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    posted a message on The *NEW* Official Gun Thread
    Quote from lolpierandom

    I don't see the need to read your full suggestion- I skimmed it a day or two ago, but since you recapped it I assumed from the recap.


    Why would I talk about the 2x range against mobs? Nowhere in the whole post did I even MENTION mobs.

    If you're farming mobs, anyways, please explain why you're even using a sword? Is it that hard to make them climb a little higher and be one hit kill?

    Also, I don't know why you even bothered posting all that stuff in the beginning about guns- I didn't mention guns besides the idea of 2x knockback.

    2x range is overpowered, and there's no way to counter it. Any player PvPing you would have NO hope at all without a ranged weapon. Sword users would be left at a huge disadvantage- who cares how much damage they do if you can't hit them at all? That leaves the only counter to a MELEE weapon as a ranged weapon(hardly preferable since melee weapons have much higher damage output) or itself(which isn't really a counter, because it pretty much requires everyone to carry it, killing diversity)


    You can counter them with bows or bayonets or muskets. Bayonets do 0.5 the damage of swords.

    You can post the EXACT SAME argument against bows. The only way to counter bows is with a ranged weapon. So what is wrong with needing a bow or bayonet or musket to counter bayonets?

    To make a musket, you need iron for the musket barrel, then you can only use the bayonet's 2x range ability once it is attached to to musket.

    Also, the musket shots do 2x knockback, not the bayonet. I will compensate by having the bayonet do 0.5x the knock back of a sword.

    Sword will not be useless because it does more damage. During PVP, If you can hide behind an obstacle, such that people cannot attack through walls, you effectively have the higher dps when you fight around obstacles. Imagine yourself in a cave, 2x distance of bayonet is useless if the person being hit is against a wall, so that person using a sword can kill the guy who is using a bayonet due to higher dps.

    Further more, a bayonet can only hit players or mobs 2 blocks away from them. If a mob or player is within 0x<range<2x where x is the range of sword, or if the mob or player is at a range>2x, then the bayonet won't be able to hit the player or mob. The bayonet only hits mobs or players at a block distance of range equal to 2x the sword. So it takes some skill to use a bayonet.

    I believe this solves the issue.

    I have added this to my main suggestion.
    Posted in: Suggestions
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    posted a message on Is it possible?
    Is it possible to make it such that objects can be placed at half height, so that when you place a chest on a halfstep, it is not floating?

    It would be great to not have a floating chest on a halfstep, and then have the space between the half step and the chest be complete darkness... It makes no sense, and looks like a glitch.

    So yea, i want to have it so you can place objects on half steps without it floating halfstep higher.
    Posted in: Suggestions
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    posted a message on Allow Pets To Roam in Enclosures
    Quote from TheTempleKnight

    II don't see why you would need a special button to have them stand and roam when they already have one to do that. It's the opposite of sitting.

    Think of it.. like an electric fence or something of tat nature.

    The animals move around like normal... The only difference is that in the coding they would have to define a certain block (the new fence piece that I purposed) as off limits.. Unpassable. Not able to jump over. Etc etc.


    They teleport to you when you are too far away, this happens in following mode.
    Posted in: Suggestions
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    posted a message on Moar Melons
    No, because there are no melon blocks naturally in minecraft, so how can there be seeds on the surface but no melons? Maybe if they added random melons spawning on the surface like pumpkins, than it would make sense to find melons seeds through hoeing the ground, but the chance of finding it is extremely low, somewhere like 1/100 chance.
    Posted in: Suggestions
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    posted a message on Allow Pets To Roam in Enclosures
    You are missing an important thing: What button would you press to have them walk around in a confined area instead of sit?
    Posted in: Suggestions
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    posted a message on The *NEW* Official Gun Thread
    Quote from lolpierandom

    @Vaylen (Quote's too long- won't bother snipping)

    I disagree with a gun doing twice the knockback, especially if you already have a weapon that has twice range.

    Which brings me into the next topic- extra reach weapons.

    No. Just no. I don't care if they do half a heart each punch, they're unacceptable. Extra reach weapons either require your enemy to charge a bow (or in this case, fire a gun), or require you to carry an extra reach weapon as well.

    If the only counter to a weapon is itself, or something that is hardly a counter at all(bow, because to be honest, who would use a bow in close range while they're smacking you to death?)

    No one would even bother with swords except as a starter weapon anymore- it might take longer to kill, but it certainly would be a lot easier, since anyone without a bayonet/gun/bow would effectively be screwed with your god-reach.


    Wow, did you actually read my entire suggestion on the first page? I said both styles should do roughly the same amount of damage on average. I am using the ratios for the gist of whether a gun is faster at reloading than drawing a bow. Historically, bows could be fired at a faster rate than muskets.

    So bows still have the advantage, in that it can knock you back 4 times with the time it takes to reload a musket that knocks you back once, but 2x the distance to the distance of knockback of bow.

    The bow can deal 4 fully charged hits with one reloading time of a musket.

    Bayonets have 2x the range of sword, but does 0.5x damage of a sword. Bayonet can break just like swords, so it is wiser to use swords to farm mobs since swords do 2x the damage of a bayonet. The bayonet's 2x range is only tactical! You don't need tactics to kill dumb mobs.

    I am not intending these to be the actual damages or knock backs distances, but I intend them as conceptual models for the gist of the ratios of damage and knock back between bow and musket, to make them different and realistic. The actual damage is up to the person who writes the algorithms.

    There is a reason why bows and guns exist in the real world, which is because of their different uses.

    Please read the suggestions before arguing against guns with arguments that were addressed within these suggestions, or else people have to repeat things in the suggestions over and over again.
    Posted in: Suggestions
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    posted a message on Dwarf NPCs in Minecraft
    Dwarves are suitable for minecraft because they live under ground (real world mythology of dwarves), and so they dig a lot. This would also explain abandoned mineshafts. Someone must have built those mineshafts and then abandoned them, and dwarves fit the category best.
    Posted in: Suggestions
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    posted a message on The *NEW* Official Gun Thread
    Quote from yoshi9048

    So far, this has yet to be seen as they both offer ranged combat in a straight line.



    Arrow trajectory are curved, but musket shots are less curved.

    Bow cannot melee, so you carry a sword. Musket and bayonet can both melee and range with left or right click, respectively.

    Bayonets do 0.5x the damage of a sword, but has 2x the range of a sword, since muskets are generally pretty long along with a bayonet. Bayonets were also intended as pikes against charging cavalries.

    Bows are powered primarily by enchantment. Muskets are powered by their ammunitions, which are powered up through alchemy.

    Musket have 2x more knock back than bows.

    Muskets require 4x reloading time than the full drawing of a bow, but muskets do 2.5x the damage of a bow.

    Musket and bayonet offers new combat style, a new weapon, and new sounds when reloading.

    These are some things taken from my suggestion.

    Your definition of new mechanics seems to revolve around "if a bow can be implemented to do the same thing, then you are not adding anything new". Well then, following that logic, why not remove the pickaxe and give bows an arrow that can mine. You can see how ridiculous that logic is, which furthermore would result in the over-milking of bow as an item. Thus, the above things I mentioned along with others, should be more than enough to classify musket and bayonets as uniquely a new combat style, and not to mention that more ideas are to come.


    Quote from yoshi9048

    This is a case where someone will inevitably be butthurt due to the controversial nature of the subject, but if 90% are happy, then there should be no problems.



    The problem here is that the butthurt people against guns have no real reason. Their main argument is a single syllable long. Is "no", as an argument, enough to convince you that easily?
    Posted in: Suggestions
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    posted a message on Bottles of lava!
    I am against this idea because it doesn't make sense. This is not how explosive bottles work, and the bottle would have easily exploded when gunpowder came into contact with lava, and makes no sense how the bottle is kept from exploding when it is in your inventory.

    Like what Mixy97 said, there is still a limit to the amount of nonsense in minecraft.
    Posted in: Suggestions
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    posted a message on Teleportation Totems for Fast Travel
    That would render future addition of mounts and the current minecarts travel system quite useless.
    Posted in: Suggestions
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    posted a message on space
    This thread gave me a great idea for a mob suggestion:

    We should add a new mob, called "The Split". Don't let it catch you, because it likes to SPLIT off the skins of players before eating them. The Split came from outer space, an alien species to the overworld of minecraft. It also doesn't like testificates very much.
    Posted in: Suggestions
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    posted a message on Control pigs with wheat
    Quote from Abrogation

    That's what I read in the original suggestion, I believe.


    He said to just use wheat. I suggested mushroom on a stick, which is made by combining fishing rod with mushroom. It makes more sense, because you can dangle it in front of the pig.
    Posted in: Suggestions
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    posted a message on Control pigs with wheat
    How about mushroom on a stick. You take a mushroom, combine it with a fishing rod. You can use it to move the pig. Pigs like mushroom more, I believe.
    Posted in: Suggestions
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    posted a message on Spider Lair
    Quote from Abrogation

    I honestly think that spiders were their originally, until people dug too deep.


    Yes, I am not saying you can't think that. It is still considered a spider infestation. I am just making an example of one scenario.
    Posted in: Suggestions
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    posted a message on Spider Lair
    Quote from Abrogation

    Isn't this the reason why abandoned mines are suggested? They serve the purpose of spider lairs...


    Well abandoned mine shafts were originally owned by testificates or people. I am talking about natural caves belonging to spiders with queen spiders, spider eggs for breeding, etc when I add more stuff. Abandoned mine shafts and strongholds may connect itself with spider lairs. Spider lairs also allow the spawn of creepers, zombies, and skeletons in unlit areas.

    Also, maybe every abandoned mine shaft should be near a spider lair, so it will explain the reason why testificates or people abandoned the mineshaft, which is because of spider infestation.

    By the way, did you read my entire post?
    Posted in: Suggestions
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