I never criticized the army. Their sacrifice is far greater. But the moderators here sink time into addressing complaints and adhering to the rules. They don't have to do that. They could just enjoy the forum like the rest of us. Instead, they put in extra time to ensure the forum they enjoy is top notch. That is a sacrifice of their time, even if not the biggest, and they should never be considered "lazy."
- fishg
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Member for 5 years, 7 months, and 1 day
Last active Fri, Apr, 15 2022 21:39:48
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Jun 12, 2019fishg posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
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Jun 11, 2019fishg posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
What an unbelievably stupid and greedy thing to do, criticizing a site run by volunteers, who have sacrificed so much time and even funds to this community.
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May 20, 2019fishg posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
Time for a last hurrah bois
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That we would teach kids to kill squid, which is a bad.
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We can't do that- that's animal cruelty. Why would we want to encourage the death of animals for food or fish bait? Furthermore, why should we be allowed to rule over poor animals? Mojang has already sort of started on this and it would be great for more diversity within biomes, although detail on each animal would be appreciated.
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Or go to discord: https://discord.gg/yYw3tDu
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I wanted windows so you couldn't corner the Necromancer with knockback, but very well. The elytra did not come to my mind while writing this.
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It's also important to consider mods would be constantly having to update- which takes time and bugfixing. Modpacks would not exist with this system.
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Well it'd be a distance away from the barrier blocks (it could be upgraded to the surrounding four chunks), so you could still jump out. You just cant build up and elytra in, in the rare event someone late-game haven't cleared it yet.
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I understand your point about how annoyingly slow updates are getting, but I think you underestimate the importance of bugfixing. Besides we already paid for a complete game, so technically Mojang isn't even obligated have updates. I'm happy they are willing to take the time to making such game-changing updates years after official release.
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Community revamp is quickly transforming into a massive collaborative suggestion. It seems we are going to end up creating most of the content by ourselves, rather than picking and choosing what should stay and what shouldn't.
I suggest we return the Community Revamp to its roots, linking old suggestions and debating whether they should be added. The direct additions can be turned into complete suggestions, for example the dungeons could easily be posted by themselves on the forum. If we still need to brainstorm, we could always create Collaborative Suggestion pages similar to the Frist. Direct additions are dangerous, because there's only a select few who visit this page as opposed to the many who view the subforum. We wouldn't want to add something almost everyone dislikes. Splitting things up would also make this project easier to handle.
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Well this is embarrassing.
There could be barriers around the Necromancer's tower, preventing anyone from getting in unless it's on the ground, in which case you'd have to go through all floors. Also, you can technically glitch through Woodland Mansions as is, building to the roof and jumping down on top an Evoker.
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This would be very useful. It could use a few more uses, but the ability to set teleporters is already game-changing so it would be far from redundant. I especially like it can only be found in the far end.
Support.
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While I like the addition of attack cooldown, I dislike the sweeping attack of swords. It's caused me to attack my pets by accident on multiple times, even once killed one in a tough fight. This is the primary melee weapon, so this really shouldn't be the case. Perhaps double clicking does the sweep.
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This is planned. You could theoretically clear the first couple floors, take the loot, and leave until you are prepared enough for the later floors.
I've always understood Mojang's reasoning for not adding many more structures being they want to avoid the player living there instead of building something themselves. Although, by the time you've become powerful enough to clear one of these you'd probably already have a house. I'll get rid of the tower destroying itself, but the spawners will be destroyed upon the Necromancer's defeat.
It would be very dangerous to run through, since the mobs would constantly be following you. The later floors (Vindicator and Ilusioner) take time to get through, so it's best to not have zombies skeletons and cave spiders on your back. As for the elytra, yes you could technically skip everything if you manage to build up far away from the no build zone. But you wouldn't get any of the loot on the lower floors, and there is a creeper spawner right below you. So the floor would go boom
I never really thought Minecraft had a "moral compass". If you start to think about it, the player is the closest thing to the villain- depleting all the minerals of the earth, killing animals for the better food supply when they could of waited for wheat, taking advantage of the nitwitted villagers, barging into a woodland mansion and killing everybody in sight. Hostile mobs don't necessarily need to be "evil" they are simply hostile to you and your actions. Illagers could be nice guys who don't like you walking in their house. What did the Ender Dragon do wrong again?
Yes, the face of the Necromancer is directly inspired by the Elder Guardian. The doors locking with a face is a much more original and interesting idea, I will add it. I don't know about the Necromancer using blocks the player places, how about instead it just disappears back into item form with red particles (like the purple end particles).
The Necromancer spends six seconds doing a very obvious animation with sound. The player should be able to hit them with an arrow to stop it. In the event their mob turns on them, they can always kill the Necromancer quickly- all corrupted mobs return to normal after the death of their "master". I agree little kids may be sad, but there's plenty of chances to avoid this happening.
Again, you don't need to be any better than the Necromancer. I suppose the mind control could only effect mobs hostile to you, if you are worried about animal cruelty. The Specter requires thought when used. You cannot just spam it at the first zombie you see, you need to think about your environment and use the "weapon" to your advantage. Mind control a Ghast and use it to assault a Nether Fortress with ease, as it rains hell on Wither Skeletons and Blazes. Manipulate an Enderman to help you defeat an End City, watch it chase down those pesky shulkers. Get two blazes, take them to a Woodland Mansion- good luck illagers.
The protection stone is very much inspired by the conduit. Originally, the red orb would only create a scepter, but I changed it to provide a reason to go to towers multiple times. While it's not the most original in design, I think it works and fits the general theme of "red magic"
I don't know about the red dragon. The elytra is (somewhat) balanced flight, and rideable dragons would completely neglect going to the End. I consider the tower a mid-game dungeon, something you'd take on after the nether fortress but before the stronghold. As for rarity, I'm thinking the same as a Woodland Mansion but in all biomes save the roofed forest, so it seems more common.
As always, thanks for all the feedback!
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There's a lot of stuff here, and almost all of it sounds good. Since we don't know much about the rest of the game, it's hard to understand everything (for example, the Wither dungeon sounds cool as you described but I don't know what the new dimension it leads too is for). The trading system sounds much better, and I like using different gemstones instead of enchanting randomly. I don't think seasons are needed as we already have snowy biomes present, and an autumn forest could easily be added to the temperate biomes.
By spitting the different biomes into greater "regions" and always spawning the player in the temperate zone, what if the hot and cold regions acted as different areas of game progression? They could spawn harder mobs and house better loot. Perhaps even a temperature system that comes into play. Your dungeon artwork is not in the Minecraft system, so I don't know what it would look like in game but it sounds solid and quite creative. I especially like how you created "ruined" ocean monuments and mansions. Which leads me too..
If the game technically takes place "after the first game" what if the world was significantly different. This could add a lot of relevance to the "Minecraft sequel". A new "abandoned base" could spawn on the surface as a tier 1 dungeon, where the Steve and Alex used to live now occupied by a forgotten angry iron golem. The Ender Dragon is dead upon arrival. Villages are more advanced- perhaps over the centuries they have gone from a medieval age to an age of exploration (explaining pirates) and now sport muskets. I think this would variate the two games and give a "story" reason to the sequel's existence, rather than just replacing the classic. Maybe the player's journey is ever since the death of the fearsome dragon, the undead have gone unchecked and the withers threaten to return. The player must go to the End to revive the Ender Dragon, directly complimenting the first game.
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How about adding control z after crafting?