I don't know about the research, seems quite high tech and a lot of people have a problem with such high tech. Alchemy has been suggested which could do some of this stuff. Also some way to turn coal into a diamond. However, this bodybag -> research idea is intriguing. Perhaps could be used for poison or explosives...
Take out the first 3 suggestions (rare occasions) as they have been suggested many many times before. The research idea seems to be unique though. I suggest you expand your ideas though, they are sorta vague.
I think that the sum of the parts should equal less hearts than the whole. That would make the parts like egg and cheese viable on their own and would allow people in new worlds to have semi useful healing items. The reason for cooking would be to have a single high healing item on your action bar rather than a bunch filling up your inventory.
Now for some more suggestions (because I hate breakfast food).
Egg+wheat+bucket of water=raw pasta.
What happens when you cook it should be obvious.
if tomatoes were added, cooking a tomato would make sauce and combining cooked pasta+sauce = pasta with sauce (derp)
pasta+sauce+meat= spaghetti with meatballs.
adding cheese into the recipe and its lasagna.
killing a chicken could sometimes give a chicken carcass. Carcass+bread = stuffed chicken, cooking would take a while. (half a coal instead of 1/8)
bowl of milk + carcass = cream of chicken soup (or bowl + milk +carcass)
bowl + milk + mushroom = cream of mushroom.
He gets a warning message when he tries to run MC because it doesn't have a security certificate, and this has convinced his mom they can't run it because it's dangerous. He's asking for Notch to add a certificate.
lol thanks for the translation. I like his ambiguous statement "and all of us please add security to ur computer!". Only browsing nubs need security. Get firefox, don't download dubious stuff.
The cost is not the issue, it is the inventory space, the hotbar space or inventory opening time, and the constant going back to a workbench to make more. While some are small reasons, they stack up.
Shield bash could knock up a little and push without putting the monster into red invulnerability. This would make the monster immobile (because they are in the air) and vulnerable to attack if you step forward and slash them. This way, there wouldn't need to be a new stun mechanic. This is just working around the red invulnerability though.
Also, a flying monster would have to be incredibly slow to not be able to catch up with someone trying to climb a steep slope. Another good reason for movement enhancement (allows flying monsters to move at a reasonable pace).
As for ledge grabbing, I like the ladder technique (will try this out) although ladders are expensive. 1.25/log, 5-7.5 per tree, that's a lot of trees. How about climbing gloves? It would allow you to climb walls as if there was a ladder there. All this does is provide the same movement as ladder spamming while not requiring a lot of ladders. It Would have durability that drains fairly fast making ladders a better option for frequently traveled areas. I want to stress that this would not add anything new to the game, it would only making climbing walls more accessible resource wise.
Combat maneuvers in Minecraft will not solve anything. Before that, movement in the game would have to be more fluid, mobs would be required a much better AI, their spawn rates and gang patterns would have to be greatly altered... In fact, everything about mobs would have to change in this game, even the way you currently wave your sword. Then you could think start implementing a more complex and complete combat system. All together these are very complex features.
If you wish for combat to be more interesting, you are starting way ahead of yourself. I suggest you start with the very basics. Right now this thread looks like a "I want the game to be better", because it really lacks any focus. You don't do better combat with the behavioral and "animatronics" of the current mobs. You just don't.
Maybe now you realize what you are asking is perhaps beyond the capabilities (and possibly even the interest) of this game. In Minecraft combat is supposed to be coming to you and when it does, you are basically in trouble. It's not supposed to satisfy an hunger for action, but to satiate a thirst for variety.
Read my post. The only "Combat maneuver" that I suggest is for the purpose of making movement more fluid (double tap dash). I also believe in starting with the character and not what the character has to kill. I agree that mob AI needs to be changed (I suggest a creeper change... read!) but starting with the basic player mechanics seems more logical to me. Your method of designing the monsters and then the player might work though. What I am suggesting would be incredibly easy to add to the game. I have made a little java fighter that has much more complex movement, double jump WITH continuous variable jump height on both jumps, fast fall, double-tap dash and wall climbing. Notch is a MUCH better programmer than I, he could implement these changes easily. I don't think a shield, dashing and increasing jump height by 1 (simplification) is that hard to program.
I suggest you actually read my post.
(will reply to grey in a moment)
The idea for the creeper is excellent, but I'm not sure if I'm understanding what you mean by aggro radius. I would think that in easy mode, you should need to get closer to an enemy before they will take notice and try to attack you, which seems like this should mean that the mobs have a smaller aggro radius. Hard mode should have them with a larger aggro radius so that enemies notice you and come after you much sooner. If you're looking at the tactic of "luring" enemies then attacking an enemy should count as aggroing even if you're outside of their standard range.
Yea, I was just thinking that if easy were more combat oriented then you would run into more mobs. Sorta ass backwards. I changed the OP though.
No. The problem here is that improving the players movement to be able to jump 2 blocks high, or 2 blocks long will allow them to jump over gaps that just about all enemy mobs would not standardly be able to jump over. This would make it TOO easy to get away from enemies no matter what you had the difficulty set to. If you did want to implement this, you would need to also improve the enemy AI to be able to use these techniques as well. This issue hampers the implementation of sprinting for the same reasons.
What would be a better issue to focus on for movement is to improve the player's ability to "slide" across a block when they are obstructed by that block. So that if a block gets in the way of a player, they don't get stopped completely in their tracks, but will attempt to move parallel to the face of the block until they get past it, at which point they will resume their intended direction.
Creeper's surprise explode and skeletons already counter this to an extent. More mobs could make this point moot (especially flying ones)
I really think the range should only extend from Hapless miner to Balance of Miner&Monster Slayer. Minecraft was founded on the "Explore, Gather, Build" aspects of the game, with Build being the primary feature, being able to completely ignore this feature to such a great extent would be like, as I've said before, playing Portal with the ability to fly and move through walls so you didn't need to use the Portal Gun.
A lot of people would want more combat. I see no point in limiting them. Just as long as that game mode is distanced from what is considered normal minecraft.
The Crossbow fires at only half the rate of a bow(once the bows speed is nerfed to be less than "as fast as the player can click the button") and will not travel any farther, however the bolt travels twice as fast as an arrow, does 1.5x damage of an arrow, and knocks the target back twice as far as if they were hit by an arrow.
Having a slower firing rate will put a much greater importance on accuracy, and the expense of needing to use iron and string to craft the crossbow, and 2 iron for every 4 bolts (and not having any bolts dropped by enemies) should make the price high enough that it offsets the potential advantage of using the crossbow.
That's pretty much what I suggested :tongue.gif:. I changed the OP to make that clearer.
As I've said, the doubletap to dash I'll accept, though I think it only needs to be able to rapidly move 1 block, but 2 blocks might be acceptable. However there would need to be a cooldown period to keep the player from being able to dodge infinitely and also to prevent using it as a sprinting technique. The jumpblocking technique already can be used as a form of doublejumping that actually supports the primary game mechanic of minecraft, instead of implementing a new one that bypasses the need to use that mechanic.
One block would make it worse than walking . The cooldown is reasonable though.
I think blockjumping should only be reserved for bigger obstacles and you need one block under you to do it with horizontal momentum. The point is is that it is really slow.
Sprinting wouldn't need to press C, just doubletap the direction you want to sprint in, same as dash/dodging, but then hold down a movement button. As long as your endurance holds out, you should keep sprinting until you release the movement key. The endurance should be connected to a meter, possibly even the oxygen meter that counts down when you're sprinting, just like it would while you were underwater, and it could even be set so that if you keep sprinting after your oxygen runs out, you'll start taking temporary damage the same as if you were underwater. (though it should be set to simply disable sprinting when you reach 1/2 HP and not let you sprint again until your HP fully recovers) However with this, it should be set so that with both sprinting and being underwater, your Oxygen doesn't instantly regenerate when you stop sprinting or get your head back above water.
All this makes sense although it seems like we are leaning towards dash.
This is where I'm coming from when I'm saying that focusing on the combat will reduce the focus on the BUILD portion of Minecraft. Sure, it's easy for we more experienced players to learn a combat system like that since we've already learned similar systems from other games, and we already have had a chance to just focus on the Build aspects of minecraft without serious combat requirements, but new players often have a hard time learning more than one thing at a time, so they will end up choosing which aspect to focus on. In the scenario where enemies are better at fighting and moving, these players will have to focus on learning the movement/combat aspect in order to survive, and the building aspect will fall to the wayside, or at the very least be severely stunted compared to what it would have been if they had focused on building alone.
But the game is still fairly simple, newbies will still learn the techniques when trying to navigate terrain and reach high places, AND the techniques will still be useful, just not the only options.
This honestly comes across too complex to me. Instead of needing to change this, simply allow the doubletap dash/dodge to move the player out of the blast radius, provided the creeper is not directly beside the player. Also allow shields to at least reduce the damage taken from an explosion provided the player is directly facing the creeper as it explodes. These two options would make much more sense for mitigating the damage from creepers and can also be used as an effective strategy against skeletons, all without needing to modify the way the player actually moves around the environment.
The complexity is on the programmer side, not the player side. The point of this is so that if you aggro the creeper it should be more of an equal choice between flee and attack and makes fleeing less of an all or nothing (this gave me an idea, will update OP in a sec). Attacking means less/no damage with the reduced explosion when they take damage mechanic and so does running by getting farther away from the epicenter.(see the OP in a few minutes, i will expand on this)
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Combat in a survival game should be crappy and frantic. Your not Tommy testosterone tits, your just some random guy trying to survive.
Combat is good and relentless and difficult which is good.
Combat is not relentless, it is tedious. Combat is not difficult, just takes a while. Combat is not frantic, just frustrating. These are all opinions though (mine and yours) and opinions aren't terribly useful.
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With furnaces, why not proper stair and door placement too?
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Now for some more suggestions (because I hate breakfast food).
Egg+wheat+bucket of water=raw pasta.
What happens when you cook it should be obvious.
if tomatoes were added, cooking a tomato would make sauce and combining cooked pasta+sauce = pasta with sauce (derp)
pasta+sauce+meat= spaghetti with meatballs.
adding cheese into the recipe and its lasagna.
killing a chicken could sometimes give a chicken carcass. Carcass+bread = stuffed chicken, cooking would take a while. (half a coal instead of 1/8)
bowl of milk + carcass = cream of chicken soup (or bowl + milk +carcass)
bowl + milk + mushroom = cream of mushroom.
might think of more later
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I am going to have to steal this pic, and use it many times.
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Well, to justify this double post, I have added wall climbing as an alternative to the other 2 block jump methods.
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lol thanks for the translation. I like his ambiguous statement "and all of us please add security to ur computer!". Only browsing nubs need security. Get firefox, don't download dubious stuff.
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Also, a flying monster would have to be incredibly slow to not be able to catch up with someone trying to climb a steep slope. Another good reason for movement enhancement (allows flying monsters to move at a reasonable pace).
As for ledge grabbing, I like the ladder technique (will try this out) although ladders are expensive. 1.25/log, 5-7.5 per tree, that's a lot of trees. How about climbing gloves? It would allow you to climb walls as if there was a ladder there. All this does is provide the same movement as ladder spamming while not requiring a lot of ladders. It Would have durability that drains fairly fast making ladders a better option for frequently traveled areas. I want to stress that this would not add anything new to the game, it would only making climbing walls more accessible resource wise.
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And I like that illustration, Odysseus, exactly what I am trying to describe.
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Read my post. The only "Combat maneuver" that I suggest is for the purpose of making movement more fluid (double tap dash). I also believe in starting with the character and not what the character has to kill. I agree that mob AI needs to be changed (I suggest a creeper change... read!) but starting with the basic player mechanics seems more logical to me. Your method of designing the monsters and then the player might work though. What I am suggesting would be incredibly easy to add to the game. I have made a little java fighter that has much more complex movement, double jump WITH continuous variable jump height on both jumps, fast fall, double-tap dash and wall climbing. Notch is a MUCH better programmer than I, he could implement these changes easily. I don't think a shield, dashing and increasing jump height by 1 (simplification) is that hard to program.
I suggest you actually read my post.
(will reply to grey in a moment)
Yea, I was just thinking that if easy were more combat oriented then you would run into more mobs. Sorta ass backwards. I changed the OP though.
Creeper's surprise explode and skeletons already counter this to an extent. More mobs could make this point moot (especially flying ones)
A lot of people would want more combat. I see no point in limiting them. Just as long as that game mode is distanced from what is considered normal minecraft.
That's pretty much what I suggested :tongue.gif:. I changed the OP to make that clearer.
One block would make it worse than walking . The cooldown is reasonable though.
I think blockjumping should only be reserved for bigger obstacles and you need one block under you to do it with horizontal momentum. The point is is that it is really slow.
All this makes sense although it seems like we are leaning towards dash.
But the game is still fairly simple, newbies will still learn the techniques when trying to navigate terrain and reach high places, AND the techniques will still be useful, just not the only options.
The complexity is on the programmer side, not the player side. The point of this is so that if you aggro the creeper it should be more of an equal choice between flee and attack and makes fleeing less of an all or nothing (this gave me an idea, will update OP in a sec). Attacking means less/no damage with the reduced explosion when they take damage mechanic and so does running by getting farther away from the epicenter.(see the OP in a few minutes, i will expand on this)
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Combat is not relentless, it is tedious. Combat is not difficult, just takes a while. Combat is not frantic, just frustrating. These are all opinions though (mine and yours) and opinions aren't terribly useful.