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    posted a message on Regenerative Armor
    Also, you have to consider that you get to implement an awesome new day mob :biggrin.gif:
    Posted in: Suggestions
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    posted a message on The Grim Creeper!
    I don't mind having a "Grim Creeper" though, its a very good idea for a mob/pun.

    Personally I would just make the Grim Creeper some kind of boss mob in the nether. I do know Notch is going to be implementing some super secret boss monster soon, this might just be it!
    Posted in: Suggestions
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    posted a message on Adding the occasional mob?
    Ouch, that's really too many things. You have to remember to consider the loot, the textures, etc. Its not going to be easy. I also do not want aggressive animals in the day, only neutral ones.
    Posted in: Suggestions
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    posted a message on I believe I've solved the "Limited Ore" problem
    I think earthquakes would be a better way of "renewing" underground ore. But meteors themselves are an awesome idea, even if I don't think they are actually going to solve this... problem you claim exists.
    Posted in: Suggestions
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    posted a message on No More Glass Helmets. (Edited, Revised, Revisited.)
    Bubble Helm
    Made with:
    :Glass: :Glass: :Glass:
    :Glass: [] :Glass:


    The Bubble Helm can be worn in the extra utility slot, and it goes over your current head armor. It grants the wearer extra air to stay underwater with, effectively extending the amount of time you can stay underwater for 10 or so seconds before the "holding breath" counter starts. During the 10 seconds, the player can mine blocks at NORMAL SPEED, allowing for possible underwater excavation and easier underwater world building.

    From my new thread at viewtopic.php?f=1&t=138404

    Who said glass helmets don't work?
    Posted in: Suggestions
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    posted a message on Regenerative Armor
    I don't think so. Looking at it from another perspective: Pig meat heals for 1.5 hearts, 4 when cooked. For the risks and the loot from the bear, you would need 24 furs to get the regeneration.

    Now, comparing directly the numbers of material without taking into account inventory slots, 24 pieces of raw pig meat would heal for 36 hearts. 24 furs, WITHOUT TAKING INTO ACCOUNT THEIR LOSS IN DURABILITY WHEN YOU TAKE DAMAGE, would take 15 minutes to heal that amount, 30 minutes if you make it 0.2 hearts every 10 seconds.

    I do see your point about the risk/reward ratio being skewered if you only consider the "free health", but time/risk wise (having to kill bears for armor with durability that doesn't last 20 hearts) I would say that the armors are relatively balanced.
    Posted in: Suggestions
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    posted a message on Passive Utility Slot/Items
    First of all, there might be a similar thread out there with a different name, but rest assured I tried to find it with the search button, and that the content in this post is mostly going to be out of my own silly little brain.

    First of all, a definition:
    Passive - Always in effect
    Utility - Support equipment
    Slot - You know
    Items - Ideas for possible such equipment

    So you roughly get what I'm trying to say. I'm pretty sure there probably is already another thread out there about this, do point me to that thread if you know about it.

    What kind of support can a slot like this provide? For starters:

    ---

    Bubble Helm
    Made with:
    :Glass: :Glass: :Glass:
    :Glass: [] :Glass:


    The Bubble Helm can be worn in the extra utility slot, and it goes over your current head armor. It grants the wearer extra air to stay underwater with, effectively extending the amount of time you can stay underwater for 10 or so seconds before the "holding breath" counter starts. During the 10 seconds, the player can mine blocks at NORMAL SPEED, allowing for possible underwater excavation and easier underwater world building.

    ---

    Lantern
    Made with:
    :GoldBar: :GoldBar: :GoldBar:
    :sponge: :sponge: :sponge:
    :GoldBar: :GoldBar: :GoldBar:

    Where sponge is lightstone from the nether.

    There's been quite alot of rumors about a possible lantern thingy coming out to replace the torches, but I believe this suggestion is also worth a go.

    The lantern goes in the extra utility slot and grants the player the ability to become a light source, effectively granting the amount of light a torch/lightstone gives wherever the player walks. It would be handy for exploration, reducing the need to place torches everywhere you go.

    Possible drawbacks to balance this: Durability count, dropping as long as it is equipped and lasting for only 3-5 minutes, and perhaps a reduced mining speed?

    ---

    I'm still balancing the other utility suggestions, would like to hear from you guys first about the above! Do read and reply :smile.gif: Thanks!
    Posted in: Suggestions
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    posted a message on Special Traits for the Birch and Pine trees.
    This idea is solid, I support it.

    Also, while we're at it, we could change this into a thread discussion about possible tree types and their properties?
    Posted in: Suggestions
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    posted a message on Regenerative Armor
    I was going to mention something like that too, in a different way; about fur armors only granting a minor armor boost compared to a full armor boost (as you may know, all current armors reduce the same amount of damage, but have different durability - which in turn affects the amount of damage reduced)

    In essence, the armor will only reduce about 50% of the damage the other armors would usually reduce at max durability, but have the same amount of durability as leather armor.

    Also, there is another issue about how the regeneration is going to be split up between the 4 pieces of armor - my idea is that the regeneration doesn't happen unless you are wearing all four pieces of fur armor.

    -------

    Hiding for long periods of time doesn't sound like an issue to me. It could be that you're in a cave with no food left, no torches, and only one health point, but you are wearing regenerative armor. Just dig a hole in the wall and cave yourself up for abit to heal, then try and make your way out again.
    Posted in: Suggestions
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    posted a message on Regenerative Armor
    Regenerative Armor

    I came about this idea while thinking about how an implementation of furs would be different from the leather currently dropped by cows.

    To put it simply, my suggestion goes:

    New Mob: Bears

    Similar to zombie pigmen in nature, only attack when you attack them. However, only the bear you are attacking will turn aggressive; any other bears around will still remain passive. Perhaps also make bears turn aggressive on each other at times?

    Loot : 1-2 Furs

    The main part about this suggestion, as the topic name implies, is for furs to be made into armors that grant a regenerative property. They are made into armors as how leather armor is made, but have a unique property: they give the wearer a passive health regeneration over time. I don't mean peaceful mode kind of regeneration; that will obviously make food items useless. As most of you may know, the hearts in the health bar actually represent 10 hit points each; My suggestion is for the regeneration to be about 2 hit points every five seconds, leading to 0.4 of a heart every 10 seconds.

    Some of you may ask, why fur armor? Its pretty much just that fur makes you feel warm and comfy.

    I will flesh this thread out more, but I would like to hear my fellow minecrafters' opinions first :smile.gif:
    Posted in: Suggestions
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    posted a message on Food, Cooking, Farming, Energy
    I'm just painting an impression of the system I want to see in place.
    I understand it can be rather difficult for forums to keep clean and tidy; especially seeing that minecraft is still in alpha for that matter, and that it IS a sandbox game... but if I were to split them up I highly doubt people could make the connection between my ideas. It's like saying that I should stuff my "bear" portion into the bear thread and expect people to relate it to other wild animals which I intended to be implemented along with the bear, and that people automatically go and find out where then do farm animals go into, which would be in another different thread... and then all this links back to another thread on food, and finally to energy? That just makes everything more confusing than actually cleaner, at least from my perspective. By organising my ideas into a single thread, its much easier to see where I'm going.
    Posted in: Suggestions
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    posted a message on Food, Cooking, Farming, Energy
    I did. But I'm hoping that you can actually see that I'm trying to link up these ideas together and give specifics on how it could be done.

    I don't see any mention of using ropes to bring farm animals back to base in another thread yet. Nor did I find anything with regards to energy and food working out this way.

    I could go on and list the things that I suggested that are, according to this thread here: viewtopic.php?f=1&t=1845

    radically different


    But I figure that would really be stretching it... so make do.
    Try not to tell me you don't think its much different either; my perception of that phrase probably ties in differently from how others might be thinking.
    Posted in: Suggestions
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    posted a message on Food, Cooking, Farming, Energy
    After playing minecraft for some time and being a hardcore gamer myself, I must say this is one heck of an impressive sandbox-styled game. I've almost never encountered such versatile gameplay and possibilities, and do hope that by the time this game is officially released it will be more than just a indie game hit, but also a fully equipped and commercially avaliable game.

    The main reason I created this thread is to expand upon the possibilities of the farming, possible cooking system and also a potential energy mechanic.

    Firstly, suggestions for how to increase the possibilities of cooking and food, in point form:

    -----------------------

    Different Foodstuff:

    Berries - Replace raw meats, healing 2 health points. They can be picked by right clicking berry bushes with a berry sprite. Using the left mouse will ignore the berry and "kill" the bush instead. The berries will grow back every couple of days. Berries stack up to 20.

    Apples
    - Grow on trees. If you use your right hand on the wood of a tree, it will shake the tree continuously and apples will drop after some time. Apples heal 3 health points, but only stack up to 5.

    Honey - Obtained from beehives. Beehives appear on older trees only. If you use your right hand on the beehive, you will obtain some honey. However, if this is done more than 2 times a day, there is a chance that bees will come out of the beehive and chase you, damaging you for half a lifepoint every 3 seconds. Bees cannot be killed, but will scatter (disappear) if you go near water or after you have travelled about 50 blocks away from the hive. Honey can be consumed to heal 5 lifepoints, or used in cooking.

    -----------------------

    Meats:

    Change wild animals in minecraft to fit that of what a islands usually have - deers, rabbits and bears. These will appear in island areas, and are relatively common. Also, raw meats should not be edible anymore.

    -----------------------

    - Bears would have about 8 lifepoints, are not aggressive but will attack if disturbed. They spawn randomly where there is wood and grass. They drop fur as another tier of equipment, below leather, and also drop 1-3 pieces of bear meat.
    - Bear meat is tough and takes a longer time to cook. However, it heals for 3-7 health points (random). It also does not stack.

    -----------------------

    - Deers would have 5 lifepoints or so, are not aggressive not savage, and spawn around areas with a lake clearing or water.
    - Deers drop 1-2 pieces of deer meat, which is less tough to cook compared to bear meat but heals for 4-6 life points (random). It does not stack. Deers also have a very low chance of dropping antlers when they die, which can be used to craft items.

    -----------------------

    - Rabbits spawn randomly where there is grass. They have 3 lifepoints and are not aggressive; however they move by jumping and are difficult to hit. They also move faster than bears or deers.
    - Rabbits drop one piece of rabbit meat, which cooks very quickly and heals for exactly 4 life points. Rabbit meat stacks up to 5. Rabbits also have a low chance of dropping carrots, which can also be attained by farming (See below)

    -----------------------

    And what happens to pigs, chickens, cows and sheep? They obviously become farm animals :biggrin.gif:

    -----------------------

    - Pigs are rare in the wild, but spawn randomly where there is a dirt patch. (Grass should take longer to grow back, about 1-2 days)
    - If you find a pig, you need to use a rope (made from string dropped from the mob "spider") on it, and thereafter you can move and the pig will follow you.
    - Pigs have 6 life points. They can be killed for a set 2 pieces of bacon.
    - Bacon cooks moderately slowly and heals for 5 life points. It does not stack.
    - If you can find 2 pigs to bring back to your base, and fence them up, they will breed at random and give birth to piglets.
    - Piglets are smaller and have less health, and only drop 1 piece of bacon. They will grow up into adult pigs after 2-3 days.

    -----------------------

    - Cows are rare in the wild, but spawn randomly where there is grass.
    - If you find a cow, you need to use a rope on it, and thereafter bring it back to base and fence it up.
    - Alternatively kill it for a set 2 pieces of beef.
    - Beef cooks slowly and heals for 4-6 life points. It does not stack.
    - Cows have a similar breeding mechanic as pigs.
    - They drop cowhide when killed, same as before. Since cows are rarer now, cowhide would be replaced by fur ^ from the bear above.
    - Cows can also be milked by using a bucket on them (already in game)
    - Milk can be drunk to heal 3 life points, but is mostly used in cooking.
    - One cow can only be milked a maximum of 2 times a day.

    -----------------------

    - Sheep are rare in the wild, but spawn randomly where there is grass.
    - Same breeding mechanic as cows and pigs. Also brought back to base with a rope.
    - Sheep drop 2 pieces of mutton when killed. Mutton takes ages to cook, and heals for 5-7 life points. Does not stack.
    - Sheep can be sheared for wool, using a pair of shears made with iron.
    - Wool can be made into cloth.

    -----------------------

    - Chicken are rare in the wild, and spawn very sparingly on grass. They spawn commonly around areas growing wheat.
    - Chicken, unlike cows, pigs and sheep, cannot be brought back to base with a rope as they will be strangled. Instead, you have to hold right click on them with your hands to pick them up, and you can move around with them.
    - Chickens do not have the same breeding mechanic as cows and pigs. Instead, they lay eggs at dawn every day. Eggs can be picked up and used in cooking, however if left alone for a day they will hatch into chicks, which will grow into chickens in another day.
    - Chickens can be killed for 2-5 feathers. They also drop a piece of chicken meat, which cooks much faster than all other meats but heals for 3-4 lifepoints. Chicken meat stacks up to 5.

    -----------------------

    Also, I noticed that quite alot of people want horses. Although eating horse meat sounds kinda sad... here you go:

    - Horses are extremely rare, and only appear where there is water, grass and trees. They move very fast.
    - They can be brought back to base with a rope; however, horses are strong and can break the rope after travelling for more than 15 blocks away.
    - However, horses can be saddled and rode if you have a saddle (replace pig-riding?)
    - Horses can be killed to drop 1-2 pieces of horse meat, which is extremely tough to cook and heals for 2-9 health. Horse meat does not stack.
    - You can breed horses; however, it is much harder to find 2 horses than cows, pigs or sheep. Also, horses will not breed as often as cows, pigs or sheep, and the offspring take 3 days to mature into adults.

    -----------------------

    Lastly, mushrooms are currently ridiculously hard to find. Make them spawn very rarely under trees instead.

    -----------------------

    FARMING:

    Under construction

    -----------------------

    COOKING:

    In addition to having a wider variety of foodstuff as stated above, I believe that a cooking mechanic would make the game more fun, as well as further enhance the idea of eating (I know, sounds like a lame reason to implement this... it's just interesting I suppose).

    There are 3 different methods of cooking:

    -----------------------

    -Bonfire

    Bonfires are essentially open fires. Currently flint and steel can create a fire in the middle of nowhere, that if fails to find a flamable source of fuel will go out. Bonfire toolkits can be created by either putting 2 pieces of coal and 2 wood block together in an alternate grid, or 4 sticks with a piece of coal in the middle. (The former is for field bonfires, without a workbench; the latter uses less resources but is only achievable with a workbench). Bonfires do not stack.

    Once you have a bonfire up, it will show a similar interface as the furnace. When first started, there is no fire; you set fire to the bonfire "block" by using flint and steel on it. Once it is on fire, right click to access the interface.

    Bonfires allow for 2x2 cooking, and require wood to continue burning. Unlike furnaces, you have to add wood while the fire is still alive, or the fire will go out and you will have to light the bonfire again. Bonfires can cook up to 4 different meats at the same time, but if you do so the meats will take a longer time.

    -----------------------

    Boiling

    Boiling is a pot of water above a bonfire. It takes less time to cook meats through boiling, however you need to have made a pot (5 iron ingots, adding 2 to the structure of a bucket) and a bucket of water to fill the pot block.

    Boiling allows for 3x2 cooking, and requires wood to continue cooking.

    -----------------------

    Stove

    Stoves are blocks similar to how the furnace works. It can only be made by combining 2 redstone torches with 2 blocks of stone and 4 blocks of iron. They can be enhanced in future by having 2 of them side by side, similar to how a chest works.

    A single stove allows for 2x3 cooking, while a double stove allows for 2x4 cooking, and adding a pot above either the first stove or second stove will provide a 3x4 cooking grid.

    Stoves have a permanent placement and cannot be retrieved into a block; if destroyed they will drop only 3 blocks of iron and 2 blocks of stone, and not return any redstone torches.

    Stoves require the same fuels as furnaces do.

    -----------------------

    RECIPES

    -----------------------

    Cooking recipes... are simply crafting recipes for food. I have no idea how this would work yet, but having, say eggs, milk, flour should give a cake that won't lie. Or perhaps you could have fruit juices by having a bucket of water with 2 or 3 pieces of fruits... the possibilities are endless. If this is ever incooperated the community could come up with ideas for food recipes in the future.

    Foods made during cooking recipes have to be eaten instantly, and replenish lifepoints more than the combined total of the ingredients. They could also give energy to the player, a mechanic I will try to explain next.

    -----------------------

    ENERGY/MANA/STAMINA/WHATEVER


    -----------------------

    Hold your horses! This suggestion has nothing to do with requiring energy to lift up those lovely blocks in minecraft. All this suggestion is about is a system whereby excess health turns into energy; this energy does not work as armor. Rather, it is a reserve of points that:

    1. Give you slow health regeneration over time
    2. Provide you with the ability to run, which uses up energy
    3. Make you do work faster depending on how much energy you have. The energy you have will act as a multipler to increase the rate of work of whatever you're doing; such as mining or digging. Attacks will deal more damage instead of slashing faster.
    4 (this is actually a whole new mechanic on its own, and i'm not really for it but it fits in well so) - energy also acts as a mana bar for any possible magic ideas in the future. Alternatively energy could modify the arc of arrows you shoot, whereby more energy means the arrow goes further and is more accurate.

    So how does the energy work? Well... any excess food that surpasses your lifepoints will provide one point of energy. This means that if you eat food, you get buffs! It also ties in with my cooking system, where food not only heals you but will provide bonus energy that normally cooked meats and wild fruits will not give you unless you are at full health.

    ----------------------------------------------

    I hope to see some comments on these mechanics :smile.gif: I am open to further suggestions and constructive critism. If there is a lack of details and you want more specifics, request for clarification. If there are parts you think will interfere rather than improve on minecraft gameplay, do point them out as well so I know!

    Thanks for reading!

    ----------------------------------------------

    P.S I am aware that the suggestion forum has a ruling that states only ONE suggestion per thread. However, my suggestions sort of tie together as one giant linked up mechanic, so if you will excuse me for that...

    P.P.S I will clear up the farming section first before I post it. I need to learn how to use these awesome looking smilies to simulate crafting grids too... do forgive me for being rather new on the forums.
    Posted in: Suggestions
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