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    posted a message on Cooldown for Consumables
    Bump, I suppose?
    Posted in: Suggestions
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    posted a message on Cooldown for Consumables
    Quote from Nyxion

    Seems to me he's saying he wants all foods to have equal cooldown. So foods harder to get would be as valuable as the easily-stockpiled porkchops. Some hierarchy.


    Yes, I agree that the current hierarchy of foods is a bit imbalanced, as I noted in the lower portion of my post. It doesn't make much sense that difficult-to-acquire cooked fish should heal less than easy-to-acquire cooked pork, which is why I created this suggestion. Implementation A would give cooked fish and bread a use--a purpose--without altering the amount of hearts that they restore. However, I realize that some people do like the current configuration of consumables, which is the main reason that I included Implementation B, save the fact that it is a much simpler system. :biggrin.gif:
    Posted in: Suggestions
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    posted a message on Cooldown for Consumables
    Quote from Nyxion

    Um...B is "All consumables acquire a cooldown of 3 seconds"


    Exactly. He's saying that he'd like the hierarchical structure of consumables currently in place to remain if cooldown times were implemented for consumables.

    Quote from itwasthatguy

    I think B is better, seeing as foods like mushroom stew are supposed to be better than bread. Option A kinda breaks the balance between the foods, making food that is tougher to get equal to food that is easier to get. It's a great idea overall, though.


    I don't disagree. However, let us consider the current food hierarchy:

    1. Golden Apple - 10 hearts (Very difficult to get)
    2. 6 Cake Parts - 10 hearts (Relatively difficult to get)
    3. Mushroom Stew - 6 hearts (Relatively difficult to get)
    4. Cooked Pork - 4 hearts (One of the first consumables a player acquires, not difficult to get)
    5. 8 Cookies - 4 hearts (Requires (ATM) that a player has conquered a dungeon)
    6. Bread - 2 1/2 hearts (cooked pork is more accessible, though bread can be mass-produced)
    7. Cooked Fish - 2 1/2 hearts (cooked pork is more accessible)
    8. Raw Pork - 1 1/2 hearts (MOST accessible consumable in Minecraft)
    9. Raw Fish - 1 1/2 hearts (LESS accessible than pork)

    Now, going by what I've ranked each item as, I believe that bread and cooked fish are inferior to cooked pork even though they are less accessible. I myself favor Implementation A simply because it gives a use to these two consumables, as currently there doesn't seem to be an advantage to using bread or cooked fish as opposed to cooked pork, save the fact that bread can be mass-produced.
    Posted in: Suggestions
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    posted a message on Cooldown for Consumables
    Quote from trineops

    lol the idea is nice.

    But it would suck when you try to capture a dungeon on hard. Or try to live in pvp


    That's the point--it makes the game more challenging and adds a new layer to combat. I'll try to address your two points below:

    Dungeons: Dungeons are already easy enough to deal with by simply spamming a few torches around the spawner before enough mobs spawn to give you any trouble, so my suggestion wouldn't really effect players who used this method. For others, who fight their way in and destroy the spawner, they would still be fine with a set of armor and a decent amount of skill.

    PvP: I can't really see how either of the two aforementioned implementations would make it impossible to live in PvP. Instead, it would reward players who are aware of their health bar. Here's a sequence of events to illustrate what I mean:

    Player A - Attacks player B with Iron Sword. Deals 5 hearts damage.
    Player B - Heals with porkchop. At 9 hearts.
    Player B - Attacks player A with Iron Sword. Deals 5 hearts damage.
    Player A - Attacks player B with Iron Sword. Deals 4 hearts damage.
    Player B - Heals with porkchop. At 10 hearts.
    Player B - Attacks player A with Iron Sword. Deals 4 hearts damage.
    Player A - Attacks player B with Iron Sword. Deals 4 hearts damage.
    Player A - Heals with porkchop. At 5 hearts.
    Player B - Heals with porkchop. At 10 hearts.
    Player B - Attacks player A with Iron Sword. Deals 5 hearts damage. Player A dies.
    Posted in: Suggestions
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    posted a message on Cooldown for Consumables
    Quote from Nyxion

    Why would he change the perfectly descriptive name in exchange for that pitifully vague title?


    I actually thought it was funny, lol :biggrin.gif:
    Posted in: Suggestions
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    posted a message on Cooldown for Consumables
    Currently, items in minecraft which restore a players health have no cooldown; consequently, the amount of health that a player can regenerate is limited only by the amount of "restoratives" (cooked pork, raw pork, bread, mushroom stew, etc.) that he can store on his hotbar. With Notch planning to make combat more interesting in the 1.8 Adventure Update, I thought it would be a good idea to implement a cooldown for consumables so as to award players for fighting effectively.

    As it stands, there is no advantage to carrying 5 pieces of bread as opposed to 5 pieces of cooked porkchops. Should Notch implement a food cooldown, he could do so in two different ways. In the first, different food types acquire different uses through the implementation of item-specific cooldowns; in the second, a universal cooldown creates a greater need for intelligent use of food since food cannot be used as often. These two methods of implementation are outlined below:

    <-------------------------------------------->

    Implementation A:

    Certain consumables are awarded lower cooldown times based upon the amount of hearts that they restore: consumables that restore the least amount of hearts are given the lowest cooldown times, while those that restore the greatest amount of hearts are given the highest cooldown times. These cooldown times would range from 0-5 seconds*, and would create a trade off between inventory space and speed of recovery. A player could choose to carry bread, with a cooldown of 1 second*, instead of pork chops, with a cooldown of 3 seconds*. This would allow the player to choose between carrying 5 porkchops to heal 20 hearts over 15 seconds, or 8 pieces of bread to heal 20 hearts over 8 seconds. A stack of 8 cookies would become one of the most efficient consumables, seeing as cocoa beans are currently only found in dungeons, and would have no cooldown. Therefore 5 stacks of 8 cookies could, with excessive clicking, restore a players life faster than 5 cooked porkchops, while occupying the same amount of inventory space. Cake, along with any additional consumables that can be placed on blocks, would have no cooldown, and retain its current characteristics.

    Note: Raw versions of consumables such as raw fish or raw pork chop have the same cooldown as their cooked counterparts.

    *Suggested Cooldown Times--Not set in stone

    <-------------------------------------------->

    Implementation B:

    All consumables acquire a cooldown of 3 seconds, encouraging players to use consumables tactically. This would not include stack able consumables such as cookies, or consumables that can be placed such as cake.

    Note: Raw versions of consumables such as raw fish or raw pork chop have the same cooldown as their cooked counterparts.

    <-------------------------------------------->

    Please voice your opinions on my idea through responses to this thread or through the poll above. Thank you for reading! :smile.gif:

    ---| Disclaimer |---
    I did not discover any other suggestions regarding the topic of this suggestion. I searched using these terms:

    -Cooldown
    -Consumable
    -Consumable Cooldown
    -Food
    -Food Cooldown

    Should I have missed something, as I often do, please notify me, and I will remove this thread if I believe that the other thread voices my idea as outlined here sufficiently. Thanks!
    ---||||||||||||||---
    Posted in: Suggestions
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    posted a message on Piston Improvements
    Definitely a no to your first suggestion, as it serves as a detriment to the functionality of pistons, however, I can explain the reason why your second suggestion hasn't been implemented to begin with:

    Problem: Sticky pistons cannot pull more than 1 block. I tried the same method, but in order for the elevator to descend, the lowest piston must pull all of the higher pistons down, which it cannot do. The reason for this is that should a sticky piston be placed atop another sticky piston and perpendicular to it, that piston could pull another block to the left of the tower, creating "cross-vector" movement. In theory, if sticky pistons were allowed to move in this fashion, a single piston could move a 32x32x32 cube by itself.

    Solution: If one sticky piston is parallel to another, this functionality is added.
    Posted in: Suggestions
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    posted a message on Minecraft needs VOICE SUPORT :D
    Quote from Ketran

    I agree I play on the LOTC rp server and the amount of lag coming from Minecraft really kills the mood. Combat is nigh impossible with multiplayer as it is.


    Which is why I say:

    Notch!?!
    WHY U NO OPTIMIZE MINECRAFT!
    Posted in: Suggestions
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