This could actually work without problems. I mean you have to have defeated the dragon first to get the required ingredients and all this would do is teleport you to the main end island like the stronghold portal would. As for the way back you just go through the exit portal like usual and spawn right next to your last used bed. Yeah this seems pretty balanced and can make it easier for end game players, who just want to get shulker boxes and elytras... or just farm dragon loot.
As some people might already know... not everyone likes magic or
anything like that added to Minecraft (I do... but I try to think
about others as well) and so I try to come up with ideas that
don't change too much of the existing game or interrupt the flow /
playstyle of others.
Now I already have posted a suggestion for a watered down version
of staves and scrolls that was in no way overpowered and just
extended on the already inbuilt enchantment table mechanics, but
Mojang has already decided that this is not going to happen. Hence
why I won't discuss any such items in the future no matter how
balanced they might sound (doesn't mean I won't listen to other
ideas or suggestions but rather that the topic is dead according
to the devs themselves... they also said poisonous potatoes will
never get a use other than poisoning you... so no reason to add
them to this suggestion either).
After a bit of thinking I thought that people would rather prefer
the oldschool throw a bottle as far as a old man with severe
joint problems can manage and hit yourself with potion effects,
where either half of your non player targets get healed, slightly
damaged, are totally immune or only suffer a reduced effect.
Just kidding! ...We already have that.
What I'm basically suggesting is to add a few extra potions to
our potion brewing system without actually changing the game
mechanics that much, while also implementing some unused assets
such as the thick and mundane potions that we can already craft,
though they have no real use as of now (unless you turn them into
weakness potions via fermented spider eyes that is).
All the potions I suggest will be brewed using the brewing stand and
none of those recipes will require a new type of ingredient that
doesn't already exist in the game (I could add new stuff... but
people seem to hate new stuff... as seen with all the "worst update
that broke MC since ever" comments etc.) to keep it as simple as
possible.
I will list some potion suggestion here with a short mentioning on
what their base potion is, what main component they need, what their
effect is, if they use secondary components / have more levels and
most important of all, if they can be used for tipped arrows, splash
/ lingering potions.
Now to the actual potions I had in mind so far (some of them will probably need a bit of tweaking):
Potion of flame:(alchemical fire)
- Thick potion
- Firecharge
This potion will set its target in flames for 10s similar to the flame
bow enchantment. As such it can not set fire to blocks (except for tnt
just like the arrow would) and I won't change it for reasons of
possible grief potential.It only has one level and cannot be strengthened
with glowstone.Brewing the potion will give you the drinkable version of
it, which needless to say will set you on fire (just as dumb as drinking
potions of harming).As such you are supposed to turn this potion into
a splash or lingering potion using the usual methods.However... there are
no tipped arrows for this potion since we already have the flame bow
enchantment for that.
Potion of growth:
- Mundane potion
- Bone meal
This potion will cause a bone meal 3x3 or 5x5 area of effect depending
on potion strength (so can be strengthened with glowstone dust similar
to healing / harming potions...no redstone dust). Drinking this potion
won't do anything.It is meant to be used as a splash or lingering
potion and does not come with tipped arrows for that matter.
Potion of phasing / ender:
- Arkward potion
- Chorus fruit
This potion does not come with different strength levels as it only
applies the chorus fruit effect when consumed.Drinking the normal potion
you means you might as well just eat the fruit instead of brewing a
potion that does the same...However. Turning said potion into a splash
/ lingering potion can make it useful to distract enemies by teleporting
them away a very short distance (like the chorus fruit).The lingering
potion can also be used to craft tipped arrows with this effect.To be
fair this potion might only be useful against players since the AI
controlled mobs are pretty much immune against blindness and confusion
of any kind, when homing towards the closest player... you might
accidentally teleport a creeper just behind your back, which will then
happily walk towards you unfazed by the sudden change of surroundings.
Humans will have to reorientate at first...
Potion of freezing:
- Arkward potion
- Snowball
This potion was a bit tricky to come up with, since we already have a
potion with slowness, so I did not want to duplicate an existing potion.
What this potion does is freeze a certain area of effect depending on
the potions strength (freezing I and II with a 3x3 or a 5x5 area similar
to the growth potion).By freezing I mean it creates / adds one layer of
snow (if possible / not obstructed) and freezes water blocks in the surface
area (the frozen water blocks have to be source blocks and they will only
be frozen for a short amount of time, just like those created using the frost
walker enchantment).Drinking such a potion will do nothing (just a cool drink
I guess?) as this potion is meant to be used as a splash / lingering potion.
There will be no tipped arrows for this potion.Furthermore using this potion
on a blaze will cause an additional heart of damage as opposed to the normal
water / splash potions and also heal snow golems for 2 hearts worth of damage...
if you like using snow golems that is.Naturaly this potion is not that great
in hot biomes such as deserts, mesas and the nether (except for damaging blazes).
Potion of grounding:
- Potion of slowfall
- Fermented spider eye
This potion will reduce the height a player can fall without receiving
damage by 3 or 5 blocks depending on its strength (level I & II).
In addition to that the character hit by this effect can't swim and will sink.
The effect will last approximately for 10s or 7s depending on the level and
using redstone will extend the timer to 15s.Drinking this potion will of
course give you this effect, so it is best used as a splash / lingering potion
and in this case even as a tipped arrow.However the arrow effect last for only
5s.To be honest I'll probably remove this potion entirely or just the tipped
arrows, since it seems to have some gank potential with players...lets see
what other people think about this.
Bottle of ink:
- Mundane potion
- Ink sack
This potion gives you 5 to 10s blindness depending on the redstone dust
you added to the brewing process as a secondary ingredient.Yes you can
also drink this one and yes it is still a dumb idea.So like with the other
potions you throw this one into the face of other people via splash or
lingering potion.There are no tipped arrows for this potion.Also keep in
mind that this potion is useless against mobs (unless MJ adds some AI mechanics
that treats mobs under the influence of blindness as blinded by decreasing
their perception range and reseting their aquire target aquisition / homing
behaviour... by that I mean they forget they were chasing the player just
a moment ago).
That pretty much summarizes my suggestion. Sorry for the wall of text and
now have fun eviscerating the suggestion.I also apologize for the lack of
pictures since I'm pretty sure almost everybody knows how to brew potions and
how those vanilla items I described look like... I'm pretty sure most people will
0
I like the dark and erie atmosphere of this suggestion. The idea of building a 'dark portal' of sorts
that actually sucks away the surrounding light sounds quite nice actually. As for the suggestion of
adding more dimensions... the suggestion of adding more dimensions than just the nether or the
end is not new... but those suggestions are usually less grim places than this world of darkness
(most of these are usually about adding the aether). Also the idea of having mobs being attracted
towards light sources sounds nice (or horrific). However... the thing about having to hold a crystal
in your hand could be a bit of a problem due to the sandbox nature of the game (the game does
not tell you a lot... and most people do resort to the wiki... but that should not be the standard),
which will result with a lot of people dying of trial and error until they may accidentally find out that
they only survive entering the portal by holding a crystal in their hand. Maybe if you add a book/ lost
tome that you can find in a chest (for example in a nether fortress or stronghold) that adds a few hints,
as well as a bit of flavour text (could also add a bit to the eldritch horror theme)?
As for the mace... yeah the mace seems like a fitting addition to Minecraft. But why would I use it?
What is the benefit of using it? As of now it costs far more than an iron sword (12 iron ingots and a stick)
and what you get is essentially a wooden axe with 25 more points of durabillity (minus all the enchantments
you can normally put on a sword other than sharpness)... seriously. A wooden axe has 60 points of durability,
does 7 damage (like a diamond sword) and has the cooldown of... well an axe.^^
So I'm afraid most people would ignore this weapon due to cost and effectiveness. Shade skeletons sound
nice. So they have slightly more health than the player... but what else do they do? I mean we know they
home in on light sources (can this be used as an exploit by putting a torch somewhere and leaving them?)...
but other than that we don't have any stats on damage/weapons or other abillities that distinguish them from
all the other skeleton variants.
How will the rubies work as a trade currency? I'm afraid you will also have to alter the momentary trade system
to make it worthwhile to aquire these. It does not help if getting emeralds by selling dead chickens en mass is
far easier and less deadly to do than travelling to your realm of eternal darkness... some people will just sell
wheat or chickens and get what they want just as fast... if not even faster (having to actually build the portal
first... while also not dying) than having to mine for rubies. Oh and how will they enhance enchantments?
Are they to be used like lapis but with an added enchant level (as in for example, you use one ruby instead
of three lapis to get the high tier enchantments? ...also capping out at one ruby in said slot because the
enchantments shouldn't go higher than the ones we have, unless you want to break the game balance with a
sharpness X diamond sword)?
As for the procedural generated dungeons ala nether fortress or forest mansion... no complaints here. That
just sounds sweat. I don't mind adventuring... Though I can't speak for others.
Leave out the snake idea at the end... because if you add too many non related ideas to your list of suggested
things, it can be considered a whishlist (which is not something you are supposed to do here and can get your
post deleted... your other suggestions however are all 'dark realm-world' related so those should be fine).
Also poison can only kill you on hard mode and 8 seconds of being poisoned is nothing compared to being
avoided by (all?) enemies for three full minutes... Also how should this work AI wise?
All in all a nice original idea for a horrific realm of unpleasantness... but I'm afraid that a lot of people will point
out, that the nether is already supposed to be that kind of thing (well it is kind of boring as hell... the nether that is).
Have a think about some of the things (like the mace and shade skeleton stats). Otherwise a promising idea.
0
Sounds quite interesting... though the last two curses due sound a bit too much... maybe "Fragility" should
have a bit more than a durability... maybe only 10% of the normal (max) durability depending on the tools/weapons
being cursed with this.
As for self destruction... with an 80% chance of exploding (killing yourself and/or cratering the landscape) most people
wouldn't really bother using tools that have this curse. While curses are bad they don't make tools outright useless in
the game. This however does just that... even if I were to find a diamond pick with full durability and efficiency V +
fortune III ... I'd still just ignore it since using anything else would be far more feasable.
So the last two ideas need a bit of polish.
Otherwise the suggestion sounds quite decent.
0
This could actually work without problems. I mean you have to have defeated the dragon first to get the required ingredients and all this would do is teleport you to the main end island like the stronghold portal would. As for the way back you just go through the exit portal like usual and spawn right next to your last used bed. Yeah this seems pretty balanced and can make it easier for end game players, who just want to get shulker boxes and elytras... or just farm dragon loot.
-Support.-
0
Yep I pretty much agree with your post as it seems really sound... I'm even surprised somebody did the whole number
crunching... Oh and thanks for reminding me of all the horrors I had with metrics, Banach and the mathematical prooving
that comes with this field (mathematical PTSD).
Didn't think about that fall damage one to be honest.
2
While this is a fine idea (has some creative uses for fire charges)... I'm afraid MJ has already put a big "no" on the
subject of adding firearms to the game with their reasoning being the age restriction of the game (so they say).
So in short some ideas will be rejected right from the start by Mojang no matter how well thought out an idea might
seem (like primitive muzzle loaders or any form of non potion based magic or a use for poisonous potatoes...), which
is sad really.
Though I do consider the crossbow they have added lately as a compromise between a bow and a 'gunlike' weapon.
I like your idea but I'm sorry to say it won't get very far... There used to be the "Old Weapons" mod or even "Balkon's
weapon mod" that had some nifty stuff.
None the less I wish you luck.
0
Oh I forgot to mention I would support the idea if a cooldown of sorts were added to the pouch / bandolier to
prevent potion spamming.
-Support.-
My bad.
1
As some people might already know... not everyone likes magic or
anything like that added to Minecraft (I do... but I try to think
about others as well) and so I try to come up with ideas that
don't change too much of the existing game or interrupt the flow /
playstyle of others.
Now I already have posted a suggestion for a watered down version
of staves and scrolls that was in no way overpowered and just
extended on the already inbuilt enchantment table mechanics, but
Mojang has already decided that this is not going to happen. Hence
why I won't discuss any such items in the future no matter how
balanced they might sound (doesn't mean I won't listen to other
ideas or suggestions but rather that the topic is dead according
to the devs themselves... they also said poisonous potatoes will
never get a use other than poisoning you... so no reason to add
them to this suggestion either).
After a bit of thinking I thought that people would rather prefer
the oldschool throw a bottle as far as a old man with severe
joint problems can manage and hit yourself with potion effects,
where either half of your non player targets get healed, slightly
damaged, are totally immune or only suffer a reduced effect.
Just kidding! ...We already have that.
What I'm basically suggesting is to add a few extra potions to
our potion brewing system without actually changing the game
mechanics that much, while also implementing some unused assets
such as the thick and mundane potions that we can already craft,
though they have no real use as of now (unless you turn them into
weakness potions via fermented spider eyes that is).
All the potions I suggest will be brewed using the brewing stand and
none of those recipes will require a new type of ingredient that
doesn't already exist in the game (I could add new stuff... but
people seem to hate new stuff... as seen with all the "worst update
that broke MC since ever" comments etc.) to keep it as simple as
possible.
I will list some potion suggestion here with a short mentioning on
what their base potion is, what main component they need, what their
effect is, if they use secondary components / have more levels and
most important of all, if they can be used for tipped arrows, splash
/ lingering potions.
Now to the actual potions I had in mind so far (some of them will
probably need a bit of tweaking):
Potion of flame:(alchemical fire)
- Thick potion
- Firecharge
This potion will set its target in flames for 10s similar to the flame
bow enchantment. As such it can not set fire to blocks (except for tnt
just like the arrow would) and I won't change it for reasons of
possible grief potential.It only has one level and cannot be strengthened
with glowstone.Brewing the potion will give you the drinkable version of
it, which needless to say will set you on fire (just as dumb as drinking
potions of harming).As such you are supposed to turn this potion into
a splash or lingering potion using the usual methods.However... there are
no tipped arrows for this potion since we already have the flame bow
enchantment for that.
Potion of growth:
- Mundane potion
- Bone meal
This potion will cause a bone meal 3x3 or 5x5 area of effect depending
on potion strength (so can be strengthened with glowstone dust similar
to healing / harming potions...no redstone dust). Drinking this potion
won't do anything.It is meant to be used as a splash or lingering
potion and does not come with tipped arrows for that matter.
Potion of phasing / ender:
- Arkward potion
- Chorus fruit
This potion does not come with different strength levels as it only
applies the chorus fruit effect when consumed.Drinking the normal potion
you means you might as well just eat the fruit instead of brewing a
potion that does the same...However. Turning said potion into a splash
/ lingering potion can make it useful to distract enemies by teleporting
them away a very short distance (like the chorus fruit).The lingering
potion can also be used to craft tipped arrows with this effect.To be
fair this potion might only be useful against players since the AI
controlled mobs are pretty much immune against blindness and confusion
of any kind, when homing towards the closest player... you might
accidentally teleport a creeper just behind your back, which will then
happily walk towards you unfazed by the sudden change of surroundings.
Humans will have to reorientate at first...
Potion of freezing:
- Arkward potion
- Snowball
This potion was a bit tricky to come up with, since we already have a
potion with slowness, so I did not want to duplicate an existing potion.
What this potion does is freeze a certain area of effect depending on
the potions strength (freezing I and II with a 3x3 or a 5x5 area similar
to the growth potion).By freezing I mean it creates / adds one layer of
snow (if possible / not obstructed) and freezes water blocks in the surface
area (the frozen water blocks have to be source blocks and they will only
be frozen for a short amount of time, just like those created using the frost
walker enchantment).Drinking such a potion will do nothing (just a cool drink
I guess?) as this potion is meant to be used as a splash / lingering potion.
There will be no tipped arrows for this potion.Furthermore using this potion
on a blaze will cause an additional heart of damage as opposed to the normal
water / splash potions and also heal snow golems for 2 hearts worth of damage...
if you like using snow golems that is.Naturaly this potion is not that great
in hot biomes such as deserts, mesas and the nether (except for damaging blazes).
Potion of grounding:
- Potion of slowfall
- Fermented spider eye
This potion will reduce the height a player can fall without receiving
damage by 3 or 5 blocks depending on its strength (level I & II).
In addition to that the character hit by this effect can't swim and will sink.
The effect will last approximately for 10s or 7s depending on the level and
using redstone will extend the timer to 15s.Drinking this potion will of
course give you this effect, so it is best used as a splash / lingering potion
and in this case even as a tipped arrow.However the arrow effect last for only
5s.To be honest I'll probably remove this potion entirely or just the tipped
arrows, since it seems to have some gank potential with players...lets see
what other people think about this.
Bottle of ink:
- Mundane potion
- Ink sack
This potion gives you 5 to 10s blindness depending on the redstone dust
you added to the brewing process as a secondary ingredient.Yes you can
also drink this one and yes it is still a dumb idea.So like with the other
potions you throw this one into the face of other people via splash or
lingering potion.There are no tipped arrows for this potion.Also keep in
mind that this potion is useless against mobs (unless MJ adds some AI mechanics
that treats mobs under the influence of blindness as blinded by decreasing
their perception range and reseting their aquire target aquisition / homing
behaviour... by that I mean they forget they were chasing the player just
a moment ago).
That pretty much summarizes my suggestion. Sorry for the wall of text and
now have fun eviscerating the suggestion.I also apologize for the lack of
pictures since I'm pretty sure almost everybody knows how to brew potions and
how those vanilla items I described look like... I'm pretty sure most people will
get the overall gist behind this suggestion.
0
Now that sounds like a good compromise nobody could complain about.^^
0
Sounds like a good idea. Though there should be some kind of counter to
take track of the animals in the near vincinity of the shepherd (to prevent the villager
from breeding an entire blob of sheep that suffocates the entire village) and occasionally
slaughter (yes sounds mean but this is a reality of sheep herding) or shear one or two of
them, for the sake of immersion, while also giving the shepherd a similar function to the
farmer when it comes to feeding the village and trade specific...erm...trade deals.
Yeah this could work quite fine.^^
1
Minecraft needing more bosses is pretty much subjective.
Though I myself wouldn't mind more challenges.
As for more dungeons... Yup those sound like a fine
addition to the base game (see "Roguelike Dungeons"
mod for example) which quite a few people would enjoy
and sleeping bags have indeed been mentioned by
quite a few people. However... like erictom333 has already
mentioned, you are not giving us a lot info to work with
and thus we are left with a very vague idea of what
you are trying to suggest. For example...
What are these new bosses? What stats do they have?
Were and how do you find them? Do they spawn in your
new dungeons (I assume they do)?
Are your dungeons procedural generated structures akin
to the woodland mansion or more a predefined asset like
the ocean temple? What kind of loot drops can we expect
with these bosses / dungeons (if we get any at all)?
What are those special enchants and how do those
treasure enchantments fit in with preexisting ones
(without breaking PvE-, PvP- multiplayer and / or the
game balance in general)?
To put it mildly the idea needs a bit of fleshing out.
0
Yeah... I guess it does seem a bit OP when you can toss 6 potions of harming into somebodies face in quick succession.
Still like the idea because it reminds me of the thaumcraft focus pouch. I'd normally agree if it were just me... but balance
is key I'm afraid.
Still a nice idea though.
-Can't really support this as it is... undecided-
0
Oh yes... This sounds nice! Maybe have the rice be planted in water like lilly pads (well... but it looks like rice and can be harvested like you
would with wheat). Also don't forget bamboo blocks (slabs stairs etc.) or tatami mats.^^
-Support.-
1
An interesting read and I'm sure a lot of people would agree that the nether (as it is now) is pretty bland and
thus deserves an overhaul just like they are planning to do with the other biomes. I like the idea of having
nether specific biomes to add a bit more variety to the overall landscape... sounds good. Giving those biomes
a specific layer of fog is indeed a nice touch (similar to the different colours used to mark ocean biomes)...
However I'm not so sure about the biome specific effects like constant debuffs from heat (similar to the "Tough
as Nails" mod) or having the biome itself trying to kill you (being pulled inside its center by it)? How is this feature
going to be implemented and also how are you supposed to flee RNG-eesus's wrath if your newly spawned portal
just happens to be in a murderous biome? Also I'm not sure how happy people would be with mobs taking your
stuff out of the hotbar (I can remember all those angry screams of friends on our server using the
"Infernal Mobs" mod, where the mobs could do just that... take the weapons out of your hand and when killed
...maybe with your bare hands... drop said weapon to the ground... in the nether... a place filled to the brim with
lava and flame... yeah people will complain for sure).
Your mobs sound quite creative and will probably need some details / stats for others to comment on, so I can't
say much about them for now since I lack the information to form a nuanced opinion... but so far I like the idea
of your nether spiders (even though I have arachnophobia... actually I kind of hate you for the creep factor this
would bring) climbing down from the ceiling on a thread... In fact this would be nice if the cave spiders in the
overworld would do something similar on occasion.
As for world generation... I'm not quite sure if extending the (nether) world border is as easy as it sounds since
this could also interfere with the distance warping properties of travelling between the nether and the overworld.
Better ask somebody who knows how the game's code works behind the scenes and if this poses a problem.
Also be careful with the game mechanics part of the suggestion post as some of the things mentioned are
close to "not being related" to the nether overhaul idea.
All in all a promising idea with a few rough edges. Let's have a look what other people have to say first and
iron out one or two ideas to see how they fit with your vision in the end.^^
Oh and also a good idea to keep it vague in terms of religion since that would better fit the overall generic
village temple theme MC has going. Good to play it safe and add a bit of flavour to the game without needlessly
offending people. Well done.
0
Well it is true that Minecraft is predominantly a game about mining (hence the name) and I'm pretty sure you are not a fan
of magic since you are more a fan of the traditional style. Granted. But this is not the usual nuanced you, as your other
critique (on other topics) tends to more objective and less... hm subjective? I take you don't want people to turn MC into
some sort of Skyrim or AD&D? That is fair enough. However... as you have said the game is called Minecraft and not
Mount & Blade with zombies farming simulator (and we still do all that). Arguing about what is supposed to be in a
sandbox game (open to peoples creativity and how they want to play said game) is futile and there are a lot of things
I would like to have in this game where other people would highly disagree (not just magic). I take you just wanted to disagree
without sounding mean and it just came across a little harsh.
Oh and on a matter related to this post... I have posted something similar on the Mojang suggestion site and they have already
said something along the line of never wanting to implement this kind of magic, no matter how well thought out the idea may be.
So kind of sad for those who would like magic but good for those who don't I guess?
Doesn't matter too much since we can all agree that Thaumcraft is an option (for those who like magic) if you don't mind modding
and don't want to impose magic on those who would rather be rooted in reality (MC reality with floating trees that is).^^
1
A fine implementation of another metal using thought out concepts
that greatly differ from the usual "give me emerald pickaxes"
suggestion. Indeed a fine read and I definately like the blast
resistance/ sound proofing qualities of the lead block. That and
the radio.
-Support.-