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    posted a message on Sprinting/Jumping/Skipping?

    (Hey do you happen to know how to tag someone? I don't want to double post but I don't know how to edit my other reply to include your quote or just tag you)
    That does make sense, because thats normally how a jump would work, an initial burst of speed and then normal from there. Let me add that...

    Posted in: Suggestions
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    posted a message on Sprinting/Jumping/Skipping?

    I think the added hunger isn't quite enough to balance out the fact that it makes sprinting pretty irrelevant. But It depends.
    Yeah no need to support the skipping animation :D It was supposed to be a funny in one of a few choices, but I think people are taking them all as the same suggestion. I might need to fix that....
    Your avatar kinda takes away from telling me to be serious :P As long as you can easily tell its a joke I hope its ok. I might have gone a little overboard... That was actually my initial idea though, just a funny thought, "lets embarrass people out of run-jumping by making them skip!" as I walked home and it turned into something else.

    Posted in: Suggestions
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    posted a message on Sprinting/Jumping/Skipping?
    Quote from coolcat430»

    Would also make it harder to run through parkour while keeping your momentum. I see no purpose to getting rid of this, it work, why fix it? No Support


    Well, like I said up there, after the brief pause you would resume moving at the same speed as before, so while it would take a little while to get used to it, it would actually make parkour a little easier because you have a moment to get ready for your next jump..
    I suppose it works. But it works a little too well, making sprinting mostly worthless and giving no room for variety.
    Its your life though soo.
    Posted in: Suggestions
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    posted a message on Sprinting/Jumping/Skipping?
    Quote from DrWeegee»

    I'm kinda liking this. Never liked run-jumping, it looks and feels awkward already, but I still find myself doing it simply to move faster, and I hate myself for it.



    Me too :D

    Quote from DrWeegee»


    Also, would this fix the glitch, to where when your speed is slowed, jumping completely negates it while in the air? (If you have high enough slowness, you cannot move unless you "run and jump" to where you move normal speed while in the air. Still slower than before, but kinda defeats the point of slowness)


    Hmm... I don't think it would, but I bet there would be a way to incorporate it. I think mostly though that would be something they just need to fix. It would slow you down though.
    Posted in: Suggestions
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    posted a message on Sprinting/Jumping/Skipping?

    Ever seen two Players "running", one chasing the other, and both hopping like a pair of deranged killer kangaroos? Technically, it makes you faster. Realistically, it makes you look pretty weird.
    I have a few suggestions to try and fix this up. Because it actually kinda bothers me that you go faster while jumping than when you don't. It totally takes away from sprinting, and leaves only one strategy option.
    Sprinting should be the exclusive way to move fast (at the expense of your poor depleted hungerbar, of course), while jumping is used to cross gaps and attack from a vantage point, and deal more damage (critical hits). This is my basis.
    I have a few suggestions on a way to fix this.


    Even out the speeds between the two, lowering or raising them to make sprinting just a tippy-tap faster than sprint-jumping.

    +creates a quick and easy fix

    +takes very little getting used to


    Create a small gap (very small) after you land where you don't move, before resuming your normal speed. (I kinda like this version, because it gives you an instant to prepare where you want to go on parkour and the like, and it makes sense that you have to properly land, bending your knees and slowing to catch yourself, after a leap like that.)
    +gives a parkour advantage
    +slows down run jumping so it requires a bit more practice and timing to move fast across the land
    -takes a little more practice to get used to


    Create an animation that, when the game detects you holding the spacebar down while running, makes your character skip. (like a little girl with brown pigtails skipping down the sidewalk) While lots of veteran players would simply push through and skip their way to victory, lots of other players would stop sprint-jumping because it looks ridiculous.

    +funny
    -probably won’t actually help much

    Tell me what you think! Which option is best? Why? Any ideas on what could make it better, or even just another reason why you like/don’t like the fix?

    Posted in: Suggestions
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    posted a message on Better treasure for underwater temples.
    Quote from scorrp10»

    NO SUPPORT


    Lets remember the two words that make up the name of the game. Right.

    About anything else, I can dig out of the ground. I got stacks of diamonds, didnt need to fight a single mob for those.

    But a massive amount of unique building material you really have to fight for? Or unique block thats a huge help in underwater builds? Oh yeah.


    Sorry, I'm kinda confused....
    Are you not supporting the suggestion to add more to the dungeon because gold is rare?
    ...
    But you said you have stacks of diamonds.
    And diamonds are actually rarer than gold.
    :/
    Actually I'm REALLY confused.
    Posted in: Suggestions
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    posted a message on Better treasure for underwater temples.

    Wow.

    So its even more useless than I thought? I mean, with the Gold armor and the inability to make Enchanted Golden apples?

    That's useful to know about the rails though. Personally, I would probably only use them if I wanted to send resources to my friend, who was a good distance away, or a trail from a mine. I try and keep my bases close together.
    Of course, thats not how everyone works, so it can be useful. And it does sound fun to have multiple bases around your world. (I would mostly want that though if I were playing with a friend)
    I still don't think its quite enough though.... I think it needs something unique, other than just gold (and sponges :D ) You can get the same gold by mining :/
    Thanks for the info!

    Posted in: Suggestions
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    posted a message on Better treasure for underwater temples.
    Right now, you get 8 gold blocks. That's 72 ingots! Some more loot chests could be added, but I don't agree with the statement that the dungeon's treasure is worthless.

    I'm going to use your comment as my example, because you are an established regular here so you know a lot. :)

    72 ingots of gold that can be used for.... what? Armor? Tools? Fast, but its so soft it breaks before you've even gotten into a groove. I've heard it can be used to enchant really awesome enchants, which are then 'set' or something so other armor and tools can get that enchantment, but if you should have diamond armor, and depth strider enchants, and potions of water breathing by then, hopefully you have enough gold for armor :/

    I guess the best use of gold is that you can use that gold for powered rails, and there is exactly enough gold there for a Notch apple. Which can be really useful for other fights.
    But powered rails (at least, what I have seen them used for) and rails overall are mostly useless. They take so much ore that if you are using them for mining, you have to be an established miner first, and then you will usually already have all the gold you need. And if you are using it for transport, you have to build the road you are taking first, which almost means you might as well walk :/ It can be really useful for multiplayer, but I think thats not the goal here.
    And I would probably have used a golden apple or two to get into the base, because of the spike covered pufferfish with LASER EYES. And then their elderly grandfather whose very presence makes you weak.

    Overall, my main point here is that while that much gold can be useful, there are MUCH easier ways to go about getting it. Mesa mining, for example, or even just mining. A lot less dangerous, and it doesn't take as many resources.

    Of course, your point was that: "I don't agree that the dungeons treasure is worthless." And I guess I can agree with that. But I also think that while it isn't wothless, it's far from being worth it.

    :/

    (No I am not saying fill it to the brim with diamonds. I don't think that's what the OP was thinking either. He was pretty structured up there, so I think the main reason he said that is because "filled with" sounds better than 1 or 2 to make a point. I could be wrong though.)

    Posted in: Suggestions
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    posted a message on Arrows of every sort

    Added Egg Arrows and Sharp Snowballs!
    Would SOMEBODY take a look at this and tell me what is good and bad about these arrows?
    I am specifically avoiding TNT or explosive arrows, BTW.

    Posted in: Suggestions
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    posted a message on Alchemy recipes are randomized per world.

    maybe a better idea would be to make it so the recipe is unknown, but as soon as its crafted you know what potion it is? That way its still discovery without the possibility of a fatal mistake.

    Posted in: Suggestions
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    posted a message on Alchemy recipes are randomized per world.

    Well, I have to say, I actually kinda like this idea. I love games like Pixel Dungeon, and there the idea is sort of the same: Each run of the game, you find different colored potions, and each run the colors and effects are randomized! I like how it adds a feature of discovery.


    The concept is very interesting, but I feel this would be incredibly annoying and tedious. It would make starting of brewing potions a chore, as you'd have to figure out for each individual potion effect what items you'd need. There also wouldn't be any way to keep track of what effect comes from what item, unless you write it down yourself.


    Perhaps a good idea would be to remove the ability to change a potions name, and have it simply be ??? until you drink it, or maybe another way to find the effect. Then it naturally names itself to the correct potion. And so you don't have to remember all the new names, the brewing stand would have a small book that comes with it, that would automatically fill itself with the correct recipe. It would take away a lot of the confusion, and still leave the nature of discovery. :)
    Posted in: Suggestions
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    posted a message on Gunpowder wiring
    Quote from echonite»

    How do you hide it in plane sight? It would require a texture. Something to set it apart from the rest of the objects, so how would you hide it? It sounds like you are coming up with additions on the fly to try and justify the idea.

    Sorry, just passing through, and I saw this... I've been reading through the comments and it seems like the texture for a "Gunpowder trail" would be much the same as a texture for a string trail, except it is darker, and can turn and stuff. That's fairly camouflaged. At least, string is hard to see, and its a lighter color, which actually shows up easier in most places.

    Aaanyways moving on.
    I like this idea!
    -Single-use trail to light TNT
    -Much harder to see than Redstone
    -Easy way to use that gunpowder I gather from the constant creepers.
    -better than a trail of TNT
    -I don't have to waste redstone. (There are SOOOO many things that require redstone.)
    -No repeaters, so I don't have to go to the nether for long distance things.

    Just a few suggestions....
    -Make it so it has another function or two, something that Redstone cannot do, or a way for it to interact with redstone.
    A few ideas are:
    Gunpowder trails can light creepers
    Anything standing on a Gundpowder trail when it lights it set on fire
    Make it so it lights up fairly fast. Fire is not a slow thing.
    Make it so it sets blocks on fire, so you could create a sudden "Ring of fire" effect.
    Make it so that it can switch on/off a redstone torch for just a second

    Something like that. Probably only a few extra things, and it depends on what direction you want to take the gunpowder effect. Do you want more of a Trap/Weapon? Or do you want an alternative to Redstone, with some special abilities? Find out what works best for your idea! :)
    Posted in: Suggestions
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    posted a message on Arrows of every sort

    Added Iron Arrows, Shining arrows, and Bouncing Arrows! And a few more things. Check it out!

    Posted in: Suggestions
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    posted a message on Arrows of every sort

    I added a few more arrows! Take a look! Which ones are kinda reaching for something new? Which ones are actually good?

    Posted in: Suggestions
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    posted a message on Arrows of every sort
    Quote from Angeltxilon»

    These two seems useless. What happen if you have the particles option in minimal? Simply will not work.




    The Blindness and Invisibility work whether or not the particles are thick. And even if the particles were just a small stream, (when the arrow hits a mob and leaves a trail), you would still be able to see them.

    Quote from Angeltxilon»

    Why not add iron arrows?




    Well I would, but I'm not sure what effect to give it, and I am trying to avoid simple tiers of arrows. Though I suppose it would make sense to have ONE more powerful, more expensive arrow. :/ I might add it eventually.

    Quote from Angeltxilon»

    The other types of arrows suggested need an improvement or resetting (by the way, potion arrows exist currently in minecraft 1.9, are called tipped arrows).



    Yes, I am fully aware that there are tipped arrows. But there is only one way to get them, and that is to use a Lingering potion, which you must have both beaten the enderdragon, and risked your life to gather its breath in a bottle. And they only last 1/8 of the normal time.
    I need to add some more stats for the Potion Glass arrows though... lemme do that now.

    Posted in: Suggestions
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