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    posted a message on suggestion for redstone:super sticky piston
    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?
    Posted in: Suggestions
  • 1

    posted a message on New ghost-like undead mob idea: The Fallen
    Quote from NLonforum»

    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.


    This is your suggestion, you gotta come up with the mechanics yourself and not leave blanks for us. Though you did give an idea for the ectoplasm, but still.
    Quote from NLonforum»

    Zombies and skeletons are basically the same mob with different weapon use and item drops. "Can see you through blocks" only affects pathfinding.


    and also I do want to change the drop to something more ghostly and unique, there is already flesh, bones, so maybe souls?


    Again, your idea so you gotta come up with the stuff. It's alright to ask for help, but after you established what the ideas are beforehand.
    Posted in: Suggestions
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    posted a message on Goblin

    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.

    Posted in: Suggestions
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    posted a message on Crafting Recipe Ideas

    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.

    Posted in: Suggestions
  • 1

    posted a message on A Change To Beds
    Quote from Wolftopia»

    Why Do Beds Need A Change?

    This probably isn't how it was meant to be, and is sort of unbalanced.


    What's with the "this isn't how it's meant to be" statements in your suggestions..? You not agreeing with something doesn't rewrite the logic of said thing being "not meant to be". If there's no sheep nearby, you have to rely on spider string.

    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.


    I can just slap a dirt house together. I can't complain about this, but It doesn't really change difficulty/offer a challenge by all that much.

    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.
    Pros:
    • Solves the issue
    • Adds realism

    • Also makes furnaces and crops progress over night, which is a common request

    Cons:
    • Could be very laggy


    Realism isn't a positive trait. It's a neutral one. Realism doesn't really mean anything. It's gameplay we care about. No one is gonna have the thought process of "man I hate this mechanic but hey it's realistic!" This 'fix' also seems like it would be super buggy. Especially in multiplayer. The first 'fix' is much more plausible.
    Posted in: Suggestions
  • 1

    posted a message on removal of the 'ite' blocks
    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


    This isn't a good reason to remove it from everyone's game.
    Posted in: Suggestions
  • 1

    posted a message on New tools and armor

    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.

    Posted in: Suggestions
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    posted a message on Razer Chroma Support

    I would actually love this to the unhealthiest degree ever. I can't see it happening, but I'd be all over it.

    Posted in: Suggestions
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    posted a message on New Game Mode: Constructive Mode
    Quote from Wolftopia»


    See how there is a split in the community? The only way to satisfy both kinds of people are to have two different modes, or at least some other method of division.

    -____-

    Satisfy the community or satisfy you? I've never heard anyone else have this problem. Not a single other person. Ever.

    Posted in: Suggestions
  • 1

    posted a message on New Game Mode: Constructive Mode
    Quote from Wolftopia»

    Adding another gamemode isn't splitting the game. It's allowing for more opportunities. (It's splitting a gamemode.)


    I think that's what he meant. Mojang is not gonna add this weird "Survival 2" gamemode. Gamemodes affect the player more than they do anything else. Which is why adding new mobs just for this awkward gamemode doesn't work out.
    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.

    It feels like you've added things off the top of your head, because some of your ideas feel inconsistent and 'slapped-in just because'. The hunger is our stamina bar, we don't need another type of stamina bar. Changing the mechanics slightly isn't very appealing.
    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.

    We don't "need" a new gamemode. Who needs it, all of us or you? If people want a different experience, they can get mods. There's a million things players lean towards, but that doesn't mean there should be a gamemode to cater to every type of player. The gamemodes we have now give us all that we need.
    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.

    Players will play how they play. Even this gamemode will probably have some people playing it differently than how you want it. I don't think Mojang would want to balance two different survival modes when just one can be worked on.
    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.

    Why not just balance survival mode better instead of adding another one..? Again, why does this gamemode get to touch vanilla while thousands of others' gamemode suggestions don't (and all got shredded in the process).
    Posted in: Suggestions
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