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    posted a message on Chisel

    I think it would be interesting if you could shift click the block, and it brings up an interface, with the flat block side on it. Then you can click the pixels, and they would darken, like you were chipping away at the stone.

    This would make them customizable, if you are willing to put a little extra work into it.
    If you see up there, on your textures, it has a lighter edge right next to the grooves, in both the bricks and the grids, and it might be nice if it did that automatically when the "groove" got deep enough. You could cancel or undo as well.
    So if you don't like creepers or Withers, but you like Endermen or Skeletons, you could carve their face into the stone instead! Or make arrows to point the way, or cool words in the blocks, or a code made from runes for you and your friends, or a puzzle map that looks amaaaaazing!
    Then, you can craft that block with the chisel and more blocks to copy the design, which would also take durability on your chisel.
    :D A bit more detailed than most of the rest of minecraft, but it would have so many uses.
    I love your idea! Gave me inspiration, which are the best ideas :D Support!!!

    Posted in: Suggestions
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    posted a message on In-Game Crafting Guide

    Great! I had some sort of idea for this, but it was really undeveloped, and used a book instead of the game. This is a great idea, especially the fact that you need to gather materials to figure it out.
    When you get an item that can be crafted by something else, do you see questions marks for the recipe? When you craft something, the recipe is unlocked, right?
    I love it! It might need a little adjusting to get it just right, but its mostly perfect :D
    Support

    Posted in: Suggestions
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    posted a message on Cloak of Shadows

    Cloak of Shadows is updated!
    Is there any way to add a picture aside from a source? There's no way for me to use an online thing to post a picture. Why can't we just drag and drop, or copy and paste?

    Posted in: Suggestions
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    posted a message on Cloak of Shadows
    Quote from rollawaythedew»

    My thoughts exactly, I think it should be somewhat difficult but I don't think it will be overly so. With a bit of testing and experience a player will be able to know the places they can hide. Cool.


    My reasoning behind making it non-craftable and then increasing the drop rate in chests is so that it's not extraordinarily rare. A 1% chance to be found in a loot chest is pretty low, and so if it were not craftable I think that should be raised. The main thing that turned me off from it being craftable is how easy it was to maintain and I don't necessarily think accessories should be craftable. The recipe is relatively balanced with the wither skull but maintaining it is not. There are a lot of methods to further increase your chances of obtaining a skull as well, it simply makes the cloak farmable. I Suppose that does make sense. Especially if they weren't intended to be craftable in the first place.


    It would be difficult, but keep in mind what it does. It would also require proper balancing of its durability.


    Hm, that does make logical sense.. but how would that work? Would it be like normal armor where you lose a point per hit taken? What are your thoughts about how it would lose its durability? Yes, basically just like that. Since the main idea of this is to avoid direct PvP, it would have fairly low durability, hence 150, or maybe even 100. (most armor has like 300 right?) I think the effect of the Cloak is more like camouflage and less like magic, so the cloth would not take damage from being used, but wouldn't be very helpful as armor.



    Quote from rollawaythedew»

    My first thought was that it would use durability points for making the player invisible, but BookWyrm17 mentioned he thought it would work as armor does so I asked him for more detail on it. Yep


    My idea was that the cloak could use an initial amount of durability upon making the player invisible and then a time frame could be set where it would use more.


    Example: Player goes invisible which takes 5 durability points, then the player stays invisible for 10 seconds which takes an additional amount of 2 durability points at every subsequent interval. (The numbers in this example are placeholders, they are simply there to help explain and receive input on the idea) I think that would be a bit much, simply because you can become invisible automatically and accidentally, plus the fact that you would be staying invisible for extended periods of time, to scout out a base or to sneak up to people or hide. Its an infinite Invisibility potion with restrictions on when it is effective.
    Hmm, an idea might be to make you turn visible again if someone runs into you. It used to be that players could bump into each other, right? And they were trying to think of a good way to add that again...

    Posted in: Suggestions
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    posted a message on Cloak of Shadows
    Quote from Lethal0428»

    Could use some tweaks, but overall I like it! Fits well with my suggestion too. Quivers for Archers, Potion Belts for Alchemists, and Shadow Cloaks for Rogues. I would suggest making it easier to obtain, though. Only a bit, though, because it still is pretty powerful if the dagger mechanic is included.

    Cool! Ok soooo, questions...
    1: Question about sneak speed. Why? If anything, wouldn't it make you faster? Considering this is a stealth accessory after all.
    [/b]Well I didn't really want an invisible character to be able to rush through the forest faster than other people. I'm just imagining some poor sap in full diamond walking into the forest, then getting destroyed by someone he can't see, cause they can move fast enough to be somewhere else when they turn visible and then back invisible, then moving back to attack... I do kinda see your point though... Maybe not give them speed, but simply make sure they aren't too slow?
    2: Seems fair enough, but what does a Wither Skeleton have to do with shadows?
    [/b] Well its dark and scary and interesting. Plus they are found in Nether chests. I just kinda hoped it would fit. :D Got a better idea? (Oh and how much should I increase the chance of finding one in a chest? 1/50? 1/25?)
    3: Why? Not only are you sacrificing your chest slot, but every slot? That's a major disadvantage that this accessory doesn't give enough power to back up. [/b][/b]I suppose I see what you mean about power. And since you are already giving up your chest slot its probably reasonable to assume some people would want to go with a blend between sneak and direct PvP... Armor just doesn't seem that stealthy. Maybe add to the wait time for certain armors? No extra for leather or chain, one second extra with gold and iron, and two seconds extra for diamond armor?
    4: How about, if the dagger is used while invisible, it will ignore armor. Since melee attack cancel out invisibility, only the first strike will ignore armor. [/b][/b]I thought of that at first... but then what about invisibility potions? That could be OP, even if they aren't wearing armor, they can attack attack attack with an armor piercing weapon....

    Quote from Nanozone»

    I'll be lazy and say that Lethal covered it. This has some great potential and I'd love to see it in action.

    Partial Support from me!


    :D

    Quote from Cerroz»

    Could you please add some line breaks to that?


    Oops sorry. I did this on my tablet and then transferred it to here, copy/paste, so that mighta done it.
    Quote from rollawaythedew»

    This really does need line breaks and a lot of these sentences can be put into single paragraphs to further improve the layout. Also, that link can be shortened by using the feature in the editor that is right of the exclamation point. Now for the critique!


    This concept is intriguing, but there's a few things I want to mention:

    [b]1.)[/b] I am opposed to this cloak having a feature that shows you where you can use it, it seems too easy and unnecessary. I would also imagine there'd be a lot of places glowing. [b]I'm just thinking its gonna be hard to find the right places. It would be cool though to have to have some experience with it.[/b]

    [b]2.) [/b]To clarify, you may move while sneaking when invisible but [b]only[/b] in the area you were able to become invisible in? [b]Yes.[/b]

    [b]3.) [/b]I don't think that this should be craftable, it requires only one wither skull and a single skull isn't difficult to come by in my experience. Perhaps in turn you could slightly increase its drop chance in chests? [b]? Kinda confused... you don't want it to be craftable, but you want it to be easier to find? Is this a problem with how easy it is to craft it or do you just not like the crafting recipe? [/b]

    [b]4.) [/b]Black wool is much too easy to come by, repairing it with that would mean once you obtain one you'd always have it. I think it should only be repaired by using another cloak. [b]Hmm. Thats a bit more difficult than I thought it would be.[/b]

    [b]5.) [/b]Shooting an arrow should cause the player to de-cloak because if it was only a direct hit then the player could exploit arrows with potions on them. [b]OOOH is that how those arrows work, its a splash potion? I kept shooting stuff with the health arrows and they kept dying so I was kinda wondering.... :P
    Hmm.... I suppose the only time it would really be an issue is when they are close, and if you missed that then you deserve to die. From far away, you could be an invisible sniper, and still be OK.[/b]

    [b]6.) [/b]Does the cloak use durability points upon turning the player invisible and if so how many does it use? [b]I wasn't thinking it would take damage that way. We could, but we would have to increase the durability points. It would take damage from you being attacked, just like armor. So you'd want to keep it safe.
    [/b]


    [b]Potential support.[/b]

    Posted in: Suggestions
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    posted a message on Interesting Mob AI's
    Quote from Cerroz»

    The zombie change and endermen change don't add challenges, just senseless annoyances.


    You have the wrong mindset here. I've asked you many, many times what's appealing about the two mob features I disagree with and even proven why they'd be annoying. You still have not answered those questions. Also, you should honestly read the suggestion guide. Let's not fall into the "we have different definitions of words", because that solves nothing.


    I don't quite get it. :/ I don't remember saying we had a different definition of words. I do remember saying we have different reasons for liking certain gamemodes.
    I personally think that the Zombie and Endermen changes aren't senseless, and while they might be annoying if you don't do something about them, so is getting killed by a creeper or dying in lava. Losing is annoying. But that doesn't mean the challenge of doing something extra isn't interesting.
    I have no clue what else to say. I like it, and you don't.
    Maybe I can ask a clarifying question, just so I can understand why you don't like it?
    What aspects about Minecraft Survival make it interesting and fun for you? Why do you play it? Like, a real answer here. I wanna learn a little more about how this works :)
    Posted in: Suggestions
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    posted a message on Cloak of Shadows

    So, in this thread, (http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2593442-quivers-and-other-accessories) Lethal was talking about other things to use in armor slots, aside from armor; Accessories! Cool objects that don't really defend you, but instead can be used to give you a different sort of edge. They would have to be carefully balanced, because while they couldn't be too powerful, they would also have to make up for losing the benefits of diamond armor in that slot.

    The big thing about an accessory is that they would provide different strategies, different ways to fight, other than simply tanking an attack.
    One accessory that I would lloooooooOOOOoooove to see in Minecraft is a cloak. A Cloak of Shadows, to be exact.


    The Unusual Properties of a Cloak of Shadows
    Wearing a Cloak of Shadows is not only stylish, it makes you invisible!

    Well…. Sometimes. What it really does is make you harder to see, and certain actions can make it easier for you to disappear from sight.

    Walking around, in the middle of the day, on the flat expanse of a well groomed field, you will be as plain as a Villager at a Zombie convention.

    In order to turn invisible, you have to be hidden in the shadows, places with a light level of 7 or less. When wearing a Cloak of Shadows, the places you can hide will be visible, surrounded by a black glow, such as the Glowing Enchantment. Only you can see this.

    You can hide in shadows, tall grass, and tall reeds. (even tall flowers)

    The second thing you need to do is stand still.

    When standing still in a place you can hide, you turn invisible after 5 seconds. If you are standing in both shadows AND tall grass, the time you wait is reduced to 2 seconds.

    Moving will cancel this effect, but you can crouch and move to stay invisible. When Cloaked, you actually move at twice your normal sneaking speed, so its more about stealth than not falling off stuff.

    Using melee weapons will cancel this effect as well. But you can shoot arrows while remaining invisible. Each shot will cancel your invisibility effect.

    Taking damage will also cancel the effect.

    Finding a Cloak of Shadows
    There is one place where a Cloak of Shadows can be found. Where? In a Nether Fortress, of course! There are lots of loot chests in these burning corridors... one of them is bound to hold something special! There is a 1/25 chance of a CloakOS appearing in a Nether Fortress loot chest.


    Proper Use and Care for a Cloak of Shadows

    A Cloak of Shadows can be equipped in the chest slot.

    A CloakOS has exactly 150 durability points, and it can be repaired for 10 durability with black wool, and repaired for 150 durability with an enderpearl.


    Extra suggestion

    While not part of the main topic, I was thinking maybe the Cloak would pave the way for a new Melee weapon: the Dagger! All daggers would do one heart less damage than their sword counterparts, but their cooldown (for 1.9) would be ¾’s as long. And the extra benefit of a dagger is that their first strike will penetrate armor like it is not even there. You must wait five seconds without attacking for the dagger to penetrate armor again.

    Posted in: Suggestions
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    posted a message on Quivers and Other Accessories
    Quote from Lethal0428»

    I like the idea of an accessory that improves sneaking. But, it's your idea. I'm not going to idea farm. Develop it a bit, and suggest it yourself!

    :D I think it fits wonderfully with your idea of more accessories. I'll make my own thread, but I'm gonna reference yours in it!
    Posted in: Suggestions
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    posted a message on Quivers and Other Accessories

    I kinda like the idea of non armor accessories. Though armor overall is a reeeeaaally important thing when you are fighting...
    Another accessory might be something like "Shadow Cloak", which, while equipped in your chest slot, it doesn't allow any more armor to be used. You could still use other accessories though, so you could wear the potion belt. It gives one armor bar.
    The "Shadow Cloak" Would render you invisible when standing in shadows (and the Cloak would show you where the shadows are), tall grass, or reeds, and only when you are have been standing still for at 3 seconds. Crouching would allow you to move, while keeping your invisibility, but you would move at half the speed you normally move while crouching. (which would make a new slowest way to move. Shadow cloaked while on soulsand while drawing back on a bow :D)
    You can shoot arrows while invisible, but as soon as you hit an entity or player, your invisibility would disappear, and you would have to wait 3 seconds.
    I would use this more than diamond armor :D I would love to be sneaky.

    Posted in: Suggestions
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    posted a message on Interesting Mob AI's
    Quote from Cerroz»
    *slams head on desk* I really, really wish people would stop saying this stuff... So, let's avoid an entire difficulty just to avoid one feature?

    Whats the point of playing in that difficulty if you don't like it? The idea of separate difficulties implies that its going to be harder, and I like it when it's more than just a numbers boost to add mobs. Its much more fun to me when I need to act differently, use a new strategy, instead of just spamclicking to clear more mobs than before.
    Quote from Cerroz»
    I guess what I'm still not understanding is... why would any player want them to attack injured animals? What does it give us? Where's the appeal?

    Well whats the appeal of playing in survival anyway? The fact that you have to work for it. Personally, I think dynamic and interactive zombies that you need to defend against have more appeal than zombies that simply sit and wait for a player. Adds more depth. Makes the zombies have their own story to tell, rather than just being an extra in the Players life.

    If you still don't see the point than I think its less of a communications problem and more of a base idea problem. We both have completely different ideas on what is "appealing" about survival mode and challenges and stuff, and it isn't something that'll get fixed by wording it differently...
    Posted in: Suggestions
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    posted a message on Interesting Mob AI's

    If its really an issue you could play in Easy, then switch to normal or hard. Or you could box the animals in with dirt. You have 10 minutes of one day before the Zombies come out, and that's only if your animal is already injured.... what difficulty level do you play in now?
    I suppose that does make sense. Their ability just seems so useless....

    Posted in: Suggestions
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    posted a message on Realms Minigame --- Castle Defense

    Well.
    I think that some sort of "Defence" Gamemode might be possible.
    But it would be a lot different.
    I like the idea. I might make a separate post on it. I think the idea I have in mind isn't quite the goal you were thinking of though.
    But a full on. "Do this or that" gamemode doesn't quite fit into the game as we know it.

    Posted in: Suggestions
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    posted a message on Better Wilderness (AnimalsVsAnimals / MonstersVsAnimals)

    I made a Mob AI post that has the same basic idea for zombies (along with lots more stuff). Your zombies are more detailed though. Good Job!
    I want there to be more in game interaction too! Support

    Posted in: Suggestions
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    posted a message on Falconry: Tameable Birds and a use for Quivers!

    There are a lot more things to take into account and edit, now that 1.9 is coming out!
    Plus I think Rabbits would make good food for the falcons.
    Pick this back up and pull it together, it'll be awesome!

    Posted in: Suggestions
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    posted a message on Interesting Mob AI's

    Total revamp! Now the abilities of the mob are based on the difficulty mode, instead of just being generic.
    Its not bad for noobs cause they can still play in Easy and have the same effect as it has now.
    The addition of these cleverer mobs would be balanced out a little by reducing the amount of mobs that spawn in the first place. So when you look outside on Hard mode, there won't be an entire legion of mobs ready to kill you, just a troop.

    Posted in: Suggestions
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