However, like others have expressed, not too keen on the way you are trying to implement it. It has got to be a single realm, if you want to go the inception route...you're going to have to try and make it all work in one realm rather than several different realms accomplished through sleeping within a dream. Aside from that, you need to add further detail to the concept.
Different block types and functions for these blocks, flora and fauna, statistics for such, various items that can be obtained within the dream, a more vivid picture.
I'm 10 and I love this idea!
Maybe he could drop obsidian or perhaps
He's a member of the ender family and
He drops pearls.
Anyway full support!
It's great to see a youth of whom supports the concept while so many express that this might be a bit too frightening for such, thank you very much for the support!
4 hearts on easy? That's a bit excessive.. If it was 2 or 3, then it'b be a lot more balanced.
It's meant to implement actual difficulty into the game, even Easy needs a progressive challenge. That aside, all stats would be subject to change based upon the developers opinions towards that very subject...I'm sure tweaks would be made accordingly.
I love the model, I don't know about the younger players, but I support this dark-magic undead type creature that snuffs out lights as he passes by. Harder mobs really are needed.
Perhaps, even, this creature could tie in with the Wither?
Thanks,
It could be, though I like to associate it more with the void or an alternate realm not yet established. I have considered delving into that realm...fleshing out biomes, blocks, additional mobs, and establishing it as a place where these would spawn in more abundance in combination to the depths of Minecraftia. Thus, they would be akin to Enderman in the sense that they have a larger presence within another realm.
That's if I get myself motivated enough for that endeavor though.
Great idea, minecraft needs something more scary than silverfish.
off-topic: The Shade sounds like those shrieker zombies in Black Ops Zombies, as they both scream at you can slow you up, thus making you vunerable to hostile mobs.
Thank you very much!
Silverfish creep me out a bit, but those Creepers are the only thing that really scare me in the game. Haven't seen the Black Ops Zombies mob, never really played or looked into the game. Will have to check it out sometime.
Anyone else have thoughts or opinions? Keep them coming!
It should be considered though, with regards to this:
that not everyone thinks the same, especially those with disabilities.
Quite true,
However, more difficulty promotes intelligent thinking...we excel through challenging our minds, not providing easy outs. Still, like I said, if it's to be excepted...balance is entirely up to the development team. What I'm presenting is simply the core concept behind the idea that they would, undoubtedly, mold to their whims.
If my friend attempted to kick me off my own computer under the pretense that I was playing a violent game...I do believe that I'd calmly punch them in the face and say that the violent game was the only thing keeping me peaceful. That absurdity aside, Minecraft is fairly tame...you're killing monsters without any blood, and without any actual corpses. It's no worse than Wizards 101...which is a children's game that's rated, I believe, for all ages...
I like the idea, though having it spawn certain buildings might be a challenge.
Thank you,
I agree, it would be a challenge to implement...but I think it could potentially be the best method of working this entire concept into the game...as it feels very befitting of Minecraft to me. Either way, more developed cities would be ducky.
I was actually just thinking about working up an elaborate thread regarding this very concept...but with a slightly different direction. Rather than make a new thread of which, essentially, leads up to the same concept...I'll just post what I had in mind here. Perhaps you'll like the idea and incorperate it into your own, or maybe it'll simply spur discussion leading towards other interesting concepts involving the overall concept of more interesting villages.
I believe that Villages should have another type of villager geared around building. We, as miners, require a reasoning behind our endeavors...and what better than to actually impact the development of a village? These individuals should request building materials when you initiate a trade, and when you provide the adequate amount of these materials...they then proceed to advance the village towards the next step of development by actually building up the town. Each stage would take time towards completion, and upon such permit the ability to further the development through other requested resources.
That aside, each step in the progression would cause the village to spawn different types of advanced villagers such as your Guards, for example. This would then lead towards the ability to trade weapons to these guards so that they could defend the village...so on and so forth until you have a very nicely constructed city that YOU helped develop through your endeavors within Minecraft.
It would place a lot more emphasis on the trade system, and ultimately lead to something that adds a little depth to the overall feel of our being miners in a barely populated world. We become freelance miners...working towards our benefit and that of a budding colony.
I like this idea, or more to the point I like the ideas of a blood curdling scream coming from the darkness and the fact that it's aura "snuffs out" light sources. The only problem I foresee is it's high health and damage being too powerful against a fresh player (ie at the start of a new world) with low-quality weapons and armour whilst they go deep looking for diamonds to make their first diamond sword and armour.
I personally would fully support this if:
1. the health and damage values were scalable to a player's equipment (so a new player with a stone sword and 1 piece of armour wouldn't lose just because they haven't advanced far into the game);
2. the creature was vulnerable to a specific sword (like the werewolfs in Mo' Creatures, for example, the Shade takes heavy damage from a gold sword);
3. although tough to fight and kill (giving an appropriate drop for the difficulty of killing it), the Shade is easy to escape and evade.
Thank you very much for the support!
While I understand the belief behind Shades potentially being too difficult for those of whom have just started out, and are delving into the depths for their very first attempt at diamonds, I'd like to reiterate something I had previously written just to further emphasize my own personal opinion towards that thought. Any player can avoid the majority of damage sources were they to practice a more cautious style of cave exploration, but it takes more time than the more commonly used method of simply exploring such.
What I mean is, if a player mines alongside the cavern of which they are exploring and leaves a one block gap near the ground of said cavern...they can effectively avoid nearly all forms of danger and even place torches within this cavern along the way. The only mob that I had even the slightest bit of trouble with when utilizing this method of caving was the Cave Spider, but even they seemed to be a bit disoriented in their AI when trying to get into my little tunnel system. I think I got hit by two spiders...out of about ten when I was farming them near a spawner.
This method takes a bit more time than the traditional form, and it also burns through stone picks like you wouldn't believe. However, I personally feel that for a new player...this is what they should be doing when they go caving. They should be practicing a more cautious and observant method of exploration over the more wanton style that one takes when they have a full set of Diamond armor and weaponry. This more reckless style of exploration should be the reward you get through your patience and cautious behavior, those initial diamonds you mine should be emphasized as a reward for your keen thinking and observational skills.
As it stands, few really fear actually dying when they go caving and rarely ever utilize chests to store their goods. Most simply fill up their inventory and carry the important items until they no longer have room, and then return to the surface...never really expecting anything to take them down. If the Shade is implemented as is, that's no longer the case...and this cautious methodology is something that has to occur within new players, because the fear of death becomes a far greater reality. You'll see more players practicing cautious exploration and utilizing chests to ensure that they don't lose everything in the potential death that might ensue...and you'll see them perceive those first few diamond as even more of a reward than they do now. They will have braved a truly dangerous subterranean landscape...and gotten the coveted items of which they seek!
WITH THAT SAID.......................
That's not up to me, if the idea is accepted...it's up to the development team to balance the concept out however they so wish. I wouldn't have any control over this...and I understood that the moment I came up with the idea. Whatever works, works...and I'll be pleased just to have something of which I designed incorporated into the game. If I had to choose between your choices in balance options, I'd probably go with 2. The idea of Gold being particularly harmful to these creatures would be the most ideal nurf to the concept...but again, balance is up to them and they may think it more prudent to go another nurfing route.
Again, thank you for the support and feedback! Sorry for the wall of text, by the by. :\
I would have loved Herobrine being incorporated into the game within the manner of which he's portrayed in games. A character with the best AI, who stalks the player periodically. With the Far Lands being removed, if they ever brought Herobrine into the game...I believe that they should bring the Far Lands back as a temporary alteration to a chunk upon loading...
What I mean by this is that when you enter a chunk, it has a X% chance to twist into a Far Lands variant...and when you leave the chunk...it reverts back. This is where Herobrine should be encountered most, when you slip into this alternate landscape on extremely rare occasions. Bring back an interesting facet of Minecraft and hybridize it with a fanmade concept to form a very eerie possibility.
However,
Unless you are bringing something new to the table and a very detailed post involving the very intricate facets of a well fleshed out concept, they're going to close this thread due to the sheer volume of Herobrine threads...and just how many flames they normally get because people are tired of hearing, "Add Herobrine". Many no longer want him in the game just because of how many "Add Herobrine" threads popped up.
0
I assume you've never seen bamboo fully grown?
It may not be a tree, but when it's grown to its full height...it produces a canopy exactly like one. Hence the term Bamboo forest...
0
However, like others have expressed, not too keen on the way you are trying to implement it. It has got to be a single realm, if you want to go the inception route...you're going to have to try and make it all work in one realm rather than several different realms accomplished through sleeping within a dream. Aside from that, you need to add further detail to the concept.
Different block types and functions for these blocks, flora and fauna, statistics for such, various items that can be obtained within the dream, a more vivid picture.
0
It's great to see a youth of whom supports the concept while so many express that this might be a bit too frightening for such, thank you very much for the support!
It's meant to implement actual difficulty into the game, even Easy needs a progressive challenge. That aside, all stats would be subject to change based upon the developers opinions towards that very subject...I'm sure tweaks would be made accordingly.
Thank you very much.
Thanks!
He looks like a hobo...that unsettles me more than enough!
0
Thank you for the support!
Thanks,
It could be, though I like to associate it more with the void or an alternate realm not yet established. I have considered delving into that realm...fleshing out biomes, blocks, additional mobs, and establishing it as a place where these would spawn in more abundance in combination to the depths of Minecraftia. Thus, they would be akin to Enderman in the sense that they have a larger presence within another realm.
That's if I get myself motivated enough for that endeavor though.
Thank you very much!
Silverfish creep me out a bit, but those Creepers are the only thing that really scare me in the game. Haven't seen the Black Ops Zombies mob, never really played or looked into the game. Will have to check it out sometime.
Anyone else have thoughts or opinions? Keep them coming!
0
Quite true,
However, more difficulty promotes intelligent thinking...we excel through challenging our minds, not providing easy outs. Still, like I said, if it's to be excepted...balance is entirely up to the development team. What I'm presenting is simply the core concept behind the idea that they would, undoubtedly, mold to their whims.
0
0
Thank you,
I agree, it would be a challenge to implement...but I think it could potentially be the best method of working this entire concept into the game...as it feels very befitting of Minecraft to me. Either way, more developed cities would be ducky.
0
I'm indifferent to it though, either way works for me.
1
I was actually just thinking about working up an elaborate thread regarding this very concept...but with a slightly different direction. Rather than make a new thread of which, essentially, leads up to the same concept...I'll just post what I had in mind here. Perhaps you'll like the idea and incorperate it into your own, or maybe it'll simply spur discussion leading towards other interesting concepts involving the overall concept of more interesting villages.
I believe that Villages should have another type of villager geared around building. We, as miners, require a reasoning behind our endeavors...and what better than to actually impact the development of a village? These individuals should request building materials when you initiate a trade, and when you provide the adequate amount of these materials...they then proceed to advance the village towards the next step of development by actually building up the town. Each stage would take time towards completion, and upon such permit the ability to further the development through other requested resources.
That aside, each step in the progression would cause the village to spawn different types of advanced villagers such as your Guards, for example. This would then lead towards the ability to trade weapons to these guards so that they could defend the village...so on and so forth until you have a very nicely constructed city that YOU helped develop through your endeavors within Minecraft.
It would place a lot more emphasis on the trade system, and ultimately lead to something that adds a little depth to the overall feel of our being miners in a barely populated world. We become freelance miners...working towards our benefit and that of a budding colony.
0
Thank you very much for the support!
While I understand the belief behind Shades potentially being too difficult for those of whom have just started out, and are delving into the depths for their very first attempt at diamonds, I'd like to reiterate something I had previously written just to further emphasize my own personal opinion towards that thought. Any player can avoid the majority of damage sources were they to practice a more cautious style of cave exploration, but it takes more time than the more commonly used method of simply exploring such.
What I mean is, if a player mines alongside the cavern of which they are exploring and leaves a one block gap near the ground of said cavern...they can effectively avoid nearly all forms of danger and even place torches within this cavern along the way. The only mob that I had even the slightest bit of trouble with when utilizing this method of caving was the Cave Spider, but even they seemed to be a bit disoriented in their AI when trying to get into my little tunnel system. I think I got hit by two spiders...out of about ten when I was farming them near a spawner.
This method takes a bit more time than the traditional form, and it also burns through stone picks like you wouldn't believe. However, I personally feel that for a new player...this is what they should be doing when they go caving. They should be practicing a more cautious and observant method of exploration over the more wanton style that one takes when they have a full set of Diamond armor and weaponry. This more reckless style of exploration should be the reward you get through your patience and cautious behavior, those initial diamonds you mine should be emphasized as a reward for your keen thinking and observational skills.
As it stands, few really fear actually dying when they go caving and rarely ever utilize chests to store their goods. Most simply fill up their inventory and carry the important items until they no longer have room, and then return to the surface...never really expecting anything to take them down. If the Shade is implemented as is, that's no longer the case...and this cautious methodology is something that has to occur within new players, because the fear of death becomes a far greater reality. You'll see more players practicing cautious exploration and utilizing chests to ensure that they don't lose everything in the potential death that might ensue...and you'll see them perceive those first few diamond as even more of a reward than they do now. They will have braved a truly dangerous subterranean landscape...and gotten the coveted items of which they seek!
WITH THAT SAID.......................
That's not up to me, if the idea is accepted...it's up to the development team to balance the concept out however they so wish. I wouldn't have any control over this...and I understood that the moment I came up with the idea. Whatever works, works...and I'll be pleased just to have something of which I designed incorporated into the game. If I had to choose between your choices in balance options, I'd probably go with 2. The idea of Gold being particularly harmful to these creatures would be the most ideal nurf to the concept...but again, balance is up to them and they may think it more prudent to go another nurfing route.
Again, thank you for the support and feedback! Sorry for the wall of text, by the by. :\
0
0
I would have loved Herobrine being incorporated into the game within the manner of which he's portrayed in games. A character with the best AI, who stalks the player periodically. With the Far Lands being removed, if they ever brought Herobrine into the game...I believe that they should bring the Far Lands back as a temporary alteration to a chunk upon loading...
What I mean by this is that when you enter a chunk, it has a X% chance to twist into a Far Lands variant...and when you leave the chunk...it reverts back. This is where Herobrine should be encountered most, when you slip into this alternate landscape on extremely rare occasions. Bring back an interesting facet of Minecraft and hybridize it with a fanmade concept to form a very eerie possibility.
However,
Unless you are bringing something new to the table and a very detailed post involving the very intricate facets of a well fleshed out concept, they're going to close this thread due to the sheer volume of Herobrine threads...and just how many flames they normally get because people are tired of hearing, "Add Herobrine". Many no longer want him in the game just because of how many "Add Herobrine" threads popped up.
Sad, but true.
0
0
Positive, Negative, Neutral?
0