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    posted a message on Intermediate between peaceful and easy difficulties for survival
    Im personally not a fan of the idea of "Peaceful: but hunger" as a difficulty setting.

    - The first reason is that I think hunger and combat go hand-in-hand, and I think hunger without combat seems a little bit like pointless micromanagement, while combat without hunger would be a little bit less balanced.

    - The second reason is that it seems a little bit cluttered to have multiple difficulty settings with different kinds of content disabled or enabled. At that point, you might as well relegate the difficulty setting to gamerules. Some people like to claim that this is the "slippery slope fallacy" but what Mojang implements or doesn't implement or what they say tends to get canonized as what is "Minecrafty"*, meaning that if a "Peaceful but hunger" setting is implemented, it opens up the door to other ideas for difficulty settings. "What about Normal Difficulty but without invisible Cave Spiders?" for example.

    *An example of this would be vertical slabs, which can now never be implemented or suggested because the Mojang devs said they wouldn't add it because... reasons? I remember in another argument someone brought up either Notch or Jeb saying that making slabs was a mistake because it deviated from the voxel look or something like that. I was dumbfounded how they seemed to suddenly be against slabs and stairs just because Notch or Jeb said something, as though either of those two or any other staff member are all-knowing on what makes a good voxel sandbox game.

    Posted in: Suggestions
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    posted a message on 1.17 Proposal
    Quote from TheMasterCaver»


    I think my biggest question here is... why?

    It does seem as though the code changes to make the game better are out there, but Mojang isn't implementing them. Like you mention in one of your linked posts, simple things like fonts can be optimized just by changing a few lines. Is there any reason that Mojang intentionally keeps slow code, or has Mojang just laid off all its staff that know how to write OpenGL rendering code in favor of more people who can design new blocks? Or are they just intentionally lazy?

    Posted in: Suggestions
  • 0

    posted a message on 1.17 Proposal
    Quote from Pirateboy04»

    What you're asking for is literally just 1.15.

    I'd actually be in favor of Mojang doing another 1.15

    Pretty much.
    Posted in: Suggestions
  • 2

    posted a message on 1.17 Proposal

    Most of the updates have made 1.12.2 servers be stuck on 1.12.2 including most anarchy servers, 1.17 should be a stabilization update fixing most bugs and making minecraft more friendly towards inferior hardware and servers stuck on 1.12.2 , with this I also would like to add that it should also have more Graphical settings (maybe working with the creator of optifine?) ALOT of servers are stuck on 1.12.2 especially anarchy servers. 1.17 should be spent trying to make everything work better with inferior hardware and to get Anarchy Servers wich are the most impacted off 1.12.2 and/or name is the graphical update and make everything look better without much more needs on hardware. Minecraft is suppost to be that family friendly game everyone likes and everyone can run if they can pay.

    I don't really understand why you're including graphical settings in a suggestion about server optimization. Unless Minecraft's code is so bad that servers are running rendering code, the ability to optimize the game's rendering engine should have no effect on server lag. The only lag it would help with is your framerate.

    To sum this up, all the updates leading up to 1.16 have upped the hardware requirements by alot, and it seems less of a family friendly game to play nowadays, and more of one of the modern call of duty or something games that require high hardware requirements. Minecraft is supposed to be that family friendly game that anyone can run even if they own windows xp, basicly minecraft is now laggy as hell and even high end computers will get only 150 frames

    Lots of "family-friendly" games have high computing requirements, which is why very often the people who make them sell them on consoles that are oriented towards gaming. (Nintendo being the most obvious example) Also I'm confused why you say "only 150 frames", when typically most monitors can only run at 60 or 144 Hz.

    As others have pointed out, Minecraft can't remain so compact that it runs on old hardware forever. I'm sure that if Mojang put some time into it they could make it run on much older hardware than it currently runs on, but the game is still going to increase in hardware requirements as it keeps getting developed. (With that being said, ideally a lot of these new feature updates shouldn't be changing Minecraft's requirements besides maybe minimum RAM. I could see how things like waterlogging might require new rendering code, but even the Nether update is effectively a large collection of new blocks and mobs running on the same engine as the last version.)

    It's worth noting that a decent computer really doesn't cost that much. If you get a part-time job, you can probably find a used or refurbished laptop powerful enough to run the latest version of Minecraft at 60 FPS for around 300 dollars. Of course, if you have a part-time job, you can build a much nicer gaming computer if you're willing to do the research and put in the effort. It won't really save a lot of money, but it's a fun experience and it teaches you useful skills if you want to enter a career in IT.

    Or you could do the much anticipated cave update lag out everyone even more

    Edit: The YT video talks about 2b2t, the popular anarchy server. But thats only because he hased to keep his content on 2b2t content because his channel is on that. The problem is universal

    I'm certainly all in favor of Minecraft being optimized, but understand that game programming is more complicated than just tweaking a few lines of code to make things run faster. The whole rendering engine itself is... flawed. It's gotten more flawed over time. (There was a reason that modding experienced a sort of renaissance around version 1.7.10 because people weren't interested in updating past that version until around the time 1.10 came out.)

    I think you're limiting Mojang a bit by suggesting the Cave Update cannot also come with optimizations. Sure, their staff will likely be devoting less of their time to optimizing the game, but it's not like they haven't implemented large numbers of bug-fixes alongside large feature-filled versions. I'd actually be in favor of Mojang doing another 1.15 which was effectively a bug-fix update that added a few features. There are ways I could think of implementing a satisfactory Cave Update while adding only a few blocks and while likely changing very little code at all, allowing Mojang plenty of time to rearrange the rendering engine or the internals of the game.

    Posted in: Suggestions
  • 1

    posted a message on Non-lethal peaceful mob drop crafting / harvesting

    There's a part of me that immediately dislikes vegan-style suggestions immediately just on principle, (satire) but I think there's a more practical reason why this is a bad idea:

    It's easy to collect lots of crops. It's easy to collect lots of papyrus and cactus, and it's easy to collect lots of blocks. Even ore is really easy to get. However, it's a lot harder to collect animal drops. Let's put aside automatic farms and even general mob drops become difficult to obtain in large quantities. I think this is entirely intentional.

    Adding other alternative methods to getting things like leather and feathers may make a nice mod for those who are so emotionally attached to blocky animal-resembling game objects, but it means those things no longer require the same challenge that they once did. And yes, I'm aware that leather and feathers can now be obtained other ways as Badprenup mentioned, but a player who is trying to craft a set of leather armor or a large quantity of bookshelves is likely not going to want to wait for either fishing or piglins to provide all of the required leather. Likewise, a player in need of arrows to defend himself is not going to want to depend on his cat.

    You might say that we can still add challenges in other ways but you're still cropping a large portion of gameplay (breeding and butchering animals) out of the game, and one that I would argue is almost essential to the game's progression since leather is required to make bookshelves for an enchanting table unless you're stealing them from strongholds. It'd be like saying "People don't like exploring the world since it takes up a lot of space on their hard drive, therefore we should rewrite the game so that the player can beat it while remaining in a 10x10 chunk area."

    Those things aside, consider the fact that you're advocating for the option to make animals practically useless. Yeah, you might find them "cute", but we already have a lot of useless mobs in the game like Polar Bears and Llamas. (I know technically Llamas have a use, but I've never needed to move mountains of stuff over long distances in situations where I can't use nether portals.) They're not even aesthetically appropriate for the landscape since all of the mobs besides maybe horses are based on domesticated animals.

    No Support.

    Posted in: Suggestions
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    posted a message on Password for worlds

    I think webrosc and MasterCaver basically nailed this one, but I'm honestly more concerned why you put "so that your parents or friends cannot delete it."

    If you're really, really concerned about this issue, I think the simplest solution is to have multiple user accounts on your PC. If you install Minecraft on your computer and create multiple users, the worlds for each user are going to be placed in each user's AppData folder on Windows or home folder on Linux. (At least, provided you're using the Java edition. I've never used the Windows 10 edition and I don't know where it stores worlds) The only real problem is that you're not really going to be able to share worlds with each other, but if your family has a tendency to delete your worlds for some reason, I guess you can do that.

    I think a better use of passwords would be passwords that allow people to enter a world at all, but at the same time, you don't really want kids password-locking worlds and then forgetting the passwords.

    Posted in: Suggestions
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    posted a message on A Challenging Survival mode
    Quote from ice000breaker»

    Hello Minecraft community

    When minecraft was first released, survival was the only mode there is, and it is still considered the main mode of minecraft. However, over the years minecraft has gotten easier and easier; Food isn't a challenge to get, mobs can be easily evaded by sleeping at night, health heals back very quickly.

    I would agree with you on these to some extent, though I have some different opinions on these:

    - Food isn't a challenge to get and at the moment it kinda has to be that way because of how fast the hunger bar depletes. When the hunger bar depletes just a little bit, your ability to heal yourself is gone. That means that without a stack of potatoes, hand-to-hand combat is basically impossible. Better bring a bow!

    - The way mobs work is kinda stupid. Personally I think mobs should only spawn underground so that intentionally dark builds can remain mob-free. Mobs should then be able to detect players from a much further distance and attempt to crawl out of caves at night, charging towards the player. This would make walls and trenches actually useful for defense rather than mere decorations.

    - I disagree that health heals too quickly. If you try and fight mobs and get a little bit damaged, your hunger drops below the health-healing level incredibly quickly. Try fighting some blazes with a stack of potatoes and some iron armor, as an example.

    The idea of having a second "Survival" mode isn't just a turn around for "If you don't like it its just optional", but minecrafts community has grown very big and its hard to get something to satisfy everybody, making the game more difficult may be unsettling for casual players who just want to play a friendly game.

    My suggestion is to add another survival mode for people who want to play a hardcore survival game.

    My idea about the name is that this mode should be called "Hardcore", and the old hardcore mode should be replaced with an option that basically locks difficult on hard and prevents re-spawning.

    Another idea is to rename the old survival mode into "Casual mode" and name the new one "Survival Mode".

    Now if the gameplay of Survival Mode is really good but Casual mode is necessary, I actually don't mind too much. Some people in the replies said that naming it "Casual Mode" would encourage mockery, but I would argue it's just an accurate name for a game mode that you play casually and I don't really see anything wrong with that.

    That being said, the use of a gamemode in order to just respond to any criticism with "but it's a different gamemode so it's okay" is not okay. It's similar to the people who suggest natural disasters or destructive RNG chaos "but it only happens on hard mode so just don't play on hard mode". You do need to remember that by creating a new gamemode, you are effectively creating a new game on top of Minecraft's engine, so try to remember that balance is essential.

    So lets get started!


    The hunger system in minecraft is basically a chore; something that isn't challenging to do, but you still gotta do it.

    Food resources are incredibly abundant, one can just gather a stack of pork or beef in a single day, and it'll be enough for him for days before needing to restock, then all you have to do is eat it when your hunger drops low.

    Solution :

    Food is difficult to obtain.

    1. Hunting : Sheep, Cows, Pigs and chicken are now exclusively limited to villages.

    The game now has new mobs for wildlife :

    Deer : Always tries to keep distance from the player, and are much faster than the player when they sprint.

    The only way to get them is sneaking and ambushing them, ranged weapons, or laying out traps.

    Buffalo : much less scaredy than deer, but will still try to maintain distance. Has a much larger health pool, and will defend them selves when attacked by ramming the player, dealing heavy damage.

    Mallards : Your source of feathers in this mode, mallards do not walk around passively waiting for you to harvest them. Mallards can be seen flying in the sky, and they require good marksmanship to get.

    Fish : Fish are much faster and will immediately swim away from the player. They can be lured to the surface by throwing food items into the water, which makes getting them easier, but still, attacking them will scare them away so this will only work for a few fish or so.

    Small Problem: If you've ever played with mods or tried to code one, you know that adding a mob into the game is not something that can be turned on and off while in the game. That means we can't have one gamemode without these new animals and one gamemode with them. That being said, I'd actually be okay if this was implemented into current survival mode/casual mode to a certain extent, though I still think domesticated animals should spawn around the world.

    I think we need to consider that hunting in the game suffers from the lack of spears. Swords themselves are actually more of a personal-defense weapon like a handgun, while spears are closer to a modern rifle. Another benefit of spears is that they can be thrown. Considering that feathers are now much harder to obtain, I feel like spears are a necessity for players this early in the game. (Perhaps the ability to throw flint rocks too?)

    Anyway, this idea isn't too far-fetched for me if spears were implemented.

    2. Farming : Crops and mobs take a MUCH longer time to grow.

    Building a farm is a sound strategy for reliable food resource, but it needs commitment; when growth time is significantly longer, you need to farm large amounts in order to make it worthwhile. Same applies to mobs.

    Bone meal will not instantly grow your food, it will increase its growth speed, and need to be applied regularly to keep the bonus going.

    I'd like to add to this idea a little bit more: implement seasons. Certain crops would only be ripe during certain seasons, meaning keeping a variety of crops growing on your farm can help you grow beyond the need to constantly hunt.

    I don't think bonemeal should be applied regularly. I think it'd be better if bonemeal was used on dirt to create fertilized soil, which would in turn grow crops faster or possibly to grow crops outside of their growing season. When a crop is ready for harvest, it sucks all of the bonemeal out of the soil, reverting it to simple farmland, so you'll want to keep collecting bonemeal.

    Food rots

    even with difficulty obtaining food, in the end the player can stock up on food, that's why we need rotting; food items will have a rot bar, which decays overtime.

    This will also create more diversity between food items; while certain items are more inventory-space/hunger-points efficient, certain food items are more reliable in longer trips.

    Preservingfood : the player can increase foods life duration with a plenty of ways :

    1. Salt : normally found on beaches and a unique salt beach biome, salt can be applied to food items to increase its duration.

    2. DryBox : an expensive container block with a limited amount of slots, any food item inside of it will decay at a much slower rate.

    There's a part of me that wants this and there's a part of me that's not.

    For reference, I'm coming at this from the perspective of someone who enjoys TerraFirmaCraft, which does implement food rotting. It does make the game a little bit more interesting as you'll want to avoid turning your flour directly into bread the minute you make it since flour will last almost a whole year while bread lasts a little more than a week. That being said, you can end up in a situation where you're stuck eating nothing but bread and meat during the winter, which is especially bad in TFC as eating a variety of foods is what keeps your health up.

    You didn't mention crops rotting, which does throw a wrench into this whole idea. If crops don't rot, then the solution to rotting food is to just leave food on the plant until I need it.

    Now, the positive side of food rot is that it does encourage the player to work a bit harder to preserve their food or to find ways of maintaining food throughout the year. This means the food system actually has progression where players will want to work to find the longest-lasting or the most-nutritious foods. That being said, I think late-game with your salt and dry boxes, food rot should become less of an issue. (I would say your "expensive" dry box should make food last forever.)

    Inventory Slot limit

    Inventory space it self is a resource that should be managed.

    Food items can't be stacked into 64 items; each type of food items will have its own slot limit, for example steak items may be limited to 8 per slot, while carrots can be limited to 16 per slot.

    I'm not really a fan of this one since the amount of food I'm carrying tends to limit the amount I can adventure just as much as the amount of wood I'm carrying limits how long I can mine. The inventory also gets cluttered way too fast anyway with tools and buckets and trash.


    Restoring health is quite easy in minecraft, and as long as you don't get killed, you can immediately recover health as long as your hunger is full.

    This mode will retain the passive health regeneration as long as your hunger is full; however, it will be at a much slower pace. Any point of damage taken will be a penalty that you'll have to take seriously.

    Also taking any damage will pause your healing temporarily (healing from potions is unaffected).

    I would again have to disagree with your premise here as you're only really going to be able to regenerate a few hearts before you need to eat again. Eating in the middle of combat is in no way an option especially when confronted with multiple mobs, which is why I think health potions are a joke. That means that even entering combat with a full hunger bar, you only really have effectively an extra four hearts before that "shield" is gone.


    Day time danger

    The game boasts little to no danger in the overworld; as long as you can sleep the night, there's really not much of a challenge in the game other than the occasional fall you damage you receive from walking carelessly.

    Day time should also be dangerous, of course not as much as night time, but still it shouldn't be a safe zone.

    There can be tons of different mobs that can be introduced to the overworld during daytime to make it a bit more challenging, so i won't go into detail on each mob, but i will give a general idea :

    Territorial mobs

    Bears, wolves, tigers, you name it, are mobs that can attack the player when they get into their territory.

    The main idea is that these mobs aren't as aggressive as hostile mobs that spawn at night, but still they can be easily provoked when trespassed.

    Occasional encounters

    perhaps something similar to hound attacks from don't starve, these mobs may spawn from time to time and impose a challenge on the player.

    I don't really think day time should be dangerous at all. I think the whole point of day time is that it gives the player a chance to work and build safely, which is something that would still be essential in Survival mode. (Especially when this new gamemode requires the ability to grow large quantities of crops, which requires working on a very large section of land for a long time.) Not only that but I think a new gamemode should still allow for the possibility that the player wants to spend their time building things, which is annoying to do when forest mobs want to stop you from doing that.

    More dangerous mobs

    as long as you're much faster than mobs, no matter how many there are or how strong they are you can just always run away or run through them.

    I think mobs in general should have a larger aggression range, and the ability to sprint in some cases.

    Also maybe add new types of mobs that spawn at night and are actually faster than regular mobs

    I agree that mobs should have a much larger aggression range, but I'm not a fan of letting them sprint. I think early-game mobs should still be easy for new players to deal with once they've equipped some armor and a weapon.


    I didn't want this suggestion to be very long, so i only discussed the main problems and general ideas of how to solve them.

    There are many ways to approach these issues, one way or another they need to be approached nonetheless.

    perhaps we don't need a second mode, instead these ideas can be mildly introduced to the normal survival mode, and they can be scaled up with the difficulty option.

    Note : I Don't think any new mob or block should be exclusive to this mode, however, they can have a different behavior or functionality in the normal mode.

    For example we can still have the newly introduced deer in the normal mode, while still having cows and sheep, etc..

    It can be just another mob for the normal mode.

    Or the new aggressive mobs added for daytime, they can be just much less aggressive or rare in the normal mode.

    So there are some good ideas here, and some ideas that need tweaking, but honestly I think this suggestion needs more fleshing out as well. I think it'd be interesting to see food progression be tied in with accomplishments made throughout the game. What if crops could grow during the winter, but required a blaze powder-based fertilizer? What if you could build an icebox that made food last forever that required an item found only in ice spikes biomes?

    I disagree with most if not all of the statements you've made about health and healing too fast. Maybe for some people who avoid all damage at all, but whenever I do hand-to-hand combat I get damaged constantly and that's not even counting stealth creepers and sniper skeletons inflicting damage you can't really avoid. The shield does make this easier, but it's not a be-all-end-all solution.

    At the very least if you're going to lower the speed that health regenerates, I think health should regenerate as long as hunger is above can't-sprint level. Alternatively, items like salves or bandages should exist that are consumed instantly and replenish health quickly similarly to health potions in other games or like the salves and bandages in Starbound.

    Some support... kinda.

    Posted in: Suggestions
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    posted a message on Use gunpowder instead of redstone to blow up tnt
    Quote from erictom333»

    There is one major problem with redstone: You can't send signals a long distance without repeaters. If you do so, it's unnecessarily time-consuming to make sure you do so every 16 blocks. With gunpowder, it'd be a lot simpler: lay down a long enough fuse, light it, and watch from a safe distance. Although I do agree with FirEmerald in that string should be used; it's a lot more common than gunpowder, which you may have probably exhausted crafting TNT anyway.

    I was about to repeat the point that this had no use but then I thought this was a good point. That being said as Badprenup said, there's no real point to blowing things up at a distance either.

    TNT itself is a bit of a disappointment to me personally especially as it relates to mining. You would think that as with explosives in real life you could use it to tear down some hills in order to drive a road through a hilly area or flatten the terrain enough for building, but the reality is that when using it against stone it only clears a 3x3x3 cube, and once you've crafted it and set it all up, it almost takes more time than it would to just hack at that stone with an unenchanted iron pickaxe. TNT does blow up a whole lot more dirt, but even then an iron shovel is just cleaner and less expensive IMO.

    The only real other reason I might use TNT is just having fun watching stuff explode, an activity which I normally do in creative mode as it's a lot less expensive, and in which I don't really need to worry about distancing myself away from my destruction.

    As for devious purposes in the off chance that I need to blow up a threat while standing more than ten blocks away from it (which, when we're talking PvE, never really happens since mobs despawn when you get far enough away from them) and in the off chance that I have so much gunpowder that I'm okay using against mobs, I think redstone is far less expensive. I would even say that string is less expensive, although I suppose it depends on how much you actually need gunpowder to use on TNT vs how much string you need to use on... tripwire? A bunch of dispensers? Plus the added benefit of using string is that string is already a block in the game that we can use.

    No Support... at most support for the idea of using string as a fuse.

    Posted in: Suggestions
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    posted a message on Posse: A mod for people with no friends!
    Quote from Wolftopia»

    If something like this were implemented, it would be best for the names of the characters and the commands to be in colors other than white (a la commands) in order to distinguish them from regular text chat.

    I like this, perhaps in addition characters should be mentioned with an "@" symbol to make sure that if you get a character with a similar name to a player, you can distinguish between them easily

    Posted in: Requests / Ideas For Mods
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    posted a message on Posse: A mod for people with no friends!

    One idea I've just thought of is the ability for the Party Members to receive commands through the chat system. You would address them by saying their name with a comma, followed by a command. The command and member name would be case insensitive and would ignore punctuation, and there would be a few such commands, most of which would just display information such as the member's location. (This could also serve as a more immersive way to switch between "stay-here" and "follow" modes)

    Posted in: Requests / Ideas For Mods
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    posted a message on Improved stealth mechanics!
    Quote from R1ch4rd_N1x0n»

    You don't even have to be on 1.6.4. On the current build of the game, you can open things while crouched if both hands are empty.

    Funnily enough, I was going to suggest this as a way of enabling the player to do these, but I was unaware this was already the case. (That being said, it does seem a bit inconvenient that in order to stealthily open a chest, you have to empty both hands)

    Posted in: Suggestions
  • 2

    posted a message on Improved stealth mechanics!
    Quote from R1ch4rd_N1x0n»

    Minecraft lacks any stealth mechanics, just a petty little crouch, which only slightly decreases the detection range of mobs. Boring... I think we should be able to sneak past or sneak up on mobs.

    I would tend to agree that Minecraft's stealth mechanics are rather limited, though in fairness I think this is because Minecraft isn't necessarily a combat game by design and thus the combat in the game is meant to be simple and easy to pick up on. With that being said, going forward I imagine I'm going to be stressing that any stealth mechanics implemented should be simple enough that someone can grasp it with minimal instruction.

    Mobs detection radius's should be changed to only in front of their head model, which is blocked by blocks that are in the way, meaning if they are not looking at you, regardless of how close you are, they will not detect you. How far their vision goes depends on the difficulty.

    I kinda wish you specified how far their vision goes, though I do like this idea. I think in addition to this "blind" mobs like Zombies and Skeletons should depend entirely on other senses, though. (Meanwhile, Pillagers and smarter mobs should be able to see you from much further away, making them more difficult opponents even disregarding their better armaments.)

    I would say in addition to this, I think mobs should frequently be distracted by certain things like food or other mobs to make it easier for the player to know a mob won't be looking in their general direction for a good 10-15 seconds.

    Mobs can hear your footsteps from a 6-8-10 block radius depending on difficulty, which is decreased by 3 blocks if there is a wall between you and the mob. If they hear one footstep, it will catch their attention and they will look in your direction, however, if they do not hear another one, they have a chance to ignore it. Walking on grass, sand, tnt, and blocks with similar footstep sounds, decreases the footstep radius by 3 blocks as well, due to them being quieter. Footsteps are completely silenced when crouching or crawling.

    This seems a tad bit complicated. I think I'd rather have a consistent radius of around 8 blocks while crouching simply eliminates this sound entirely. I feel like having different blocks effect mob hearing differently seems a little bit too specific, not to mention the fact that in some cases it doesn't make sense. (I believe leaves also make this sound, but leaves would be incredibly loud to walk on.)

    Opening a door, trapdoor, chest or barrel will also make a sound which mobs will hear from a 6-8-10 block radius, this can be suppressed by doing it while crouched, however it will take 3 seconds before it actually opens in this case.

    You can't open a door, trapdoor, chest or barrel while crouched though.

    Falling from heights will also alert mobs, the radius of the sound varying depending on how high you fell, but this can be greatly suppressed by crouching right when you hit the ground.

    Makes sense.

    If a mob sees you, if they are not killed within a second or two, will attract other nearby mobs within the mobs old detection range to attack you as well.

    This also makes sense, though again it might be interesting if certain mobs were "mute".

    You can also perform a "stealth strike" on a mob, by critical attacking them with any weapon from behind when they are not aware of your presence, which will instantly kill any mob similar to the size of the player, and doing increased damage to any other mob. Stealth strike will only work on endermen if it has not spotted the player in its neutral state.

    I guess if we're only talking about mobs and only if they have no armor, but I do feel like sneaking up on players and being able to kill them without giving them any recourse is incredibly cheaty.

    Mobs will search out any unusual sounds they hear nearby, which also includes the sound of splash potions and arrows. Distractions can be made this way.

    If anything from this post should be implemented, it should be this. I like the idea of distracting mobs. (Perhaps as an addition to this, flint can be thrown to make a sound with similar effect.)

    Sitting in pitch darkness and not moving will prevent mobs except for spiders and endermen from seeing you, unless they bump into you!

    I feel like Zombies should be included in this list since I like to think they "smell around" to find you.

    Credit to headgames001 in the comments for the idea of adding a "silent step" enchant for boots, which makes your footsteps quieter to other players and decreases the range at which mobs can hear it by one block for each level, up to level 5.

    I really do think Minecraft should have some aspect of stealth, because you cannot sneak up on a mob, even if it's looking away from you and you quietly approach it from behind, it will always immediately turn around and attack when you get within range, and I personally don't like that mechanic.

    I like the ideas presented here. Some of the specific numbers and exceptions like the grass-sounding blocks making it harder for mobs to hear seem a bit overcomplicated, but overall I do like the idea of mobs having to see, smell or hear you. I think there are some ideas that could complement this such as if certain areas spawned certain mobs with better or worse senses as opposed to Zombies, Creepers and Skeletons spawning in all dark places, but I wouldn't mind seeing these ideas make their way into Minecraft.

    Mostly Support.

    Posted in: Suggestions
  • 0

    posted a message on Platinum
    Quote from zagartulip»

    Platinum is my favourite element on the periodic table so it is definitely needed in minecraft.

    Platinum OrePlatinum IngotPlatinum Block

    I know that a lot of people new to arguments will sometimes use words in ways that make no sense but think about what you've just said for a minute.

    "This is my favorite thing, therefore it is needed in Minecraft"

    1. Why should your favorite thing be implemented? My favorite element on the periodic table is lithium, why shouldn't my favorite element be implemented?

    2. Why is your favorite thing needed? To be needed suggests that it is required to attain a goal. Presumably, the goal of a Minecraft Suggestion is to improve the game. Why does something being your favorite thing make it necessary to create an objectively better game?

    Uses for Platinum:

    Platinum Armour, Sword and Tools - Not much needs to be said there

    Actually that's not entirely true, specifying how strong these tools and armor are would be nice, as well as providing any kind of justification for a new tool tier on top of what we already have.

    Halberd - A large two-handed pole weapon that does 12 hearts of damage

    I like Halberds but... how do you craft the Halberd? Does it operate the same way as a sword? What's its attack speed?

    Laptop - A Device that would have many functions

    • Order from Villagers at home.
    • Ability to see the Minecraft Time
    • Ability to teleport Players and Mobs to you
    • and possibly more

    Have you considered the fact that a laptop would clash with Minecraft's established style, besides removing the challenge of finding/breeding villagers and the challenge of building infrastructure to allow people easy transport to your area?

    Platinum Golem - A golem that is used for creating emeralds every hour in the game.


    Thoughts on my favourite element being in Minecraft?

    No Support.

    Posted in: Suggestions
  • 2

    posted a message on Bow echantment: Arc 1, 2, & 3. Curving arrows

    It took me at least two reads to understand what you wanted, but I assume that you want the arrow to curve horizontally based on how the player turns his head before firing.

    Besides how impossible it seems this would be to pull off any tricks with this thing, I don't like the idea of an enchantment changing the bow's range or anything else having to do with aiming since enchantments tend to be random and changing up aiming physics on a random basis will mess people up when trying to shoot long-range targets. I also think I'd find this specific enchantment to be annoying if I'm trying to shoot a moving target and I need to turn my head to aim.

    Posted in: Suggestions
  • 1

    posted a message on Minecraft suggestions for making it better for everyone who plays survival mode beyond peaceful difficulty.
    Quote from Agtrigormortis»


    I was thinking of continuing this reply chain but this extended discussion over opinions on updates isn't productive and it's not on topic. Let's get back to the OT.

    Posted in: Suggestions
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