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    posted a message on Theft in a Village gives Bad Omen

    Give them a more logical drawback. It makes no sense for the Illagers to suddenly decide to attack a Village because some random Player stole from it, specially when the Player currently has to provoke them by taking out one of their patrols. The most obvious would be to make it so stealing lowers the Player's reputation.
    As for selling Villagers their own wheat, it actually makes sense: They're paying you for harvesting their crops, not for the crops themselves; so you're working for them.
    In the cas eof beds, you could make it so Players cannot sleep in Villager-owned beds, and only results in the Player getting kicked out by an annoyed Villager (Probably, one could take very low damage, just for the death message).

    Posted in: Suggestions
  • 1

    posted a message on Come on, give us a recipe of yellow + blue = green!
    Quote from erictom333»

    Nobody would use this, as cactus green is easier to come by than lapis.


    Lapis Lazuli isn't the only source of blue dye anymore. Cornflowers are also viable, and are much cheaper.

    Posted in: Suggestions
  • 1

    posted a message on Base Raids
    Quote from fishg»

    I think some people may not like the griefing part of that.


    What about grappling hooks that act as temporary ladders?

    Posted in: Suggestions
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    posted a message on Base Raids
    Quote from Agtrigormortis»

    He hasn't made a decent alternative that we can get behind, so he obviously isn't good at compromising.


    A few others I discussed this with made reasonable compromises on this one, make the ravager able to destroy wooden fences, but not stone.


    I can get behind that and that change is far more balanced and fair. It still provides some possibility to keep the ravagers from destroying your bases and farmland while also making the game more difficult at the same time.


    fishg's suggestion would no doubt not be very popular.

    As he suggested we wait until we acquire rare items in the End just to prevent the ravagers destroying a small area in the overworld.

    I don't call that a change worth implementing and I hope Mojang has the sense to never do anything like this and force it on us all.


    I suggested in this thread to add a new mob to the raid in order to bypass obstacles instead of having Ravagers break blocks, and THAT mob doesn't really have to break blocks in order to bypass walls and pits.
    A simple case would be a giraffe-like mob that can extend it's neck to act as a living bridgelayer for the rest of the Raid, and which could also use it's neck to act as stairs.
    Then, have Illagers capable of opening Trapdoors and Fence Gates, and force Iron Doors and Iron Trapdoors open (Althrough that'd take time and be quite noisy), and most obstacles would be surmountable for them without having to break blocks.
    In the case of preventing Raids, a far more reasonable way to do so would be to use Ominous Banners. They could, depending on interpretation, be made to either prevent raids (The Illagers are scared because someone has been killing Pillager patrols and is displaying their banners as trophies) or to attract them (The Illagers want to recover their banners because they consider their display by the Player to be an insult, and want to avenge their fallen fellows).

    Posted in: Suggestions
  • 2

    posted a message on Base Raids
    Quote from fishg»


    Okay, let's say you are playing survival and don't want your structures to be harmed by the game's threats.


    Why are you playing survival mode, to begin with? Wouldn't creative mode be a better fit if your focus is on keeping your structures pretty?



    Yes.



    Respectfully disagree.


    You have only provided an incredibly rare item as a way to ward off Raids, which otherwise happen at random no matter when, and without reason (Why would Illagers send such a force to attack some poor farmer living on a dirt hut, whose most precious possesion are a few iron ingots, and who is using stone tools? It'd be much simpler to not amass those forces and simply let them target the usual villagers). On top of that, you're suggesting to have Ravagers break blocks, which cannot be really prevented and accounted for, unlike Creepers (Stay away from your buildings while hunting them, use a bow, pay attention to their hissing. Use light sources so they don't spawn) or Ghasts (Use materials that can withstand their explosions as exterior layers in your buildings. Deflect their fireballs.). In other words, at least SOME damage is guaranteed to happen wether or not you stop them quickly, unless you deal with base raids by building grinders, in which case it turns into the game giving you free loot.

    Posted in: Suggestions
  • 2

    posted a message on Remove AFK Fishing
    Quote from Leed»

    On that logic, Iron golem farms are cheating too. Im getting Iron by doing nothing. I am not even holding a fishing rod or anything.


    Again, that gear is mostly worthless junk with worthless enchantments. You don't even get enough levels to combine everything easily anyways.


    Also, so what If i get a bow or some leather shoes? What Do I gain from that? That doesn't build me a base or build a mob grinder.


    You can't get anything made of diamonds, iron, coal, or red-stone from AFK fishing.


    Someone would have to be a real idiot anyways to trade with a villager for those items anyways.


    Mostly. You're utterly ignoring, either on purpose, or by ignorance, that Mending is included in the enchanted books, on top of potentially getting other high-level enchantments. As for "Worthless junk with worthless enchantments", that's a rather weird way to call a bow with Power, at the very least; or a pre-enchanted rod (I don't AFK fish, but every Mending fishing rod I've got has come from fishing).
    You cannot get diamond gear by AFK fishing, but you can make it ever-lasting with it, without taking effort beyond putting a weight in the RMB and moving on to do something else.
    Iron Golem farms at least are a logical result of the presented mechanics. AFK fishing not only doesn't make sense, but essentially uses unintended behavior in order to allow something the game doesn't allow at all otherwise. Particularly telling is that, otherwise, there's no way to farm for fish without right-clicking, and that part of the way to do so involves PUTTING A WEIGHT ON THE RMB, which is something the game doesn't promote otherwise.

    Posted in: Suggestions
  • 1

    posted a message on Base Raids
    Quote from fishg»

    I think you should be able to build the mansion of your dreams, all you have to remember is to build a 2 block high outer wall (most mansions have something like this irl) around your gardens. No danger to your build now. Then when the raid warning comes out, run towards your outer defenses, locate the raid, and fire on the ravager before it breaks the wall down. If the ravager manages to break the wall down, you will have to repair the wall, but it shouldn't be that big a deal. Now the ravager and pillagers are running around your lawn, kill them and it should be fine. Remember the ravager only resorts to ramming when it can't reach you any other way, so if you run around with a bow it shouldn't be too bad.


    Or you can put water channels that lead the Pillagers to lava blades or magma.
    If the problem are walls, use a second Ravager-like mob to deal with them, that could also allow Pillagers and Ravagers to bypass water currents.

    Posted in: Suggestions
  • 1

    posted a message on Base Raids
    Quote from fishg»

    The player should be defenseless early on. That's why it is called "survival mode". I'd agree there should be some restriction to prevent a day one attack- perhaps the raid can only start once a player has passed some sort of advancement, like "isn't it iron pick". But overall earlier game players should be in constant fear of the raid.


    Take into account that Illagers are quite powerful when met early on, and well, once triggered, the raids start coming and they don't stop coming, particularly when there's no way to prevent them from attacking barring an item found at the very endgame.
    "Isn't it Iron Pick" is hardly appropiate. It fits more if it would logically get Illagers to pay attention to the Player.

    Posted in: Suggestions
  • 2

    posted a message on Base Raids

    The mechanics you propose would make it rare, but very much possible, to have to fight a raid VERY early on without being able to prevent it. I suggest making it so the Player has to call some attention to themselves, by killing a few Evokers or Ravagers first, so that either defeating a village Raid or raiding a Woodland Mansion is required.
    Putting the Totem of Defending so late into the game makes little sense, as, by then, the Player would most likely have either good enough equipment to deal with Raids and/or a base designed in order to make them easier to defeat.

    Posted in: Suggestions
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    posted a message on Remove AFK Fishing
    Quote from 4Point»

    I'm just gonna stick this here: Mojang does intentionally keep some bugs; they did it before with quasi-connectivity. they could easily keep it, and due to the way a fish farm it set up, it'd take a lot more effort to remove the ability to make a working fish farm instead of just leaving it the way it is. besides, fishing loot isn't super good. it's all basic earlygame/midgame resources.


    One of the products of fishing are Enchanted Books, which include Mending. That is a great part of the problem: AFK Fishing makes what was intended to be a rare enchantment very common.

    Posted in: Suggestions
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