More mobs only if combat gets better. No point in making new mobs if all you can really do to them is stare at them through your window or block them off then trap them.
Airships on the other hand, would make travel far too simple. I see your argument that they would be very difficult to make, but even so I think that airships would give the player far too much control over mobility. It would be a game breaking addition imho.
make them sorta slow then, slower than straight walking and about as fast or a little bit faster than the horizontal velocity of jumping up a mountain/natural staircase.
Redstone simulator.
Statistics, like durability, health and damage of various weapons, mobs, tools, actions.
Building planner (empty, limited space where you can build stuff but doesn't have most of the mechanics that real minecraft has)
Terrible addition to the series. SSBM is amazing, it can be played at a professional level because it has a very high skill ceiling and has deep and varied combat.
SSBB tried it's hardest to remove skill as an advantage, more random instadeath objects and smashballs (although you can turn items off), very defense heavy combat, removal of the unintended elements that made SSBM so great (mostly wavedashing) and putting nothing in to fill the gap, no combos at all except some 0-70 one move chain grabs and some infinites, one overpowered character - meta knight - that makes the game mostly about countering him, and goddamn RANDOM ****ING TRIPPING.
People though have hacked the game extensively for the sake of modding it. A new version of the game, brawl+, is showing some promise (no random tripping!!!).
I also hate WoW because it's PvP is unwatchable and the metagame constantly changes causing there to be little depth and is slow anyways, the high-end PvE is just about coordinating 25 people once the pro guilds figure it out and post it online, there is still a lot of boring grind to get to high end pve, gear is redundant and is just a secondary leveling system, there is always a "best" item set and build for a spec which means no customization when it comes to playstyle and appearance (making the character less personal and making the game a whole lot more anonymous), EVERYTHING GLOWS (the game looks bad), and i find the combat to be just boooooring.
It also ruins people's lives through pseudo-addiction.
1346510 registered users, of which 419763 (31.17%) have bought the game.
quoted from http://minecraft.net/stats.jsp at 12:30 PT october 16.
419763x10 = 4,197,630 euros. This does not count for any expenses though, just money earned through people buying the game.
There already is ice in winter worlds, glaciers would be another biome element.
Mist should also be created by falling water. Speaking of such, falling water should gain velocity and turn incrementally white and streaky. This would make waterfalls more realistic.
Milk's density and viscosity is not much different from water so it wouldn't really make sense to slow more than water.
I see absolutely no purpose at all to "ledge grabbing" it's pointless and only makes the player less likely to use the already existing ability to just build your way up so you can reach it, which is a key feature of the game that should be relied on whenever possible. This is the type of thing that I'm specifically referring to when I say that adding too much to the combat side will detriment the gather/build side.
You see no purpose because you aren't interested in seeing this game develop. Or maybe you just have the community's interest at heart?
No, you just have bad ideas, the idea of jumping and building to get somewhere doesn't feel authentic, you want this to be a simple miner, why can he build **** right underneath himself to access unreachable places.Not only that but building should'nt be as easy as placing a block, it doesnt make sense. And key feature? Wat?
That system of access is also very tedious and boring, please, don't **** on ideas because you don't think they're minecraft enough, aka, pre-release minecraft. And if you think that minecraft will take a street fighter turn because some of the aspects of the game are un-****-ified, i don't even know what to say to you.
Again, please stop the hostility.
Building things to get places is what makes minecraft minecraft. My problem is the frequency you have to do this. especially when you are turned around shooting at a creeper. You should be able to get over a two-block-high obstacle without building. Whether that is by jumping two blocks (no additional actions added) or grabbing ledges (one simple action added), I don't really care. For greater than 2, building is fine.
However, I disagree about automatic ledge grabbing, that would just suck in this game and get annoying really quick. To make it not timing based, when you left click at a block while in the air, your character will try to grab it and continue trying to grab it until you start moving away from it. This would make the timing window anywhere between four blocks above/beside it (clicking distance) to one block under it (grab distance), pretty big.
Here are some recipes:
Gear:
[] []
[]
[] []
Makes 4/8 (prefer 8 as iron is rare but it is breaking convention that way...)
Iron bar:
[]
[]
Basically a metal . Can be used for making more durable tools, jail bars, grates, pipes, - if the make crossbows - bolts etc.
Makes 4
Pipe:
( =Iron bar)
[]
[]
Couldn't think of any other way to do it.
Makes 2
Valve:
( = lever, = pipe)
[]
[]
Rope:
( =string)
Either,
[]
[]
[]
or
[]
[]
[]
or
[]
[]
I'm thinking either of the first two because it requires 3x3 and rope isn't easy to make.
makes 2,1,1 respectively
Grate:
( =iron bar)
cobblestone for less iron use, maybe they will look like jail bars because people want such a thing and grates and jail bars look similar
alternative recipe could be:
[] []
a lot more iron usage though
Makes 4,4.
Gearbox:
= wood, = gear
Iron in the middle is optional, Makes 1 (costs 2-5 iron with optional iron and if gear recipe only make 4)
Redstone box:
= redstone, = copper
Don't know what circuit box would look like or exactly what you mean by this pump (picture!!!)
Timer:
= clock, others see above
[]
what I am see with this is an analog clock that sticks out of the item you stick it in. The timepiece itself could just be used as the timer to avoid complication though.
Windmill:
(did you know that is actually white cloth? I didn't)
Steam engine:
=gear box, = bucket
Cobblestone could be replaced by brick, wood or other blocks. looks like this:
//en.wikipedia.org/wiki/File:Grazebrook_Beam_Engine.jpg" target="" data-ensure-absolute>http://en.wikipedia.org/wiki/File:Graze ... Engine.jpg" width="" height="" alt="" />
As for the bridger, yeah, it's unrealistic, but so s the fact that you can carry a small island on your back, sooo....
I think it's usefulness outweighs the ridiculosity factor.
But as for usefulness, can't you just get trap doors to function the same way?
(top down, =trap door, =anything with redstone on it, = switch)
And the drive shafts:
( = gearbox)
<<< **
**pointing your crosshair here as if you were putting a torch on the gearbox would make a 1block long drive shaft that would look like the windmill pic
<<< **
** pointing your crosshair here would make this:
(cobblestone and furnace configuration rotated because i can't point these>>>>> downward and write stuff beside them)
EDIT:
Yes, coal engines aren't as good (read: efficient) as steam engines, but steam engines require a great deal more metal (making the engine, pipes, boiler, and drains) . Two steps on the same ladder, pretty much.
Well, all these mechanics should be something that a more advanced player does and therefore they should have lots of iron. Also, you could just use a windmill, that's (at least) 1 gearbox and some drive shafts.
I like a lot of these ideas, however, a lot of it seems either redundant or not terribly useful. I also agree with the idea of releasing things in different patches. Here are my critiques, questions and attempts to simplify this:
Drive shaft:
should be created by right clicking wood blocks (or sticks?) onto a face of the gearbox. It would then turn into a drive shaft. You can still place wood blocks beside a gearbox without it turning into a drive shaft by placing it on another adjacent block. This would reduce the number of items added by one.
Valve: You didn't really expand on it's uses other than as a trap perhaps. It also seems like the pump/drain serves the same purpose: an open/close-able release to a pipe network.
Wire: Same purpose as redstone? If it is for electricity, then I don't think it would be a good idea.
Rope: Explain its uses more other than gondola.
Redstone block: Doesn't seem like it would be all that useful, especially with circuits boxes.
Boiler: Attach two pipes to the sides of a regular furnace, put water in one pipe, coal in the furnace, and steam comes out the other pipe. If you open up the furnace dialog, the top block would either look like a pipe or would look like a block of . (reduces number of added items by one.)
Coal engine: With pipes and a steam engine, not useful except if pipes and water are released later.
Dynamo: couldn't you just stuff 64 coal into a boiler (furnace) and be done with it? For this to be useful, wouldn't one block last as long as 128 coal or something or would it provide more force or something? (ie. this pretty much serves the same purpose as other generators but less interesting). I think a system with variable force would be overly complicated unless it was just based on distance like redstone.
Launcher: seems quite dubious and not necessary with accelerators.
Compactor: there is already a lot of storage space and the 9x recipes serve the same purpose.
Bridger: if these extend to 2 squares then we are breaking the law of conservation of mass . Even though this law is already broken a lot in this game, a three block long bridge coming out of one block would just seem wrong to me. Also this sort of serves the same purpose as trap doors activated with redstone.
--
Patch grouping and order of release:
Circuit box
M.E. + some simple applications
Windmill, gears, gearboxes+drive shaft, minecart accelerator, extender, elevator of some sort, conveyor.
Liquid management and addition to M.E.
Pipes and ability to use a furnace as a boiler, steam engine, pump, grate.
Automation
Factory items, sorter, timer and drill (not in your OP but talked about).
--
Can you expand your ideas on gas? How it would work, uses etc. Either way, it should be added after automation
Also, a hydro generator would be a bad idea unless water mechanics are changed because it would mean infinite energy. You could just make a system like this:
( = generator, = gear box)
In addition, Windmills should only provide energy intermittently so they aren't infinite continuous energy either. Could be predictably periodic, early morning and sun set, you could also make a system where when the windmill stops providing energy, it turns a boiler on (using coal).
Anyways, great ideas here, I would really enjoy this but I would probably avoid all the automation of drilling and item making/gathering, but that's personal preference.
the "That is incorrect" is in reference to the bolded text, however it seems that the bolded text kinda hard to see. "but I can see why you might think so if what you like in games is the fighting."
This is the statement that I was referring to as incorrect.
By balance, I mean balance in options to taking out the enemy. Zombies and spiders can be lured, shot or slashed; creepers can be lured or shot but there isn't always a trap set up and there isn't always room to shoot; skeletons can only be shot or boxed in then slashed in the legs but again, there isn't always room and the slashing in the legs trick is kinda dumb and gets boring after the first two times.
The tedium is in the fact that there is usually a best way to kill a monster and that usually involves running away or trapping them in a cave then making a hole that you can kill them from.
By clunky, I mean that you frequently have to stop moving due to terrain so you can jump. The more fluid system involves: jumping two blocks allowing you to jump over things and on to things with much less stopping, and dashing to maneuver in midair and travel over small gaps or onto ledges. The reason why movement is so jarring is because you have to maneuver over each 1x1x1m block one at a time, frequently stopping to do so. With this system of movement you can skip blocks and more places from a given point, ie. more options.
Note that this is an addition of only two more commands, dash and guard.
Read the OP as well, there is a lot of new stuff there. (I think I will copy paste this description of less clunky movements there as well, thank you for helping me expand my ideas.)
fleeing isn't difficult already, provided you use your terrain. Enemies can't jump up 2 blocks, and will generally try to move straight towards you (not the best pathfinding) so long as you can move at the same speed all you have to do is jump up a hill then place a block behind you to make it 2 blocks high, or just move to the side so you have a section of the hill with a 2 block high face between you and the enemy chasing you. Keep in mind, the player has a huge advantage over enemies already, which is the ability to break and place blocks, tossing these blocks out behind you should be a standard tactic for slowing enemies down to bring the combat and building aspects together, instead of having them completely separate.
Two blocks high doesn't block arrows though. Try dodging arrows while climbing and building to avoid a creeper. Also there isn't much incentive to flee when you can just place 10 blocks around you and then dig down. Read the new OP and see if you like my new suggestions (especially in regards to fleeing).
I too think the dash would be far too overused if it was added to minecraft, which is why I only support the dodge with cooldown option, so that doubletapping would quickly move you 1 block in whatever direction you hit, but then after you'd be slowed down so that even constantly doubletapping wouldn't move you any faster on average than walking normally.
The shields (done in the style I mentioned in this thread) would disable left and right clicking while defending, which means once you figured out the timing and pattern to the attacks of the enemy, you could deal with just about anything. Making harder enemies would simply be a matter of making the attack patterns less obvious and have less telegraphing that the attack is coming.
I think I am going to agree with this method of offensive combat.
Reducing aggro radius, mod density, not chaining a mob to a specific location(to allow the luring of mobs away from valuables) and maybe slightly reducing fall damage and slightly increasing base movement speed along with the double tap dash should make fleeing viable.
Quote from ChargerIIC »
I've gotta agree with many of the other posters as well, you really aren't supposed to be hunting the monsters, they are hunting you. You intelligent use of terrain and blocks keeps you safe or finds you running back form the respawn to get your stuff.
Don't get me started on dashing in video game...*pet peeve*
Well, If difficulty is implemented like I outlined then you can choose between being hunted (hard) and hunting (easy). There are still (or are going to be) gameplay mechanics that encourage you to fight and hunt rather than flee such as monster spawners, hell and dungeons.
Also, I would very much like to get you started on dashing in video games as long as it is about gameplay mechanics and not personal taste.
I think we're moving off topic now but:
Have monsters (once you're out of their range) they attack each other.
Thus you can mob them together to gather items rapidly.
And maybe attacking an enemy has a higher rate of drop, or drops twice as much.
Also, I'm rather blunt. So it happens.
I dunno how most people have trouble with running. I can do it easily. Strafe Jumping avoids skeleton arrows easy. (And I can outrun enemies)
BUT I haven't played on Hard so I dunno if enemies are faster there.
I don't like the idea for attacking, seems like that would make it too easy and rewarding (and its an odd mechanic that isn't necessarily needed). Enough options should make it a little easier OR skill oriented and intrinsically rewarding (more fun). Attacking yields rewards in the first place whereas fleeing does not.
Maybe to balance fleeing and attacking, fleeing would consistently incur much less damage than attacking (derp).
Fleeing would be low risk, low reward and fighting would be high risk high reward. Safehousing would mean lowest risk for lowest reward (blocking off mods, chests and valuable resources) or just require a lot more effort for similar rewards (going around enemies).
I haven't been outside at night for a bit since I put it on peaceful. I will try starting a new game on normal and see how far I can go outside without safehousing to test out the differences between attacking and fleeing.
I think I will redo the OP to reflect this change in discussion.
0
viewtopic.php?f=1&t=56486&p=914512&hilit=elevator#p900653
0
0
make them sorta slow then, slower than straight walking and about as fast or a little bit faster than the horizontal velocity of jumping up a mountain/natural staircase.
0
Statistics, like durability, health and damage of various weapons, mobs, tools, actions.
Building planner (empty, limited space where you can build stuff but doesn't have most of the mechanics that real minecraft has)
0
Terrible addition to the series. SSBM is amazing, it can be played at a professional level because it has a very high skill ceiling and has deep and varied combat.
SSBB tried it's hardest to remove skill as an advantage, more random instadeath objects and smashballs (although you can turn items off), very defense heavy combat, removal of the unintended elements that made SSBM so great (mostly wavedashing) and putting nothing in to fill the gap, no combos at all except some 0-70 one move chain grabs and some infinites, one overpowered character - meta knight - that makes the game mostly about countering him, and goddamn RANDOM ****ING TRIPPING.
People though have hacked the game extensively for the sake of modding it. A new version of the game, brawl+, is showing some promise (no random tripping!!!).
I also hate WoW because it's PvP is unwatchable and the metagame constantly changes causing there to be little depth and is slow anyways, the high-end PvE is just about coordinating 25 people once the pro guilds figure it out and post it online, there is still a lot of boring grind to get to high end pve, gear is redundant and is just a secondary leveling system, there is always a "best" item set and build for a spec which means no customization when it comes to playstyle and appearance (making the character less personal and making the game a whole lot more anonymous), EVERYTHING GLOWS (the game looks bad), and i find the combat to be just boooooring.
It also ruins people's lives through pseudo-addiction.
0
quoted from http://minecraft.net/stats.jsp at 12:30 PT october 16.
419763x10 = 4,197,630 euros. This does not count for any expenses though, just money earned through people buying the game.
0
Mist should also be created by falling water. Speaking of such, falling water should gain velocity and turn incrementally white and streaky. This would make waterfalls more realistic.
Milk's density and viscosity is not much different from water so it wouldn't really make sense to slow more than water.
0
Again, please stop the hostility.
Building things to get places is what makes minecraft minecraft. My problem is the frequency you have to do this. especially when you are turned around shooting at a creeper. You should be able to get over a two-block-high obstacle without building. Whether that is by jumping two blocks (no additional actions added) or grabbing ledges (one simple action added), I don't really care. For greater than 2, building is fine.
However, I disagree about automatic ledge grabbing, that would just suck in this game and get annoying really quick. To make it not timing based, when you left click at a block while in the air, your character will try to grab it and continue trying to grab it until you start moving away from it. This would make the timing window anywhere between four blocks above/beside it (clicking distance) to one block under it (grab distance), pretty big.
0
Gear:
[] []
[]
[] []
Makes 4/8 (prefer 8 as iron is rare but it is breaking convention that way...)
Iron bar:
[]
[]
Basically a metal . Can be used for making more durable tools, jail bars, grates, pipes, - if the make crossbows - bolts etc.
Makes 4
Pipe:
( =Iron bar)
[]
[]
Couldn't think of any other way to do it.
Makes 2
Valve:
( = lever, = pipe)
[]
[]
Rope:
( =string)
Either,
[]
[]
[]
or
[]
[]
[]
or
[]
[]
I'm thinking either of the first two because it requires 3x3 and rope isn't easy to make.
makes 2,1,1 respectively
Grate:
( =iron bar)
cobblestone for less iron use, maybe they will look like jail bars because people want such a thing and grates and jail bars look similar
alternative recipe could be:
[] []
a lot more iron usage though
Makes 4,4.
Gearbox:
= wood, = gear
Iron in the middle is optional, Makes 1 (costs 2-5 iron with optional iron and if gear recipe only make 4)
Redstone box:
= redstone, = copper
Don't know what circuit box would look like or exactly what you mean by this pump (picture!!!)
Timer:
= clock, others see above
[]
what I am see with this is an analog clock that sticks out of the item you stick it in. The timepiece itself could just be used as the timer to avoid complication though.
Windmill:
(did you know that is actually white cloth? I didn't)
Steam engine:
=gear box, = bucket
Cobblestone could be replaced by brick, wood or other blocks. looks like this:
//en.wikipedia.org/wiki/File:Grazebrook_Beam_Engine.jpg" target="" data-ensure-absolute>http://en.wikipedia.org/wiki/File:Graze ... Engine.jpg" width="" height="" alt="" />
Boiler:
=furnace! , see above, =pipe
[]
accelerator:
(track)
(conveyor)
(gearbox)
conveyor:
factory items:
(:_: conveyor, gearbox, redstone, copper.
Replace bench with furnace for a furnace (derp)
it's really expensive for a reason.
can't think of recipes for other items ATM
0
But as for usefulness, can't you just get trap doors to function the same way?
(top down, =trap door, =anything with redstone on it, = switch)
And the drive shafts:
( = gearbox)
<<< **
**pointing your crosshair here as if you were putting a torch on the gearbox would make a 1block long drive shaft that would look like the windmill pic
<<< **
** pointing your crosshair here would make this:
(cobblestone and furnace configuration rotated because i can't point these>>>>> downward and write stuff beside them)
EDIT:
Well, all these mechanics should be something that a more advanced player does and therefore they should have lots of iron. Also, you could just use a windmill, that's (at least) 1 gearbox and some drive shafts.
0
Drive shaft:
should be created by right clicking wood blocks (or sticks?) onto a face of the gearbox. It would then turn into a drive shaft. You can still place wood blocks beside a gearbox without it turning into a drive shaft by placing it on another adjacent block. This would reduce the number of items added by one.
Valve: You didn't really expand on it's uses other than as a trap perhaps. It also seems like the pump/drain serves the same purpose: an open/close-able release to a pipe network.
Wire: Same purpose as redstone? If it is for electricity, then I don't think it would be a good idea.
Rope: Explain its uses more other than gondola.
Redstone block: Doesn't seem like it would be all that useful, especially with circuits boxes.
Boiler: Attach two pipes to the sides of a regular furnace, put water in one pipe, coal in the furnace, and steam comes out the other pipe. If you open up the furnace dialog, the top block would either look like a pipe or would look like a block of . (reduces number of added items by one.)
Coal engine: With pipes and a steam engine, not useful except if pipes and water are released later.
Dynamo: couldn't you just stuff 64 coal into a boiler (furnace) and be done with it? For this to be useful, wouldn't one block last as long as 128 coal or something or would it provide more force or something? (ie. this pretty much serves the same purpose as other generators but less interesting). I think a system with variable force would be overly complicated unless it was just based on distance like redstone.
Launcher: seems quite dubious and not necessary with accelerators.
Compactor: there is already a lot of storage space and the 9x recipes serve the same purpose.
Bridger: if these extend to 2 squares then we are breaking the law of conservation of mass . Even though this law is already broken a lot in this game, a three block long bridge coming out of one block would just seem wrong to me. Also this sort of serves the same purpose as trap doors activated with redstone.
--
Patch grouping and order of release:
Circuit box
M.E. + some simple applications
Windmill, gears, gearboxes+drive shaft, minecart accelerator, extender, elevator of some sort, conveyor.
Liquid management and addition to M.E.
Pipes and ability to use a furnace as a boiler, steam engine, pump, grate.
Automation
Factory items, sorter, timer and drill (not in your OP but talked about).
--
Can you expand your ideas on gas? How it would work, uses etc. Either way, it should be added after automation
Also, a hydro generator would be a bad idea unless water mechanics are changed because it would mean infinite energy. You could just make a system like this:
( = generator, = gear box)
In addition, Windmills should only provide energy intermittently so they aren't infinite continuous energy either. Could be predictably periodic, early morning and sun set, you could also make a system where when the windmill stops providing energy, it turns a boiler on (using coal).
Anyways, great ideas here, I would really enjoy this but I would probably avoid all the automation of drilling and item making/gathering, but that's personal preference.
0
This is the statement that I was referring to as incorrect.
By balance, I mean balance in options to taking out the enemy. Zombies and spiders can be lured, shot or slashed; creepers can be lured or shot but there isn't always a trap set up and there isn't always room to shoot; skeletons can only be shot or boxed in then slashed in the legs but again, there isn't always room and the slashing in the legs trick is kinda dumb and gets boring after the first two times.
The tedium is in the fact that there is usually a best way to kill a monster and that usually involves running away or trapping them in a cave then making a hole that you can kill them from.
By clunky, I mean that you frequently have to stop moving due to terrain so you can jump. The more fluid system involves: jumping two blocks allowing you to jump over things and on to things with much less stopping, and dashing to maneuver in midair and travel over small gaps or onto ledges. The reason why movement is so jarring is because you have to maneuver over each 1x1x1m block one at a time, frequently stopping to do so. With this system of movement you can skip blocks and more places from a given point, ie. more options.
Note that this is an addition of only two more commands, dash and guard.
Read the OP as well, there is a lot of new stuff there. (I think I will copy paste this description of less clunky movements there as well, thank you for helping me expand my ideas.)
0
Two blocks high doesn't block arrows though. Try dodging arrows while climbing and building to avoid a creeper. Also there isn't much incentive to flee when you can just place 10 blocks around you and then dig down. Read the new OP and see if you like my new suggestions (especially in regards to fleeing).
0
I think I am going to agree with this method of offensive combat.
Reducing aggro radius, mod density, not chaining a mob to a specific location(to allow the luring of mobs away from valuables) and maybe slightly reducing fall damage and slightly increasing base movement speed along with the double tap dash should make fleeing viable.
Well, If difficulty is implemented like I outlined then you can choose between being hunted (hard) and hunting (easy). There are still (or are going to be) gameplay mechanics that encourage you to fight and hunt rather than flee such as monster spawners, hell and dungeons.
Also, I would very much like to get you started on dashing in video games as long as it is about gameplay mechanics and not personal taste.
0
I don't like the idea for attacking, seems like that would make it too easy and rewarding (and its an odd mechanic that isn't necessarily needed). Enough options should make it a little easier OR skill oriented and intrinsically rewarding (more fun). Attacking yields rewards in the first place whereas fleeing does not.
Maybe to balance fleeing and attacking, fleeing would consistently incur much less damage than attacking (derp).
Fleeing would be low risk, low reward and fighting would be high risk high reward. Safehousing would mean lowest risk for lowest reward (blocking off mods, chests and valuable resources) or just require a lot more effort for similar rewards (going around enemies).
I haven't been outside at night for a bit since I put it on peaceful. I will try starting a new game on normal and see how far I can go outside without safehousing to test out the differences between attacking and fleeing.
I think I will redo the OP to reflect this change in discussion.