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    posted a message on Spider Lair
    Quote from The Internet

    Though a nev boss vouldn't do very vell, I do love the idea of riding your ovn spider and having a cave dedicated to spiders vould be fun. Still, vhat if your spider could make vebs vhen you press a certain button, like shift or something. Maybe it vould take up string from your inventory and be on a cooldovn for balance.


    Yea, maybe when you feed it meat (rotten, fresh, or cooked), it will drop spider web as an item, so you can pick it up place it. Now you can make mob traps with spider webs! Amazing!

    But once placed, it cannot be retrieved just like an ordinary web found in abandoned mineshafts.

    A single spider will drop a spider web once everyday, when you feed it meat.
    Posted in: Suggestions
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    posted a message on A Tad More Realism *just hear me out*.
    Quote from Neospector

    Well, he can look at it this way: Would TV be fun if the laws of physics and probability were actually applied?


    TV won't exist without our laws of physics.
    Posted in: Suggestions
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    posted a message on A Tad More Realism *just hear me out*.
    Quote from The Internet

    First of all. FUN > REALISM, second of all, this idea is complicated and rather boring. Thirdly, HD should only be for texture packs. It just ain't Minecraft's style. Though, the fighting improvements are a good idea. I'm absolutely certain there have been shitloads of suggestions already doing that in better vays, and maybe official support for HD texture packs vould be nice.


    Well, to him, maybe FUN = REALISM?
    Posted in: Suggestions
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    posted a message on Spider Lair
    Quote from AnonTheMouse

    I believe that spider lairs are a part of the more structures proposal, here.


    Thanks for the link, but mines is still quite different. His is just a dungeon spawner, and you can find those underground. I also introduce a boss and tamable spider for helping you build tall walls, so you don't need to make ladders every time or make block stairs.
    Posted in: Suggestions
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    posted a message on Spider Lair
    Update: Added web item drops, when you feed your adult spider meat. See Tamed Adult Spider.

    To make sense of reason why abandoned mineshafts are abandoned and filled with webs and has spider spawners, 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.

    Suggestion

    I remembered a suggestion about spider caves. I couldn't find it on the search function, but my suggestion, although deals with the same general idea, is still specifically different:

    I wanted a spider lair like from The Lord of The Rings. It will be a cave system filled with webs, which you enter from the surface or find it through cave networks or mining. The cave aesthetics would be half as short as a ravine, which branches out into circular hollow tunnels to different chambers. Spider spawners and cave spider spawners would be located on top of some cliffs, so spider jump down at you when you walk through the cave system. Spider spawners will also be at the bottom. There should also be a few more different spiders species, if possible, added to the game to make the spider cave more fun.

    Creepers, skeletons, zombies still spawn in the spider cave.

    In a final room is the boss spider. The place is covered with webs, and you have to destroy them to move around to attack the boss. Spiders are unaffected by webs.

    The cave would also have treasures. There would be spider eggs around the room inside thick webs and it also drops from the Queen Spider in the final chamber, which you can use to breed spiders with. You can then ride these spiders, just like skeletons riding spiders, which means you can CLIMB WALLS!

    The spider when hatched will be a baby spider. You will need to feed it meat until it grows big enough to ride. It won't attack you since you bred it.

    The ability to climb walls without ladders or blocks is a GOD-SEND! Imagine the amount of time you will save in building a massive fortress. You don't need to use so many ladders and scaffolding blocks if you are able to find a spider cave, kill the spider boss, and loot the spider eggs.

    Of course, to make it more balanced, spider caves need to be rare like strongholds.


    Reasons to go to the spider cave:

    1. Small ravine type structure, which means you might be able to find abandoned rail road tracks, strongholds or diamonds.

    2. Spider eggs: When you breed it, it behaves like your wolf or cat. You can ride it, given you have no food in your hand, by right clicking on it.

    3. Boss: You get to see and fight new mobs.

    Queen Spider

    Attacks:

    Venom spit: Ranged poison attack that does 2 hearts of damage against unarmored players, and poisons them.

    Venom bite: Melee poison attach that does 5 hearts of damage against unarmored players and poisons them.

    Web spray: Randomly creates webs, to slow players down.

    Climb wall: The queen spider will climb the wall away from the player randomly.

    The final chamber also contains 3 spider spawners. They either spawn cave spider or regular spiders.

    Entrance to the Spider Lair:

    Signs of a spider lair can be known if the player sees trees covered with webs. If the player sees trees covered with webs, than there is a Spider Lair nearby.

    Spider Lair:

    Contains small holes that player cannot go into, but cave spiders can move through. Behind these small holes are cave spider spawners. Likewise, there are 1x2 holes that only regular spiders can go through that the player cannot.

    The place is filled with webs.

    Main section: This is the section that is half as tall as a ravine, which connects to many other chambers through tunnels.

    Tunnels: Just like from the lord of the rings, tunnels are round and filled with webs.

    Chambers: These are places where you find chests. Some of them might have it and some might not. So you want to explore them all. There is also a final chamber that houses the Queen spider and her eggs.

    Spider Breeding:

    As of now, you can get two types of spider eggs. You can get cave spider eggs, called "cave spider eggs" in game, or regular spider eggs.

    You hatch spider eggs differently from chicken egg. You need to place them on blocks underground, away from the rain. Then, surround it with torches. After a day, it will hatch.

    A new born spiderling will take 3 days to become an adult spider.

    Bred regular spiders: Acts like tamed wolves or cats. They eat meat(fresh, rotten, or cooked). You can only ride regular spider, hatched as babies at first from regular spider eggs called "spider eggs" in game.

    Bred cave spiders: Acts like tamed wolves or cats. They eat meat(fresh, rotten, or cooked). Each cave spider egg has a chance of hatching 2 cave spiders, just like chicken eggs.

    Tamed adult spider:

    When you feed it meat (rotten, fresh, or cooked), it will drop spider web as an item, so you can pick it up and place it where ever you'd like. Now you can make mob traps with spider webs! Amazing! But once placed, webs cannot be retrieved just like an ordinary web found in abandoned mineshafts.

    A single adult spider will drop a spider web once everyday, when you feed it meat.

    When you attack mobs while riding your adult spider, your adult spider will also attack at the same time. This is works because spider riding skeletons can shoot arrows and have the spider it is riding attack you at the same time. So I can't see why you can't shoot arrows, attack with sword, and have adult spider you are riding attack the mob you are attacking as well.

    Tamed adult spider has 20 HP, 4 more than their wild cousins. You can heal them by feeding them meat. When they get killed by mobs, they drop strings and spider eyes just like their wild cousins, but no exp because the player did not kill it.

    Two adult spiders of the same type will breed when you feed them raw meat. They will only breed at FULL HEALTH. Once they are at full health, then you can have them breed by feeding them raw meat, which also heals them. After breeding, they will spawn 1-2 spider egg sacs surrounded by webs. You need to retrieve these eggs like how you hit blocks to get blocks, then pick them up, and bring them under ground to breed. This is because Spider egg sacs won't hatch in the rain. When spider egg comes in contact with water or running water, they break and you have to pick them up again and place them somewhere else to hatch.

    They will randomly attack zombies for food when their health is low.

    How can I tell the difference between my spider and a hostile spider?

    Just like when you tame cats, they change their appearance, or when you tame wolves, they get a red collar. Tamed spider change appearances from that of their hostile cousins, in that tamed spiders come in different colors or styles, which you can change with texture packs.

    Here are some default color scheme suggestions:

    Regular spider:

    Desert camo theme: Brown stripes across a light brown body. They would have black shiny eyes.

    Cave Spider:

    Brilliant tiger theme: They will be bluish with orange tiger stripes.

    Holiday tiger theme: They will be greenish with red tiger stripes.

    The design choice ultimately lies upon the decision of the designer for minecraft of course (if there is one).



    To be Updated
    Posted in: Suggestions
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    posted a message on The *NEW* Official Gun Thread
    Quote from yoshi9048

    And in that case you lost me. Effectively, the only changes I've seen to effect guns have been lame and boring. Such things as extended cooldowns compared to bows for balance reasons (boring) to different ways of crafting (boring) to different ranges (boring).

    Perhaps one of the most difficult points with advocating guns is how trite and uninspiring they can be when trying to make them unique compared to bows. Seriously, in any modern sense, guns are so overused in the video game industry that they are actually more mundane and less practical that bows with recent games.


    You do not take into account many of the suggestions here that would make guns different from the bow. Alchemy applied to guns, so as to give it abilities based on ammunition, give it spreadshots, melee bayonet with left click and firing with right click once musket and bayonet is equipped (if you used bow and sword, you have to use the hotkeys or open inventory to change between bow and sword). This also prevents the over-milking of bow as a ranged weapon such that it will have too much abilities.

    From your post, I have deduced you want the bow to be everything, because you wouldn't want another range weapon because of the ability to attribute the qualities of the new ranged weapon to a bow, such that the you don't even need a new ranged weapon. That is your flow of logic and I find it distasteful. This is the far more uninspiring than the concept of guns in this thread.

    This is how you are sounding: "Guns, ballista, sieges? Well, we can just give the abilities to the bow".
    Posted in: Suggestions
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    posted a message on Villager's Objectives
    I like the idea in general, mainly so the villager would stop raping my doors.

    I also support armed testificates, which I have made a suggestion of in my signature link.
    Posted in: Suggestions
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    posted a message on The *NEW* Official Gun Thread
    Quote from yoshi9048

    Oh, I got the point and I share it. I already have a keen understanding that guns won't be in MC because of their redundant and on-inception inferior role. All a player has to do is reskin a bow to a gun, arrows to bullets, and replace the bowshot sound to gunfire and the argument is moot, but it's also important to remember there ARE differences which makes the mechanics of each different in-game.


    You're missing the point again. I am not suggesting that guns be re-skin of bow. I am purely using that as a hypothetical example to show a contradiction within the post I was quoting originally. If you read my suggestion of guns, I am advocating them as a new style of combat, away from the old boring sword and bow.
    Posted in: Suggestions
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    posted a message on The *NEW* Official Gun Thread
    Quote from yoshi9048

    One exchanges raw mechanical energy for kinetic energy, the other exchanges potential energy for kinetic energy? One benefits from tension while the other benefits from rifling? One can be extended for increased range and penetrating power the other cannot...

    Shall I go on?


    You're missing the point of my question. In the game, let's say the bow and the gun are the same, since they are made with the same concept of being a projectile and propeller weapon. The icons and game sprites are different. If I replaced the sprite of bow and arrows with gun and bullets, then the difference is only the looks. So basically, when he is said that minecraft is not a "gun game", he partially said minecraft is not a "bow game", but bows are in the game, therefore arises a contradiction of his platform of argument.

    So the person I quoted originally didn't want guns because of its looks, which is not a convincing argument. Since he is okay with a bow, which consists of the same concept to that of a gun, but is against gun.
    Posted in: Suggestions
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    posted a message on Potion of Water Walking
    Just because the boat is buggy, doesn't mean the solution is to make a Jesus potion. It most likely means the solution is improving the boat mechanics.

    Oh, if you want to escape in PVP servers, then don't go into the water, simple as that.
    Posted in: Suggestions
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    posted a message on The *NEW* Official Gun Thread
    care to explain the difference between a bow and a gun?
    Posted in: Suggestions
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    posted a message on The *NEW* Official Gun Thread
    Quote from Mr_Stevenson

    Wait, what if retrieving shots would give you a musket ball, which would need to be recrafted with paper and gunpowder (or whatever you need to craft iron with to make a bullet) to to fire again


    I was thinking it should be called "Iron Pellet/bullet". Yes, that was what I had in mind, the ability to recraft iron pellets into musket ammunition. Since iron not very renewable, and gunpowder and paper is renewable.

    I also have an idea for alchemy. The Bow would be primarily powered up through enchantment, but the gun would be primarily powered up through alchemy.

    You combine:

    64 regular iron bullets, cartridge, etc + 16 potion of poison = 64 poisoned shots.

    64 regular iron bullets, cartridge, etc +16 potion of strength = 64 power shots.

    64 regular iron bullets, cartridge, etc + 16 potions of slowness = 64 crippling shots (slows enemies).

    And a new alchemy potion: The Flameburst Potion:

    You make flame burstpotion combining potion of poison with blaze powder. Flame burst potion sets anything on fire around the area you threw the potion.

    64 regular iron bullets, cartridge, etc +16 flameburst potions = 64 flameburst shots, which sets enemies on fire when you shoot them.

    More alchemy ideas may be added.

    I have added this to my main gun suggestion thread on the first page.
    Posted in: Suggestions
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    posted a message on Corner Stairs
    That's not how
    Quote from manaroth54

    hmm i would be like this:
    (i know it looks like crap but deal with it lol)



    This is not how corner stairs would look. Corner stairs are diagonal steps. Regular stairs have steps perpendicular to the sides, while corner stairs have steps intersecting the corners of the block.
    Posted in: Suggestions
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    posted a message on The *NEW* Official Gun Thread
    Quote from aminecraftguy00

    Guns in minecraft would be a great mod, imagine the fun in smp. I support guns in minecraft as a mod, but not in vanilla.


    How are you okay with bows and not guns, please explain.
    Posted in: Suggestions
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    posted a message on Potion of Water Walking
    Quote from Abrogation




    Jesus powers


    Ridiculous.
    Posted in: Suggestions
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