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    posted a message on Make the world feel more alive -- Booming Ecosystem
    Quote from Ptolemy2002»

    So, you are suggesting that Minecraft should have their single-player mode (which is specifically designed not to require internet and have their players be ALONE) actually be a multiplayer mode where people go into your world, by things, and then bring them back to their world where they can use them?


    That would not only defeat the entire purpose of singleplayer, but it would unbalance the game (people would be able to get materials out of something they were never meant to be gotten out of) and make villagers basically useless because they do the EXACT SAME THING.


    And what does any of this have to do with an ecosystem, which is a system of ANIMALS?


    No Support


    Okay then, may I ask you.. How often do you play single player survival?

    Posted in: Suggestions
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    posted a message on The old tale of progression, then getting stale -> The fix.
    Quote from lyvyvylivy»

    I feel like the point of minecraft is to stay simple. Not too complex, with the different aspects open to everyone. I feel enchanting was made to be an aspect you choose. After all, Minecraft started without anything but click and place. Even though this makes the game easier, enchanting isn't required to fight the dragon, the wither, or anything. The entire enchanting system is based off luck, I feel like that's how it was made, because the chance makes it more exciting. But let's say you can make enchanting books, and the element of luck was removed from that, what about luck in mob drops, and ore? There are a lot of aspects of minecraft based of luck. I think instead of changing enchanting, you could put potion effects on weapons, armor? That way, you could buff your things (Forever!) and still have better enchantments based off luck?


    Hello again Iyvyvylivy from my other post! haha .. So, I feel that everything 'buildy' in Minecraft always has a set amount of steps to produce something. Be it a furnace, you need 9 cobble.. Be it a torch you need a stick and some coal. Point is always know what to get to create.

    Combat is not creating, it's destroying, and thus doesn't need to change because combat in other various games pretty much always produce some type of variable drops.. This is nice, because on every combat death you get a guaranteed range of XP right? At least you can look forward to that per kill, the items they drop are a bonus.

    Now let's continue with your combat as an example, you *know* you could get a drop eventually, and the only thing you're wasting is a bit of time, and you're always gaining a set range of XP in the process (which helps you in other categories). Let's take enchanting books for example, you don't have a set anything you can look forward to, other than a set of possible enchantments that you may or may not get, and you're always *losing* experience on every try. It literally is like playing a lottery machine. Pop in money, you get a chance of winning, but most of the time it's losing.


    Since it's building something (creating), in Minecraft it's always nice to know you can eventually get it in time.. Let's compare this to ANY other RPG that allows crafting and enchanting. There's a reason why they don't take from your experience to enchant..

    Posted in: Suggestions
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    posted a message on Make the world feel more alive -- Insects
    Quote from lyvyvylivy»

    I like this! Support! (But could you please edit to provide more details? Felt a lil' empty.)


    What would you suggest? I was thinking of little tiny black cubes flying around for flies, and similar for bees. Just adds a bit more realism, even if it's just sound effects for flies buzzin' around, etc..

    Posted in: Suggestions
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    posted a message on Make the world feel more alive -- Booming Ecosystem
    Quote from Soraphis»

    so ... making singleplayer "feel" alive, by not being singleplayer? that sounds stupid.


    Is dark souls a single player game? It can be, but also has online elements that give you hints and you can summon players to help you. Still considered a single player game, no?

    Posted in: Suggestions
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    posted a message on The old tale of progression, then getting stale -> The fix.
    Quote from ScotsMiser»

    Using an enchanting table entails exactly the randomization of which you complain.

    Rather than changing the game, I suggest you and your friends explore the use of anvils to assemble the gear you want.


    The necessary books can be produced by 'industrial fishing' or (if you find that activity not to you liking) villager trading.

    Both options retain a random element but (particularly the fishing) will greatly ease the difficulty of getting yourselves maxed out gear.


    A necessity is a thorough familiarity with the anvil usage and enchantment combining rules

    see

    Enchanting & Anvil Mechanics

    & https://www.minecraftforum.net/forums/minecraft-java-edition/survival-mode/2887799-enchanting-question#c6 (for an example)

    [A modest iron farm (comparatively simple if you are breeding villagers) is also recommended; as are slime and blaze farms.]


    Random is still random, and thus, variable. The point was being able to have end goals and being guaranteed them. Random still means a lottery system, even if it is a smaller limited set. The pacing until this point has been all determined, why make enchantments be an obstacle?

    Posted in: Suggestions
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    posted a message on Telescope

    It wouldn't actually merge the blocks for LoD rendering, just for visual. I'm surprised they don't do this already..

    Posted in: Suggestions
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    posted a message on Hopper with Item Filter.

    Ya that's pretty much what I was thinking too, CannonFoddr.

    Posted in: Suggestions
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    posted a message on The old tale of progression, then getting stale -> The fix.

    The Problem

    There seems to be a system that me and my friends have.. We have fun starting a new game, our 'progression' is great and steady until we have a house made, then it's steady progression to mine to get some diamond so we can make a pickaxe to make obsidian to go to the nether so we can get some netherwart and blaze rods so we can do alchemy, and also get some enchanted books going.


    Thing is.. That's usually where it stops. Normally you'd think going to the end is the next step of discovery, but there is a HUGE disconnect of progression from after the nether, to the end.. You see, there's a big dragon you need to kill.. In order to kill the big dragon, you need great armor and weaponry that's enchanted, here's where it stops hard.


    Everything is planned thus far, it's all melody, we can work hard, we know what items we need, we split up we can all do our jobs.. Now we need enchantments.. It's a lottery system. You cannot plan for getting the enchantments you want. From a steady line of progression to a random chance you'll get the upgrades you need is too variable. It suddenly goes from 'we know what to do' to 'we don't even know if we'll get what we need, it's just a chance', and you don't get it within a decent amount of time, and you give up. Game is no longer fun, pacing is off.

    The Solution

    A fix would be to allow each enchantment to be made *somehow*, but with 100% chance. May it be with certain steps you need to accomplish, items you need to get, places you need to go (that fit within decent pacing), or whatever, but make it obtainable through effort.


    In one of my other posts I mentioned changing experience points from a consumable, to a non depletable resource that increases as normal, but instead upon level, it allows you to put towards skill points.. Be it enchanter, etc. Using your hard earned experience on a lottery system to get an enchantment, feels like the game forces us to play the lottery, even though we would rather not use our hard earned mone-*ahem*-experience, for something we may not even get (mending, for example).

    Conclusion

    Please consider bridging the gap to fix the progression, as I'm not sure how many times my friends and I are willing to restart to get into the same situation. Minecraft survival has so much potential.

    Posted in: Suggestions
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    posted a message on Bring in the Luck Potion to survival!

    Ever spent a long time fishing, and would love to have that boost in luck so you can have better items? Or a boost in luck to get a ghast tear? Well you're in luck! Because the luck potion is in Minecraft! ..... The only problem is, there's not way to get it unless you're in creative.. So it would really be nice to be able to create one for those times you wanna feel like a lucky punk, and make our day.

    Posted in: Suggestions
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    posted a message on Hopper with Item Filter.

    Have you ever wanted a hopper (or dropper) that would accept an item as input and reject other items? For example, say you have a minecart system where you bring materials, and you want coal in one specific chest, and iron in another, etc. This way you can then hop them into furnaces, and separate them into chests with just one chest in a minecart.

    Posted in: Suggestions
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    posted a message on Backpack.

    I know everyone's probably thought of this before. But wouldn't it be nice for that wee bit of extra space? Being able to build a backpack and equipping in a space like 'the shield'? Perhaps you can make better backpacks that expand your inventory with more space? :)

    Posted in: Suggestions
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    posted a message on Telescope

    Then how come games like No Mans Sky do it? Where you can keep zooming out. Why not average certain blocks together and save that as 'thumbnail' or 'zoom' information? Would seem like a good optimization I would think.. Basic concept of LoD.

    Posted in: Suggestions
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    posted a message on Make the world feel more alive -- Land Ownership
    Quote from erictom333»

    How would this benefit singleplayer?


    Are there not allowed things that can be multiplayer only? There are enough single-player games, Minecraft in my opinion (and most likely many out there) is better played "together". Hence the Microsoft title "Better together".

    Quote from ScotsMiser»

    There are already a number of mods that do this (or a near variation of it).

    What advantage would be gained by coding this into vanilla? [At present those who want this can add it, those who do not are not required to pay the coding/processing overhead required to implement it.]


    It mostly ties into the 'booming ecosystem', as it would be nice addition. If you look at the commands for the server, there is support for teams and such already, so obviously there has been at least *some* thought put into team play. If it were vanilla, many mods wouldn't have to reinvent the wheel, no? :) Sounds like it's definitely a needed feature if that many mods incorporate it.

    Posted in: Suggestions
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    posted a message on Make the world feel more alive -- Birds/Strays

    Hello, as a part of making the world feel more alive, I would like to suggest:

    Birds/Strays

    Maybe a bird to go fly on a tree, then fly away. Just having some wildlife in the game. Maybe some more cats and dogs near villages (strays).. Maybe being able to arrow down some air game? (shoot birds in the air for feathers and meat), or slice them down and get some feathers that way.

    Posted in: Suggestions
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    posted a message on Make the world feel more alive -- Cooking Mechanic

    Hello, as a part of making the world feel more alive, I would like to suggest:

    Cooking Mechanic

    I realized putting 3 wheat to make bread is a bit easy.. When it's a lot more work in real life.. It'd be nice to have a 'stove' mechanic, where you want to be nice to fellow multi-playing friends and make a cake with some eggs, sugar, milk, wheat->flour, or some bread with wheat -> flour, eggs.. Or maybe some more veggies, and you can make a pizza? Maybe a honey covered apple on a stick? Get some good exp that way (this could tie into Selling Mechanic)

    Posted in: Suggestions
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