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    posted a message on Make food unstackable
    I'm one of those who believes that the game is a bit too easy, aside from pitfalls in The Nether. Still, the hunger bar isn't an enjoyable mechanic and the way that they have it now is that fine line between a game mechanic and tedious function that drives people away from the game. It's not a fun mechanic as is, to make this more tedious would turn people off.

    I would much rather see challenging, and fun, introductions into the game like new mob mechanics and the like. No Support.
    Posted in: Suggestions
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    posted a message on [Poll!] Baby Zombies Burn In Sunlight - Make'm burn! : Updated Thread!
    Quote from CursedGhast

    Want consistency and reality why don't zombies and skeletons burn when they are only wearing a helmet? Do the rest of the body doesn't catch fire? Fire aspect swords says no to that! Also weraing chain helmet doesn't make then burn either and chain as spaces for sunlight to pass through therefore if you want reality zombies and skeletons should also burn unless they are wearing full non chain armor. Also when they are on water and their head is off water why doesn't the head burn separatly while the rest of the body doesn't and they simply die anyways because their head got burned. Also why would dumb zombies go under a tree if they are dumb anyways they should only keep looking for players/villagers and die eventually. Also trees don't even block full sunlight therefore skeletons and zombies under trees should burn too! So I think is safe to say baby zombies should burn because it would be more realistic because making them burn due to reality would also required all of the above said. AGAIN! No Support!

    Truth be told,

    I don't believe Skeletons and Zombies should be immune to sunlight while wearing a helmet. I believe this was a silly method of increasing the difficulty and would have rather had something more creative. That stated, Zombies and Skeletons hiding under trees could be considered "instinctual" to an extent...though there's little no actual lore implemented into the game to really explain it. Either way, Zombie Pigmen show the greatest amount of intelligence amongst undead with Skeletons coming in second and Zombies last.

    In popular fantasy, Skeletons are often slightly intelligent...I don't understand the reasoning for this either. Well, actually...I kind of do: they're normally under the control of a powerful Necromancer or Sorcerer of some sort. So...we could link them to the newly incorporated Witches, and that may actually be a way to increase the difficulty of Witches and Skeletons simultaneously.

    Call the Witches Necromancers and give them the ability to summon Skeletons.

    Ultimately, I'm still supporting baby zombies being kindling. :P

    EDIT:

    I do believe that Skeletons and Zombies in full armor should be immune to sunlight though.
    Posted in: Suggestions
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    posted a message on Small addition to creepers
    I had one do this for days when I started playing the game...like everyone else said, this already is part of their nature.
    Posted in: Suggestions
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    posted a message on Creepier Endermen
    I don't see how this would make them creepy because it gives you even more of a chance to avoid them through the whole staring contest. They're already insanely easy to avoid...I can't remember the last time I have agroed one without trying.
    Posted in: Suggestions
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    posted a message on [Poll!] Baby Zombies Burn In Sunlight - Make'm burn! : Updated Thread!
    Full Support
    I really couldn't care less about the difficulty; it's the lack of consistency that bothers me. Throughout the day, I don't expect to see undead wandering around because they burn...but then I hear that annoying grunt and look down to see a tiny little undead-toddler staring up at me in annoyance. Granted, I stare back at him in annoyance...but there's a fundamental difference between he and I; he is supposed to be on fire.

    Now, Aary33 brings up the point of Zombie Pigmen...but they're from another realm and seem to retain a significant portion of their intelligence seeing as how they don't attack us unless we assault them. This leads me to believe that they are remnants and a much stronger variant of undead in comparison...not to mention they're undead from another dimension; Wither Skeletons don't burn either.

    Like I said previously, it's not the difficulty that bothers me...it's just the consistency. I would rather see Zombie Pigmen and Wither Skeletons burn than see the Baby Zombie retain immunity to sunlight. If you want to bring the challenge of the Baby Zombie back up, reduce their hitbox to suit the model and, perhaps, incorporate a new "Pregnant" Zombie into the game that releases a Zombie Baby when it dies.

    I think reducing their hitbox, if their hitbox actually is normal size, and making them burst from the insides of a new Zombie type upon death would bring back the challenge lost when they aren't immune to fire anymore.
    Posted in: Suggestions
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    posted a message on Mob frames
    The idea needs refined.

    This could hold promise as a potential redstone trap for your base, wiring it up to release the mobs if someone trips a wire or something. I can see promise...but I'd suggest reworking the concept, going in depth, etc.
    Posted in: Suggestions
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    posted a message on When endermite is next to a dragon egg, it enters it, "Fertilizes" it and cause a baby dragon which you can ride to hatch
    Well, I'm looking forward to the possibility that a dragonling mount will be what we use to get to a new sky oriented realm. With that said, any mount that flies has to be restricted in some manner... Either some sort of button mashing to keep yourself aloft, or a energy gauge that doesn't allow you flight for very long before the dragonling gets exhausted and has to rest...moving at a sluggish pace upon the ground.

    Not sure about the Endermite thing; I assume that would breed an Enderdragonling...which I would expect to be hostile.
    Posted in: Suggestions
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    posted a message on Mob sensors.
    Trip Wire + Note Blocks and you have exactly what you want.
    Posted in: Suggestions
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    posted a message on [Stretchy!] Leather-bound bows! [Increased durability, dye-able, and more] NEW POLL!
    Sure, I just wish crossbows were in the game...I never liked regular bows.

    Either way, support on the idea.
    Posted in: Suggestions
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    posted a message on Purifying The End | Picking up where Mojang left off! [Now with block texture pics!]
    Many moons ago, I was in full support of this concept...removing the Ender corruption within The End as a means of converting the landscape into the new sky realm. Now days, I have to agree that this method, while awesome and seemingly logical, just wouldn't work because it messes around with the multi-player experience.

    The next logical course, while far fetched and highly unlikely, would be to purify the egg, as you stated. This, however, wouldn't be to purify The End...but rather, to quire yourself a dragonling mount that could be used to breach the vertical limitation and enter into the new sky realm. Of course, this brings a whole new series of potential problems, balance applications, so on and so forth...but it makes sense. It also attaches this new realm to the Overworld by making it more of an extension rather than an alternate reality like The Nether and The End. The End would have to be changed up a bit, allowing multiple players to acquire a Dragon Egg through destruction of a re-spawning Ender Dragon.

    Like I said, a lot of things would have to be worked out for this to fit well... I think many would enjoy a dragonling mount though, so long as it wasn't too overpowered. It would have to have a flight gauge that drains, allowing you to ascend to the new "realm" if you go straight up....but not allowing complete aerial traversal across land for indefinite durations of time.

    Basically, a mount you can show off and CAN fly...but not for very long durations of time. This mount would also help you get from island to island in the new area...the short bursts of flight allowing you to traverse the massive gaps between landmasses.
    Posted in: Suggestions
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    posted a message on Minotaur
    I can see it used as a special mini-boss for a maze oriented dungeon, but other than that...meh on them. Don't think I'd want to see them all over the place...rather new and unique mob types.
    Posted in: Suggestions
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    posted a message on Mazes!
    Shortest maze ever.
    Posted in: Suggestions
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    posted a message on Ice Plains Villages should be added in the future
    Any villages within a snow oriented biome should be composed, primarily, of wood. Permafrost would make it very difficult to mine stone and other more durable resources...so it's more likely that you would come across log cabins and a cattle pen with a few wolves kept as hunting dogs.In fact, it would make sense to switch out the Iorn Golems for Wolves in these villages...again, iron would be difficult to mine due to the frozen terrain.

    In the more extreme ice biomes...igloos are much more likely.

    Really, they could go all out with biome themed villages and I would love to see a huge update on them.
    Posted in: Suggestions
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    posted a message on Fire is boring... (Toggle fire danger)
    So, what you're all saying is that we need a fire extinguisher recipe in the game?

    3 Sugar Cane Shoots (Forms the barrel.)
    2 Buckets of Water (Used as fuel, needs replenished upon use.)
    2 Steel Bars (Used to store the buckets in a nifty backpack.)
    1 Redstone Dust (Power as a power source.)
    1 String (Used to bind the entire contraption together.)

    When you initially craft the extinguisher, it has a durability score combined with a water gauge that's reliant upon the two buckets of water within the storage tanks. Basically, the entire device sprays out a torrent of water that rapidly extinguish fires; it can also be used to blow back mobs and other players...but will only harm Endermen. As you use the extinguisher, the water gauge will slowly deplete until you have to refill the two buckets stored in the device.

    There, now we all have a quick way to take care of forest fires, lava, and Endermen. As Smokey the Bear says, only you can prevent forest fires.
    Posted in: Suggestions
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    posted a message on Dead Bodies
    Hmm...

    Pros:

    • It would add to immersion.
    • It would add to the creepy factor.
    • It could be manipulated in a way to actually create a mob, zombie or skeletal if you don't burn the body with flint and steal. Instead of Villagers instantly turning, for example, it could take a little while before their corpse gets back up. Simultaneously, a dead zombie's corpse could get back up as a skeleton later down the road...but this concept would have to be refined a great deal before it worked; I'm just spit-balling a rough idea.

    Cons:


    • It negatively impacts lag.
    • It would ruin mob farms via lag...imagine all those corpses and having to sift through each and every one, or try to.
    • It means you'll have to take more time to obtain items off mobs, leaving you exposed to mobs and enemy players when accessing the corpse inventory.

    Conclusion:

    I don't believe I can support this due to the impact on mob farms alone. It could be crafted into an interesting concept with the whole resurrection of undead horrors...but the detriment to mob farms is too extreme to cope with. You would literally have to try and sift through a pile of corpses to obtain the loot...and the lag that might cause is a bit extreme. Not only would you obtain a lag spike through killing...but all those mobs remain as elements after death, meaning the spike is less likely to subside for a longer period of time.

    Granted, I don't know that bit for sure...but I do know it would be a pain in the ass to sift through all those dead bodies everywhere, dead bodies everywhere.
    Posted in: Suggestions
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