Not bad for a first post, actually.
Although if it's to go into smaller areas, wouldn't you rather go prone instead? Getting stuck in a tight spot in the middle of a roll sounds painful.
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Aug 22, 2013bebe33 posted a message on Rolling and SneakingPosted in: Suggestions
23bebe33 posted a message on Better swordplayAs everyone here probably knows, sword play in minecraft is a little lackluster.Posted in: Suggestions
Here is how I think it can be improved:
Mouse movements during attacking.
The idea is that if you want to attack something, you have to swipe the mouse cursor into or across it rather than just aiming and clicking, otherwise the attack doesn't work.
The damage dealt is related to how far the mouse is swiped within the target. So overhead attacks do more damage, but people expect that and are more likely to block there.
You can still block like right now, and it blocks all damage, but your viewpoint will be pushed the same direction as the attack, forcing you to manually bring your sword back into line before you get skewered by a follow up attack("Stagger" for now). How much your viewpoint is pushed depends how far the mouse was swiped inside you.
If you're attacking someone with a weapon, and he swings at you at the same time and opposite(or nearly) angles, the two attacks subtract eachother in terms of
viewpoint pushingstagger. So you can block with that axe you've been carrying around by what amounts to a counterattack/blockparry.
Monsters would also get new attack animations that reflect all this. For example, zombies have windup times for punchs, giving you warning enough to block or counterattack, and would also parry if they had an item. Zombie pigmen would act like players swordfighting, since they have swords.
Update:Mining works as normal.
Incidentally, this makes sneak attacking working miners very unwise; might just take your head off with the pickaxe when he turns around.
Update 2:Dunno how knockback would work. I'll set up a poll.
Edit: Fixed knockback per weapon is voted in 8 to 3. Relax lads, knockback enchantment still works.
Update 3:3pix has been kind enough to make a picture:
More of his work here:
Update 4:Found a way to do stabbing! When you crouch, you can power up your sword like a bow before stabbing. Harder to block, but does less damage for the time you take compared to slashes.
Edit: Voted in 5 to 3.
Also, grappling of a sort; when you block or get blocked, you have to release left click to let go. If you swipe first, though, you can inflict knockback proportional to how far you swipe, and in fact, steer it in the direction of the swipe. It's the first person that lets go that inflicts knockback though; think fast!
Edit: Voted out 7 to 1.
I'll try to set up a poll(no promises, though)
Update 5: Semifinal results are in, see above.
NOTE:Semifinal, not final. 11 voters are hardly a good sample.
Update 6: This goes for all items. Including your hand, which would do scratch damage, but knock the person back more(less pushing his viewpoint though:Stagger, is what Frog calls it.)
Update 7:It only works when you're using left click. Don't know why I didn't type that in in the first place. Derp.
1Posted in: SuggestionsQuote from pinballboy7
When were guns invented?
China, 12th century or so.
How do guns function?
Gunpowder burns, forming gas that forces a projectile out of a barrel.
Are all firearms self-loading?
What are muzzleloaders?
Loaded from the front.
Is modern machinery required to build a functional gun?
Sten guns were DESIGNED to be built in a smithy. It can also be done with AKs.
2bebe33 posted a message on War Rockets...Naw, this is OP. Most of the payloads you want to launch in war rockets can be launched with more effort. Having war rockets removes the challenge and lets any idiot blow up someone's house from a safe spot and laugh.Posted in: Suggestions
That being said...
Quote from ShadowHunter12
There are about 50 mods that do things like this, from hand held gun mods to ballistic missile launchers fired from a launch gantry.
...this was uncalled for. This was a suggestion for VANILLA minecraft. Saying there's a mod for that is not a valid argument and in fact is something of an insult(Insisting something is A when it's B and berating the listener for thinking it was A type crap.)
1bebe33 posted a message on The Extruder - Automatically place and collect blocks!Because of time not wasted picking away at it?Posted in: Suggestions
The material cost for obsidian is still the same(redstone, or lava.) I'd say it's not OP at all.
1Posted in: SuggestionsQuote from pinballboy7
Ugh...I shouldn't have posted. Prepare for a wave of noobs to see this thread and begin posting...
Present a foolproof anything, and they'll make a more effective idiot(I don't dare say better), or worse, a more effective lawyer.
1bebe33 posted a message on Other applications for the new launcherSo I've seen the interview concerning the new launcher and how Minecraft is programmed now.Posted in: Suggestions
For those that haven't, Minecraft is going to be broken up into swappable files, so modding is easier and you can switch versions easily.
This suggests some other applications:
1.Modded/different version servers:
Have the game automatically swap files as needed to match up with a server. New files are downloaded from the server as needed.
This allows easy access to modded or outdated servers.
2.Different versions/mods per save:
Have the game "associate" different mods with different saves, allowing for a vanilla and a modded save to be used without having to switch out different .jars.
1bebe33 posted a message on Something fresh for Minecraft - Drawers.Posted in: SuggestionsQuote from Mordikins
Drawers would be quite sexy. This would go great with the Closets thread someone put up a while ago...
Curse my very active imagination.
1...Also, Blue, I fail to see how guns in Minecraft will corrupt children when, say, MapleStory features them and there's no more shootings than usual.Posted in: Suggestions
1Posted in: SuggestionsQuote from ThePatriarch
Haha, y'think? I think that a 1/50 random fail might balance the weapon for PvP, but I also think that the advantages of a gun would tempt players to use it just about as much.
It's frustrating, is what it is. You're basically hoping the Random Number God doesn't have it in for you every time you fire the gun. It puts emphasis on luck rather than skill, which is something we want to avoid as much as possible.
I mean, as long as the reload time was sufficiently long, but I think that with an early gun that goes without saying. Also, (legitimate question, not being condescending) does savescumming hurt anyone else in any way?
It only works in other games, and is really annoying anyway.
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14Deonyi posted a message on Ropes: Leads but BetterPosted in: SuggestionsRopes: Leads but Better
Leads were a fantastic new addition to the game; so simple yet so powerful. You could do so many cool and interesting things with this. This idea is just a way to make them even better.
RopeThe core feature of this idea is the idea of a rope. Ropes are the new base-material for leads and other similar items. Crafted with three string in any straight line, rope is the building block for the rest of the idea. Rope can be placed anywhere as a one block long piece of rope which will extend as long as you have rope in your inventory. This can be stopped using right click and the rope will slither behind you like a snake.
LeadsLeads have been completely overhauled. No longer are they limited in their length, as long as you have rope in your inventory, the lead will extend. One piece of rope corresponds to two Minecraft meters. If you has 3 pieces of rope and you placed a lead, you would go for 7 blocks, including the lead itself, before you couldn't go further. This fact brings us onto my next point.
StrongerRopes, and therefore its subitems, are stronger. No more are they thin, measly bits of cotton thread; ropes are the real deal. Thick and strong! So strong in fact that you can bungee jump off a cliff with them! Ropes are strong enough to pull players around, allowing the aspiring mapmaker to create various games of player fishing, 'tag' and much more.
LinkingRope can be used to couple multiple boats, minecarts and mounts together. Simply Shift-Rightclick on any one of the above and then Shift-Rightclick on any other. This will take the required about of rope between the two objects from your inventory. It is best to attach them closely as longer sections of rope can cause violent shaking and banging.
This is useful for mule trains, normal trains and boat trains as it allows multiple people to ride to the same place without needed everyone to control it. Controls for horses are still independent however the horse or donkey will follow whichever mount is being ridden. You can override this by jumping on the horse and controlling it separately. Boats act in a similar fashion.
StonesYou can now create a Stone on a Rope. This is a lead with a 10*10*10 cubic entity attached to the end. Technically, this is simply a new entity which the rope is attached to. This new type of lead is one that is crafted by placing a piece of cobblestone with a rope in a crafting grid. You throw this item to use it with right click.
Another possibility is that stones generate randomly in the world on shields and in clusters of varying sizes which one could then use to attach to ropes.
This new item has a variety of uses attached to it. We'll talk about the actual stone for now. The stone is a curious entity. It is not a block however it still has a black bounding box around it. The stone cannot be rotated however can be dragged anywhere. The stone makes the mob pulling it go 1/3 the speed they normally are. This makes it a useful mob slowing tool.
The stone also enables you to drop anchors from boats to stop them from moving. This is useful for docks when you do not want your boat to drift away. This is made by first dropping the anchor and then Shift-Rightclick on the boat with the rope. This will not put you inside it, instead it will attach the rope onto it. To release the anchor, Shift-Rightclick the boat.
The stone can also be used to trigger pressure plates. It can trigger any pressure plate, regardless of its type. Similarly, it can also toggle levers and buttons although this may be hard to do in practice. Stones act like anvils when thrown, taking 0.5 to 4 hearts of damage depending on its speed, height and size*.
Stones slide on ice and can be pushed by pistons although this will be slow when on normal ground. Stones also break snow cover, similar to an inverted snow golem.
PropertiesRope has various properties which can be edited using a 3rd party editor such as MCPatcher or NBTExplorer. The properties are:
Give: 0-10Determines how stretchy the rope is. Default is 5.
StrengthDetermines how strong the rope is. Default is 25. Current rope is 5. Maximum is 255.
SizeDetermines how big the stone is (by pixel) , as therefore its slowing rate and falling damage. Default is 10.
Miscellaneous and Community IdeasThese are other additional ideas which other people have suggested.Stakes - Malloon, adapted by DeonyiStakes are small, torch like blocks which can help guide a rope. You make them byA: Right clicking dirt, sand or gravel with a stickB. Crafting a stick with flint and then right clicking dirt, sand or gravel.
To use a stake, hold a rope and right click the stake. This allows people to define building lots, make art and to guide ropes around obstacles.
Stakes could be quite useful and powerful if implemented correctly. Stakes possibly could also be inserted into walls.
PulleysPulleys are small, iron 'wheels' which allow ropes to be pulled in an easy way. You craft if by placing iron ingots in a diamond shape with a ghast tear in the middle. The tear symbolises the oil in which helps the pulley run smoothly.
You can place a pulley like a lever and it looks like a tall, silver 'ear' with a dark groove around it. To thread a rope through a pulley, you simply right click it whilst holding rope. In some ways, it functions quite similar to a stake however ropes can freely travel through pulleys.
1AnonTheMouse posted a message on Handheld Light SensorYour safety shouldn't be guesswork.Posted in: Suggestions
The idea of detecting light levels is nothing new, certainly, but it's not been something that we've really been able to pin down a "this is how it should be" before either. So, before you go calling me unoriginal, hear me out. With the addition of the redstone light sensor, we now know what "officially" detects light. The recent tease of sunflowers also shows that Mojang is paying more attention to where the light is coming from. So, shouldn't we be paying attention too?
Light levels are, after all, one of the biggest factors in mob spawning. No matter how good you get, though, telling when and where a mob will spawn still comes down to your best guesswork. Sure, you can figure out light levels by eyeballing it...but you can figure out the time, and which way to your spawn point by eyeballing it too. We still have tools to give us better information there, so why not with light?
Here's the thing, though. Most times I've seen this idea, such as when it's been done as a mod, people like to use a tool that gives exact measurements. If you look at the other information tools in Minecraft, they never give you exact information. The compass tells you the most direct rout to spawn, but not how far, or if there are obstacles in the way. The map tells you the general area you're in, but within a slightly blobby mass of colour that only roughly shows the terrain. The clock tells you about what time it is, but doesn't provide exact numbers. So, that's what makes this idea different. I want to talk about a way to check light levels that's balanced against other means of gathering information in game.
So, how do you craft a Light Sensor? Much like a Clock or a Compass. Take a piece of redstone, and surround it on four sides with nether quartz. Like this...
What this gets you is a little white disk (again, much like a compass or clock) with a simple picture in the middle. A picture of what you ask? Well, that depends on the exact light level you're in. However, the image itself would be based off of the Minecraft sky, showing the sun or moon with an appropriate sky colour depending on the light level in the square you're standing on.
- Bright Sun
- Rising Sun*
- Setting Sun*
- Full Moon
- Half Moon
- Quarter Moon
- Crescent Moon
- New Moon
This gives a general light level, more sun means more light. The darker a night sky, the darker the tile. However, you might have noticed two things. First, there aren't any light levels listed. Secondly, even though the levels at which mobs can spawn are evenly split with levels they can't, there are more moon readings than sun. Neither of these is a mistake. Using the light sensor will still only give you a general idea of how bright a square is. Bright Sun and New Moon would show 15 and 0 light respectively, but there would be a slight margin for the others, with it fluctuating a little even if you stand still. So why use it if it's inaccurate? Well, it's still more accurate than guessing. Further, by holding right-mouse, you could take a better reading. You would be slowed while doing this, but simply waiting for a few moments would reduce the margin for error, allowing borderline measurements to be correctly shifted up or down a category depending on how safe the space actually is.
213Some_Free_Cake posted a message on Snow Capped Peaks *Over 240 Supporters!*I have searched the forum and have not found anything quite like this... so here we go.Posted in: Suggestions
I think that extreme hills do not feel like mountains, but rather just hills. So, maybe the world could uncommonly generate one of these?
As I said, these would be rare, but I imagine some fantastic builds could come from this!
Here is a picture in the day:
EDIT 2: Supporters list:
Supporter count: 242
Special thanks to LesserLoops for suggesting the list!
If you would like to show full support of this idea, here is a magnificent banner made by LesserLoops
specifically for this thread:
EDIT 4: Here are some more photos to help you guys get a better idea:
4CodenameDuchess posted a message on Raise-able and lower-able rope ladders (manual or redstone powered) (with pictures)I'm sorry for all the writing. There is a picture of a real life winch in the first spoiler, and Zardium's mock-up of what the Minecraft winch might look like in the spoiler at the bottom.Posted in: Suggestions
All right, here goes...
Manual and Redstone Powered Winches!Note: aside from being useful, these could be meant to replace water ladders. Swimming up falling water is pretty ridiculous, and this could fix that.
Basics: Winches are used for lowering and raising ropes, which can be climbed at a slower rate than ladders. I don't think they would be useful for much else, but they are the only thing ropes can be used with or attached to. Ropes cannot be grabbed, used, or placed unless they are attached to a winch.
Here is a picture of a real life (manual) winch:
Crafting the Empty Winch: I would suggest some combination of iron blocks, iron ingots, redstone dust, and perhaps a lever and gold. The iron blocks would add expense to the winch and so keep ladders useful. You can place empty winches, but they have no use.
Crafting the Winch: Three string get you one rope. Eight ropes crafted around an empty winch get you a "winch 1" which can now be used. Adding another set of eight ropes around a "winch 1" gets you "winch 2". You can repeat that process up to "Winch 5". Each level gets you 40 extra blocks of rope, which translates into each individual rope piece equal to 5 blocks. As "winch 1" starts out with 40 blocks maximum extension, "winch 5" has a maximum of 200. I can't imagine a use for 200 blocks of climbing, but it's there if you want it. Please note I would really rather use something other than string, something you don't have to kill hundreds of spiders or break cobwebs for, but it's the only thing I can think of that makes sense. If you have a better idea, please share it. That goes for anything, actually.
Placement: Winches can be placed on the side or bottom of blocks. They cannot be placed on the top of blocks, for reasons I hope you understand. It's conceivable that you could figure out a system for putting them on top of blocks, but that seems to complicated/useless to me.
Manual Functionality: Right clicking (and holding) on the winch will spin it, pulling up the rope. It turns at 45 degree increments to ease animating, and each 45 degree turn pulls up the rope 1/2 block. When you stop turning the winch it automatically locks in place and keeps the rope where it is. To lower a rope, you could:
1. Left-click (punch) the winch, letting the rope fall all the way until it hits the ground
2. Right click the winch while sneaking, which will lower the rope at the same rate that it raises it
Redstone Functionality: When powered with redstone, winches begin turning and pulling up the rope at the same rate as manual use. When not powered, they lower down.
Rope Details: Descending and ascending happens at a slower rate on ropes than on their ladder counterparts, otherwise there would be almost no reason to use ladders. When you are within two blocks of a rope, you can right click it to grab it. Press "W" to climb the rope, "S" to descend. You can get off the rope at any time by right clicking, and when you do you will move one block in the direction you are facing (to get on to a platform next to the rope). You can grab on to the rope when you are falling, but I would suggest that catching the rope counts as hitting the ground, and you take equal fall damage. When someone raises or lowers a rope and you're on it, you get raised or lowered with it. Ropes lower in the exact middle of blocks, and can lower through open trapdoors.
Using ropes: When you are within two blocks of a rope, you can right click it to grab it. Press "W" to climb the rope, "S" to descend. You can get off the rope at any time by right clicking, and when you do you will move one block in the direction you are facing (to get on to a platform next to the rope). You can grab on to the rope when you are falling, but I would suggest that catching the rope counts as hitting the ground, and you take equal fall damage.
Appearance of winches and ropes: Winches are about 0.7 x 0.7 x 0.7 (blocks). Ropes are, naturally, brown and thin. Here is an example of what they would look like, ignore the green color of the rope. All credit goes to Zardium for this picture.
3Path_Of_Pie posted a message on Bow Knockback scaling to Draw Weight*Draw Weight refers to how far a bow is drawn before the arrow is fired.Posted in: Suggestions
The purpose of this suggestion is to fix 2 rather prevalent issues that have brought up many, many times on this forum: Arrow-spamming in PvP, and the difficulty in melee fighting skeletons. The problem with both of these is not the damage they deal; it is the knockback. In both cases it can be extremely difficult to score a hit because the knockback not only throws you backwards, but it also breaks your sprint. So, what can be done?
I strongly dislike changes which fix a flaw, but negatively affect gameplay. Nerfing a bow's damage, reducing it's rate of fire, even removing arrow knockback entirely would all fall into the aforementioned category. However, I do have an idea myself: changing the knockback of an arrow to be proportional to how far back the arrow is drawn.
A fully-charged arrow would retain it's current knockback, which is exactly 2 blocks. However, the knockback is reduced as the draw weight decreases in direct proportion, to the point to where arrow-spamming causes almost none at all. As for how this would affect skeletons, at maximum rate of fire, which also is least damage, the knockback would only be around .5 blocks. Knockback would be determined by the velocity of the arrow, if that is the easiest way to code this properly.
It is worth noting here that the side-effects on gameplay would be rather miniscule, as in most survival, and I daresay PvP situations the bow is always fully charged before firing. For this reason I believe this to be a simple, and effective, fix. If you disagree, I would love to hear your thoughts. Not to say I do not care about support, mind you.
5Moriki posted a message on The Disperser, No, Not "Dispenser"Posted in: SuggestionsTHE DISPERSER
What It Does:Very simply, it disperses items, hence the name.
How It Works:Think hopper with multiple outputs. Items go in the top, then can go out of the different holes in the bottom.Sorting:Depending on what people indicate they want in the poll, the dispersal will be either random out of the various outputs, or if it is popular, the items will be sorted.Why?:Although we can already do this, it takes a lot of space, and this allows a mapmaker or redstoner to build much more compact systems.Examples of Redstone Devices that serve no purpose but to provide a smaller solution to a problem:The Redstone RepeaterThe Redstone Comparator: (Way to go Seth!)Crafting: (Ignore the other items in my inventory, they're mostly for other experiments.)
In-Game Appearance: (Redstone Block Standing in for Disperser, showing 5 outputs.)
ARGUMENTS THAT WILL BE CONSIDERED INVALID:
"This can already be done!"A. Sorting, maybe, but it takes up lots more of space, and the same argument applied to the repeater before it was implemented. The point of the disperser is that it can disperse items to multiple locations from one source, something that CANT be done otherwise.
"This is just a way for you to get around making a hopper sorting system!"A. No. Not only is that a terrible argument, as you don't know what I can and can't do, and this suggestion is about DISPERSING items, not sorting them.
"This would break the game!"A. How in Captain James T. Kirk's glorious name did you get that impression? This requires 20 iron ingots and 4 chests to do something very simple, something that is already possible, albeit with a much larger system. It allows for DISPERSING items, that is not game-breaking. Game breaking would be if it could turn cobble into diamond, or had ender chest-esque properties. (Yea, Im a Trekkie.)
"What use is this to the game?"A. What use is a newborn babe?
ARGUMENTS THAT HAVE BEEN ADDRESSED, AND ARE THUS INVALID:
Quote from bebe33
The only problem being that Dinnerbone already got interviewed on the subject of filters, and he said "Naw, you can do that with cleverly done hoppers!"
Nevermind that that trick only works with stackable items...
Valid at the time, but has been addressed. Will no longer be considered valid.Suggestions For The Suggestion:Leave them below, and I will add them, crediting you, of course.
104Leonhardt posted a message on Fire Detonates Creepers (Or: WHO'S HISSING NOW?)Posted in: SuggestionsFire Detonates CreepersOr: WHO'S HISSING NOW?
Creepers are already full of explosives and gunpowder, catching on fire should be especially fatal for them.
Whenever a Creeper catches fire, it should have a ~20% chance to prematurely detonate, for every point of Fire damage it receives.
Good if you have a Flame Bow, bad if you have an open fireplace.
Flaming Creepers could do more or less structural damage, or spread fire when they explode, similar to a Bed in the Nether.
Super Creepers struck by lightning would no longer leave fire.
2Posted in: SuggestionsQuote from Yoshi
I don't really get what the dial is for. Daylight sensors can do the same thing, the time (which can be achieved using command blocks) just needs to be set right for different levels of redstone power
So in order to make an "easy" dial you can control, currently you need to use daylight sensors and hack in a command block for each light level, then rig it all together? That sure sounds easy and achievable in regular survival or on SMP servers that don't allow spawned items.
Quote from babbaj
Too vague, i have no idea what i's even supposed to do
It's quite simple. It's a redstone device similar to a button. But instead of pushing it and getting a short burst of power, you can set it at a certain power level and it emits that level regularly, without having to waste space to get the wire strength at the right level.
As for the idea, I like it. However, I think it should work like this:
Right clicking it would raise the power level by one, and holding Shift and Right clicking would lower the power level by one. Left clicking would turn it on or off. That way the power level is stored in the block, so when you want to turn it to level 7 you don't have to start at 0 and hit power level 1-6 on the way there. You can simply turn it to 7, then turn it on.
The reason for this being that you can do a bunch of traps that wouldn't be possible in the OP's method. For example, you can make a bomb that you need to defuse by emitting a signal of 9. Any other signal will cause the bomb to go off. In the OP you would start at 0, then 1-8, then 9. Meaning the bomb would go off before you could even get close to the right signal. With my method you could set it to 9, then turn it on.
2johnyIsAwesome posted a message on Pots: a new, fun, decorative, and use full way to store your items!Posted in: SuggestionsBut don't we already have them?Yes, but these are different. these are larger, cooler pots that can be used to decorate and store items.So what's so cool about them?Well, a number of things set them aside.
OK, so why should they be added?Well, i just listed four different unique uses above, and i think with carpets, hardened clay, hay and coal blocks coming out, these would make a cool addition.Cool! where can i get one?You can craft them!
- They are affected by gravity, and may break when they fall too far. This can be used to make traps, such as setting a trip wire in a door way that blocks the exit and drops the pot using pistons, then... there fate rests in your hands.
- If a spawn egg is placed in a pot and someone looks in, that mob will spawn. This can be use full in adventure map making, and is a lot simpler than a dispenser hooked up to a trap chest.
- Can add more affect to builds. lets say you are making an ancient temple. A clay pot would fit more than a chest.
- Won't from into double pots like chests, allowing more compact storage without having those ugly trap chests. They will still hold 27 items, like a chest.
The crafting recipe designer i use is down, i'll add it when its up.
Anyway, you can make them with seven bricks, arranged just like a cauldron. You can also use nether bricks to make nether brick pots! ( There's nothing different besides there look.)
You can also find these in generated structures.
- In jungle temples, you can find a few pots in the upper level, usually not having much.
- In desert temples, you can find a few around the main room in between the pillars, also having so-so loot.
- There will also be two of these in the portal chamber in strongholds, and sometimes along the walls of fountain rooms, and every now and then inside jail cells. The two in the portal room would have decent loot, things like diamonds, potions, obsidian blocks, and maybe blaze rods. the others would have OK loot; apples, coal, iron, arrows.
- In the snapshot, they added chest generation to nether fortress's. ( YES!!!!!) i think nether brick pots, mentioned above, would fit more into these ghastly castles of the nether. You should also be able to find two of them in the corners of the lava well room.
- Hiss! silverfish will sometimes hide in naturally generated pots, save for nether fortress.
514jde posted a message on UPDATED PIX: Gryphons (Balanced flight for Survival mode)ATTENTION TO SUPPORTERS: Please support us on Reddit. This may be our best chance of getting Mojang to notice Gryphons and have them added. Please click here, upvote, comment and help us get an active discussion going: http://www.reddit.co..._survival_mode/Posted in: Suggestions
(See below for more concept art. Above screenshot is photoshopped, not a mod. All art by Papertiger)
DISCLAIMER: Please note that this is not a mod, nor a mod suggestion. This is a suggestion for Mojang to add to vanilla Minecraft.
Hello! I would like to share my ideas of how Gryphons might be a good addition to Minecraft. After deciding to post my suggestion here, I did a search and saw that there have been a few posts about Gryphons throughout the past few years. But they were quite different from what i had in mind, focused on a wide swath of mythical creatures, or mod/add-on related.
My hope is that others will share my vision for simple, balanced, non-immersion-breaking, Mojang-style Gryphons to be added to Minecraft in a future patch.
Here it goes:
A way I could see Gryphons fitting into the Minecraft universe is that in an "Extreme Hills" biome, you could find a nest either on top of a mountain, or on the side of a cliff. I imagine the nest would only be one or perhaps two blocks large and in the shape of an eagle's nest. In my opinion, the player would never see a wild adult Gryphon. The only chance they would have at seeing a Gryphon would be if they raised one themselves. Thus making them FAR more rare and special. Almost like finding diamonds. If the player were lucky enough to find one of these nests, and endured the journey to reach it, they would see an egg sitting in the middle of the nest.
The player would then follow these steps to hatch, raise, saddle and then ride their Gryphon:
- The player would take the egg from the nest and bring it back to their home/cave/castle/dwelling and place it on a block of dirt underneath a torch.
- The player would then have to wait a couple of in-game days.
- After a few days pass, a baby Gryphon would emerge.
- The player would then have to feed the baby Gryphon meat or fish once a day for a couple days.
- After a couple days of feeding, the baby Gryphon would grow into an adult, ready to be saddled.
- The player would then place a regular saddle, the type used on pigs, onto their newly raised Gryphon.
- Upon being saddled, the player's new Gryphon is ready to be mounted. But that doesn't mean the player can have unlimited, overpowered flight. No sir.
Just because the player has a Gryphon doesn't mean he or she is able to fly anywhere they want with no limitations. Far from it. This will be nothing like flying in creative mode. It will be a slight advantage over regular walking and jumping that the player will have earned.
- Instead of unlimited flight, like in creative mode, a Gryphon rider's flight would be slightly challenging yet still useful. Much like how boats function in Minecraft.
- In order to take off, and to stay in the air, the player would have to press their space bar for every flap of their Gryphon's wings. This means that the Gryphon, just like the player, is effected by the game's gravity. That way, it wouldn't feel like cheating. This may sounds difficult, but i think it would lead to a much more immersive Gryphon flying experience!
- Traveling via Gryphon would sometimes be slightly faster and more convenient than walking on foot, but in some cases it would also be a FAR worse alternative to walking. For example, trying to fly your Gryphon down into and through a cave would be a TERRIBLE idea.
If you have built a giant castle like my brother and I have, which i'm sure MANY of you have, then I have a feeling you'll understand why I think the best use for a Gryphon would be to quickly reach one of the top floors of your castle without having to climb all of it's inner stair cases and ramps.
But there would be many, many more uses, such as:
- Getting past mountains a little faster than on foot, and without the need to eat as much.
- Flying over lakes or rivers instead of having to swim.
- Safe late night traveling. That is, unless you get shot by a skeleton's arrow
- Being able to leave from the top floor of your castle or other large dwelling.
- FUN! Or atleast i think it would be.
The last thing I would ever want is to suggest an idea that would ruin the immersion of Minecraft. I believe this idea would be game fitting for Minecraft because of the wonderful animals Mojang has already put into the game. When I think of Gryphons in Minecraft, I can just picture an in-game Gryphon done in Mojang's wonderfully simple yet beautiful art style... All block-ish and colorful
No more than a boat would be. You would hardly be able to aim at someone with a bow, let alone actually hit them with an arrow from it. Hitting a player or mob with a sword would be even harder. In order to deal damage to anything, from bow or sword, you'd have to land your Gryphon and completely stop moving. At that point, you would actually become vulnerable due to lack of mobility (You cannot walk or run on a Gryphon, only fly. And take-off isn't instant, due to the need to flap your Gryphons wings.). This is not a mount intended for combat.
Thanks for reading and sorry for the giant wall of text.
I would like to thank Theriasis for their wonderful guide on how to post on the suggestion forum. I tried my best to follow their advice!
CONCEPT ART :
Click this spoiler for even more concept art and photos.
Dimninds!NOTE: This photo is an inside joke and purely for fun. We do NOT suggest that Gryphons should EVER shoot diamonds. Or dimninds. Click this spoiler to proceedRoostsSpecial thanks to Papertiger for all of the awesome concept art, avatars and signature banners!
You guys have given me many awesome suggestions so i decide to place the most game fitting and balanced ones here:
Disclaimer: I will try my best to describe your guys' ideas and list the names of the people who have suggested them. Let me know if i miss something!
Disclaimer II: This thread is rapidly gaining support and unfortunately i can't always keep track of who has suggested what. I'm most likely to miss some people who deserve credit, sorry. Let me know if i do!
0. HEALTH, HUNGER AND MORTALITY (pinballboy7, Droideka30, Papertiger, zeel, ErasmoGnome, IonicTiger): One of the most talked about suggestions. The idea that tamed Gryphons should have health, hunger and be killable by mobs, other players or enviromental conditions (lava, etc.). It has also been suggested that if your Gryphon gets hungry enough, it will bite/peck at you in frustration, buck you off if you attempt to mount it, or even go off and eat wild animals and/or livestock (pigs, chickens, sheep, cows).
1. Soaring (Papertiger, Droideka30, zeel, crazeenuthead): You should be able to hold down the space bar to make your Gryphon soar, once you have already achieved altitude and speed
2. Wild adult Gryphons in the sky (Papertiger, Paradox01010, zeel): You shoud sometimes be able to see wild Gryphons flying high up (out of reach) in the sky. Perhaps flying in the direction of where a nest and egg is. This would most likely be rare.
3. Walking (Kisdee, RobertFrans): Instead of strictly being able to fly and hop, a mounted Gryphon would be able to slowly walk on the land as well. It would be unable to move up and down blocks (like a pig), but you could just press spacebar to flap its wings in order to hop up to where ever you are trying to get.
4. Breeding (Droideka30, Papertiger, zeel): If you are lucky, and skilled enough, to obtain two Gryphon eggs, and now are the proud owner of two Gryphons, you should earn the right to breed them. Once Gryphons breed, they would lay one egg. It has also been suggested that tamed Gryphons can only breed during a full moon and that when bred in captivity, Gryphons need a "Brooding box" in which to lay their eggs. See Papertiger's brooding box concept art here
5. Gryphon melee attack (Paradox01010, zeel): Your Gryphon would be able to do damage and/or a knockback to enemies that you dive at with it. This would be hard, but if you were able to steer your Gryphon properly, you would inflict damage fairly.
6. A special way to take the egg (Moosemunchee, zeel, RobertFrans, IonicTiger, zapper990): The idea that the player shouldn't simply be able to punch the Gryphon egg until it breaks and then pick it up. Perhaps the player would have to use a pickaxe with the Silk Touch enchant, a piston, minecart and rail, diamond pickaxe, shovel or something else. It has also been suggested that Gryphon nests and eggs should spawn only in the spring and despawn in the fall, meaning that you can never find them in the winter.
7. DOGFIGHTS! / Sky Jousting/ Sky Duels (bebe33, Papertiger, Paradox01010): It would be awesome, wouldn't it?
8. Visual roll while turning (bebe33): The idea that a Gryphon should roll slightly while turning, for visual effect. Much like how a bird rolls as it turns in real life.
9. Pitch (bebe33, zeel): The idea that you should be able to pitch your Gryphon up and down while flying. Pitching it downwards will increase your forward momentum. Pitching it upwards will increase altitude.
10. Thrust (zeel): The idea that you should be able to choose the level of thrust per wing flap based on your timing and space bar usage. (Half flaps, full thrust flaps, etc).
11. Wing angle and banking (zeel):Quote from zeel
Wing angle: Space bar controls flapping, the W A S D keys control the angle of the wings. W angles them down/forward, S andgles back, A and D angle them opposite each other (A: left down, right up. D: left up, right down). This causes role/banking, witch lets you turn, basically A and D let you turn. Flapping while holding one of the W A S D keys will cause thrust in that direction. With W flapping will thrust you forward (no keys basically only gives you upwards thrust), accelerating you. S will cause the flap to come forward, giving reverse thrust, to slow you down (or fly slightly in reverse when taking off). Flapping with A or D will tighten the turn.
Turning: I have already mentioned two ways to turn, but here is the in depth part. Holding W and looking will cause a very slow turn, holding A or D (whatever direction you wish to turn) will cause you to bank in that direction, this makes the turn much tighter. Using both turning methods at the same time is even better, and causes you to bank much more. If, once you have banked to the maximum level, then flap the wings you will turn drastically in that direction, though you will lose a lot more speed than you would in a normal turn.
See also zeel's ideas for flight mechanics
12. Armor! (zeel, papertiger, Droideka30, IonicTiger): The idea that Gryphons should be able to equip special Gryphon-only armor. There would be leather, iron, gold and diamond versions. The better the quality of the armor, the higher movement speed penalty the Gryphon would suffer due to the weight. It has been suggested that you only find these pieces of armor in Strongholds.
13. Inventory (papertiger, Droideka30, zeel, IonicTiger): The idea that you should be able to place an item similar to a saddle bag or pouch on your Gryphon's back that would act as a chest and the Gryphon's inventory. This may or may not be where you would equip Gryphon-only armor at.
14. Talon grab (SkarmorySilver, papertiger): The idea that your Gryphon should be able to grab things with it's talons on command while mounted. Possible things Gryphons could grab: mobs, players, items, blocks. To make it balanced, if your Gryphon did grab a mob or player, the mob or player would still be able to aim up and attack the Gryphon and/or it's rider. With this form of balance in mind, the player would be able to use it's Gryphon to drop mobs from great heights, inflicting falling damage. This would be at the risk of the Gryphon and the Player's health and well being, however.
15. The Spire (IonicTiger): Click here to view IonicTiger's idea for a Gryphon nest atop a spire:
What if the nest, instead of spawning on the side of a cliff, would spawn on a massive spire that, depending on the hight of the mountain it spawned on, would range any where from a mere twenty blocks high, or a staggering hundered blocks high, and wouldn't end until it reached a few blocks above cloud level, thus forcing you to fight the adult gryphon?
The spire would be a jagged piller of rock, twisted and craved by the wind, as it has stood for a millennium, awe inspiring by its sheer size.
The design of it would have to be carefully considered; if too thin in, it would look a bit... strange; I would prefer it to be at least 7 blocks by 7 blocks, but, players would be able to tunnel right under the tower (assuming that it was hollow), and build a dirt tower to come out right under the egg.
You could fill the inside of the spire with lava, but this would be massively off theme.
Possibly the easiest solution to this problem would be to have to tower made of obsidian, and it would not be hollow. You could tunnel under it, but it would be easier to just fight the mother.
Also, as a few pages back there was talk of gryphons, being the most noble of beasts, collecting treasure, why not have blocks of gold, diamond, and emerald embedded in the spire?
They (the aforermetioned valuable minerals) would randomly spawn in the outer most layer of the spire, but there would only be a maximum number of only six blocks spawning in a tower that could be a hundred blocks high, so even getting them would be a mighty challenge.
16. Lance and saddle mounted lance holder (firewave15): firewave15 has suggested that there should lances and saddle mounted lance holders that the player could use from Gryphon and also possibly Horse back. The saddle mounted lance holder would be required in order for the player to maintain control of his mount whilst using a lance. The lance would do damage based on the speed that your Gryphon is traveling upon the point of impact with an enemy. The lance would have a longer reach than a sword, making it ideal for mounted combat. But it would be useless for anything else. The mounted lance holder would most likely break after a set number of uses, perhaps 50.
17. Fear of fire (IonicTiger): The idea that Gryphon's should be afraid of fire, and will not fly within 5 blocks of any fire. This would add balance to PVP ground vs air combat, making players on the ground slightly more defended from Gryphon riders. Players on the ground would still be vulnerable to a Gryphon rider's bow and splash potions, however.
Quote from IonicTiger
It would prevent gryphon riders from totally dominating the battle-field, but would be small enough as to not render gryphon useless in PVP.
CALL TO ARMS... AND TWEETS... AND REDDITS!
I encourage all of our supporters and/or bannerlords to tweet @Dinnerbone and @Jeb_ so that they can become aware of Gryphons and perhaps add them in a future patch. It worked for the "Colored glass" suggestion. They tweeted and got noticed and now have a good shot at having their idea added. We can do it too, guys!
Quote from zeel
Dinnerbone recently made mention of a subreddit for MC suggestions. With jde's permission I have posted this suggestion there:
I encourage you all to go check it out/up-vote it!
DON OUR BANNER!:
Copy and paste this into your signature:
I shall name all those who don our banner! (Let me know if i missed ya):
Papertiger, zeel, Droideka30, empoleon53098, Pinballboy7, Ram9bo, Withnothing, IonicTiger, EmeraldDragon225, SkarmorySilver, gugus294, Xweetok_II,
Sh4rp_Blade15, Minor107, xSatuim, Concerer82, Riggzon, Zbakkar_Herobrine,
Starhowl, Mobius762, shadowyblade, theorangecreeper, EpicGamer, Sylveon,
King_Of_Wolf, enderman_guy, Rex1900Roblox, BGgames, Euclid243, Techdolpihn
purebloodedgriffin, firewave15, zeuslightning125, Jetstream_Xeno
EDIT LOG: There are now some concept screenshots further on down this page in a recent post. Added a game breaking? section. Added amazing concept art, avatar and banner by Papertiger. Added a "Supporter Suggestions" section. Added a poll. Added "tweet and support us". Added banner info and bannerlords. Added more concept art inside of spoilers. Added call to arms... And tweets, replacing the old tweet section. Added a disclaimer about this not being a mod or mod suggestion, but rather a vanilla suggestion.
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