Quote from BlueRayEnder»
I am very interested in why you don't think water should be stopped by red dust.Could you tell me why?
Because dust is not really... known... to stop a mass of flowing water?
Quote from BlueRayEnder»
I am very interested in why you don't think water should be stopped by red dust.Could you tell me why?
This is a really nice model! It's not really what the fallen would look like though. Also, I agree and i'm trying to think of a better, more useful drop that works well for a ghost. Ectoplasm maybe? If so what could it do? I'm thinking a "cleansing table" that removes enchantments.
Adding gold as currency would be a terrible decision. Emeralds were thrown in to be something original in terms of currency, and not gold which an infinite amount of games always overuse... Don't see any point in the "broken box" thing.
The uncraftable things shouldn't suddenly become craftable. Especially the totem. The only one I could maybe support is the name tag, but the recipe you gave makes it too easy to get.
Fix 1- House Requirement
Just like a villager house has to be a door with a block on top, there would be requirements for sleeping in a bed. There would need to be a block above it, walls within a certain radius surrounding it, and a ceiling. If the room is larger than 5x5, it would have to be lit up too.
Fix 2- Speed Up Time
Instead of just instantly skipping to day, time would actually be sped up, meaning a zombie or creeper could come up to you and attack you.
• Solves the issue
• Adds realism
• Also makes furnaces and crops progress over night, which is a common request
• Could be very laggy
Quote from Zombieboss115»
i agree with this i like andesite but granite and diorite are annoying especially diorite that white on grey just SCREAMS at me it drives me insane sometimes i mine diorite and then throw it into lava just cuz i hate it so much
I think you should have done some searching. People suggested this stuff for years. Emerald and obsidian armor are among the most unfavored suggestions. A few bonus points for attempting to give the armors some uniqueness, but are overpowered. Emeralds can be farmed easily so it'd be stupid easy to get that stuff. Coal and redstone armor would be weird.
I would actually love this to the unhealthiest degree ever. I can't see it happening, but I'd be all over it.
Satisfy the community or satisfy you? I've never heard anyone else have this problem. Not a single other person. Ever.
In this, the "stamina bar" does not deplete unless you sprint (for a while) or take damage. Also, the main reason for having this is so that it is recognizable as a different gamemode. It would act more as something you fill up to regenerate your health (like the hunger bar has become) than something to make the player have to get food. I will admit, though, that this is lacking difference to the hunger bar.
This explains why we need a new gamemode. Current survival has become / is becoming this mode, just with farming not as feature-integrated as in this suggestion. The point of this suggestion is to allow for normal survival mode to have more survival-like features, while keeping the option for players who like the new style of play to play how they like.
Some people want to not have to gather resources once they've advance; they'd rather build intricate farms. However, there are still others (like me & TheMasterCaver) that prefer to collect the resources manually. The thing is, it's hard for these different types of people to coexist on a multiplayer server, and the whole definition of "survival mode" has been twisted. I personally think a division of gamemodes would be really good, as it would make it clear to how people play and balanced on a server, and also possibly introduce some players to the "original" survival mode playstyle that they might end up enjoying.
Also, personally, I think more additions can be done to both gamemodes, also, since they would now be separate. I have only posted the bare minimum of what could be explored. I understand where you guys are coming from, and I completely respect your opinions, but by the same token I would like you to understand my reasoning behind this separation.
I'm glad your understanding the negatives, but... well I'm gonna be a broken record once more: gamemodes aren't about thrown-in mobs and mildly tweaked mechanics.
Do you know what one of the reasons for creative mode being made was? It was actually because so many people wanted to just build that they would duplicate, which was unfair for servers and unfit for the survival gamemode. Now, let's look at our current situation. People have built amazing farms, but no all of them stay true (or balanced) to what survival mode is all about and how it was designed and balanced to be played.
Quote from Ouatcheur »
come on! the tsunamis are great! i support, it will be good if it destroys a bit randomly the soils, and everything that water would wash away, it will force the players to build dams or reservoirs, and have a nice and intereresting phenomenon, also its not necessay to completely change the water mechanics, for example w = water ________wwww________ → ________________wwww a
I was thinking they should add some ambient mobs to the game, like as in bugs and such that are very small and don't drop anything, but maybe give some xp, for example, fireflies, they are little yellow dots that light up the game in forests at night in small amounts, or maybe in swamps, little gray bugs like mosquitos that are very small, and don't do anything but for the general feel of the atmosphere, I personally think these would have little negative effects and would fit in and make a better game atmosphere. I also think that there should be stuff like small little fish in water that don't give anything (like very small stuff like in swamps, tadpoles), just to make the water more lively, that way its minimal game changing, and makes the atmosphere feel better like I mentioned before, I think if properly done this idea would work out well.
EDIT: By bugs I mean only the ones specified, and also as Wolftopia sugested, I think small birds would work great.
Herobrine threads are not allowed on the forums. Herobrine was a hoax. He is not real, never was real, and never will be real.
In my opinion, the armor system in Minecraft is too simple. We have five basic armor sets, but only two (Iron and Diamond) are ever really used. I feel that the game could benefit from more armor variety. My intention when creating this suggestion is to create a sixth armor set that has a specific purpose in game, without it being too overpowered or underpowered.
Unlike the others, I got this picture from Images- so it isn’t perfect. My version of Bedrock Armor would be less black and more gray, without any white spots.
Bedrock Armor (name pending) would be a late-game, “legendary” armor that would be significantly stronger than Diamond Armor. In fact, a full set of Bedrock Armor would prevent players from taking nearly any certain damage. I know this may seem ridiculously overpowered, but hear me out.
Typically, a bedrock chestplate would reduce damage by 39.5%, leggings by 29.7%, and a helmet and boots by 14.9%. Overall, a full set of armor would result in 99% damage resistance to most physical attacks. In comparison, the maximum you can (theoretically) achieve in game is 80%*. Examples of this include:
• Direct attacks from mobs and players- 99% damage reduction
• Getting hit with an arrow, chicken eggs, or a fishing rod- 99% damage reduction
• Touching a cactus or armor with thorns- 99% damage reduction
• Fall damage- 75% damage reduction (see edits for reasoning of change)
*In the game, Diamond Armor has a value known as “toughness” which decreases damage reduction. The wiki has a complicated algorithm to damage reduction with Diamond Armor, and if you’re interested you can find said information here: Armor_Toughness. All that matters is that Bedrock Armor
would not be affected by toughness.
Yes, this means with a full set of Bedrock Armor (which would be incredibly rare) you would suffer nearly no damage. Despite this, some of the more “powerful” attacks would result in only a 50% damage reduction. In this case, a chestplate would only reduce damage by 20%, leggings by 15%, and helmet and boots by 7.5%. These include:
• Explosions- 50% damage reduction
• Getting struck by lightning- 50% damage reduction
• Getting hit by a falling anvil- 50% damage reduction
• Touching fire or lava- 50% damage reduction
• Getting hit by a fireball from a ghast or blaze- 50% damage reduction
While Bedrock Armor prevents players from taking physical damage, it is vulnerable to magic. Taking on the Wither with Bedrock Armor would be a bad idea…
• Potion effects- No damage reduction
• Potion tipped arrows- 100% damage reduction on the arrow, but no reduction on the effect.
In addition, Bedrock Armor slows down the player. A chestplate slows down the player by 10%, leggings by 7.5%, and helmets and boots by 3.75%. Overall, a full set will slow down the player by 25%- 5% short of a slowness 2 potion. Unlike the potion effect, Bedrock Armor slowness does not affect the FOV.
Despite this slowness penalty, the player would receive 50% knockback resistance from a full set of armor. A chestplate would reduce knockback by 20%, leggings by 15%, and helmet and boots by 7.5%.
Bedrock Armor would have a durability 1.5x that of diamond. A helmet would have 546 uses, a chestplate 794, leggings 744, and boots 645 uses. After the armor breaks, it would be replaced by a "broken" variant that cannot be worn. The "broken" piece can then be fixed on an anvil, or function as a trophy item.
It should also be noted that Bedrock Armor cannot be enchanted. This means that a highly enchanted diamond chestplate may be stronger than a normal bedrock chestplate.
Bedrock Armor as an item.
Also, there wouldn’t be any bedrock weapons or tools.
When equipped, additional armor bars would appear- like how golden hearts appear after eating a golden apple. The additional bars would stay with the player until they take off the armor)
Updating Gold Armor (new!):
Gold Armor is rarely used. It's weaker more expensive than Iron Armor, so what's the point in making it? Well, with Bedrock Armor's new stat system, I think Gold could also adopt this new damage reduction system. Gold would remain weaker and more expensive than Iron, but would be stronger against "magical" attacks and weaker towards "physical" attacks. Sort of the inverse to Bedrock:
I'm not saying that Gold will have 99% damage resistance to magical attacks, but it will have a significantly stronger defense against potions, tipped arrows, and fire.
I think that the slowness, complete lack of enchantments, and the fire/potion weaknesses of Bedrock Armor will help balance out its strengths. The idea is that you can still win a fight against someone with Bedrock Armor- you just need to think about it strategically. Trapping a player in lava or using a potion effect will be easier than usual, as the player is slower. I hope that this will create more variety in combat, as currently potions and lava traps are, in my opinion, underutilized and forgotten in favor of swords.
So, with that out of the way, let’s discuss how to get Bedrock Armor.
Finding Bedrock Armor
A new structure would spawn in the far End islands*. The structure would be known as the End Bunker, and would be twice as common as an End City. Imagine End Bunkers as the dungeons of the End.
*One idea that popped into my head when making this suggestion was that the reason there’s no Bedrock in the End is because the Enderman mined all their Bedrock for the armor. Just an idea.
The bunker would consist of an outer maze and an inner treasure room, as pictured below. You can also see four Vex spawners below the floor (purpur blocks be directly above, hiding the view). I chose Vexes because they can transverse through blocks and avoid revealing the correct path though the maze.
The maze itself would generate out of numerous presets, all made with only one correct path. Lighting would be supplied through end rods hanging from the ceiling. If possible, the bunker would be indestructible, like bedrock, to prevent cheating through the maze. When the bunker is indestructible, the occasional gray particle will emit from the blocks. The gray particles and indestructability will when a player opens a safe chest in the treasure room.
The inner treasure room would consist of four chests, all facing in different directions. But be careful- two of four chests are actually trapped chests rigged with explosives! The other two would be where you can find Bedrock Armor. A single piece of Bedrock Armor is extremely rare, let alone an entire set.
End Bunker Loot Table
I based the loot table off dungeons. Most of the items are objects that Endermen can pick up in the Overworld or the Nether (perhaps this where Endermen put the blocks they pick up).
• Chorus Fruit = 0.400
• Grass Block= 3.375
• Red Sand = 3.375
• Netherrack= 3.375
• Gravel= 3.375
• Sand = 0.750
• Dirt = 0.750
• TNT = 0.200
• Clay = 0.315
• Red Mushroom = 0.236
• Brown Mushroom = 0.236
• Melon (Block) = 0.236
• Mycelium = 0.600
• Podzol = 0.600
• Coarse Dirt = 0.600
• Shulker Shell = 0.250
• Ender Pearl = 0.500
• Pumpkin = 0.236
• Bedrock Helmet = 0.157
• Bedrock Chestplate = 0.031
• Bedrock Leggings = 0.079
• Bedrock Boots = 0.157
I cannot stress enough how rare Bedrock Armor would be. The average post-Ender Dragon Minecraft player may never find Bedrock Armor. You would have to go through countless Bunkers to find just one piece of armor. Bedrock Armor is the sort of thing you stumble upon if you’re very, very lucky.
Bedrock Armor won’t spawn on Zombies or Skeletons. However, they can pick up Bedrock Armor from players, so be careful!
If you’re still not convinced that Bedrock Armor is balanced, then I have one final idea that may sway you over. Bows could be enchanted with “piercing”, and would be able to break through Bedrock Armor and damage the player as if they had no (or very little) armor. Combined with Flame or Knockback, and they could easily take down a player with a full set of Bedrock Armor in just a couple of hits. Piercing would be only be one level.
When creating this suggestion, I realized a couple more uses that Bedrock Armor could have:
• Mapmakers would be able to incorporate the armor into their maps, which could lead to interesting, puzzle based arenas that were previously much harder to create. Or, they could easily make unique “bosses” (normal mobs equipped with Bedrock armor) that are very hard to kill.
• Servers with Kits could really go all out with the “Tank” Kit, in which they would be invulnerable to basic attacks, but vulnerable to “anti-tank” weapons (potions).
• Hardcore Mode players, after so much hard work, could take a well-earned break and walk around safe with a full set of Bedrock Armor (or course, a full set would be extremely rare).
• Faction Servers would be even more interesting, as now the oldest factions would have a few pieces or sets of the rare Bedrock Armor. Factions would fight over the armor, similar to how everyone wants an elytra on those servers now. This would add a new layer of depth to faction servers.
And this might seem silly, but this has been bothering me for a while:
• People who want to fly an elytra, but keep dying of fall damage can now suit up in a Bedrock helmet, leggings, and boots and avoid death by fall damage!
In my Introduction, I said I wanted to create a sixth armor set that has a specific purpose in the game. Bedrock Armor accomplishes this by specializing in combat. Even if you’re lucky enough to find a full set of Bedrock Armor, when you’re mining, building, farming, etc, you wouldn’t be wearing it. The slowness makes it an inconvenience to use on an everyday basis. Instead, you’d chose a simple set of Diamond Armor for other tasks. Bedrock Armor would be used for combat purposes only.
For example, say you’re mining. Why suffer from a 25% slowness penalty when you have a relatively strong set of Diamond Armor at your disposal? You would mine with your Diamond Armor, until you see a series of dungeons and countless mobs charging at you. Now it’s time to switch to Bedrock Armor, where you can take down the mobs with ease.
The most common complaint I found when researching sixth, stronger-than-diamond armor suggestion threads was that the armor made diamond useless, or that the armor was useless because enchanted diamond was stronger. Bedrock Armor, instead of trying to be better (or worse) than Diamond Armor, serves as a specialized armor for a specific task. That way, you can have both Diamond and Bedrock sets at the player’s disposal, and they can evaluate and decide on the proper armor based on the situation.
Thanks for reading!
8/28/17- Added durability and "broken" variant to the armor, and knockback resistance (courtesy of Genius_idiot). Also added gray particles, courtesy of InterludeDude, to the End Bunker. Lastly, Wolftopia brought up a good point about the fall damage, and so it was changed from 100% to 75%
8/31/17- After much, much consideration, I have decided to change the 100% reduction to 99%. Swords and bows can now damage Bedrock Armor, albeit barely. No other stats have changed. Additional armor bars were added. Lastly, the "piercing" poll was closed, with method 2 the clear victor.
I thoght we were done with all this Minecraft 2 crap already. Just put the 2 away...
Quote from QuantumPanckes»
Ask yourself, what popular game out there has this timed attack system, there wouldn't be many of not one..
Most Legend of Zelda games
All Smash bros. games
Marvel Vs. Capcom series
Tekk- All 5 billion different fighter games
Call of Duty, believe it or not.
The Monster Hunter Series
Rune Factory Series
Risk of Rain
Faster Than Light
Don't Starve Series
Lego games... Believe it or not
Wings of Vi, kind of.
Elder Scrolls series
Player Unknown's Battlegrounds
World of Warcraft
I can go on for days. Best part about those timed combat games? Most of them are fast paced, similar to the "timed combat" here. The only thing you guys are dragging yourself down with is "There's a visible bar muh spamkliking bring bak noa!"
But it's obvious everyone here is against removing it, I can agree being against it, but let's find some actual reasons to hate the combat system and use those reasons as an excuse to give combat an overhaul or to remove it, because I can't really agree with anything you've just said, op.
Let's start off easy, with the biggest legitimate complaint... The sweep attack works automagically. It should not work automagically, but I mean you guys did want simple combat.
Shields making you 100% resistant to damage also I feel hurts the combat system, before it was just 66% damage reduction, but my gripe with this is that shields are now a nerf to all mobs. You can stand in a corner and be immortal for as long as you want, not that you'd need to since mobs (almost) never swarm you or deal enough damage to justify blocking over attacking. Except creepers. Shields should only reduce creeper damage
On top of that, there's the sweeping edge enchantment, which basically is a buff for players that was extremely unnecessary. Shields blocking too much of the screen I guess is a valid complaint...
There's also a lack of depth to the combat. There is a LOT more than before, but it's still nothing great. I feel combat should be "easy to use, hard to master", that way competitive pvp isn't a joke and there's an actual skill ladder larger than 5 seconds of work. But it's again unnecessary because Minecraft generally is a single player focused game, barring realms and realms only, and mobs are too simple to justify the game's extra depth. Plus "Muh simplicity"
On top of that, some can say there's a lack of weapons. Sure we got an expensively different and not worth it type of throwable potion, and an equally expensive and not worth it tippable arrows, but we really don't have much. We got DPS/Area of Attack swords, then we got high base damage axes. There was a lot of untapped potential here.
Some could also say the golden apple nerf was just slightly too much, and I can ever so slightly agree, but not enough to care. A valid fix is to simply re-implement the recipe and keep it in its nerfed state.
There we go, we've successfully came up with 6 reasons to hate the combat system! So what happens when we remove the current system? The issues get worse. Even if you hated the combat system with your every burning passion, removing it does not fix the issues you wanted to be fixed. It makes those issues even bigger issues.
So I could of agreed with you op if you were willing to think for a moment and try to consider an overhaul rather than an outright removal, but as of now, I can't actually support you even if I wanted to.
Herobrine thread number 8,976,543... Herobrine isn't being added into the game in any way shape or form, Closest you get is the -removed herobrine changelog text...
This next potion is going to be kind of resistence potion, only that it changes your skin and its more powerful.
Let's make a potion more OP than an unobtainable one!
Its brewed by iron block, brewing stand melts the iron block into the water bottle.
That sounds extremely toxic.
Water bottle + netherwart and then add iron block and glowstone or redstone after it. It changes your skin into a littlebit iron. Your skin model and some things still will be same, but you have iron texture.
As opposed to every other potion having particles.
With this potion youre slower and cant swim, these are the minuses.
Which is why I didn't bother with Ironflesh on Dark Souls.
PLus in this is that you have resistence 4, strength 2 and regeneration 2
So an overpowered enchanted golden apple for way less cost.
+ you take very very small fall damage. Like 2hearts from 9block height with no armor on.
So it removes a heart of fall damage.
Its good to be used in pvp, as it makes you to a tank and i believe that its balanced as well
Not at all. Hunger and golden apples are obnoxious as is. Having someone with maxed armour and now 80% damage absorption is just stupid.
WHen the effect time runs out, the iron around you will disappear like the iron particles will come, when you break an iron block + anvil sound
I dont really want to run to next things before the thing before it havent even came out. But this is important. This isn't important
1.13 will be named : combat and biome update No. We already got the biome update, we also got the combat update. Why again.
So, the thing mc really need are weapons, We have weapons bcs pvp is mainly the basic thing of mc and server minigames. Pvp isn't the main thing of minecraft. Surviving and building are the main things of minecraft. Pvp is a thing that was created by the community We just need to add tons of weapons, ok not tons but much weapons. We don't need to add that Mc barely has sword and bow, all famous youtubers are making videos about mods what should come to vanilla mc about new items. The reason these things are mods is because it wouldn't fit in the game. Think of the mutant mobs mod. It is fun for 1 time, but would you really like spawning these mobs again and again? Like really, much weapons, every weapons should have a special ability, to make it moer special than others. Weapons shouldn't have special abilities. That is why we have enchantments. And diamond should always be the best tier
Biomes: ill be honest, we dont have really much biomes. But we have We need more custom landscape and modern, a littlebit modern Minecraft is set in the wild. In the wild there is no 'modern biomes'
THose 2 should be the point of the update 1.13 Not "those things should be", it should be "I want those things"