I'm not sure I really like this new combat as someone who mainly fights mobs. It seems like as long as you have a shield, you're fine unless you're stupid and you charge into a bunch of mobs. Fighting against one mob just involves holding down your sword unless you want to get a critical hit for whatever reason.
- C1ff
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Member for 5 years, 9 months, and 24 days
Last active Fri, Sep, 2 2022 08:13:07
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Dec 12, 2018C1ff posted a message on Minecraft 1.14 Snapshot 18W50APosted in: News
I kinda wish they wouldn't leave the furnace in the game but add tiers to it. Tiers of crafting table are not really Minecraft-y. I like the separation of crafting recipes into different things, but I feel like they should get rid of the old crafting table and the old furnace if those become useless.
It's also just way too easy to craft the new tier from the old tier. As soon as you get 5 iron, you can go from a furnace to a blast furnace immediately. You can upgrade your food production the minute you have logs, i.e. before you get a furnace at all.
I think if there were other recipes the furnace was useful for, I'd be more ok with adding a new furnace tier.
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Jun 16, 2018C1ff posted a message on Minecraft 1.13 Pre-Release 2Posted in: NewsQuote from TheMasterCaver»
I don't like the idea of having to destroy a biome just to get a rare resource though
True, but then again this is the price you must pay to earn any non-renewable resource. The same could go for Sand and Dirt, which are much easier to find in large amounts on the surface than underground.
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Jun 15, 2018C1ff posted a message on Minecraft 1.13 Pre-Release 2Posted in: News
I haven't. The rarity of packed ice is what makes ice spikes biomes valuable...
Not everything should be craftable, farmable or automatable. Some resources like packed ice need to be left up to the player to get. If you can just craft packed ice, it's not rare anymore... (It'd be one thing if they added a compressing machine of some kind that required fuel, but just being able to craft a rare resource from a resource that you can get for pretty much free is not my idea of good gameplay design.)
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Apr 12, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W15APosted in: News
If you can't ride 'em, eat them!
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Apr 7, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W14APosted in: News
Being Endgame doesn't make them no longer OP, though. Especially in a game that doesn't really end. You mention repairing them, but it's easy to find Mending in the very same generated structure.
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Apr 4, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W14APosted in: News
I agree, although I also do agree with many of the points in Wolftopia's post. (Note, if you choose to discuss something there, the post is a bit old. Add something constructive if you don't want to be a necroposter.)
Generally, any transportation is broken because Nether portals are infinitely better than all other transportation system... But Elytra are just a little overpowered considering Gunpowder can be farmed and you can enchant Elytra with Mending.
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Apr 4, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W14APosted in: News
I remember seeing a topic by Wolftopia about how Elytra are very overpowered and need a nerf. I suppose this doesn't fix elytra with Mending, but at least Phantom Membranes are harder to get than Leather.
I do think that the inability to attack with a Riptide Trident on land makes the Enchantment a bit of a curse, though. At the very least on land normal Trident functionality should be used.
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Mar 13, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W11APosted in: News
WOAH
Only moments before I saw this news, this old Suggestion for a mob with the same name and a very similar concept was necroposted.
My mind is blown.
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Feb 16, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W07APosted in: NewsQuote from leangreen76»
On SMP maybe but not survival, if they can't find them in the latter then they're really not trying IMO.
On SMP this mob is still going to exist, so whether or not this is a problem in Singleplayer survival, you've just proven my point more. -
Feb 15, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W07APosted in: NewsQuote from SuperBuilder133»
Actually, it means that you just have to go to sleep every night..
Which is annoying. The time I spend walking to the nearest bed, sleeping and then walking back could be spent building, mining or exploring. It could potentially encourage players to build more bases than they currently have, but each time you build a base you need to have or find three wool blocks. -
Feb 15, 2018C1ff posted a message on Minecraft 1.13 Snapshot 18W07APosted in: News
I agree. Sleeping is a way to improve your Minecraft experience, it shouldn't be something that's required like Hunger. (Especially since you can't really sleep everywhere you go unlike with food. You may just have one house with a bed. Heck, what about players that can't find enough string or wool to make a bed?) -
Dec 24, 2017C1ff posted a message on This week in Minecraft — SaturdayPosted in: News
Out of curiosity, why is this week's post labeled "This week in Minecraft -- Saturday" rather than "This week in Minecraft -- December 23rd"?
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Sep 30, 2017C1ff posted a message on This week in Minecraft — September 30thPosted in: News
Has anyone else noticed that in the comparison picture, there were 4 dandelions in 1 block space? Is this a possible new feature, or something I haven't heard about?
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Sep 11, 2017C1ff posted a message on This week in Minecraft — September 9thPosted in: News
While I do think the new cobblestone texture looks cool, it does look just a tad tiring to look at after a while. I can't tell if it's too dark or too bright, though. Maybe it's too contrasted? Best not to have too much contrast on the most common building material in the game...
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While the idea of relaxing the requirements for the player to eat vitamins/proteins is nice, I still want the player to move away from Rotten Flesh. That being said since the goal of my suggestion is not to punish the player for forgetting to watch meters, but to reward them for making good long-term decisions, this might make sense. That also being said, I still like the idea of protein being connected to the player's health regen, and moving quality meat items to a later part of the game. It adds a little bit of progression that makes the food system a bit more memorable in my opinion.
As for more food items, this suggestion is not just a collection of more food items. The idea is to make new food items in the future more useful so that adding more food items is no longer about adding pointless sprites.
The short answer is, you don't run world-changing functions on every single block in the ungenerated world. Instead, you change the textures that the renderer is supposed to use, so no blocks are actually changed.
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There's no good way to make eating food a challenge. You can't become skilled at a hunger system: all hunger systems are almost always going to be built on a timer, and you have to replenish that timer over time.
What I'd rather have than a challenge is a reward system for exploring, farming and trying new foods. Rather than hunger being a weird micro-manage-y system that the player is racing against, the player is encouraged to make dietary decisions that will have long-term effects, kinda like real life.
It's difficult for me to understand what you're saying since I think you used a period where a comma is needed, but I think you want options in the main menu like difficulty options. I don't really like this. Infinite amounts of game customization is fun and all when you're a map-maker or when you want to make modpacks or something, but I don't like the idea that the player is not just given, but expected to use heavily difficulty-changing options in gameplay.
("But what about the Difficulty Setting?" you ask. While that's a good point, the difficulty setting still forces you to play the same game with the same rules. In addition, you can't pick and choose which pieces of difficulty you have to deal with. This setting would effectively allow you to take a HUGE part of gameplay, the hunger system, and make it insignificant.)
Actually, it wouldn't, you haven't changed anything. The current system is not a challenge, it's a timer that the player has to deal with using a minimal amount of preparation. Worse yet, a little bit of luck is enough to completely invalidate the hunger system. Spawning near a Village with plenty of farms will give you enough crops early-game that you will no longer have to worry about food as long as you replant the crops.
A challenge isn't just something that requires speedrunning. It isn't about changing the values of a current system to make it harder. In fact, just because something is harder does not make it a challenge. A true challenge is neither a chore, nor is it an impossible task. A true challenge requires skill or it requires critical thinking and possibly innovation. If the player isn't beating a challenge through memorization or practice, the player needs to think through challenges like a puzzle.
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that makes my eyes bleed.that contains completely bold text and full saturation Red and Blue-colored text.YOU ARE VERY WELCOME FOR MY CRITIQUE AND RESPONSE. I HOPE YOUR EYES CAN MANAGE TO SURVIVE THIS INCREASINGLY HARD TO READ TEXT, BECAUSE IF YOU WENT BLIND YOU WOULDN'T BE ABLE TO ADDRESS THE PROBLEMS IN YOUR POST WHICH NEED FIXING i hope you have a wanderful day
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Some context for people who aren't on the Community Revamp discord or r/minecraftsuggestions: the suggestion theme of the month on r/minecraftsuggestions is Ores. Me and AMPPL50 were discussing the idea of aluminum for a while, before AMPPL50 suggested Lead instead of the common Copper or Tin ore suggestions
Because of this, I'm going to skip over the intro.
Sounds good
I like the idea of using the campfire for smelting with multiple outputs.
Seems interesting, it's also a nice renewable source for Skyblock.
Ok
Seems like an interesting idea, although I don't think they should deal so much damage. Full charge on a Power I bow can deal a scary 7.5 hearts of damage, and combined with the ability to charge in and retreat so quickly, it seems like you could easily wipe out enemies using darts without much effort at all. I think they should have lower damage in addition to the other nerfs.
Okay never mind, I didn't read this... 10 seconds is waaay too long to wait to throw some darts. If I was trying to sneakily get someone maybe I'd have time to throw these, but in any other situation this is far too long. The DPS is still pretty high though. 14 damage per 0.75 seconds may not be as much DPS as a sword, but you have the ability to walk away from your opponent semi-fast in that 0.75 seconds.
Considering Withers give you Wither with every attack, this seems a bit overpowered.
Seems interesting, because the skill required actually offsets the damage. I like this better than the dart.
On one hand I think 1-hit killing a player seems a bit overpowered, on the other hand a smart player might find ways to avoid the sling as opposed to a mob.
Seems appropriate, I'd be interested in what they cost in terms of emeralds, though.
I think you mean (1.5^W) * (damage from momentum) hearts? That's pretty insane...
At full swing...
This seems pretty overpowered, to the point that I assume this isn't what you meant. Granted, it's pretty hard to hit either of these targets with the sling, but if you could, you'd be able to take down the bosses way too easily using this. Plus, the Iron Golems mentioned aren't as hard to hit.
Besides that, I think it'd make more sense to change the name to "Momentum", considering this version of Power doesn't actually work the same as the bow's version of Power.
Seems interesting, but I feel like the damage should be heavily reduced for each bounce if it isn't nerfed from its current value.
Interesting, but this could throw off your ability to shoot if you got this enchantment on accident. I think it'd be best if this was a treasure enchantment.
This seems incredibly overpowered especially with that Power enchantment...
I'm glad the two aren't compatible.
I'm not sure what you meant by Wood Blocks, but I understand what you meant by how they are placed.
Seems good.
I dunno where I'd find this useful, but it's good to have consistency.
Ok
I don't think the idea of activating it with redstone is very intuitive. I feel like it'd be hard to figure out on your own that powering a pipe would do something useful.
Seems okay. Can they be toggled with redstone though?
I like the idea of not having to make unsightly redstone staircases ever again as well as the ability to place wire that can't be destroyed by water.
Seems like an incredibly useful effect as well as a pretty overpowered one. I think there should be some ways to counter this. For example, regular golden apples might be able to shield from this effect as well, or in splash potion form, the potion only inverts one effect at a time.
Seems interesting, though I'm confused why this happens if you add lead into something you drink. I think a better idea would be if the strength and length of the original effect was extended, but a negative complimentary effect was added to the potion with 25% of the duration of the normal potion. This would be more fitting because lead is poisonous.
Some of these could use better names considering Depower isn't a word, but I see some potential in these effects.
Those are 2 different effects... but ok. I like the idea of having a blast-proof block that is movable, although I think the way sound is currently done would have to be rewritten in order to implement the second one.
Mostly Support
I'd probably add a comment here but it's late and my eyes hurt
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From a tree perspective, I don't like how Birch and Oak are just the same, but Birch is occasionally larger. If I designed the trees, they'd look something like this:
Birch should split into two or three branches near the base, while Oak should just have larger trees and not use the current, boring model.
As for the blocks themselves, I think Birch logs aren't that useful for construction even if Birch Wood is. The black specs just look kinda odd on the white texture, so it suffers from the same problem diorite has.
Jungle Wood has a strange off-red color that I find hard to integrate into builds, even as a "rotten wood" kind of block. Acacia Wood has this problem too, although it seems like if you have enough blocks of a similar palette you could use the wood there. Dark Oak is useful in dark builds, but it's way too dark. At a certain point if a texture is dark enough, it just looks like a glitchy lighting error.
Doorwise, I think Acacia and Jungle are again the least useful doors to match their wood types. This is kind of a shame because it means that not even in a situation where you can find a spot where Acacia or Jungle wood could be used, their door types are less useful in those situations.
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My only concern is a body cracking into pieces seems a bit horrifying, though bouncing particles is a bit less so.
True, I just think they'd be somewhat fun to mess around with. (See also: G-Mod)
Although not as entertaining as actual bones, considering death by lightning is so rare, I think this could work.
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While some might see the falling over and turning red as a part of Vanilla Minecraft, I don't object to this.
Seems like the least violent way to handle it. You could use another ragdoll or something, but I suppose this works.
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That's what this forum is for, although I'm glad for someone posting one of their first few posts on this forum you actually care!
I've noticed.
That's a good point, it seems like Mojang spends a lot of updates, 1.8, 1.13, etc. trying to overhaul systems designed by Notch or early Mojang back when the game was indie. Overhauling the game engine from scratch has been done before though, that's what Minecraft Windows 10 Edition is.
Although, creating a new version also allows us to overhaul certain game mechanics that have become convoluted over time, which are filled with exceptions and inconsistencies.
I'm not sure what the point of this paragraph is, I don't think it needs to be here.
To be fair, I kinda like that Minecraft looks like an old PS1 game. Minecraft's 16x16 pixel textures and simple graphics work well with the equally simplistic blocky terrain. That being said, it's not like there aren't improvements that could be made here or there. Lighting up the faces of blocks based on the time of day might be a nice idea, and colored light would be pretty cool.
Ok
I see what you did there (because you mention cubic chunks in the next section) although I'm split on the idea of halting all development on Minecraft for a couple years. Although the modding community might thrive, I think most people are pretty happy getting a consistent stream of new content from Mojang. Losing this stream seems a little bit sad.
Sounds cool
I like the idea of letting people build higher buildings and digging deeper into the Earth (Underground biomes mayb?) but I feel like a height limit higher than a few thousand blocks is unnecessary. There's no way to build to that height within a reasonable time, and there's no gain for building up there.
"Functioning Ecosystems" sounds pretty laggy and not really worth the effort for something you probably won't notice most of the time. The appearance of a functioning ecosystem might be nice though. E.G. While a player is in a certain biome, the number of prey and predator animals are kept in check, and predator animals will kill off an animal if there are too many prey animals, or the game will spawn/breed more prey automatically if it knows there are too few prey animals in a biome.
This is a pretty vague thing to say, and I don't like this idea. A lot of ideas in Minecraft Suggestions are stupid, unrefined and Mojang shouldn't hire staff to read this forum. The Feedback panel is enough.
This is a weird statement... Yeah, Microsoft has "the money", the question is whether or not this grand plan will give them more money. That's how profit works.
Okay, this is unnecessary and has nothing to do with the suggestion. A discussion about how Minecraft outlasts other gaming trends should at least be shoved in a spoiler if not put in a different topic entirely.
You just copied a sentence from before...
I used to be severely against making games that people's old computers can't run, but that was back when I was playing games on Dell Optiplex 755s from the early 2000s, and most people nowadays have one powerful computer as opposed to a lot of old computers like I do, if they don't also have a console for gaming.
A top-tier gaming computer (Intel i5, NVIDIA 1060+ graphics card, etc.) costs about a thousand dollars to build by yourself, but a lower tier gaming computer can cost a few hundred bucks, and if you only need one computer for a family household it's probably worth the money. (Although I will admit, buying a console is cheaper most of the time.)
Okay, you have to at least play fair here with your facts. Minecraft can run off a raspberry pi after it's been stripped of half of its features.
Um... The computer on the Apollo was not meant to be used like the computer on the Enterprise. The reason the moon mission used a computer less powerful than a Commodore 64 is that it would be unnecessary to put that much weight on a rocket payload: a lot of the calculating was done on the ground by scientists.
This is a random statement, and not really worth mentioning in a post about how to improve the graphics, not why we can.
*Terrain
Okay
You didn't actually specify what visual features to add, you just gave us some screenshots and said: "Get to work!"
Well, I'd like to say I mostly support this post but there's so little to support. There's very little here actually suggested and a lot implied or briefly mentioned between the lengthy poetic fluff sentences which really belong in the Discussions forum.
Unless we actually need to be convinced of something because it's a bad commonly suggested idea, can you not automatically assume we need to be convinced that your idea is possible and can be done? It's annoying and unnecessary to read.
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The fact that they have millions does not solve the problem. They do not earn that millions back by hosting servers. This is an incompetent business plan. In addition, we're talking about giving a server, which can cost hundreds of dollars to run over long periods of time, being paid for by a single payment of 27 dollars.
If you want to suggest plugins on Realms, that would be a good idea, but if you ask for free server hosting from Mojang for every player, I will laugh at you. Hysterically.
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Using DuhDerp's explanation of ages, I guess I can at least throw in my two cents about gating the game:
Plz no.
Story Time: I'm not a multiplayer kind of guy, but one time I thought I'd try a server with mods. The server was centralized around a modpack called Galactic Science, which used Hardcore Questing Mode to encourage the player to go through the modpack's story and progression. The bad thing about the server was that you were disallowed from trading things, and the only aspect of multiplayer left over was that people could group together to go through the progression together and possibly talk using the chat.
What was the point of that ramble, you might ask?
While an extreme example, I don't think Minecraft is a game that focusses on progression, especially in Multiplayer. The game has progression in Singleplayer, but it's incredibly quick. You can get iron in minutes and diamonds in at most a day of playtime. The core of Minecraft's progression is actually more about gathering a large number of blocks and items rather than high-quality items.
Now, that being said, it isn't as though quality items do not exist. Totem Poles, Elytra and even nicely enchanted armor are rare items that the player can find, but even these items are consumable. (Except the Elytra, although that requires a constant source of fireworks to be useful.)
It's also worth noting that even if you consider the dimensions in the game a form of progression as I do, there are very few items you need in high quantity in the Nether or End unless you need large amounts of Ender Pearls or Blaze Rods. The majority of progression items you need in quantity (Diamonds) are minable with a pickaxe you can get starting with nothing in only 30 minutes max.
In a multiplayer scenario, the player can easily go from Stone to Diamonds with the help of his friends, and the progression really comes into play when Diamonds are scarce or when you are off on an adventure and your pickaxe has broken.
Now, that being said, I do enjoy progression in the game when playing Singleplayer, and I frequently use mods to add more progression to the game, but I feel like my modded playtime and my vanilla playtime are very different. While playing modded I feel like I'm always busy trying to satisfy progression so I can get to some dimension and get the super-duper pickaxe. While playing vanilla I don't feel like I need to travel to the End, though I might do so in order to get a massive number of Ender Pearls or maybe get the Elytra. This is why I build lots of buildings in Vanilla, but rarely do I even feel like building a base in modded.
TL;DR: Progression can be fun when playing with mods, but it significantly changes the game and it tends to fall apart with multiplayer gameplay.
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I agree with you on adding guns, although I will say that 4 guns seem like a little bit much considering we only have 1 bow, soon to be 2. (Can you even really count a crossbow as a bow?)
I also agree with you that any of this crap about video games causing gun violence is unwarranted and silly, considering Lego Star Wars has guns, albeit laser guns. Censoring weapons from kids isn't going to stop accidental gun deaths, teaching people how to treat weapons responsibly will. (I could get into an argument about how taking guns from people is just ignoring the root problem of the violence, but I don't want to start yet another political argument like the last one that happened with the climate change suggestion.)
The two guns I like here are the Hand Cannon and the Blunderbuss, but I feel like going any further with that gets rid of the need to use a bow or a crossbow. I like the Blunderbuss because it shoots a spray of bullets, which means that it's great for crowd control. The Bow/Crossbow, on the other hand, can still be useful after getting a Blunderbuss to hit single targets.
The Blunderbuss also seems useful when fighting the Ender Dragon or the Wither, which moves quickly and might be harder to hit, but shooting a spray of bullets means they might fly through three or four when you shoot the weapon.
While you can shoot fireworks from a crossbow, I still like the idea of the hand cannon. Perhaps in addition to shooting cannon balls, the hand cannon could shoot magma charges like ghasts or blazes do, letting you set fire to an opposing castle from a distance. (While it's true this could be used to grief, remember that the hand cannon takes time to charge, and lightning has a similar effect. Also, for concerned server owners, protection plugins still exist.)
Another idea for the hand cannon shooting splash potions further! The current range of a splash potion is way too small, and rarely can you use one without getting the effect yourself, unless you drop the potion from the air. Shooting it from a hand cannon would fix this issue, although the effect of potion arrows should probably be amplified to balance this.
The enchantments seem useful too, like adding a larger area of effect to the hand cannon, although the pinpoint does lose it's purpose if flintlocks and black powders are removed...
Lastly, the cannons and bullets should be firable from a dispenser for consistency's sake.
The recipes of the items are crucial, though, and I'd put those in your post. For example, I'd make bullets require at least an iron nugget so that they're semi-expensive to use, and the accuracy of the bow is preferable when ammunition is limited.
Mostly Support.
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This math isn't entirely correct. As in not correct at all. The direction, up/down and curving are actually implemented using Block States, which are not separate blocks to my knowledge. (You forgot waterlogged in your list) However, the 31 different types of stairs are different blocks entirely.
31 variants of stairs is a lot to carpet. The easiest way to remedy this specific problem is to reduce the number of stairs requiring carpets to just wood or cobble. Let's use wood since carpeted stairs sound incredibly useful for furniture and not a lot of comfortable sitting furniture is made from stone.
That means we're actually looking at 16 colors * 6 wood variants, or 96 new blocks. That's still a lot of creative inventory spam, but it's not undo-able. Better yet would be if you could right-click on stairs with a carpet rather than place these in the creative inventory.
Still, that's a lot of blocks to exist. I agree that's a large amount of blocks, and I don't like large amounts of similar blocks either. Maybe a better way to do this would be to create 16 blocks with a block state that says what wood type it is?
Looking at the Minecraft Wiki, there are quite a few blocks which would require more than 4 bits for all the variants. Chorus Plant, for example has 26 or 64 different variants, far more than the 16 that the original 4 bit system allowed. Stairs appear to use 80 different variants, which I find odd since I thought the inner/outer shape was just determined through rendering code and not saved in the world.
So 17 (colors plus uncarpeted) * 6 wood types * 80 current stair variants = 8160 block states. That's a lot of block states, better yet is if we split the colors into 16 new blocks. Now it's 80 * 6 which is 480 different block variants created by block states. I have no idea if this is possible or not, since the documentation on block states is unclear.
I do like this idea though, and I kinda hope Mojang finds a way to implement this. I would take 96 hidden blocks if it meant I could build with carpets on wooden stairs. Support.
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I'm normally very pro-Mojang with my opinions, but you know what? Screw Mojang's opinion in this case. Sometimes you can't represent certain things on a scale that a human would immersively interact with using only cubic meter sized cubes. This is why bookshelves, beds and stairs and slabs exist. I don't mind if they go the full mini-block route, in fact, I think would be happy to see them go that route.
Without these smaller details, it's almost impossible to build structures that a player can interact with on the scale of a player. These smaller blocks allow us to make houses that don't look like they're for giants, and I don't mind having more of these blocks especially when building vehicles or other structures.
We don't need every mini-block combination in the game possible, but I don't agree with Mojang's reason for not adding sideways slabs or sideways stairs or whatever you call two mini-blocks placed next to each other. (Rods? Columns? I dunno.)
Support.
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Not the right forum for support, but have you tried the simple answer of updating your video card drivers? I was using Ubuntu's default open-source NVIDIA driver up until I realized it made Minecraft run at 20 FPS. Using the proprietary drivers made the thing smooth as butter.
OT: I feel like updating that despite the fact that I got a new computer, I find myself still running the game at low render distances for some reason. I've lived with old computers for so long that I feel like I have to make sure not to push the video card too hard. That being said, I'll play at render distances of 6 instead of 4 now unless the game is modded and I'm low on RAM. (I have yet to stick another 8GB stick of RAM in my computer because I'm lazy and I'm trying to save money for real life things)
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Poisonous Berries: I don't really like the idea of yet another useless poisonous food item. While it makes more sense for berries in the wilderness to be poisonous than potatoes, I don't really think there's a point in making another one of these.
UNLESS...
Suppose that instead, from new, black-purple berry bushes you receive "Suspicious Berries". Suspicious Berries have a 20% chance of poisoning you, using the poison effect and 5 seconds of nausea. Why eat them then? Because while adventuring in the wild or during the early game, you may not be able to find food to sustain yourself. If you get one of these Suspicious Berries and you're dying of hunger after a tough mob battle, you might test your luck with one of these.
Now, even this kind of Berry Bush is only useful to players who prepare badly and do so in a location with a convenient berry bush nearby, but at least it's better than another 100% poisonous item.
Nausea Potion: See, this would only really be useful in Multiplayer though. There's no reason to intentionally give the player Nausea and there's no reason to hit mobs with it since Nausea doesn't affect mob AI. I would much rather see a Blindness potion than a Nausea potion.
Different Colors of Berries: I don't mind this. Some people don't like new foods because they really are just different sprites to be shoved in our face in the end, but I personally don't mind different food sprites.