So basically a ethereal/eldritch abomination that can spaw from 1 to 30 players and if your friend just happens to be near bedrock whilst you mine somehwere else in close vincinity minding your business... you might stil be targeted due to the AI in the game, even though you weren't the one
who actually spawned this monster... now have a bunch of players near bedrock levels mining and you won't have much of a horror experience but
rather torches galore.
Might be a good idea for a horror themed singleplayer map or something like that... but hard to implement in multiplayer... besides.
Quite a few people don't seem to like this kind of stuff. I had an earful after having used the "Grue" mod on my server... took like only one ingame
day until people wanted rid of it.
Just have a thought as to how this could effect all the players on a server (unless this feature is singleplayer only or can be deactivated per gamerule).
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As of now, I personally think the compass comes in handy once in a while... but it would be nice if it
served a more... navigational purpose other than finding the worldspawn.
The changes I'm now suggesting is that in addition to pointing to the worldspawn it should have the
added feature of telling you, your coordinates and in what kind of biome you are standing in at the
moment (by right clicking whilst holding it in your hand), which means that for this to make more
sense, the f3 debug menu should have certain features disabled when not playing in survival
(so they would be back when palying in creative)... the technical stuff (memory use, graphics card etc.)
that isn't related to the biome type or position of the player would still remain visible in that menu
while playing in survival mode.
I mean let's be honest... some of us don't even bother actually making the compass but rather just
look at it in the crafting grid/recipe book to see were it is pointing at... and using the f3 debug screen
to find/mark your base or for general navigation might seem a tad cheaty for some people (I still do
it, though I'd rather have a less immersion breaking option).
As an added compass extra I would have an enchanted compass that can be crafted similar to the
standard recipe with the only difference being, that instead of redstone dust in the middle of the crafting
grid you place your bog standard compass, whilst you replace the iron ingots around said compass with
gold ingots, giving you the enchanted compass (yes I know of "His Dark Materials"... so NO. Not that
kind of enchanted compass).
What this one does is in addition to having the same abilities as the standard compass is that it will
point to the last bed you have slept in (if you haven't slept in any bed or said bed got destroyed the
needle of the enchanted compass will once again point toward the worldspawn). In addition you could
also use it to craft a map the same way you would with the other non magical version... however this
is just meant as an alternative that does not garner you a magic map (don't see a use for magic maps
as the normal one works fine with waypoints and whatnot).
As for the looks of the item... It looks like the other compass just golden with the enchantment shimmering
(see enchanted golden apple).
Sorry for not making this a super magical sword of instant death or something more magical... I was
going to name it a "Golden Compass" but decided not to for obvious reasons.
I hope this is a somewhat useful contribution to the game that does not change too much of the overall
gameplay other than how people actually have to use maps and compasses to find around due to the
lack of omniscient GPS skills.
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Similar to the drawback of having an Elytra? This could work... would be a backpack (sort of), while also preventing
the Shulkerbox from becoming obsolete. Still sounds like a weird idea though... but then again. This is the game
were people punch floating trees and craft a fully equiped workbench from nothing but four boards of wood...
(don't get me started on the jukebox).
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That is also kind of true... most people just tend to make stacks of steaks/baked potatoes since those are the most effective
foods that require almost zero effort.
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Yeah. The first three sound fine... it is the last two that sound a bit... dangerous.
Deflection seems to sound like deflecting arrows with a shield only that you still recieve damage (or you don't?).
However... there are some projectiles that aren't effected by gravity such as fireballs, which will then fly directly
back to the attacker? (making for an easy "return to sender" challege or causing trouble when the fireball is launched
from a block instead an entity to be reflected toward... maybe have the vector of the fireball be multiplied by a factor
of minus one?)
There are some who would be somewhat sceptical with this enchant.
As for the super charging... is there an actual damage boost threshold (other than the amount of accumulated XP)
for all the extra damage boost you may receive? If not this could become a bit dangerous if some person were to
grind quartz in the nether for hours on end only to
challengebait some "random diamond gear guy" wearing nothingbut his nooby (enchanted) leather armour, whilst wielding his enchanted stick ("wooden sword of turning people into
a fine red mist", because the number at the bottom screen says 30+).
All in all stick with the first three and you'd have a fine addition to the base game.
Also your part two enchantments are closer to the desired powerlevel/ overall feel of the base game.^^
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Thi suggestion is a fairly simple one and people who have played the game using the
"Pam's Harvest Craft" mod may already know of this feature... For those who haven't
and think that features from mods should be barred from all things regarding vanilla MC...
Don't worry! This mechanic technically already exists in the base game. Take a look at
the berry bushes. ^^
So essentially I would like to have this option of harvesting my crops by just looking at
my fully grown crop and pressing the right mouse button to receive my wheat and three
instead of four seeds, since the last seed was used to automatically replant the harvested
crop. You know? Instead of punching the wheat via left mouse click and manually having
to replant the seeds with the right mouse button... while in some cases having to rummage
through my inventory because I've already used up the stack of seeds on my hotbar...
Yeah I'm too lazy and would like some convinience when it comes to farming.
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This idea is fairly simple.
Just like we are able to smelt tools, armours and weapons made of gold or iron to recieve one
respective gold or iron nugget. I though something similar should be possible with leather armour
and saddles, excluding books as I'm only sticking to armour in this case (yes also the horse armour).
The difference here though will be that unlike with the gold and iron counterparts you will not need
a furnace but can instead just use your crafting grid (2x2 or 3x3 doesn't matter which one you choose).
I won't add a new item type (something silly like a leather nugget placeholder) but instead will opt for
something pre existing to the game... the rabbit hide.
Yes I know... this is not technically realistic but then again... combining 4 rabbit hides to receive one
cow hide follows the same kind of minecraftian logic... so you could add some suspension of disbelief.
In short: Find useless "Curse of Binding set of leather trousers" in a shipwreck... get one rabbit hide
minus the curse... Want to replace your old leather armour with a new set made of iron?
More leather scraps for your planned future bookshelf.
1
This would be a nice addition to villages... and fitting to 1.15.^^
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Actually... backpacks are a pretty much a well recieved idea if we compare them to those as seen in some mod packs.
Those are in most cases extra storage spaces you can access from your hotbar whilst right clicking (essentially a shulker
box you don't have to place on the ground).
Even though a shulker box can be used just as well, not everybody likes the idea of having to kill the dragon and find an
endgame city to build one of these (I don't really care... doesn't take that long to get the diamond gear... it is the enchanting
that takes the longest). This is what I have observed with people on servers that just do most stuff in the overworld (like building
'towns' and kidnapping villagers with minecarts/boats, or just playing as farmers/explorers, that would like to extend their
inventory while staying in midgame for all of eternity).
Guess it all boils down to a matter of taste and a bit of balancing (as in it could conflict with the already existing and harder to get
shulkerbox, if a leather backpack exists... even if you make the capacity of the backpack smaller... people will probably just
farm cows/leather to build more of them to compensate this...)
Oh well... I personally would like to see them in the game. But I guess the boxes were there first and the backpacks are difficult
to balance (I also have to agree on the "sacrificing armour slots seems counterproductive" part already mentioned above).
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This is pretty neat.^^
Though I'd rather throw rotten tomatoes at people (think eggs) for numerous reasons
(for example people singing in voice chat). The rotten tomatoes could for example
not casue any damage but obscure vision (think squids using ink though with a red
colour instead of black).
I don't mind an agricultural update for MC... I wished Mojang would add the "right click
to harvest fully grown crops" option from "Pam's Harvest Craft", since they pretty much
already added that mechanic when it comes to berry bushes... imagine not having to
punch and replant your crops.
Sorry for the tangent... Your idea is very detailed and sounds promising... maybe add
a few stats to the mobs (does your bear have the same stats as let's say a polar bear?).
Mostly Supportive ...needs a few stats for the added creatures/mobs.
1
This sounds quite useful and original without being overpowered. I can see myself wanting these kind of enchantments
,as in good enough to be used on a tier level equivalent to mending etc. While at the same time you managed to balance
it in a way so that it doesn't kill immersion or feel cheap/too powerful.
Not bad... Guess I'll have to look at part one now.
Support for this one... won't guarantee that I'll like the first part though.^^
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This definately sounds like something we need... I wished they would add more dungeons that use the
woodland mansion type of random generation (as in having a bunch of preset rooms being spawned
as a mazelike/dungeon structure). So essentially a jungle dungeon... maybe even have maps to be
sold at the carthographer?
So in short.. anything that adds something to explore/do is welcomed by me.
Support.
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So basically a ethereal/eldritch abomination that can spaw from 1 to 30 players and if your friend just happens to be near bedrock whilst you mine somehwere else in close vincinity minding your business... you might stil be targeted due to the AI in the game, even though you weren't the one
who actually spawned this monster... now have a bunch of players near bedrock levels mining and you won't have much of a horror experience but
rather torches galore.
Might be a good idea for a horror themed singleplayer map or something like that... but hard to implement in multiplayer... besides.
Quite a few people don't seem to like this kind of stuff. I had an earful after having used the "Grue" mod on my server... took like only one ingame
day until people wanted rid of it.
Just have a thought as to how this could effect all the players on a server (unless this feature is singleplayer only or can be deactivated per gamerule).
0
A bo/quarterstaff sounds like a nice addition to the game and the further implementation of additional
(well thought out and balanced) strategies, as well as another use for bamboo sound neat.
Support.^^
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Yup. This sounds like a good addition for those who don't want to cheat using the console... though that is
subjective since not everyone would consider using f3 cheating... but then again. I hardly used the compass
or maps before the addition of waypoints (back then I just wrote coords. down in a book and made copies
of said book... I basically had a small collection of books were I noted interesting sites).
This is also less immersion breaking than using your prophetic abillity of knowing your exact position in the
MC universe at any given time... well at least the coords.
Support.
1
Yep. This is a nice suggestion and I would like to see this ingame...
I would also like the idea of having a secondary chest armour slot only
for banners (no armour just decoration) to be used as a tabbard of sorts.
(Well Mojang already said no to custom capes due to Minecon uniqueness)
As for the Pavise (nice and original idea that adds a bit of strategy to the
fighting... superior defense at a cost). The only question I have is how you
pick it back up? I mean is it similar to punching a boat until its self regenerating
health reaches zero (wouldn't make sense with the durability) or does a simple
left klick drop it as an item? If the latter is the case this could also mean the
enemy could rush to you and punch/steal it from you... if they get close enough.
But maybe I just misunderstood the whole concept behind the shield placement.^^
Stil I support the idea of adding some extra shields... and yes we need heater
shields. Mine and Blade intensifies...