changed
    Quote from DuhDerp»

    Just break the bedrock around one of the portals and build something to your liking. You are not really going to be using all of the gateways more than once, and if you do well there's always Creative mode to make fixing what you think is a problem not only possible but extremely easy/painless.


    The problem with that is that it involves breaking an unbreakable block, so doing that in Survival isn't possible.

    Posted in: Suggestions
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    posted a message on Weapon Idea: Primitive Gun (sounds crazy I know but please read)
    Quote from HD_Wurst»

    I know but I think it would be the best way to show the spark source. Or just leave the fire source out completely


    Considering that, historically, matchlocks (Which would be what you're trying to do, if it's not a touchhole) didn't have built-in fire sources, it'd be best to leave it out entirely.

    Posted in: Suggestions
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    posted a message on Weapon Idea: Primitive Gun (sounds crazy I know but please read)
    Quote from HD_Wurst»

    Oh I meant to add the flint and steel to the receipt.


    The Flint and Steel would imply a flintlock mechanism, which doesn't require a match, which is what the String stands in for.

    Posted in: Suggestions
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    posted a message on Weapon Idea: Primitive Gun (sounds crazy I know but please read)
    Quote from HD_Wurst»

    I did think of something similar but then realized that a trigger is not needed on the gun. But maybe a flint-and-steel to simulate the fuse lighting mechanism and a string as the fuse itself. Maybe after a number of shots fired, you'd have to put the gun into the crafting grid together with a fresh string to use it again.




    Cartridges could also work very well, 2 iron nuggets, 2 papers and 1 gunpowder seem appropriate for 2 guaranteed kills. If you add a tnt or a nether item (ghast tears in the grid with cartridge?), maybe you could achieve explosive ammunition. Also gold nuggets could have a special feature.


    Enchantments could be: - unbreaking

    - fire aspect

    - spreading (shotgun-like spreading of couple bullets at once, maybe cloning the 2 bullets you have loaded to make it 4 at once)

    - fast-rate (both bullets from 1 cartridge could be fired without reloading, semi-automatic)

    - piercing as seen on crossbow

    and the standard curses


    Spreading and fast rate should not be used together tho, too op.


    The enchantments are fine.
    The trigger isn't strictly necessary, but would be the simplest way to avoid involving an off-hand item in the gun's usage in an intuitive way, plus, the Crossbow has set up that antecedent.

    Posted in: Suggestions
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