• 0

    posted a message on Double clicking items (speeding up inventory loadout)
    havent played wow... but in the past ive blayed tons of the origional fallout series and the fps stalker games... even with carry capacities the double click inventory feature is a gods send and makes or easy load out and unloading... it also helps when selling items in game but that has no place at present in Minecraft
    Posted in: Suggestions
  • 0

    posted a message on Does Notch ever read the suggestions?
    Quote from Mr_Gone »
    Quote from AndrewJohn1995 »
    moderators should decide which threads are the most realistic for implementation

    maybe a section where the moderators link the most reasonable and most liked threads then Notch gets to view them first hand

    of course depending on the amount of dislikes and trolls looming in the thread, the moderators might not select it even though it might seem like a good idea

    anyway, just a suggestion ^^

    apparently we think similarly, u just wrote it first... must read entire post b4 posting next time... oh well
    Posted in: Suggestions
  • 0

    posted a message on Does Notch ever read the suggestions?
    Quote from AndrewJohn1995 »
    moderators should decide which threads are the most realistic for implementation

    maybe a section where the moderators link the most reasonable and most liked threads then Notch gets to view them first hand

    of course depending on the amount of dislikes and trolls looming in the thread, the moderators might not select it even though it might seem like a good idea

    anyway, just a suggestion ^^

    apparently we think similarly, u just wrote it first...
    Posted in: Suggestions
  • 0

    posted a message on Does Notch ever read the suggestions?
    Quote from Enduar »
    These forums would do well to simply have a "sort by popularity" function so that the good ideas can be picked and discussed out of the total crap.

    Sorting by post number and the like just doesn't do it justice.


    but if by popularity then what? views??? because it would still end up with similar results... by vote??? well then we would still have that creepers gona creep thread which i found ridiculous but apparently allot of people love the idea...

    in my best hypothetical there should be some organization based on the opinion panel of the site moderators... then they could create suggestion sub categories, sort ideas into them and they might be able to flag ideas that are felt would be the most pervasive improvements to the game experience... but then that panel could have bias (and noone would be satisfied with their decision since everyone believes their ideas to be brilliant [im no exception]) not to mention the workload for moderators...

    so its a crap shoot and for now we have the respect support and validation of the fellow site members, and should notch happen onto a note worthy idea im sure the credit and accolade will eventually get around
    Posted in: Suggestions
  • 0

    posted a message on Double clicking items (speeding up inventory loadout)
    To those of you who read this and feel as though its a feature worth notch taking note of... please do post a reply... to keep this posting alive on the suggestion list. Otherwise it may fall by the wayside... and while its typical of an individual to believe their idea is worthwhile... im fairly certain many of you would agree that the time it would save could help streamline gameplay.

    Thanks again for those who have already shown support of the idea... and for those of you who have come to read it.
    Posted in: Suggestions
  • 0

    posted a message on What feature do you want most?
    a double click function for inventory to save me time on drag and drop - further detailed here ---------> Idea - Double clicking items (speeding up inventory loadout)
    Posted in: Suggestions
  • 0

    posted a message on Ghasts - Changes needed!
    from what ive seen... Ghasts seem over powered with their cannonball offense, weak (health-wise) given their brutality, range, and flight advantages, and too common, spawning as all mobs do... in mobs... and a pack of Ghasts quickly have the upper hand... changes can be made since there is notable room for improvement
    Posted in: Suggestions
  • 0

    posted a message on Modular Ships: Passengers, Engines, Sails, Paddles & Oars
    Quote from Wilks228 »
    @eskimojoe nice first post!


    if that was his first then i concur... but in any case i support joes interpreted expansion and the overall post. Im peaked at the prospect of sea based item transport in bulk, and the many additional creative and dynamic ideas that have come up along with.
    Posted in: Suggestions
  • 0

    posted a message on Fun Combat
    certainly a noteworthy concept. I too would like to see a broadened attack dynamic in game... especially the prospect of a shield (cuz skeletons and their arrows are my reason for avoiding mobs of mobs) *Support* and *Support continued dev on the idea*
    Posted in: Suggestions
  • 0

    posted a message on 3 tiny, but important fixes. No bloated wish list.
    I had a (Posted a Similar Idea *linked here*) when it comes to inventory management so i definitely support a change in that department...

    and im all for the "Mined State" of a block to hold or degrade back to its pre mining state...

    But i dont mind the lengthy mining effort for the rarer of ores. id mind even less if the Mining State change you propose were implemented
    Posted in: Suggestions
  • 0

    posted a message on Double clicking items (speeding up inventory loadout)
    I was trying to think of a way the same double click mechanic might also work for inventory without transferring items (by that i mean from inventory to a bin and back *bin interactions* [since the entire double click thing would be for item transfer - just trying to distinguish player to inventory vs inventory to storage or work space like bench or furnace])...

    Like when in inventory if u have armor in the inventory and u want to put it on drag and drop would not be needed, one could simply double click the item to put it on / take it off / or swap. another example would be with moving things to and from the hot key line. A double click on the hot key you want to move back to inventory and it becomes a vacant slot, double click a new item to put in the available hot key space and it fills up with the item/s... and the hot keys would fill up sequentially like they already do when you pick up new items or have filled up available space on an existing hot key... (this could interfere with the double click to put on armor thing ... but then again who equips armor to a hot key???)

    just additional thoughts...
    Posted in: Suggestions
  • 0

    posted a message on COMPLETE Bait Mechanics (& better pig riding)
    well flushed out... but when it comes to some of the mechanics i was curious if they would translate to the mob's environmental interactions... would pigs then be found primarily in places where wild mushrooms grew? and if there were wild mushrooms would you need to collect them before the pigs that spawn eat them naturally?

    Similar question with flowers. and would the planting mechanic not work in similar respect? or would it strictly be a drop mechanic that the mobs attract themselves to?

    would this new item drop preference then make it risky to embark on rescue missions for your stuff if its likely to attract enemies (cuz im lazy and carry loads of raw meat... and when i find gold i dont always bring it back to base)

    I like the drop dynamic and i feel if a plant dynamic was used for items there should be some measure of wear and tear based on how much the mobs interact with the items... and possibly even a predetermined amount of time that it successfully attracts their attention b4 they wander off.

    In the end of craftables i had the idea of a plantable decoy... and i considered similar questions regarding degradation / mob interaction... In the end i think any sort of mechanic that might serve to effectively herd or group mobs im down for... be it for use with traps, to save ones ****, or to harvest.


    Idea - Craftable Decoy to bait traps?[/quote]
    Posted in: Suggestions
  • 0

    posted a message on Idea - Craftable Decoy to bait traps
    Quote from GreyAcumen »
    could I possibly point you towards my Bait Mechanics thread?


    i read through, leaving a comment as i write this... cool ideas, in the end (as i say on your post) Any movement towards mob control/or coercion is a plus especially when playing on hard mode...
    Posted in: Suggestions
  • 0

    posted a message on Idea - Craftable Decoy to bait traps
    apparently an idea shared by others, but for some bait could be just meat and sticks... i like the idea of a body double type item though, just appeals better to me and follows the whole mobs seem to leave other mobs alone but want you dead thing... (A fake you stands to attract more attention)
    Posted in: Suggestions
  • 0

    posted a message on OBSIDIAN FACTORY!
    Obsidian needs more uses... beyond the gateway to hell and all... Its hella strong in game and makes for great blast shields and trap platforms... and home made cannons... but outside of this, well expanded uses for the material would be great... then we all would be crafting obsidian foundries.
    Posted in: Suggestions
  • To post a comment, please or register a new account.