The gryphon is a neutral mob with the head of a bird, beak of a parrot, long ears, lion's mane, lion front legs, eagle talons on the front legs, 6 slightly backwards pointing back spikes, peacock tail, eagle legs, bird wings and a unicorn horn with varying length. It spawns in the ice spikes biome, and makes burrows in the ice spikes.
Credit words due, this is pretty much the mythological creature. Still, if I saw this in Minecraft, I'd be scratching my head for decades.
(For good performance, the burrows would spawn in on world generation, and a placeholder entity would keep track of all gryphons.) Gryphons mine in caves for gold during the day, using their horns to dig, and go home at night.
It's almost always a bad idea for mobs to mess around with blocks. That alone can bring its own set of problems. I don't want mobs messing around with ores I want.
Gryphons mate of their own accord, will stay in the burrow together once they mate, and produce multiple babies. If the burrow has babies, one gryphon stays home to look after them. When the babies grow up, they leave the burrow and dig a new one. Allthe gryphons in one ice spike mine together, being led by the one with the longest horn.
At this point, you're starting to bulk this mob with very specific and pointless mechanics it doesn't need.
They can be tamed by giving them gold. Leaders are easiest to tame, and will tame the rest of their group upon taming. Tame gryphons will mine ore for you, but will keep half of the gold and can be given a saddle and be ridden. They will follow you during the day, but fly home at night. They can be equipped with stained glass, which will give them chicken spectacles of the colour glass used, and will let them see through five opaque blocks in a row.
We don't need another tamed mob, especially one that does work that players should be doing. I don't want a pointless tamable mob keeping half the gold. I want all of it. Flying in survival is overpowered and has proven hundreds of times. Just another mob with senseless, sloppy slapped-together stats.
This is weird. All it takes is one creeper is destroy the spawner and the other creepers around him - making the scenario an awkward addition. Is it made out of bedrock just for the creeper explosions, because apart from that, that's pretty random. Not that this part is a big deal, but I also think nether portals should be left to being made by the player, not something to just find.
If you attack that spider, all spiders will be hostile to you for 40 days.
Uh yeah, I don't know if I want 40 days of abuse just because I swung my sword at one spider out of self-defense... I also wouldn't want 3 new spiders added to the game that have extremely little uniqueness. Right now it would be 3 new spiders slapped in the game just because.
I don't see too much of a point in adding decorative/sprite-change armors... And the team helmet is more multiplayer-oriented and doesn't seem to have that much of a purpose in singleplayer. No support.
why do you always like to bring technical issues to suggestions?
i really want to discuss this with you, i have noticed that you often have this kind of criticism on suggestions, and i find it absurd.
we as players don't want new features that break the game in any way, however, i think that this issue returns to the game developers, whether a specific feature can be implemented in the game without breaking it or not.
You don't need to be a game dev to know some of this stuff. You don't need to be part of Mojang to know that adding ultra-realistic physics that exists within 500 blocks of a player's view will cause performance horror. Sometimes going "Let Mojang worry about it!" is a cheap cop-out.
i can assume that you are a person with knowledge on programming/coding , and thats why you notice such faults in suggestions, however, i believe that we should only criticize how the suggestion affects the game, and not how hard would it be to implement or what issues will it cause, because as i said, it will not be implemented in the first place if it was impossible to implement without causing issues to the game.
I do have this knowledge. I've done a bit of stuff for Minecraft but I admit I don't know every single about the game. The suggestion is fine, but still, that's a TON of block ID's for all possible slab combinations. Assuming it would be implemented that way.
the problem you mentioned may have countless solutions, but it takes a good developer to find them, and if you actually know about coding, you should know that the same result could be achieved through different methods, some of them more efficient than others, and it depends on the skill of the developer to do that, a feature that may cause a hell of lag, could be implemented through a different method without causing lag.
There are some things that will lag the game no matter how you add it. Adding mirrors that re-render the entire world but the FPS never drops down even by 1 on a Windows 98 PC is probably never gonna be on the table. No matter how skilled a programmer you are.
Pretty much good ideas all around. Though there's a couple weird ones in there. I don't see a point in the villager robes at all. And having villagers build the golem themselves seems to add more complication than what's needed. It requires more precise AI and creates room for a ton of glitches or mistakes: villager falling down a hole while building, or walking into something that hurts, etc).
As far as the desire for feature revisions go, those have always been wanted by only small minorities, like the poppy revision. The only thing that came close was hunger, and that has been disable-able for years now.
Not seeing how hunger makes a good comparison next to combat.
Balance is important, but not if it means that the player won't have fun because of it. Fun is always more important than balance. There are many games out there, such as Dynasty Warriors, which throw balance to the wind so that the player will have a good time. Features in Minecraft should be made with balance in mind, but if it makes the game unfun for a lot of players, either a compromise or an alternate solution needs to be found. It's too late to find an alternate solution, so a compromise, such as a gamerule, is the way to go.
Where the hell did you get that line of thinking from? This is a dangerous, flimsy line of thinking. This wouldn't even apply at all to a class-based multiplayer game, because the bad balance will stick out and ruin someone's day despite how much "fun" there was supposed to be.
What I'm saying is that Mojang is all for customizability, whether it's something as pointless as textures or as game-changing as overwriting game data. They've always wanted players to be able to play however they want—so why is combat any different?
I thought I explained all of this already. Because durrherpclickyclickyspamspam gameplay wasn't very appealing and skill-based. I wouldn't complain if Mojang added a goofy combat gamerule, but it'd be a very goofy move. And the way things look now, it looks like new combat is here to stay. People have been complaining about this a long time and it seems Mojang isn't budging. I'm sure Mojang knew the boiling 1.9 hate was gonna happen even before they made the update.
Pre 1.9, combat suggestions weren't actually that common and were more about adding variety. If they wanted to add a cooldown, it was to give different types of weapons different attributes, not to address spam-clicking. I still see these kinds of suggestions from time to time which shows that 1.9 didn't actually solve the combat problem.
But it now involves actually planning and timing instead of beating your mouse to death and getting an auto-win.
What about keepInventory? That's used by a significant portion of the community but isn't on by default, yet it does nothing to rebalance the game.
Stiiiiill pretty different from always-there-no-matter-what combat...
"Just play an older version" is a terrible excuse. If that was acceptable, then anything could be added to the game and all Mojang would have to say to defend it is "play an older version that didn't have it." It's comparable to the "just use a mod" argument that is banned on this forum.
Why did Mojang change the combat int he first place? To troll us? To feed off our rage?
Guess what? I'm part of that 40%. You're making a major assumption there. Skill is important, but the degree to which it is depends on how "hardcore" the game's audience is. Minecraft is targeted towards casual gamers, who don't care about skill so much as just having fun.
Is the new combat really all that bad? Is it bad because it's just objectively terribly done? Or is it bad because people just don't like the change from easy combat to more-effort combat? Again, we have shields which balances it out. Actually, we have two hand slots overall.
If you want to play a skill-based game, play something that's geared towards hardcore gamers, like Dark Souls or Breath of the Wild. Don't try to force it into a game that's clearly not about skill.
It really doesn't take that much skill to get used to the new combat... You can still spam jumping/critical hits like the player character's restless legs did a bump of coke. Sometimes "a lot of people dun like it" is not a very good reason. Sometimes the problem is the players and not so much the devs.
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So it's a super weird boat that can fly? Who knew that a boat had a better chance at getting air than an elytra? Unbalanced and awkward. No support.
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Credit words due, this is pretty much the mythological creature. Still, if I saw this in Minecraft, I'd be scratching my head for decades.
It's almost always a bad idea for mobs to mess around with blocks. That alone can bring its own set of problems. I don't want mobs messing around with ores I want.
At this point, you're starting to bulk this mob with very specific and pointless mechanics it doesn't need.
We don't need another tamed mob, especially one that does work that players should be doing. I don't want a pointless tamable mob keeping half the gold. I want all of it. Flying in survival is overpowered and has proven hundreds of times. Just another mob with senseless, sloppy slapped-together stats.
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This is weird. All it takes is one creeper is destroy the spawner and the other creepers around him - making the scenario an awkward addition. Is it made out of bedrock just for the creeper explosions, because apart from that, that's pretty random. Not that this part is a big deal, but I also think nether portals should be left to being made by the player, not something to just find.
1
Uh yeah, I don't know if I want 40 days of abuse just because I swung my sword at one spider out of self-defense... I also wouldn't want 3 new spiders added to the game that have extremely little uniqueness. Right now it would be 3 new spiders slapped in the game just because.
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So, are you gonna explain these things or..? I'm not gonna support mobs that just have their names mentioned and nothing more.
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You're suggesting things that have been smacked away for years. Uncontrollable natural disasters aren't fun in any way.
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I don't see too much of a point in adding decorative/sprite-change armors... And the team helmet is more multiplayer-oriented and doesn't seem to have that much of a purpose in singleplayer. No support.
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That would just cheapen them. These are things that keep troll creepers away from you.
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Me and some kids were playing dodgeball. With full buckets of paint. The only thing that could deflect them were these pillows.
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Clockensmooch
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OP, you should put this info in your first post. What is the block exactly? Is it made of metal, leaves, wood..?
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You don't need to be a game dev to know some of this stuff. You don't need to be part of Mojang to know that adding ultra-realistic physics that exists within 500 blocks of a player's view will cause performance horror. Sometimes going "Let Mojang worry about it!" is a cheap cop-out.
I do have this knowledge. I've done a bit of stuff for Minecraft but I admit I don't know every single about the game. The suggestion is fine, but still, that's a TON of block ID's for all possible slab combinations. Assuming it would be implemented that way.
There are some things that will lag the game no matter how you add it. Adding mirrors that re-render the entire world but the FPS never drops down even by 1 on a Windows 98 PC is probably never gonna be on the table. No matter how skilled a programmer you are.
I uh... I don't know.
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Pretty much good ideas all around. Though there's a couple weird ones in there. I don't see a point in the villager robes at all. And having villagers build the golem themselves seems to add more complication than what's needed. It requires more precise AI and creates room for a ton of glitches or mistakes: villager falling down a hole while building, or walking into something that hurts, etc).
Mostly support.
1
I think this would ruin the game and not fit in any way whatsoever.
A game with swords and potions should not have planes. This also makes elytras pointless. No support.
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Not seeing how hunger makes a good comparison next to combat.
Where the hell did you get that line of thinking from? This is a dangerous, flimsy line of thinking. This wouldn't even apply at all to a class-based multiplayer game, because the bad balance will stick out and ruin someone's day despite how much "fun" there was supposed to be.
I thought I explained all of this already. Because durrherpclickyclickyspamspam gameplay wasn't very appealing and skill-based. I wouldn't complain if Mojang added a goofy combat gamerule, but it'd be a very goofy move. And the way things look now, it looks like new combat is here to stay. People have been complaining about this a long time and it seems Mojang isn't budging. I'm sure Mojang knew the boiling 1.9 hate was gonna happen even before they made the update.
But it now involves actually planning and timing instead of beating your mouse to death and getting an auto-win.
Stiiiiill pretty different from always-there-no-matter-what combat...
Why did Mojang change the combat int he first place? To troll us? To feed off our rage?
Is the new combat really all that bad? Is it bad because it's just objectively terribly done? Or is it bad because people just don't like the change from easy combat to more-effort combat? Again, we have shields which balances it out. Actually, we have two hand slots overall.
It really doesn't take that much skill to get used to the new combat... You can still spam jumping/critical hits like the player character's restless legs did a bump of coke. Sometimes "a lot of people dun like it" is not a very good reason. Sometimes the problem is the players and not so much the devs.