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    posted a message on Rebalancing Lesser Armors- Giving Use to the Useless
    Quote from Cerroz»

    I goofed up here, as you only meant sneaking affects speed. Still seems like a very minor (though not terrible) change though. Like I said, the decreased mob detection and sneaking speed will help with a Stealthy playstyle both in PvP and PvE.

    I know what the suggestion is for, but you quickly mention two different armors just to go with the label "magic armors". Your proposal for how gold armor should be sounds balanced enough that there doesn't need to be more "magic armors" at all. That just comes off as filler at that point. And something like any kind of new armor isn't something that shouldn't just be named if it's part of the suggestion.


    I can't explain it very well, but if you want any new tool/armor/whatever into the picture, it should be given some details with stats, obtaining know-how, all the backing behind it etc. I don't know if that kind of thing can be written off as 'just painting a picture'. I understand what you're saying here. I have some ideas about this armor, but I was waiting to see if the general concept was received well.


    Posted in: Suggestions
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    posted a message on Rebalancing Lesser Armors- Giving Use to the Useless
    Quote from macadamia238»

    Would similar effects be applied to tools and weapons of the same material tiers?


    I'm gonna say no, as I don't see how Magic or Light Weapons could be a thing.
    Posted in: Suggestions
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    posted a message on Rebalancing Lesser Armors- Giving Use to the Useless
    Quote from Cerroz»

    I've read ahead to check if you suggested slowdowns with armors and... no thanks.


    I get what you're doing, and agree with the drive to rebalance armors, but not like this. Mob detection changes I could live with, but slowing players down just makes us easier targets for the wrong reasons. I don't want to be bounced around by mob hits just because I couldn't get away fast enough - and I can't exactly switch or remove my armor at that time or that's a death sentence. What makes you think you'll be slowed? I never once said that...


    That's a bit of sloppy reasoning just to add more armors. These new ores/metals would need extra uses to be worthy of adding to the game than just for the sake of better armor magic... Right now there's just two 'maybe' armors mentioned with no extra details behind the materials. Suggestion was for armor rebalancing, not new armors. Those were simply ideas to create a picture for readers. And what do you mean sloppy? They would be added to provide a better end-game for potion users. With these changes, gold would be better, but not on par with diamond. That's why there may be a need for another "Magic" armor type.


    I don't really see your reasoning for making these bold claims.
    Posted in: Suggestions
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    posted a message on Rebalancing Lesser Armors- Giving Use to the Useless

    Currently, Leather, Gold, and Chain Armor fall into the "Useless" category. Their current purpose is little more than vanity items to be put on an Armor Stand. This suggestion aims to balance out the current armors, and provide incentives to choose different armor types, rather than the diamond endgame.


    Introducing the concept of "Light", "Heavy", and "Magic" armors. This new armor classification will provide potential for different combat builds and strategies.


    Light Armor:
    -Light Armor consists of Leather and Chainmail.
    -The main advantage of Light Armor is that sneaking while wearing light armor is faster. Currently, sneaking significantly decreases the players movement speed. With this suggestion, sneaking when wearing no armor or light armor slows the player very little, at about 3.5 m/s.
    -When sneaking while wearing no armor or light armor, hostile mobs now detect players at 50% the usual distance.


    Heavy Armor:
    -Consists of Iron and Diamond.
    -Sneaking is relatively unchanged while wearing any of these armors. Mob detection is 80%, and speed is about 1.3 m/s.
    -The only change is that sneaking while wearing heavy armor still creates footstep noises.


    Magic Armor:
    -Consists only of Gold and Ebony
    -When it comes to sneaking, magic armor functions identically to heavy armor.
    -Magic armor's main function, apart from its current enchantability, is that positive status effects are more effective, and negative status effects are less effective.
    -The extremity of this effect depends on the armor worn.
    -A full set of Gold armor renders positive effects 150% more effective, and negative effects 25% less effective. For example, a splash potion of harming II normally deals 12 points of damage. When wearing a full set of gold, it will only deal 8 damage.
    -The benefits of magic armor are situational, but will hopefully make up for its lackluster protection and durability.


    Ebony

    Obtaining:
    -Scattered throughout the Nether will be small dark greyish black bushes that look similar to dead bushes.
    -When mined with an iron axe or better, it will drop a piece of Scorched Ebony.
    -When refined in a furnace, it will yield one dark grey Ebony ingot.


    Crafting:
    -Ebony Ingots are used to craft Ebony Weapons, Tools, and Armor.
    -Ebony Gear uses the classic recipes as other gear of different material.


    Ebony Armor:
    -Ebony Boots provide 2 Armor, 152 Durability
    -Ebony Leggings provide 5 Armor, 195 Durability
    -Ebony Chestplate provides 5 Armor, 206 Durability
    -Ebony Helmet provides 2 Armor, 124 Durability
    -Full set provides 14 Armor, 50% resistance to negative effects, and a 2x bonus to positive effects.
    -Has an enchantability of 20


    Ebony Weapons and Tools:
    -Ebony Sword does 5 damage
    -Ebony Axe does 9 damage, speed of .8, recovery of 1.16s.
    -Ebony Pickaxe functions as an iron pickaxe, has 180 durability, and does 3 damage.
    -Ebony shovel functions as an iron shovel, has 180 durability, and does 4 damage.
    -Ebony Hoe functions as an iron hoe.


    Note: Ebony weapons have an interesting trait of doing 1.5x damage while on fire.

    This suggestion ties into my recent suggestion about daggers. When using a dagger, light armor would make it easier to sneak up on a target, and perform a damaging stab.


    Overall, this suggestion aims to spice up combat even more than what the weapon changes did. By balancing the effects of armor, PvP and PvE may be forever changed for the better.

    Posted in: Suggestions
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    posted a message on It has gone on far enough.
    Quote from Optimus1138»

    In old combat, I could kill a horde of zombies with complete ease. Now, I am getting killed ALL THE TIME.


    Then git gud. But in all seriousness, you can't complain about a feature making things more difficult when it was supposed to make things difficult. Play on easy if zombies are too much for you.
    Posted in: Suggestions
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    posted a message on An interesting take on the Dagger suggestion.
    Quote from BlackAbsence»

    As long as the Dagger isn't better than the Sword.

    I'm okay if Daggers become better than Swords when in conjunction with Potion effects.

    I'm not okay with this "charging up" shenanigans - I don't think it's necessary.

    An Iron Dagger should be %50 as durable as an Iron Sword, and so on (Based on material usage)

    Why would I need Lingering Potions from the latest game thing - the Ender Dragon? Why couldn't regular potions be applicable to Daggers, similarly with Arrows?


    You see, if a dagger were to be used as a sword, it would surely fail. What makes the dagger unique is its stab. The key to winning with a dagger is to ambush your opponent with a stab attack. The charging up feature is to keep things balanced. Same with the lingering potion. If you were to be able to add powerful effects to your dagger in the mid-game, it might not be balanced.
    Posted in: Suggestions
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    posted a message on Roasted veggies
    Quote from 0ct0ber»

    This in large part removes the point and strategy of beetroot, and instead makes it a copy of potatoes. The main benefit of beetroot is that you can craft beetroot soup in addition to eating them normally. Beetroot soup, while taking more crop to make than other foods, has the highest per-item saturation and hunger restoration than any other crop (ignoring golden carrots). Beetroot also grows faster than other crops, as it has four growth stages instead of eight. It also drops on average slightly more seeds than wheat.


    Thank you! A fellow farmer who understands their crops? Regardless, it's nice that someone else understands the concept of growth time and saturation. Beets aren't terrible!
    Posted in: Suggestions
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    posted a message on Thorns upgrade
    Quote from Mastermined»

    The game currently has no system to differentiate between different ways damage are dealt to players. They would have to overhaul that entire system, just to make a weird enchantment combo not OP.
    Not worth the hassle IMO.

    It wouldn't be that hard, really. Damage from a projectile would not be affected by Thorns.
    Posted in: Suggestions
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    posted a message on An interesting take on the Dagger suggestion.
    Quote from flaminghawk83»

    I'm not always on board with the dagger suggestion. It just seems like most people just want variety for the sake of variety, and don't actually think about how it will impact the game.

    I think what you have here has potential. The ability to add potions to a melee weapon is pretty good, and I can't really see much of a downside since it isn't permanent. I also like the way you did the damage. If you just use it normally like a sword, it won't work very well. But if you're quick, quiet, and smart, you can deal extreme amounts of damage.

    Unless someone brings up a point why it shouldn't work, I support!


    Thanks for your support. Similar to you, I got tired of all of these unoriginal dagger suggestions, so I decided to see what could actually be done with the concept. I hope it's as interesting as it is to me.
    Posted in: Suggestions
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    posted a message on An interesting take on the Dagger suggestion.

    Before you roll your eyes and say to yourself, "Silly Lethal0428, this suggestion has already been suggested sooo many times before...." Look, I know. I know I'm not a creative genius with the intentions of bringing you a concept that has never been thought of before. In actuality, I'm here to bring you my take on it, as I think daggers could have a place in the game if they were to be implemented correctly. The usual "Faster than a sword but less damage" will never work. The dagger has to be special. It has to have its own playstyle and tactics to it.


    Basic Information:
    -Crafted by placing one material item above a stick.

    -All daggers have an attack speed of .4 seconds.

    -Wood and Gold Daggers deal 2 damage, Stone deals 3 damage, and Iron and Diamond deals 4.


    Stabbing:

    -Daggers also have a right click stab ability. This ability Charges for a few seconds, similar to a bow. When released it does bonus damage depending on the percentage of charge.

    -The max charge time is 2 seconds. At maximum charge, a stab does 3x normal damage. At 75% charge, it does 2.5x damage. At 50% charge, it does 2x damage, at 25% charge it does 1.5x normal damage. Anything under 25% charge does as much damage as a basic attack.

    -Stabbing only multiplies base damage, and additional damage from enchantments and potions is applied after.


    Potion Tipping
    -The main trait of the dagger is its ability to be potion-tipped, in a similar fashion to arrows.

    -A dagger is potion tipped by combining a dagger and a lingering potion of the desired type in an anvil.

    -The dagger can be enchanted and does not have to have perfect durability.

    -When potion-tipped, a second meter will appear when the dagger is hovered over with the cursor in the Inventory, displaying how many uses the dagger has before the potion runs out. On average, each potion is good for about 20 uses.

    -The effects of a potion with duration when used on a dagger are 1/8that of usual, like a tipped arrow. For effects without duration, the effects are 1/4 that of a lingering potion. For example, a lingering potion of harming I deals 3 damage. A dagger of harming I will deal 1 extra damage (rounded up from .75).


    Enchantments:
    -Daggers can be enchanted with Sharpness, Fire Aspect, Smite, Bane of Arthropods, Knockback, and Unbreaking.

    -A new enchantment, Swift Strike, can be enchanted to the dagger, causing the charge time of the stab attack to be decreased by 15% per level.


    Conclusion:

    -Daggers are an example of an easy to craft early game weapon becoming an end game weapon through the use of potion tipping.


    -The stab attack provides for interesting battle strategies, and works best during an ambush.


    -The dagger provides new combat that can situationally have an advantage, but is balanced.


    If you read this far, thank you. Feel free to leave your thoughts about this, and how I can improve it.

    Posted in: Suggestions
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    posted a message on New Boss: Arachnion
    Quote from Alakite»

    Except you haven't said why you think spiders are a good pet. You said they're like wolves. Okay. Why not just have wolves then?


    I think they're a good tame because they provide more damage than wolves, and are challenging to obtain. Also having a giant spider as a pet is pretty cool
    Posted in: Suggestions
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    posted a message on New Boss: Arachnion
    Quote from Alakite»

    Realism does have a place though, and all the current tameable mobs are ones with real-life domesticated counterparts. I'm not speaking from an arachnophobic perspective; spiders just aren't good pets.


    Just because it's the first unrealistic tameable mob does not mean it's a bad idea. Ingenuity my friend.
    Posted in: Suggestions
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    posted a message on New Boss: Arachnion
    Quote from Alakite»

    I like the spider nest, and the chiton. I don't like the boss (why do so many think we need a new boss?) or the pet spider (irl spiders aren't tameable). Good thought and organisation, though.


    Some people enjoy boss fights and challenges more than others. Also, never reference real life as reasoning for anything in Minecraft.
    Posted in: Suggestions
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    posted a message on New Boss: Arachnion
    Quote from KimJongNam»

    This is really organized and well planned out, And truly a great idea. Thank you.


    Though it seems pretty useless to add a new boss into the game.

    Although the chitin seems like a good idea, As I find the material quite interesting and matches with the boss itself and such. The addition of this boss is to provide an interesting way to obtain a new gear tier and a new tame, as well as a nice challenge.


    "a fibrous substance consisting of polysaccharides and forming the major constituent in the exoskeleton of arthropods and the cell walls of fungi."


    Though I'm going to have to ask you, And sorry if I missed it..But where is this going to be? Forests, Deserts..Mesa biomes? I forgot to include this. Maybe swamps?


    Also the fight of the boss actually seems pretty rough for a mid-game boss, But seems like a good challenge. I suppose it is. It's more complicated than The Ender Dragon. I could change some things.


    Although I'm going to have to think about it for now.

    Posted in: Suggestions
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    posted a message on New Treasure Enchantment- Deflect
    Quote from Badprenup»

    But it really isn't. If it actually directed itself back towards the attacker's current position with enough power to hit them if they are standing still (assuming charge is 100%), then it would be.

    Right now as I understand it it just reflects it the exact opposite direction it was going before. For anything with no speed changes and is not affected by gravity (Ghast fireballs for example), it will hit as long as the Ghast does not move. With something affected by gravity and speed loss (Arrows or Splash Potions, 90% of what this would be used for) it would only hit the attacker if it had enough power in the shot to travel all the way back to the attacker AND if the attacker does not move.

    Think of it like this: Player A is 50 meters away from Player B. A shoots an arrow that is strong enough to travel 75 meters. It travels 50 meters, bounces off the shield, and travels the remaining distance of that 75 meters (25). It lands halfway between the players. In order to reflect an attack from 50 meters away, the attack would have to be able to go at least 2 times the distance. To get a hit, P>=2D*(C)

    Power of shot must be greater than or equal to 2 times the Distance, times the Charge rate.


    The shield resets the projectiles momentum as if it was fired again.

    Posted in: Suggestions
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